Difference between revisions of "Stun Rod"

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(does anybody mind if I replace those old stats with NKF's more complete ones?)
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To use this a soldier has to be adjacent to the alien and facing the target. Very dangerous to use early game before you get armour and have low TU soldiers. But it is the only practical means to capture a alien Navigator or Sectoid Leader/Commander as early as possible after Jan 18 1999.
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To use this a soldier has to be adjacent to the alien and facing the target. It's very dangerous to use early in the game when you have low TU soldiers with bad armor. But it's the only practical means to capture an alien Navigator or Sectoid Leader/Commander as early as possible.
  
===Statistics===
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== Vital Statistics ==
{| border="1" cellpadding="4" cellspacing=0
+
 
!Shot Type
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'''Stun Rod'''
!Accuracy
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*Type: Stun
!TU Cost
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*Stunning Power: 65
|-
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*Handedness: Two-handed
|Stun
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* Attack Cost: 30%  
|style="text-align:center;"|100%
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* Accuracy: 100%. Always hits but you must be adjacent to and facing target
|style="text-align:center;"|30%
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* Weight: 6
|}
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* Width: 1
{|
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* Height: 3
|style="width: 250px;"|
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* Cost: $1260
{| rules="rows"
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* Selling Cost: $945
|style="width: 150px;"|Type
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* Production Costs: Nil
|style="text-align: right;"|Stun
 
|-
 
|Damage
 
|style="text-align: right;"|45 (?)
 
|-
 
|Weight
 
|style="text-align: right;"|?
 
|-
 
|Purchase cost
 
|style="text-align: right;"|$1260
 
|-
 
|Selling cost
 
|style="text-align: right;"|$945
 
|-
 
|Storage space
 
|style="text-align: right;"|0.1
 
|}
 
|style="vertical-align: top;"|
 
{| rules="all" style="background-color: #888888; width: 70px; height: 105px;"
 
|+Slot Size
 
|style="width: 10%; height: 10%;"|
 
|
 
|
 
|style="width: 10%;"|
 
|-
 
|
 
|style="background-color: #FFFFFF"|
 
|
 
|
 
|-
 
|
 
|style="background-color: #FFFFFF"|
 
|
 
|
 
|-
 
|
 
|style="background-color: #FFFFFF"|
 
|
 
|
 
|-
 
|style="height: 10%;"|
 
|
 
|
 
|
 
|}
 
|}
 
===Tips===
 
Put this weapon on your more expendable soldiers, good chance they will die and it is 100% accurate (and single handed ?).
 
  
Good idea to carry a pistol in the other hand as a backup, can also be used to slightly damage a unit before/after a capture attempt or if they're suffering from smoke inhalation.
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== Usage Notes ==
  
Easiest place to get a [[Navigator]] before you can use a [[Mind Probe]] is inside a [[Large Scout]]. Usually 1 or 2 hanging around inside near the [[UFO Navigation]] and rather safe to go through a door and stun one. The alien inside the central room is normally an [[Engineer]] and carrys a [[Small Launcher]] on higher difficulties / mid-game, this can be used to your advantage.
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===Tips===
 +
Early in the game, put this weapon on your more expendable soldiers - there's a good chance they will die! It's a good idea to carry a pistol in the other hand as a backup. The pistol can also be used to slightly damage a unit before/after a capture attempt or if they're suffering from smoke inhalation (to push them over the [[unconscious|consciousness]] edge).
  
Setting an alien on fire can make capturing it alot easier. It lowers their [[accuracy]] and [[health]] each turn they BBQ, making them safer to approach and easier to stun. Plus it doesn't give wounds which could kill them while unconscious and they tend to waste all their TU running away from the fire. I'm not 100% certain, but I think when a unit goes unconscious they stop burning aswell.
+
The easiest place to get a [[Navigator]] before you can use a [[Mind Probe]] is inside a [[Large Scout]]. Usually 1 or 2 hang around inside near the [[UFO Navigation]], and it's rather safe to go through a door and stun one. The alien inside the central room is normally an [[Engineer]] and carries a [[Small Launcher]] on higher difficulties / mid-game; this can be used to your advantage.
  
