Huntota Posted July 23, 2014 Share Posted July 23, 2014 Is this intended or it's the bug? I mean, it leaves you some TUs to fire it, but then you can never reload the gun. That's weird. But if this is what it is, i'll deal with it. If not, i'll mod the weight. Quote Link to comment Share on other sites More sharing options...
steave Posted July 23, 2014 Share Posted July 23, 2014 Is this intended or it's the bug? I mean, it leaves you some TUs to fire it, but then you can never reload the gun. That's weird. But if this is what it is, i'll deal with it. If not, i'll mod the weight. How many TUs does your soldier have? Reloading takes a set amount of them rather than a percentage. I haven't used it myself, but I've read that you can't carry that much ammo for it. If your guy has low TUs and he's carrying enough weight to lower it further, he may not have enough left over for the reload. Alternatively, I noticed with alien weapons that I have to go into the inventory and manually drag the ammo from the inventory into the gun, clicking on the reload button didn't work. Quote Link to comment Share on other sites More sharing options...
GlyphGryph Posted July 23, 2014 Share Posted July 23, 2014 I've reloaded it without problems. If you have very high TU units you can even manage fire teams where you can use two units for firing it every round. (Even better with three, then you can also bring tons and tons of ammo!) Quote Link to comment Share on other sites More sharing options...
Huntota Posted July 23, 2014 Author Share Posted July 23, 2014 >Reloading takes a set amount of them rather than a percentage. Oooooooooh. I seeeeeeeeeeee. Quote Link to comment Share on other sites More sharing options...
Tyro3 Posted July 23, 2014 Share Posted July 23, 2014 Don't recall coming across this particular weapon, where does is fall in the tech tree? Quote Link to comment Share on other sites More sharing options...
steave Posted July 23, 2014 Share Posted July 23, 2014 Don't recall coming across this particular weapon, where does is fall in the tech tree? As far up as possible. Get a singularity core from a battleship and research 2 more techs beyond that. Quote Link to comment Share on other sites More sharing options...
Kiel Posted July 24, 2014 Share Posted July 24, 2014 My experience with this cannon is next: it's a waste of time and resources. Say your soldier has 100 str, 100 TU and wears Predator armor. Equipping singularity cannon decreases TU down to 64. Making a shot costs 52 TU. Reloading takes 60 TU (I'm not kidding, it really does). Equipping one more battery takes 4 additional TU. In the end this weapon can only be only used as a stationary one. Utterly useless and pointless. Same as Fury. I'd propose to remove Singularity core from the game entirely as it does not lead to any useful research/technology. But not only that. The very existence of the singularity core is illogical and weird. At least the way in-game aliens use it: they use an eternal source of infinite amount of energy... to power up few engines, few cannons and hyperspace drive, which could perfectly work without the core (take a look at the carrier). What a waste! It's like you mount a jet engine on your car and then put a limiter on it 'because that thing is too damn powerful'. Quote Link to comment Share on other sites More sharing options...
Huntota Posted July 24, 2014 Author Share Posted July 24, 2014 well, what really didn't make sense to me is that you had to use one core to build a gun, but then the ammunition was free. What's up with this? Does it go into gun itself? With all it's power? Probably not. So it's consumed by ammunition, it's just not limited because there's so many of it. So, why can't i build another gun to use with that ammo? Also, my guy with just around 84 TUs was able to move a bit and fire, and reloading took a bit less then 60 tus, but yeah, that's not the most useful weapon ever. Quote Link to comment Share on other sites More sharing options...
Kiel Posted July 24, 2014 Share Posted July 24, 2014 Regular rocket launcher with fusion warheads is better, IMO. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 25, 2014 Share Posted July 25, 2014 The Singularity Cannon is useful in the Endgame mission, because a) you don't have to worry about artifact recovery and b) it's one long corridor. 2 predators armed with singularity cannons swept the corridor clear and obliterated the final boss. They then kept the Reapers off my back until eveyone had evacc'd. Quote Link to comment Share on other sites More sharing options...
Huntota Posted July 25, 2014 Author Share Posted July 25, 2014 I stopped worrying about the artifact recovery long ago. Huge blasts are way better than some lousy alenium. Quote Link to comment Share on other sites More sharing options...
Kiel Posted July 25, 2014 Share Posted July 25, 2014 Wait, there are reapers present on the last mission? O_o I didn't see any. I just killed the boss, moved my guys to the portals (took me few turns) and that's it! Although debrief screen indicated 12 alive aliens left and I was like 'wat O_O' Quote Link to comment Share on other sites More sharing options...
MrPyro Posted July 26, 2014 Share Posted July 26, 2014 If you move quickly through the mission you will never see them; after a few turns they start coming into the map from your start point. On my first play of the mission I didn't see them until I deliberately backtracked after clearing the final room. Then I spent a few turns blowing them up with the Singularity Cannon Quote Link to comment Share on other sites More sharing options...
