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{{mod | {{mod | ||
| title= scoped | | title = {{qud text|scoped}} | ||
| type= | | type = Firearm | ||
| id= ModScoped | | id = ModScoped | ||
| rarity=C | | rarity = C | ||
|mintier=2 | | mintier = 2 | ||
| tinkerable=yes | | tinkerable = yes | ||
| tinkertier=1 | | tinkertier = 1 | ||
| value = 1.1 | | value = 1.1 | ||
| desc=&CScoped: This weapon has increased accuracy.}} | | complexity = 1 | ||
| difficulty = 1 | |||
| empsensitive = no | |||
| powerloadsensitive = no | |||
| realitydistortion = no | |||
| desc = &CScoped: This weapon has increased accuracy. | |||
| gameversion = 2.0.201.114 | |||
}} | |||
The {{name}} mod reduces the [[Missile_weapon_combat#Aim_Variance|aim variance]] of a weapon by 4°, which is equivalent to the effect that would be achieved if the shooter's [[Agility]] were increased by 8 points.{{Code Reference|class=MissileWeapon|method=FireEvent|name=MissileWeaponFireEvent}} | |||
The {{name}} mod does not improve the ''Accuracy'' stat of the weapon itself, and has no effect on [[Missile_weapon_combat#Weapon_Variance|weapon variance]] calculations. For this reason, weapons that are naturally inaccurate, such as the {{favilink|blast cannon}}, tend to remain fairly inaccurate even when scoped.<ref name="MissileWeaponFireEvent" /> | |||
== Eligible Equipment == | |||
{{#cargo_query: | |||
| tables = Modability=M,GeneralData=GD,MissileWeaponData=MWD | |||
| join on = M.JoinKey=GD.JoinKey,M.JoinKey=MWD.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{)}}') = Item, | |||
CONCAT(MWD.Accuracy,' ({{(}}#switch: ',MWD.Accuracy, | |||
'{{!}}0=Very High', | |||
'{{!}}1{{!}}2{{!}}3{{!}}4=High', | |||
'{{!}}5{{!}}6{{!}}7{{!}}8{{!}}9=Medium', | |||
'{{!}}10{{!}}11{{!}}12{{!}}13{{!}}14{{!}}15{{!}}16{{!}}17{{!}}18{{!}}19{{!}}20{{!}}21{{!}}22{{!}}23{{!}}24=Low', | |||
'{{!}}Very Low{{)}})')=Base Weapon Accuracy (Not Affected by Scoped) | |||
| where = M.SupportedMods HOLDS 'FirearmMods' AND GD._pageNamespace = '0' | |||
| order by = MWD.Accuracy,GD.PlainName | |||
| format = table | |||
}} | |||
=== Eligible NPC Equipment === | |||
{{#cargo_query: | |||
| tables = Modability=M,GeneralData=GD,MissileWeaponData=MWD | |||
| join on = M.JoinKey=GD.JoinKey,M.JoinKey=MWD.JoinKey | |||
| fields = CONCAT(CASE | |||
WHEN GD.ObjectID = 'Naser Cannon' | |||
THEN '{{(}}favilink{{!}}galgal{{!}}possessive{{)}}' | |||
WHEN GD.ObjectID = 'LightLock' | |||
THEN '{{(}}favilink{{!}}conservator{{!}}possessive{{)}}' | |||
WHEN GD.ObjectID = 'Point-Defense Laser' | |||
THEN '{{(}}favilink{{!}}anomaly extinguisher{{!}}possessive{{)}}' | |||
ELSE '' | |||
END,'{{(}}favilink id{{!}}',M.ObjectID,'{{)}}')=Item, | |||
CONCAT(MWD.Accuracy,' ({{(}}#switch: ',MWD.Accuracy, | |||
'{{!}}0=Very High', | |||
'{{!}}1{{!}}2{{!}}3{{!}}4=High', | |||
'{{!}}5{{!}}6{{!}}7{{!}}8{{!}}9=Medium', | |||
'{{!}}10{{!}}11{{!}}12{{!}}13{{!}}14{{!}}15{{!}}16{{!}}17{{!}}18{{!}}19{{!}}20{{!}}21{{!}}22{{!}}23{{!}}24=Low', | |||
'{{!}}Very Low{{)}})')=Base Weapon Accuracy (Not Affected by Scoped) | |||
| where = M.SupportedMods HOLDS 'FirearmMods' AND GD._pageNamespace <> '0' | |||
| order by = MWD.Accuracy,GD.PlainName | |||
| format = table | |||
}} | |||
== Tips == | |||
* If your character already has very high agility along with skills or cybernetics that improve aim variance, the scoped mod may not have any functional effect on the weapons you fire. For a more detailed explanation, refer to the [[Missile_weapon_combat#Additional_Notes|Additional Notes]] section of the missile weapon combat page. | |||
{{References|2.0.201.114}} | |||
{{Mod Navbox}} |
Latest revision as of 17:58, 3 May 2022
scoped
Category
|
Firearm |
---|---|
Minimum item tier
|
2 |
Rarity
|
Common |
Tinkerable
|
yes |
Tinker skill
|
|
Bit required
|
<1> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
yes |
Value multiplier
|
1.1 |
+1 | |
+1 | |
no | |
OverloadableWhether this mod is power-load sensitive, and
can be further enhanced by the overloaded mod? |
no |
Distorts realityWhether this item is susceptible
to normality effects? |
no |
ID
|
ModScoped |
Infobox data from game version 2.0.201.114
|
Scoped: This weapon has increased accuracy. |
The scoped mod reduces the aim variance of a weapon by 4°, which is equivalent to the effect that would be achieved if the shooter's Agility were increased by 8 points.[1]
The scoped mod does not improve the Accuracy stat of the weapon itself, and has no effect on weapon variance calculations. For this reason, weapons that are naturally inaccurate, such as the blast cannon, tend to remain fairly inaccurate even when scoped.[1]
Eligible Equipment
Eligible NPC Equipment
Item | Base Weapon Accuracy (Not Affected by Scoped) |
---|---|
conservator'slightlock | 2 (High) |
galgal'snaser cannon | 2 (High) |
shoulder-mounted light cannon | 2 (High) |
anomaly extinguisher'spoint-defense laser | 12 (Low) |
Tips
- If your character already has very high agility along with skills or cybernetics that improve aim variance, the scoped mod may not have any functional effect on the weapons you fire. For a more detailed explanation, refer to the Additional Notes section of the missile weapon combat page.
References
This information is reliable as of patch 2.0.201.114. |
This information is reliable as of patch 2.0.201.114.
|