[Jasonred] : I think so too regarding the burning. Also, early in the game, stun rods might be best used in swarms. Ie get a 2-3 men to dogpile a target alien with stun rods. Always try to approach from BEHIND aliens so as to avoid reaction fire. ALSO, I normally would NOT use the pistols. If I'm not mistaken, shooting an alien who has full TUs can cause him to spin around and shoot you back. Stun rods, for some reason, do not seem to activate reaction fire under certain conditions. (do they activate reaction fire at all?) So, it's safer to whack em from behind 2-3 times with a stun rod than to shoot once then stun.
+
Setting an alien on fire can make capturing it much easier. It lowers their [[health]] and [[Firing Accuracy|firing accuracy]] each turn they BBQ, making them safer to approach and easier to stun. Plus it doesn't give wounds which could kill them while unconscious. Finally, they tend to waste all their TUs running away from the fire. I'm not 100% certain, but I think when a unit goes unconscious they stop burning as well.
Be very wary concerning stun rods and ELEVATION.
 
  
[[User:NKF | NKF]] : Jasonred, A stun rod attack will indeed attract a reaction shot - and the fact you have to spend TUs walking up to the alien increases the chance of the alien reacting as soon as it is made aware that a soldier tried to attack it.  See more on [[Reactions]].  
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[[User:Jasonred|Jasonred]] : I think so too regarding the burning. Also, early in the game, stun rods might be best used in swarms. I.e. get 2-3 men to dogpile a target alien with stun rods. Always try to approach from BEHIND aliens so as to avoid reaction fire. ALSO, I normally would NOT use the pistols. If I'm not mistaken, shooting an alien who has full TUs can cause him to spin around and shoot you back. Stun rods, for some reason, do not seem to activate reaction fire under certain conditions. (Do they activate reaction fire at all?) So, it's safer to whack em from behind 2-3 times with a stun rod than to shoot once then stun.
  
== Vital Statistics ==
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Also, be very wary concerning stun rods and ELEVATION.
  
'''Stun Rod'''<br>
+
[[User:NKF | NKF]] : Jasonred, a stun rod attack will indeed attract a reaction shot - and the fact you have to spend TUs walking up to the alien increases the chance of the alien reacting as soon as it is made aware that a soldier tried to attack it.  See more on [[Reactions]].
*Type: Stun<br>
 
*Stunning Power: 65<br>
 
*Handedness: Two-handed<br>
 
<br>
 
  
* Attack Cost: 30%
+
===Activating Melee Attacks for Other Items===
* Accuracy: Always Hits but requires to be adjacent and facing target
+
Every item in the game has a melee weapon rating, however the melee attack command has been disabled for all items but the stun rod. One unusual work-around is to stack the stun rod on top of another item in one of your hand slots. This has the effect of displaying the stun rod as the active weapon and hiding the ammo counter. However, when the attack menu is brought up, the stun command will now show that it requires 50% of your [[TU]]s to use and you will also get the firing commands for the stacked weapon.
  
* Weight: 6
+
Do not be fooled however by the now more expensive stun command as this new attack is deadly and will kill its target. The strength of the attack differs based on different objects, so you will have to experiment to find a good combination, as not all weapons have the same melee strength. Some do nothing, while others will kill a healthy [[superhuman]] [[sectopod]] in one hit. Try guns, grenades and even corpses if you're desparate.<br>
* Width: 1
 
* Height: 3
 
  
* Cost: $1260
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''NKF/anybody - can you explain this better? Do you have to hack to stack? - [[User:MikeTheRed|MikeTheRed]]''
* Selling Cost: $945
 
  
* Production Costs: Nil
+
== See Also ==
  
== Usage Notes ==
 
'''Activating Melee Attacks for Other Items'''<br>
 
<br>
 
Every item in the game has a melee weapon rating, however the melee attack command has been disabled for all items but the stun rod. One unusual work-around is to stack the stun rod on top of another item in one of your hand slots. This has the effect of displaying the stun rod as the active weapon and hiding the ammo counter. However, when the attack menu is brought up, the stun command will now show that it requires 50% of your [[TU]]s to use and you will also get the firing commands for the stacked weapon.<br>
 
