Difference between revisions of "Murphy's Laws (X-COM)"
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*The only way you can afford the next item or facility you need, is to sell materials on the grey market. | *The only way you can afford the next item or facility you need, is to sell materials on the grey market. | ||
**Specifically, just enough to not have the materials left to build it. | **Specifically, just enough to not have the materials left to build it. | ||
+ | *When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments. | ||
+ | **Heavy Floaters will also start appearing on your next mission. | ||
+ | **You'll also be trying to research the Firestorm. | ||
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]== | ==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]== |
Revision as of 22:14, 7 May 2013
Battlescape (UFO Defense)
Soldiers
- If a soldier can miss, it will.
- If a soldier can panic, it will.
- If your soldier holds a primed Proximity Grenade and panics he'll drop it and start running
- If holding any other weapons he'll drop them and run right next to an alien
- If your soldier holds a primed Proximity Grenade and panics he'll drop it and start running
- If a soldier is armed, it will get MCed.
- When a member of your squad is mind controlled, his/her accuracy and reactions increase.
- The opposite is true when you mind control an alien
- The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.
- If a soldier can hit an alien, it won't
- If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire
- If a soldier has a Rocket Launcher, he will get MCed while still in the craft
- Your first unit out is always shot down
- Your first unit out is always your commander
- A wounded soldier will die before you find the last alien
- As soon as you get better armor, the aliens get better weapons
- Flares will land where they cannot be picked up
- If your base is attacked, you will always get flares instead of Heavy Plasmas
- You will always end up short of 1 TU to perform the action you wanted to do
- You will prime a grenade at 1 turn then be 1 TU short of throwing it
- If an alien grenade can explode and take out half or all of your squad, it will
- The soldiers with the worst stats will always be promoted
- When you build the Psi Lab you will always discover that your officers are psi weaklings
- On Ethereal Terror Missions, you will always get the most Sectopods as possible.
- If you can not remember, do not use Proximity/Particle Disturbance Grenades.
- All Five Second Grenades are Three Seconds
- If there is a civilian near the enemy you want to kill, your soldiers will always kill that civilian instead.
Civilians
- If a civilian sees a fire he will run into it
- If a civilian sees an alien he'll move right next to it
- If a civilian can block your line of fire to an alien he will do that
- Civilians will always be attracted towards dropped primed proximity grenades
- Civilians block doorways if you run out of time units before you can reach them
- Civilians will always run towards the aliens
Aliens
- If an alien can miss, it won't
- If an alien can MC you, it will
- Alien commanders will always kill themselves (with their Blaster Launchers) to avoid capture
- If there are Chryssalids, you will get at least one zombified soldier
- You'll never want to know the answer to "why did the Chryssalid cross the road?"
- If a Reaper can get stuck, it will
- If a Cyberdisc can explode on one of your men, it will.
- Unconscious aliens capable of melee attacks wake up when you least expect them to
- If you opened a door and turned left, the aliens are all on the right
- Sectopods will always reaction fire to you
- Aliens are smarter than they look
Geoscape (UFO Defense)
- When you need money the most, some of your funders will stop funding you.
- As soon as you get a new base online, it will be attacked
- As soon as you get lots of money, the aliens will make you spend it all
- Terror sites always appear only at night
- Seas always appear below a crashing UFO
- The first country to drop funding always gave the most money
- X-COM bases are always attacked when the squads are out
- Crashed UFO's never have Elerium
- Landed UFO's will take off before you can get to them
- UFO's will always arrive after your Skyranger is refueling from a two day patrol
- If you have forgotten to save the game for at least 3 missions, the game will crash
- The game will always crash when it is the least convenient
- If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime
- If you launch a craft fully equipped for day fighting it will arrive at its intended location during nighttime
- When a base becames operational UFO activity on that area will cease to zero immediately afterwards
- If your craft only has 1 missile left when it shoots it will miss
- Alien UFO scouts will always outrun your Interceptors
Cityscape (Apocalypse)
- If you're almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.
- The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.
- UFOs carrying infiltrators always spawn at the gate you don't have covered.
- Griffon AFV is tough. The road under it is not. The tracks are just for show.
- There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.
- While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.
- Megapol is useless.
- Transtellar is annoying.
- Everyone else is both annoying and useless.
- Transtellar is annoying.
- Government's weekly paycheck,after paying the overhead, will buy you a Lawpistol clip. Maybe two.
- If your base is in a slum, a single stray shot from a light disruptor will destroy it all.
- If your base is in a warehouse, said stray shot will still hit the tile with your agents
- Hoverbike swarm is a good idea. Too bad they'll all get shot down anyway because of sheer dumb luck on the aliens' part.
- Research will always be completed right after when you needed it the most.
