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[Laser] Carbine vs Rifle ?


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The carbine is the upgrade to the shot gun (mostly because a laser shot gun makes no sense at all). So same pros and cons as with the ballistic shot gun and rifle. Carbines have better damage at close range, but drop off drastically in accuracy at longer ranges when compared to the rifles.

~Zero~

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The carbine is the upgrade to the shot gun (mostly because a laser shot gun makes no sense at all). So same pros and cons as with the ballistic shot gun and rifle. Carbines have better damage at close range, but drop off drastically in accuracy at longer ranges when compared to the rifles.

~Zero~

In theory, in practice I find the carbine better at medium ranges, than the rifle. The more projectiles make for a better chance to hit for less ap, but more ammo spent. As for long range, theres precision laser.

The carbine also has a reaction modifier 1.5. Its also lighter?

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In theory, in practice I find the carbine better at medium ranges

I've not tried the carbine at medium range, I always just assumed it would be as useless as the shotgun was. Next chance I get to sit down and play I'll have to give that a try. I'm not sure on the reaction modifier or weight. My gut says the reaction modifier is 1.5 just from what I remember from the way I use my assaults after they have it in hand but I'm at work atm so can't check to be sure

~Zero~

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Shotguns and carbines in Xenonauts are made for ranges less than 6 tiles. Preferably you'll get to 1 or 2 tiles ranges before you fire. They are very powerful at those ranges. Much more damage than a rifle. They're really for close assaults indoors in Xenonauts.

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As others said. For me they are one of the most important wepaons, i dont carry any rifles, only shotguns/scatter , sniper rifles and lmg. Of course its only my style, but rifles seem to be able to do everything, but everythign poorly.They dont have the aim of sniper rifles, punch and low tus cost for shotguns or pure stoppign power of lmgs.

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Rifles are the only weapon that can do everything. They can be extremely dangerous in UFO assaults with burst fire, and they can put accurate fire downrage outside. They are at their core the jack of all trades master of none.

Apparently, many people don't think versatility is important. Specialist weapons only, please.

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I like rifles. Few things can stand the burst fire of a laser rifle manned by a good soldier. Each hit is 20-60 damages.

True but the tu cost is very very high for rifle burst, while carbine shots 3 shots with very low tu req.In practice i find you often need that mobility to get into position before firing.

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I too am in the camp of finding rifles too mediocre to be of much use personally. I much rather my soldiers be really good at what ever their chosen role is and rely on their team-mates for support then have them able to do everything themselves. The rifle can suppress but not as reliably as a heavy weapon, The rifle can single shot at long range but not with the accuracy of a sniper rifle, The rifle can deal good up close damage but not as cheaply as the shotgun/carbine can. The only soldier in my current mix that carries one is my rocketeer, I find that I generally only need a couple of rockets per mission if that and the rifle offers a good balance of weight to power so that he can carry it, his rocket tube and a couple of rockets. So in this case its good because it adds a bit of versatility to a soldier that is otherwise a little over specialized.

~Zero~

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There's more than one way to skin a cat. I think it's a good sign that the game supports different playstyles.

I agree with this, just thought it was worth pointing out. That goes for the players thinking rifles could use a buff as well; I have no problem making good use of them, for example.

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I always make sure to have at least 2 carbines in the team (generally I have 2 snipers and they carry carbines in their backback. My snipers are the least likely to be wounded en route to the alien ship since they stay far behind to snipe.. so by the time I clear outside, the 2 snipers are mostly guaranteed to be at full health).

Carbines are magnificent inside alien ships, cuts down the chance aliens can reaction fire against you, increases your chance to make your own reaction fire and can clear out a room safely and efficiently.

But it's a weapon that only excels at close range (but does so immensely well). So for me it's exclusively an alien ship clearing gun and well suited for snipers as a secondary weapon (far better than pistols as a secondary since pistols don't have the killing power the carbine has at close quarters. Pistols are exclusively for shield bearers or rocketeers).

I'd only use them outdoors as a last resort though.

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I always make sure to have at least 2 carbines in the team (generally I have 2 snipers and they carry carbines in their backback. My snipers are the least likely to be wounded en route to the alien ship since they stay far behind to snipe.. so by the time I clear outside, the 2 snipers are mostly guaranteed to be at full health).

Carbines are magnificent inside alien ships, cuts down the chance aliens can reaction fire against you, increases your chance to make your own reaction fire and can clear out a room safely and efficiently.

But it's a weapon that only excels at close range (but does so immensely well). So for me it's exclusively an alien ship clearing gun and well suited for snipers as a secondary weapon (far better than pistols as a secondary since pistols don't have the killing power the carbine has at close quarters. Pistols are exclusively for shield bearers or rocketeers).

I'd only use them outdoors as a last resort though.

This.

I never go into an alien ship without a shotgun or carbine if I can help it. The reactions bonuses on their own are worth the price of admission. If you open a door or have to grab some cover or need to get a shot down first, the carbine is your friend. I've lost plenty of riflemen to reaction shots because the poor swine were just too slow on the draw.

The close range damage is also extremely nice. Masses of damage, low AP cost, again it's the sort of thing that saves lives on an enemy spaceship.

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I'd only use them outdoors as a last resort though.

They're useful on industrial maps for sweeping areas with lots of cover; sweeping farm buildings etc. In open spaces where they're less good, I usually have a backfield Heavy to take the shot if the Assault spots someone.

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