Difference between revisions of "Outsider (EU2012)"

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{{BureauVersion (EU2012)}}
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[[Image:Outsider 2 (EU2012).png|right|300px|Outsider]]
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Beings of pure energy, Outsiders command [[UFOs (EU2012)|UFOs]] for the alien forces. Although they possess no truly special abilities in tactical combat, capturing an Outsider is required in order to progress further in the [[Storyline (EU2012)|storyline]]. They are only found on UFO assault missions ([[Crashed UFO (EU2012)|crashed]] or [[Landed UFO (EU2012)|landed]]) and disappear from the campaign after the alien base is assaulted.
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Outsiders can be easy to deal with but if you unexpectedly activate them during the early game (through a misstep or a UFO wall getting blown) their [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] can be very deadly due to the Outsiders high Aim stat and their tendency to rush and attack immediately any intruders. Keep also in mind that on Impossible [[Difficulty (EU2012)|difficulty]] level they have a bonus movement.
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Outsiders will disintegrate after dying in the battlefield. Capturing one alive with the [[Arc Thrower (EU2012)|Arc Thrower]] results in the retrieval of an [[Outsider Shard (EU2012)|Outsider Shard]] which reveals their true role.
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==Info==
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
|picture=[[File:Outsider (EU2012).jpg|250px]]
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|picture=[[File:Outsider 2 (EU2012).png|150px]]
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|appears=March (UFO missions)
 
|hp=3/3/5/5
 
|hp=3/3/5/5
|aim=70
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|aim=70/70/80/80
|defense=0
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|defense=0/0/10/10
 
|will=20
 
|will=20
|move=12
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|move=12/12/12/17
 
}}
 
}}
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{| class="wikitable" width="70%"
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|+ Outsider Armaments
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|-
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! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
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|- style="vertical-align:top;"
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|- align="center"
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| [[Light Plasma Rifle (EU2012)|Outsider Light Plasma  Rifle]] || 4-6 || 7 or 9 || 10
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|-
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|}
  
Beings of pure energy, Outsiders command UFOs for the Alien Forces. Although they possess no truly special abilities in tactical combat, Outsiders are required in order to progress further in the story. They are only found on UFO assault missions (landed or crash-landed).
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{| class="wikitable" width="70%"
 
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|-  
== Tactical Advice ==
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|+ Abilities
As mentioned above, other than their energy-based nature, Outsiders have no special abilities unique to them that can be used in tactical battles.
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|-
 
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! width=""50px" align="center" | Ability !! Description
Outsiders are however very proficient with their weapon. They have good base accuracy and they use light plasma rifles giving them an additional 10 aim, making them some of the most accurate creatures in the game. They only ever use light plasma rifles, meaning they will rarely one-shot a soldier in carapace armor. They also have unimpressive health, only a little more than a Thin Man, though the gap widens at higher difficulty. They almost always spawn in the bridge of the UFO, so make sure you are prepared before you enter the bridge.
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|- style="vertical-align:top;"
 
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|- align="center"
Since you need to capture one alive, this means you will need to run extremely close to them in order to perform a stun from the arc thrower. This is a big deal because Outsiders will often go into Overwatch at the end of their turns. This means they can take a free shot at soldiers trying to advance on their positions. Assault soldiers can beat this as you can obtain lightning reflexes quite early on, allowing them to avoid reaction fire from them. Otherwise standard tactics for captures apply, such as using rookie cannon fodder, smoke for cover or disabling shot to make the Outsider unable to fire. Since the Outsider's location is predictable, a good plan for a capture is to avoid encountering the Outsider until you've cleared out the rest of the aliens and then swarm it. Finally, the use of grenades or pistols to weaken the target down to 3 hit points or less is highly recommended.
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| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''
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|-
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|}
  
== Notes ==
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'''Notes'''
*After you assault the alien base they will pull one final disappearing act and be replaced by Sectoid Commanders.
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*If captured during a successful mission an [[Outsider Shard (EU2012)|Outsider Shard]] will be recovered.
*Outsiders share the name and a few characteristics of the aliens from 2K Marins upcoming X-COM FPS. Their existence may be a joke pointed at 2K Marin.
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*After you assault the [[Storyline Missions (EU2012)#Assault Alien Base|alien base]] they will pull one final disappearing act and be replaced by [[Sectoid Commander (EU2012)|Sectoid Commanders]].
*Outsiders are described by Dr Vahlen as "pure energy". The crystal left behind after stunning an Outsider is described by Dr. Shen as an "antenna" receiving a signal from the alien base. This may mean that Outsiders are some sort of energy-based avatar of the real UFO commander who remains in safety in the alien base.
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*Outsiders are described by Dr. [[Vahlen (EU2012)|Vahlen]] as "pure energy". The crystal left behind after stunning an Outsider is described by Dr. [[Raymond Shen (EU2012)|Shen]] as an "antenna" receiving a signal from the alien base. This may mean that Outsiders are some sort of energy-based avatar of the real UFO commander who remains in safety in the alien base.
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{{Aliens (EU2012)}}
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]

Latest revision as of 19:10, 21 March 2014

For the version that appears in The Bureau, see Outsider (Bureau)


Outsider

Beings of pure energy, Outsiders command UFOs for the alien forces. Although they possess no truly special abilities in tactical combat, capturing an Outsider is required in order to progress further in the storyline. They are only found on UFO assault missions (crashed or landed) and disappear from the campaign after the alien base is assaulted.

Outsiders can be easy to deal with but if you unexpectedly activate them during the early game (through a misstep or a UFO wall getting blown) their Light Plasma Rifles can be very deadly due to the Outsiders high Aim stat and their tendency to rush and attack immediately any intruders. Keep also in mind that on Impossible difficulty level they have a bonus movement.

Outsiders will disintegrate after dying in the battlefield. Capturing one alive with the Arc Thrower results in the retrieval of an Outsider Shard which reveals their true role.


Info

Outsider 2 (EU2012).png
1st Appearance March (UFO missions)
HP 3/3/5/5
Aim 70/70/80/80
Defense 0/0/10/10
Will 20
Movement 12/12/12/17
Easy/Normal/Classic/Impossible
Outsider Armaments
Weapon Base Damage Critical Damage Critical Chance
Outsider Light Plasma Rifle 4-6 7 or 9 10
Abilities
Ability Description
HEAVY SUPPRESSION.png
Suppression
Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.

Notes

  • If captured during a successful mission an Outsider Shard will be recovered.
  • After you assault the alien base they will pull one final disappearing act and be replaced by Sectoid Commanders.
  • Outsiders are described by Dr. Vahlen as "pure energy". The crystal left behind after stunning an Outsider is described by Dr. Shen as an "antenna" receiving a signal from the alien base. This may mean that Outsiders are some sort of energy-based avatar of the real UFO commander who remains in safety in the alien base.


Head red 2.png XCOM: Enemy Unknown (2012): Aliens
Aliens:SectoidFloaterThin ManOutsiderMutonChryssalidZombieSectoid CommanderCyberdiscHeavy FloaterBerserkerSectopodDroneMuton EliteEtherealUber Ethereal (*Spoilers*)Mechtoid (EW DLC)Seeker (EW DLC)
Alien Corpses:Sectoid CorpseFloater CorpseThin Man CorpseMuton CorpseChryssalid CorpseDrone WreckCyberdisc WreckSectoid Commander CorpseHeavy Floater CorpseBerserker CorpseMuton Elite CorpseSectopod WreckEthereal CorpseSeeker Wreck (EW DLC)Mechtoid Core (EW DLC)
Data:Overview of AliensAlien StatsAlien ObjectivesAlien Deployment