- After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.
- The Overspawn will coincidentally be dropped right at your doorstep.
- The Overspawn will never, EVER get hurt from falling debris. Unless you drop the said debris and level half of the city with it.
- People Tubes can collapse from an angry glare or a single bullet.
- You're the only one who has a problem with the aliens. Every other corp has them on neutral.
- Subversion attacks WILL succeed, 100%.
- Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.
- Your very first invasion of the Alien Dimension will require an hour's savescumming to get it right without being reduced to scrap metal.
- You WILL forget to not to move the XCOM craft when you succeed in destroying an alien building, killing everyone in the process.
Battlescape (Apocalypse)
- If your base is raided, there will be as few of your agents spawning as possible.
- Said agents will spawn as far away from the access lift as possible.
- Guess where the scientists will appear.
- Said agents will spawn as far away from the access lift as possible.
- If you're raiding a building, there will always be a retard with a heavy launcher.
- Despite your best efforts, he will manage to fire at least one missile.
- And he will do so even if you're breathing in his face.
- There is no way to avoid the missile and injuries or casualties from it.
- Even if you somehow actually manage to avoid the missile, it'll bring down the building on you.
- There is no way to avoid the missile and injuries or casualties from it.
- And he will do so even if you're breathing in his face.
- Despite your best efforts, he will manage to fire at least one missile.
- That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.
- If an agent in a squad gets attacked by a brainsucker, the rest of the squad won't hit it at point blank range.
- Or they'll fire a missile launcher. Guess the results.
- If you turn around the corner where you think that last alien is hiding, it'll turn out to be half a dozen of Anthropods. All armed to the teeth.
- Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won't be directed at the enemy.
- If someone throws a Boomeroid at an agent, he'll try to run away from it.
- Because it will always turn out that you forgot to set him to aggressive mode.
- If you try to capture a Megaspawn, he'll die before you can stun it.
- You'd wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.
- You'll encounter cloaked and flying Skeletoids much more often than you'd like to.
- Good stuff always comes too late.
- Psi attacks are only successful when they're not necessary.
- Dynamic music always ignores what you're actually doing.
- That agent you sent to scout ahead will always be the one without a motion scanner.
- Every raid is a horrible decision between property damage and greed. Either way, you lose.
- The agent with a Mind Bender won't see the enemy until he's standing right next to it.
Strategic (Enemy Unknown)
- When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.
- Your satellites will always be available one day too late to prevent a country from withdrawing.
- Even if it shows up before "Council Report" on the event list.
- When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.
- When you do have Satellite Uplink/Nexus, you will never have enough satellites.
- If you have one more satellite to go before getting a continent's bonus, that last country will pull out of the XCOM project.
- The one continent's bonus you don't want to get? The aliens will ignore that continent.
- You will always be at least §1 short of buying the next level of armor/weapons for all your troops.
- If a Colonel can be checked for having the Psi gift, he won't have it.
- If a Rookie can be checked for having the Psi gift, he will.
- Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.
- Your interceptor will blow up one round of fire exchange after you press the Abort button.
- Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!
- Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!
- Time for a Terror Mission!
- Followed by abductions less than 24 hours later.
- Followed by a council mission less than 24 hours later.
- Followed by a Battleship coming to destroy your sattelite less than 24 hours later.
- Followed by a council mission less than 24 hours later.
- Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.
- Followed by abductions less than 24 hours later.
- Steam vents will be placed in inconvenient locations.
- Second floor steam vents will block your 2x2 Satellite Uplink block.
- The remaining steam vents will be on the 4th floor.
- In the corner.
- Behind 3 solid squares of rock.
- In the corner.
- The remaining steam vents will be on the 4th floor.
- Second floor steam vents will block your 2x2 Satellite Uplink block.
- Research or Foundry upgrades will be completed one day after a critical mission appears.
- The only way you can afford the next item or facility you need, is to sell materials on the grey market.
- Specifically, just enough to not have the materials left to build it.
- When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments.
- Heavy Floaters will also start appearing on your next mission.
- You'll also be trying to research the Firestorm.
Tactical (Enemy Unknown)
- If a soldier's chance to hit is <99%, he will miss.
- If a soldier's chance to hit is 100%, he won't do enough damage to kill the alien.
- If an alien's chance to hit is >1%, he will hit.
- If an alien's mind control chance is >1%, it will work.
- When aiming at an Ethereal with the last shot of your turn, it will reflect it.
- Especially if that soldier has only 1 HP.
- If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.
- That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire.
- If so, then the vehicle's explosion will finish him/her off.
- That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire.
- Your soldier will always have the exact amount of health for a vehicle to blow him up.
- You will always reveal new enemies on your last move of the turn.
