Difference between revisions of "S.H.I.V. (EU2012)"

From UFOpaedia
Jump to navigation Jump to search
(remove bug warning. I had no problems, so I guess it's been patched. also reformat and add more tactics.)
Line 72: Line 72:
  
 
==Tactical Advice==
 
==Tactical Advice==
S.H.I.V.s have a higher movement speed than a basic soldier, good HP for your tech level and can advance without cover, which would be suicide for a soldier. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed. S.H.I.V HP gets a sizeable boost when you develop Carapace Armor in the form of the Alloy variant, but doesn't improve beyond that, meaning that Titan Armor makes them somewhat obsolete. S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you'll usually find their range of abilities more useful and start leaving the S.H.I.V.s at home. S.H.I.V.s high speed and no need to pay attention to cover makes it easy to get flanks with them. Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and suppressing the target to keep them in place while advancing.
+
* S.H.I.V.s have a higher movement speed than a basic soldier and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.
 
+
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased critical hit chance.
== Bugs and Work-arounds:  ==
+
* S.H.I.V HP gets a sizeable boost when you develop Carapace Armor in the form of the Alloy variant, but doesn't improve beyond that, meaning that Titan Armor makes them somewhat obsolete.
 
+
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you'll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.
 
+
* S.H.I.V.s high speed and no need to pay attention to cover makes it easy to get flanks with them.
 
+
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and suppressing the target to keep them in place while advancing.
(10/16/12): ''This section won't go into the use or types of SHIVs, only explanations of the various bugs that they currently have. However, please keep this in should someone get around to writing in-game information about them and they still haven't been fixed.''
+
* Alloy S.H.I.V.s can be used as "band aid" cover. If you uncover aliens and they flank a soldier who now can't move (or you don't want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.
 
+
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.
 
 
Despite being extremely useful, SHIVs are VERY broken. Almost to the point where I would suggest not using them AT ALL, but we'll get into that later. Other than the SHIVs having numerous, minor, in-battle bugs, the game seems to have trouble keeping track of how many there actually ARE. The first bug is the "normal" bug: no matter what you do when you return from a mission with a SHIV you will find an extra one in your barracks with the same name as the one you brought on the mission. However, there will be something strange about one of them (for example: one will be under repair even if the SHIV took no damage and it will not say when the repairs will be done); this is the easiest bug to fix: just dismantle the bugged out one because bringing it into a battle will cause unpredictable bugs, even bringing in the non-bugged one into a battle could cause problems just because of the mere existence of the other. The next bug involves a SHIV taking ANY damage during a battle; basically when a SHIV takes damage the game will create a copy of the SHIV at the end of the battle: one will be the non-bugged, damaged SHIV and the other will be a bugged, undamaged SHIV. This may not seem like a problem at first, just dismantle the bugged SHIV, right? Wrong. See, when you take six units into battle (including the SHIV) you can only take six home and with the normal bug this isn't a problem because the bugged SHIV is not counted on the units that you take home. However, when damage occurs both SHIVs are counted in the units you take home and if your squad is already full one of your soldiers will disappear. Poof, gone. Abducted by the aliens maybe. From what I can tell it's ALWAYS your highest ranking soldier. You can still recover the SHIV by deleting the bugged one as normal, however I have been unable to retrieve lost soldiers in anyway. The only work-arounds I have been able to find are to a) not bring a SHIV, their not much better than your average soldier and at this point need to much care to not lose a soldier, or b) leave a squad slot open. This may have been a bugged attempt by the developers to make SHIVs count as two units, not really sure at this time. Also, you could technically plan on having a rookie or other worthless soldier die in the battle in order to maximize firepower in the battle if your desperate; however this will get expensive after a while and lower the moral of your soldiers which could get more than one killed. I personally suggest leaving SHIVs out entirely until they're fixed as the the risk of forgetting to do all of the special treatment for them will likely be too great for many and losing an experienced soldier is worse. Leaving a squad slot empty isn't a bad choice either if you're not one to forget.
 
--[[User:Absle|Absle]] 22:37, 16 October 2012 (EDT)
 
 
 
I don't find much use for the SHIVs anyway. Even if you've got all Rookies, you want to be gaining XP to get their abilities.  At best, a SHIV can suppress, maybe with advanced weapons that require dedicated research, and maybe either contribute as mobile cover or as a flying scout both with many hit points. Frankly, I built one in my first game just to see what they're like and haven't bothered again since. [[User:Robbx213|Robbx213]] 23:23, 16 October 2012 (EDT)
 
 
 
Early in the game I like to bring one along, because at that point in the game most of your soldiers don't make good scouts. Plus, their mobile cover ability makes them awesome for when you just don't have the best armor developed yet. Also, early in the game your soldiers just don't have the damage to handle surprise Muton attacks quickly. But yeah, late-game they're hardly indispensable or anything. --[[User:Absle|Absle]] 14:00, 17 October 2012 (EDT)
 
: Early on, I used an Alloy SHIV as a "cheap" scout unit and to provide cover for the rookies, Assault soldiers when moving into position.  ~ [[User:Drakalu|Drakalu]] 20:38, 17 October 2012 (EDT)
 
  
 
== See Also ==
 
== See Also ==

Revision as of 19:09, 7 December 2012

S.H.I.V.s are controllable weapons platforms, They are the same size as a soldier, so can fit through doors, and follow most of the same rules as soldiers with regards to moving, firing and dashing. S.H.I.V.s cannot use cover, but make up for this by having high HP and innate defense equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus critical hit chance. S.H.I.V.s are also a little faster than a regular soldier.

If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it's repaired, similar to how soldiers must recover after being wounded.

Models

All S.H.I.V.s come with a minigun by default. The weapon is automatically upgraded to the best available based on Foundry research.

S.H.I.V.

HP 10
Will 0
Defense 20
Aim 70+25

Alloy S.H.I.V.

The Alloy S.H.I.V. is an upgraded model that can be used as a portable low Cover by XCOM soldiers.

HP 18
Will 0
Defense 20+10
Aim 70+25

Hover S.H.I.V.

The Hover S.H.I.V. is capable of limited flight similar to Archangel armor. The Hover S.H.I.V does not provide cover like an Alloy S.H.I.V.

HP 18
Will 0
Defense 20+20
Aim 70+25
Flight Time 12/24

Foundry Upgrades

  • S.H.I.V. Suppression
  • S.H.I.V. Laser
  • S.H.I.V. Plasma
  • S.H.I.V. Repair
  • Advanced Repair
  • Advanced Flight

Advanced Construction (unknown)

Tactical Advice

  • S.H.I.V.s have a higher movement speed than a basic soldier and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.
  • S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased critical hit chance.
  • S.H.I.V HP gets a sizeable boost when you develop Carapace Armor in the form of the Alloy variant, but doesn't improve beyond that, meaning that Titan Armor makes them somewhat obsolete.
  • S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you'll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.
  • S.H.I.V.s high speed and no need to pay attention to cover makes it easy to get flanks with them.
  • Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and suppressing the target to keep them in place while advancing.
  • Alloy S.H.I.V.s can be used as "band aid" cover. If you uncover aliens and they flank a soldier who now can't move (or you don't want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.
  • Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.

See Also