<br>
 
Do not be fooled however by the now more expensive stun command as this new attack is deadly and will kill its target. The strength of the attack differs based on different objects, so you will have to experiment to find a good combination, as not all weapons have the same melee strength. Some do nothing, while others will kill a healthy [[superhuman]] [[sectopod]] in one hit. Try guns, grenades and even corpses if you're desparate.<br>
 
<br>
 
See Also:<br>
 
 
[[Item Stacking Bug]]
 
[[Item Stacking Bug]]
  
 
[[Category:Equipment (UFO Defense)]]
 
[[Category:Equipment (UFO Defense)]]

Revision as of 00:35, 11 October 2005

To use this a soldier has to be adjacent to the alien and facing the target. It's very dangerous to use early in the game when you have low TU soldiers with bad armor. But it's the only practical means to capture an alien Navigator or Sectoid Leader/Commander as early as possible.

Vital Statistics

Stun Rod

  • Type: Stun
  • Stunning Power: 65
  • Handedness: Two-handed
  • Attack Cost: 30%
  • Accuracy: 100%. Always hits but you must be adjacent to and facing target
  • Weight: 6
  • Width: 1
  • Height: 3
  • Cost: $1260
  • Selling Cost: $945
  • Production Costs: Nil

Usage Notes

Tips

Early in the game, put this weapon on your more expendable soldiers - there's a good chance they will die! It's a good idea to carry a pistol in the other hand as a backup. The pistol can also be used to slightly damage a unit before/after a capture attempt or if they're suffering from smoke inhalation (to push them over the consciousness edge).

The easiest place to get a Navigator before you can use a Mind Probe is inside a Large Scout. Usually 1 or 2 hang around inside near the UFO Navigation, and it's rather safe to go through a door and stun one. The alien inside the central room is normally an Engineer and carries a Small Launcher on higher difficulties / mid-game; this can be used to your advantage.

Setting an alien on fire can make capturing it much easier. It lowers their health and firing accuracy each turn they BBQ, making them safer to approach and easier to stun. Plus it doesn't give wounds which could kill them while unconscious. Finally, they tend to waste all their TUs running away from the fire. I'm not 100% certain, but I think when a unit goes unconscious they stop burning as well.

Jasonred : I think so too regarding the burning. Also, early in the game, stun rods might be best used in swarms. I.e. get 2-3 men to dogpile a target alien with stun rods. Always try to approach from BEHIND aliens so as to avoid reaction fire. ALSO, I normally would NOT use the pistols. If I'm not mistaken, shooting an alien who has full TUs can cause him to spin around and shoot you back. Stun rods, for some reason, do not seem to activate reaction fire under certain conditions. (Do they activate reaction fire at all?) So, it's safer to whack em from behind 2-3 times with a stun rod than to shoot once then stun.

Also, be very wary concerning stun rods and ELEVATION.

NKF : Jasonred, a stun rod attack will indeed attract a reaction shot - and the fact you have to spend TUs walking up to the alien increases the chance of the alien reacting as soon as it is made aware that a soldier tried to attack it. See more on Reactions.

Activating Melee Attacks for Other Items

Every item in the game has a melee weapon rating, however the melee attack command has been disabled for all items but the stun rod. One unusual work-around is to stack the stun rod on top of another item in one of your hand slots. This has the effect of displaying the stun rod as the active weapon and hiding the ammo counter. However, when the attack menu is brought up, the stun command will now show that it requires 50% of your TUs to use and you will also get the firing commands for the stacked weapon.

Do not be fooled however by the now more expensive stun command as this new attack is deadly and will kill its target. The strength of the attack differs based on different objects, so you will have to experiment to find a good combination, as not all weapons have the same melee strength. Some do nothing, while others will kill a healthy superhuman sectopod in one hit. Try guns, grenades and even corpses if you're desparate.

NKF/anybody - can you explain this better? Do you have to hack to stack? - MikeTheRed

See Also

Item Stacking Bug