Scoped: Difference between revisions

3,191 bytes added ,  17:58, 3 May 2022
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{{mod
{{mod
| title= scoped
| title             = {{qud text|scoped}}
| type=Firearm
| 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
}}


When an missile weapon has '''scoped''', the variance of aim is decreased by 4. Having this mod on an unidentified artifact also increases the difficulty and complexity of identifying the object by 1.
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}}
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