Added Expl. Cannonballs to the Assault Cannon under Heavy Weapons. With basic notes, due to the massive difference in ammo-type usages.
Might also add that concussive is good against walls/terrain. It is, isn't it? (that's why hammers work, on top of snap fire for targeting?)
Those little exploding beauties turns one of the worst guns in the game into one of the best all-round death machines you can have. Cheap, fairly light, cheap and fairly light ammo.
Even a noob with runt duds can carry one. 20+ strength and they've got the gun and two reloads. Plus they contribute. Explosively and inaccurately.
Actually, the gun is pretty damn accurate from any reasonable range. But there have been *incidents*
Also, you need to duck during base defense missions/inside ufos to fire it at any reasonable range. But you probably should duck whenever you fire it anyway. Many gals died to bring you this information.....
(posts merged - Dioxine)
Is flavour text fine on the wiki for initial techs?
It sort of helps put people on the right path.
Updated Cattle Prod with flavour text, Anglicized Pirate-speak, kind of showing the research allowing it.
I figure with it being a basic tech, pretty funny, and giving some basic "strategy", it'd be fine, even while giving away research requirements.
All good on little things like that? Or full "iron wall" on initial techs? Discovery is fine with me, and there's lots of stuff that does similar stuff that you have already at the start, but I hope it's cool on the earliest things.
It is a wiki, after all. You'll definitely spoil something for yourself.
(posts merged - Dioxine)
Question:
Does the exploding cannonball directly inherit the normal cannonball's features?
Ie: minimum 50% damage, +50% stun damage?
Because I've definitely stunned out enemies before with an explosive cannonball. But was it due to concussive-explosion, direct hit, direct inheritance from cast-iron balls, smoke caused due to explosion, or did I forget that I hit them with something else (pretty sure they got stunned just due to an Expl. Cannonball from an Assault Cannon shot, without any other damage). Might not have heard the death sound either, but I got 4 captures from only 2 prod-stuns from the mission, and I "stunned" 2 others with Expl. Cannonballs. How?
Early smoke-naps that I didn't see?
The ruleset on them implies that one uses TFtD damage mechanics, and extra stun. So did the exploding cannonball inherit this, did I simply mis-remember, or does concussive have a stun component?
For the wiki.
Does concussion have a stun component? How big? Should it be noted in ammo? If it's +25/50% stun damage, then it makes sense. Just normal "stuff". Makes Kabooms better.
I forget if "-" or "--" gives inheritance on types in this sort of structure. Available Ammo in this case. But it would explain and give options down the track (incremental upgrades) to ammo types. But it would explain why any ammo type upgrade to a weapon feels godly powerful.
"-" may inherit all "-" types, in order of listing. Any same types get the last type that of that kind on the list, any differences get added to the capabilities. In the Assault Cannon's case, they would be huge.
Is this the case? Or is "-" completely different from the next "-" on the list? And can "--" therefore inherit from a type directly above them?