This is probably going to be a longer post as I played a few hours yesterday and tried to touch on the highlights. Not much was happening on the Geoscape portion which was surprising. A scout was buzzing around so I shot that down and sent in the team. As usual a mixed bag of aliens - variety is the spice of life, right? This time my team didn't disembark from the transport, they all hunkered down and kept a close eye on the alien life scanners for anything that ventured into snap shot range of L'Kay (see, I can create names just like Stargate
). Anyhow, I was able to mop that place up like nobody's business even able to get an auto shot in on a Destroyer who came right up to the door (probably to borrow a cup of sugar or something annoying like that).
Yup, L'Kay got all the kills. It was easy peasy as the aliens came to us on my terms, not theirs. And she got promoted again too so time to spend more points:
Two points obviously have to go into shooting to max that stat out. After that I chucked a point into strength to get her to 82 and one point into bravery so she's 70 or above. And because "CON" is not a dump stat, I put a point into vitality too.
Back in the Geoscape and my research into a very special weapon finished.
A chemogun? Yummy, this sounded fantastic, especially for all the aliens who are showing up who are susceptible to chem gas. Not only that but it's a gun that shoots chem gas that is more powerful than the normal chem grenade. Sign me up, so I produced a few of them and a bunch of ammo for it too. Had to wait for a few hours but eventually we shot down a scout again. My excitement was increasing. I assigned L'Kay to get that weapon just to test it out first. As before, we just hunkered down like cowards and waited for any close by alien activity on the scanners. A preacher came by so time to test it out. The result:
It certainly has the power to take out aliens like this in one shot. I'm not sure how low the damage rolls can get though so you'll need to have someone to back you up with a normal weapon (or a strong throwing arm). I noticed something strange though: in the ufopaedia entry it shows the chemogun has a snap and an aimed shot option, but in the battlescape it only has a snap shot. Not sure what's up with that, but in practice the snap shot is plenty as it's accuracy is 99% when you get into range to fire it.
The drawback to this weapon is the feature where you need to get within a ~5 tile radius of an alien to be able to hit it. Farther out than that and someone else will have to take care of the alien. Alternatively, you don't want to fire the gun off at point blank range either as chem gas can hurt you too. So you are stuck in this butter zone and everything else is either too close or too far. And I'm not sure about willy nilly reaction firing with this thing as that could get dangerous really quick if an alien is close to some of your troops. For this reason, I had L'Kay drop the chemogun on the ground before the aliens turn just to be on the safe side. I'm not leaving her naked (aka without a gun) so I had one of my scanner people drop their plasma rifle in the same tile so she could alternate between the two. Glad I did because an observer came to see what was going on.
L'Kay dropped the plasma rifle and picked up the chemogun and fired. This time I caught her in the act so you can see what it looks like in action.
It doesn't look like it's going to hit the alien, but this is just the firing animation. After the firing sequence is when the chem cloud is spawned on the target and the damage rolls happen. So it's like a delayed reaction type of thing, where you are wondering if the alien is going to be dead or alive. It's honestly a little unnerving.
After a few more aliens are gassed out the last two blips on the map make their way to the transport. Uh, oh. I kinda misjudged how close the aliens were and they came right up to the door and fired in a barrage of actual fire inside my ship. Two darn preachers. At least nobody got killed or passed out. Since these two were in range of the chemogun they got a taste of it.
This just shows that you can kill multiple aliens with one shot. Anyway, now I had to patch everyone up. Luckily the fire didn't get to the very back of the transport and most of it was absorbed but there were a few soldiers which took crit fire damage. That was the end of the mission though so EOM report time:
Another promotion for L'Kay:
I had a few options here. Since her shooting was already maxed out it made the job a little easier. I decided against giving her some more points into bravery as there are specific shields which protect against psi (I'm getting close to reasearching those fully). So I decided she would be the mule: 2 more points into strength to get her to 90, then I put one into agility and vitality and a token point in throwing. I'm happy with this.
Back at base, only Tommie was hospitalized so I really dodged a bullet (or fire) this time.
My final thoughts on the chemogun: It's a situational weapon in open areas. Most time you can't get into range to use it unless there is a lot of cover. Then there's the issue of what happens if the shot somehow doesn't kill the alien? Now you are stuck only 5 tiles away from a very angry alien. So you need to have backup (a soldier with a real projectile gun), ideally two backups. That's a lot of resources tied up into one weapon.
On the other hand I could see this thing being advantageous for clearing the inside of UFOs... especially the battlecruisers where there are lots of rooms where multiple aliens congregate together. Another place is base defense missions or alien bases. For both you can camp out behind the saftey of a door and then snap shot an alien with it. Handy! A potential drawback (which I didn't test out fully) is that it seems like you can't shoot the gun off and expect the game to render a gas cloud if there wasn't an alien there. It might work against terrain but that needs testing. So you'll still need to have chem grenades on hand to gas out rooms without opening doors.