Difference between revisions of "Talk:Sectopod"

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m (Note about stun bombs)
 
(New section: Armour and Explosions)
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- [[User:NKF|NKF]] 22:31, 3 September 2008 (PDT)
 
- [[User:NKF|NKF]] 22:31, 3 September 2008 (PDT)
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== Armour and Explosions ==
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Thanks NKF! I had forgotten the mechanics of directional armour and explosions. I will definitely review in the light of that. Are you sure about armour level and difficulty though? The Ufopaedia article [[Alien Stats]] that I checked for this note says the armour is halved at Beginner but otherwise constant at all difficulty levels. Obviously Health (damage capacity) does increase with difficulty so this will affect the numer of hits required to kill, but not whether the weapon is effective/totally ineffective. [[User:Spike|Spike]] 01:53, 4 September 2008 (PDT)

Revision as of 08:53, 4 September 2008

Spike, re the effectiveness list you added and the stun bombs.

Don't forget that stun bombs (including HE) work against under-armour on direct hits, and this also counts for all adjacent tiles that it affects. Directional armour only comes into play beyond ground zero + 1 tiles, so direct hits on the Sectopod are obviously the most effective.

The higher the difficulty level though, the less effective the stun bombs become as the armour increases. On easier difficulty levels you can often knock them out with just one bomb with a fair amount of regularity, even with non GZ+1 attacks. On superhuman, you have to make direct hits, even then you might need several tries. Still, I suppose it's a lot better than whittling them away slowly with the other weapons.

- NKF 22:31, 3 September 2008 (PDT)

Armour and Explosions

Thanks NKF! I had forgotten the mechanics of directional armour and explosions. I will definitely review in the light of that. Are you sure about armour level and difficulty though? The Ufopaedia article Alien Stats that I checked for this note says the armour is halved at Beginner but otherwise constant at all difficulty levels. Obviously Health (damage capacity) does increase with difficulty so this will affect the numer of hits required to kill, but not whether the weapon is effective/totally ineffective. Spike 01:53, 4 September 2008 (PDT)