Huntota Posted July 29, 2014 Author Share Posted July 29, 2014 Well, singularity cannon wasn't that much of help. But yeah, i used it to blow up their heavy drone and then a praetor. In the face! Then reapers ate all my guys. No idea how you manage to never see them, they appear after some 6 turns on so. Quote Link to comment Share on other sites More sharing options...
MrPyro Posted July 29, 2014 Share Posted July 29, 2014 I might have been on a lower difficulty (I'm weak and play on Normal); that may affect how quickly the Reapers come out to play. I also moved very aggressively through the level as I knew there was a time limit. Quote Link to comment Share on other sites More sharing options...
Kiel Posted July 29, 2014 Share Posted July 29, 2014 I might have been on a lower difficulty (I'm weak and play on Normal); that may affect how quickly the Reapers come out to play. I also moved very aggressively through the level as I knew there was a time limit. Did you blow up the generators? I did. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 29, 2014 Share Posted July 29, 2014 I blew up everything that moved. And lots of things that didn't. Quote Link to comment Share on other sites More sharing options...
MrPyro Posted July 29, 2014 Share Posted July 29, 2014 I did blow up the generators, but I split the team to do it rather than having my whole squad do it. IIRC I sent 1 rifleman and 1 assault trooper to each generator, while my main force went up the centre after the Praetor. Quote Link to comment Share on other sites More sharing options...
Huntota Posted July 30, 2014 Author Share Posted July 30, 2014 Well, i couldn't split the team up, after the praetor was killed i only had 4 men left. I mean, sure i was moving agressively instead of taking cover all day every day and maybe using shields with spotters, but time limit is a time limit. I only had like 2 turns after praetor was killed until reapers started spawning. Quote Link to comment Share on other sites More sharing options...
MrPyro Posted July 30, 2014 Share Posted July 30, 2014 I'd already split my team before I met the Praetor. I sent them off to the generator rooms as I was moving through the level, rather than going back for them. Quote Link to comment Share on other sites More sharing options...
corpse Posted July 30, 2014 Share Posted July 30, 2014 (edited) the weight of the singularity cannon is ridiculous tbh- you can load a predator armored soldier with magstorm and backpack full of ammo AND breaching charges so that he has literally 0 inventory space remaining and he still doesnt lose a single TU, yet the empty singularity cannon removes half the TU. Gameplay-wise this means its useless aside from the very last mission and a fun occurrence: even though you might be able to fire the weapon, you can have so much TU loss if carrying too much ammo YOU DONT HAVE TU TO RELOAD IT at the start of next turn. as it is, if you need a obstacle remover, use any vehicle, even the hunter can have railgun attached to it- no way you can get singularity cannon and 12 rounds into a normal mission easier than just using the vehicle. EDIT: it appears reloading the 50-kilo hunk takes 40 TU, so if the unit you give it has 100 TU before weapon, he can only carry 7 extra ammo to have enough TU to reload with full turn. ofc, if you really want to you can drop the entire backpack, wait one turn, reload, then pick up the ammo gain, so you theoretically *can* out-perform the hyperion ammo capacity of 12 with 2 operatives... if you use 3 turns to reload per shot. that way you can carry a maximum of 28 shots into combat with 2 men (one in launcher, 10 in backpack, 3 on belt) and fire them all in just under 50 or so turns. EDIT2: actually, if staying immobile and dumping the excess ammo under the operator it *IS* possible to have the weapon firing every second turn outperforming vehicles on terrain leveling quite well. given that majority of the weight comes from the weapon, rest of the predator soldiers can carry extra ammo, too. Edited July 30, 2014 by corpse added the reload time calcualtions Quote Link to comment Share on other sites More sharing options...
MrPyro Posted July 30, 2014 Share Posted July 30, 2014 Is it a sensible/practical weapon? No. Does it make me cackle with glee every time I fire it and catch 5 enemies in the radius and make them explode? Yes. Quote Link to comment Share on other sites More sharing options...
corpse Posted July 30, 2014 Share Posted July 30, 2014 Is it a sensible/practical weapon? No.Does it make me cackle with glee every time I fire it and catch 5 enemies in the radius and make them explode? Yes. actually, using the "stay where your drop pod lands and level the entire map with 1 flying guy calling targets from above" with even 1 of these is surprisingly fun AND sensible it seems. ofc its slow as what and civilan hearts and minds are literally all over the place but its fun- especially when augmenting the "backpack fulll of ammo and magstorm in hand"-firing line. Quote Link to comment Share on other sites More sharing options...
Xcom Veteran Posted July 31, 2014 Share Posted July 31, 2014 I tried this weapon once, and I will not use it any more. Maybe it could have sense with double the destruction range to kill half map, if not, then it is not worth. Quote Link to comment Share on other sites More sharing options...
486 Posted August 21, 2015 Share Posted August 21, 2015 If u train your men or women 100 str and 100 tu, its pretty usable. I loaded 11 extra ammo and realoading is nopro. But with 40 tu left they allways way behind those 100 tu soldiers. But the range of this cannon is very good so u can sometimes kill most of the enemies at your starting point. Quote Link to comment Share on other sites More sharing options...
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