- Who will then take up flanking positions behind anyone who dashed.
- The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.
- Soldiers who hit the alien will barely kill the alien.
- The alien, in turn, will kill your highest-ranking soldier.
- After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.
- The alien, in turn, will kill your highest-ranking soldier.
- Soldiers who hit the alien will barely kill the alien.
- When you have your whole squad on overwatch they will all shoot one floater.
- And then all die to his Chryssalid buddy.
- Your Revive spec medic will always be the one critically wounded.
- When trying to capture a commander with one stunner, he will be the one MCed,
- Aliens will always hit soldier's hunkering down behind high cover.
- The alien will do just enough damage to not kill him, but to cause him to panic.
- The panicking soldier will kill a soldier and start a panic chain.
- The alien will do just enough damage to not kill him, but to cause him to panic.
- If a soldier can panic, it will.
- Soldiers that panic will aim for the highest ranking officer he can see.
- Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the "protected" Colonel.
- Soldiers that panic will aim for the highest ranking officer he can see.
- Rockets will always fly off target.
- ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.
- At a gas station
- Then everything will explode
- Then everything will explode and everyone will panic
- Even your SHIVs
- And they will shoot your highest-ranked soldier
- And he will die
- He will also have the psionic gift
- He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.
- Had.
- He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.
- He will also have the psionic gift
- And he will die
- And they will shoot your highest-ranked soldier
- Even your SHIVs
- Then everything will explode and everyone will panic
- Then everything will explode
- At a gas station
- ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.
- Aliens will position themselves right outside the radius of a grenade throw.
- If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.
- When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.
- When it is time to face Muton Elites, your psionics will not be with you.
- Your soldiers are always one grid point away from moving to safely flank an alien.
- When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.
- When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can't seem to hit.
- Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.
- You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster. But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.
- The Overseer will only appear when you have no Firestorms.
- When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in
- Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.
- ALWAYS
- Especially on the final mission of the entire game.
- ALWAYS
- MCed aliens will always activate no less than two squads that were just behind them.
- Your sniper with Snap Shot will never be useful for anything, ever.
- Your sniper with Squadsight will never be in a good position.
- The alien with a grenade will go first. He will toss the grenade , without moving, negating any troopers on Overwatch, and removing cover from you forward trooper.
- Next alien will kill your now-exposed trooper.
- You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.
- Also, it's been 5 rounds since you last saved.
- You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.
- Next alien will kill your now-exposed trooper.
- The range for a soldier flying with Archangel Armor will always be "One less than it takes to get into cover, or out of range."
- On a Battleship raid, there will always be one alien that runs away, forcing you to have to chase them down.
- Backwards.
- The game has no problem sending and activating every alien squad in an Abductor or Supply Barge at you in 1 turn.
- If not, that's because the high-level alien squad somehow noticed you from the other side of the ship.
- The council mission reward will always be either what you don't need, or not enough of what you do.
- When fighting Sectoids, the one in the back and out of range will Mind Merge to boost his friend in front that's in full cover.
- When fighting Thin Men, you will always activate 2 squads at a time.
- When fighting Floaters, they will always Launch to flank just tiles away from your Sniper. No soldier will be close enough to help her.
- When fighting Mutons, you will activate a squad after you have finished moving at least two soldiers. Who you placed right next to each other.
- If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren't.
- Both of their cover is now gone, fyi.
- If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren't.
- When fighting Chryssalids, they will always be at least close enough to hit your soldiers from a diagonal tile, if not closer.
- When fighting Cyberdiscs, when they are open, your hardest-hitting soldier will not be able to attack them.
- Because it opened up to kill said soldier in the previous turn.
- When fighting Sectopods, the answer to "Which soldier are they going to fire at?" The answer is always "the one taking cover behind something explosive."
- On the rare chance that it's Chest Cannon misses, the shot will still hit something explosive.
- Specifically, something that another soldier is taking cover behind.
- Whom it will then fire upon.
- Specifically, something that another soldier is taking cover behind.
- On the rare chance that it's Chest Cannon misses, the shot will still hit something explosive.
- When fighting an Ethereal, it will either:
- Be in a different room than usual.
- Become activated when you pass within 10 feet of the door.
- Become activated when your last turn is to MC an Elite Muton or Heavy Floater that would be flanking it's buddies.
- Which it will then immediately kill.
- Your first shot with a shiny new weapon will miss.
- Despite kickstands being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.
- Have Frag Grenades? Any aliens in range will have four HP left.
- Alien Grenades or Mind Fray? Six.
- And it will be your only viable action: any attempts at firing a gun will miss.
- Alien Grenades or Mind Fray? Six.
- Your Support with Sprint and a Skeleton Suit or Ghost Armor will always be one movement short of saving a civilian.