Laser rifle: Difference between revisions
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | <!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | ||
{{Item | {{Item | ||
| title = {{Qud text|{{Qud shader|C|{{(}}laser{{)}}}} rifle}} | | title = {{Qud text|{{Qud shader|C|{{(}}laser{{)}}}} rifle}} | ||
| image = laser rifle.png | | image = laser rifle.png | ||
| overrideimages = {{altimage start}}{{altimage | laser rifle identified.png | type = identified}}{{altimage | laser rifle unidentified.png | type = unidentified}}{{altimage end}} | |||
| pv = 9 | | pv = 9 | ||
| maxpv = 9 | | maxpv = 9 | ||
| damage = 1d12 | | damage = 1d12 | ||
| weight = 9 | | weight = 9 | ||
| featureweightinfo = yes | |||
| commerce = 750 | | commerce = 750 | ||
| weaponskill = {{SkillID to name|Rifle}} | | weaponskill = {{SkillID to name|Rifle}} | ||
Line 13: | Line 14: | ||
| ammodamagetypes = Light</br>Laser | | ammodamagetypes = Light</br>Laser | ||
| energycellrequired = yes | | energycellrequired = yes | ||
| ismissile = yes | |||
| accuracy = 2 | | accuracy = 2 | ||
| shots = 1 | | shots = 1 | ||
| ammoperaction = 1 | |||
| chargeused = 100 | | chargeused = 100 | ||
| chargefunction = Weapon | | chargefunction = Weapon Power | ||
| id = Laser Rifle | | id = Laser Rifle | ||
| complexity = | | complexity = 4 | ||
| tier = 4 | | tier = 4 | ||
| bits = 0004 | | bits = 0004 | ||
| canbuild = yes | | canbuild = yes | ||
| candisassemble = yes | | candisassemble = yes | ||
| colorstr = & | | colorstr = &C | ||
| tilecolors = Cw | |||
| renderstr = ) | | renderstr = ) | ||
| extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes}} | | extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes | energyammoloader = yes}} | ||
| inheritingfrom = BaseRifle | | inheritingfrom = BaseRifle | ||
| dynamictable = {{Dynamic object|Guns|Laser Rifle}} | | dynamictable = {{Dynamic object|Guns|Laser Rifle}} </br>{{Dynamic object|Items|Laser Rifle}} | ||
| | | unidentifiedimage = laser rifle unidentified.png | ||
| unidentifiedname = weird artifact | |||
| unidentifiedaltname = rifle | |||
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods,BeamWeaponMods | |||
| desc = Telescoped cylinders pinch the mirror point, and under them grows a sylph-like stock of sea-ferried nutwood. | |||
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles | |||
Accuracy: High{{)}}}} | |||
| categories = Rifles | | categories = Rifles | ||
| gameversion = 2.0.206.57 | |||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
{{ | The {{name}} is a mid-tier [[:Category:Rifles|rifle]] that is powered by [[:Category:Energy Cells|energy cells]] and has reasonably good [[penetration]] and [[damage]] potential. | ||
== Obtaining == | |||
The {{name}} can be: | |||
* Found as random loot in [[zone tier|mid-tier or high-tier zones]] or occasionally equipped by random creatures. | |||
* Found as a guaranteed loot drop from {{favilink|mercurial|plural}}, who will also be carrying 3 {{favilink|chem cell|plural}}<ref name="ObjectBlueprints"><code>ObjectBlueprints.xml</code></ref>. However, note that the {{qud shader|mercurial|mercurial}} will teleport away from its attacker when it is killed, displacing this loot into a random location in the current zone.{{Code Reference|class=BlinkOnDamage}} | |||
* Crafted with the [[Tinker II]] skill, after obtaining the required [[schematic]]. | |||
* [[Disarmed]] from {{favilink|laser turret|plural}}. | |||
* Found held by {{favilink|Hortensa}}, {{favilink|Iseppa}}, and {{favilink|Neek}}, but none of them will part with it willingly.<ref name="ObjectBlueprints" /> | |||
== Considerations == | |||
{{Opinion}} | |||
* The {{name}} occupies a somewhat unimpressive "middle child" role in the progression of rifle-class weapons. Using a lower-tier and more common {{favilink|electrobow}} (higher accuracy, higher penetration, provides an 8-tile light radius, consumes only half as much power) or a {{favilink|carbine}}/{{favilink|sparbine}} (triple the number of shots per action with similar damage potential, does not require energy cells) is often preferable until the player can find a higher-tier rifle such as the {{favilink|eigenrifle}}. | |||
== References == | |||
{{As Of Patch|2.0.201.49}} | |||
<references /> | |||
{{Missile Weapon Navbox}} | {{Missile Weapon Navbox}} | ||
[[Category:Rifles]] | [[Category:Rifles]] |
Latest revision as of 21:34, 18 January 2024
laser rifle
Light | |
Ammo Type
|
|
Accuracy
|
High (2) |
Shots per Action
|
1 |
Ammo per Action
|
1 |
Charge per Use
|
100 |
Charge Used For
|
Weapon Power |
Complexity
|
4 |
Tier
|
4 |
<0004> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Skill Used
|
|
Potential
Mods? |
missile weapon, firearm, general, rifle, electronics, beam weapon |
Character
|
) |
ID?
|
Laser Rifle |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.206.57
|
laser rifle
Telescoped cylinders pinch the mirror point, and under them grows a sylph-like stock of sea-ferried nutwood.
Weapon Class: Bows & Rifles
Accuracy: High
The laser rifle is a mid-tier rifle that is powered by energy cells and has reasonably good penetration and damage potential.
Obtaining
The laser rifle can be:
- Found as random loot in mid-tier or high-tier zones or occasionally equipped by random creatures.
- Found as a guaranteed loot drop from mercurials, who will also be carrying 3 chem cells[1]. However, note that the mercurial will teleport away from its attacker when it is killed, displacing this loot into a random location in the current zone.[2]
- Crafted with the Tinker II skill, after obtaining the required schematic.
- Disarmed from laser turrets.
- Found held by Hortensa, Iseppa, and Neek, but none of them will part with it willingly.[1]
Considerations
This section is opinion-based. Your mileage may vary.
- The laser rifle occupies a somewhat unimpressive "middle child" role in the progression of rifle-class weapons. Using a lower-tier and more common electrobow (higher accuracy, higher penetration, provides an 8-tile light radius, consumes only half as much power) or a carbine/Sparbine (triple the number of shots per action with similar damage potential, does not require energy cells) is often preferable until the player can find a higher-tier rifle such as the eigenrifle.
References
This information is reliable as of patch 2.0.201.49. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.201.49. If this is no longer the current patch, you can help by updating it.