Difference between revisions of "Talk:Experience Training"

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It's implied here that you don't gain experience for shooting aliens under your control. That's just incorrect. I always shoot aliens who are under my control. In fact that's the only way I give new soldiers firing accuracy training, to shoot already-controlled aliens. It works great! So not sure where that misinformation came from...
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-JonathanLB
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: Well, it was obtained from observations of the save game file before and after shooting an alien that is under mind control, with a soldier who had not taken a single shot throughout the battle. All hits to a mind controlled unit did not increase the soldier's hit counter. Without improvements to the hit counter, you won't get any firing accuracy increases. Increases to your secondary stats would've been obtained through the mind control and other primary actions that are tracked by the game. -[[User:NKF|NKF]] 01:08, 30 May 2009 (EDT)
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I didn't know how to meaningfully merge the top-to-bottom training guide I wrote with the stub page that this article started out as, so I moved the original page to the discussion page here.  I hope other editors of the UFOPaedia do not take offense.  
 
I didn't know how to meaningfully merge the top-to-bottom training guide I wrote with the stub page that this article started out as, so I moved the original page to the discussion page here.  I hope other editors of the UFOPaedia do not take offense.  
  
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---[[User:MikeTheRed|MikeTheRed]] 17:08, 17 May 2006 (PDT)
 
---[[User:MikeTheRed|MikeTheRed]] 17:08, 17 May 2006 (PDT)
 
''Original page follows''
 
 
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This page is concerned with training the [[Experience]] and thus improving the [[Soldiers (UFO Defense)|stats]] of soldiers, as efficiently as possible.
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Sure thing.  And thanks for your work as well.  With this discussion page, I'm satisfied that your credit will be easy to find, so I will indeed remove it from the article page.
  
Unlike much of the wiki, this is a more informal page, because there are many ways to look at this topic. Some of it is links to other good pages on training, some of it is tips and tricks, and some of it is "regular" sections of information. Pitch in!
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I've deleted the original article from this page. I took the measure of copying it because the new article is a replacement, not just a rewrite -- I wanted to get your okay before I wiped the old page completely out.
  
'''Note:''' This page is not about the best way to kill aliens. Quite the opposite! It's the best way to train soldiers, which usually means, the best way to kill aliens slowly - while always keeping your soldiers safe.
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--[[User:Ethereal Cereal|Ethereal Cereal]] 00:03, 18 May 2006 (PDT)
  
Experience training can be divided into two main areas: Training prior to (or without) '''Mind Control (or MC)''' and training after one has MC tech.
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== An alternate Bravery training method proposal  ==
  
== Pre-MC Training ==
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I was participating in a thread not too long ago where I somehow ended up explaining how bravery is improved, and this suggestion on how to safely improve bravery was put forward.
  
Prior to gaining mind control (MC) capability, experience training is a very tricky business.
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Use psi to round up all the aliens on the map, disarm them (as per standard procedure) then start killing them while they are still under X-Com control to drop overall morale under 50%. Repeat this a few times until everyone's had a good scare.  
  
=== Pages ===
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If this works, I can see that it'll be good way to increase bravery of even the toughest of soldiers.
  
*For an excellent primer on training (and playing in general!), including a glossy photo, see MB's in-depth page on [[Reaction Training]]
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There might be a few cons associated with this as well, but it theroetically sounds much safer than braving aliens with psi (thus revealing the soldier's Achille's heel) or killing lots of fellow soldiers just to get a measly bravery increase.
  
=== Sections ===
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Then again, there is a counter argument where if you are capable of easily rounding up the aliens with psi, increasing bravery at that point is rather meaningless. Still, I suppose it would still be worth knowing for those wanting to max out their team's stats before launching the final mission.
  
''This is a stub. Replace this section with your own section on experience training before having psi. Then delete this note.
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I thought it was a brilliant suggestion at the time, however I can't run any tests of my own at the moment to verify if it actually works. Would anyone be able to check this for me? Thanks.
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- [[User:NKF|NKF]] 22:47, 28 February 2008 (PST)
  
=== Tips & Tricks ===
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:Can't run tests myself at the moment, but aliens killed while under Mind Control DO cause morale loss.  HOWEVER, it is not as dramatic as you'd expect...I think the only unit that loses morale is the unit that does the killing. (Don't kill MCed aliens with tanks, they WILL take a hit on Morale!)  However, the amount of morale lost is always an odd value.  I THINK what happens is that the game subtracts the Morale from all soldiers for having a friendly killed, then ADDS BACK into the Morale for having an alien killed, and the net effect is that my troops(which tend to stay at 100 Morale) don't show a visible effect; especially since I generally have at least a Captain on my team(Usually at least a Colonel or the Commander), which means that I lose less morale from the 'loss' and gain more from the kill.  However, the unit that actually does the killing takes the extra penalty for a friendly fire kill (-20) and thus the effect of Morale loss can generally be seen on that unit only.  So my take is that it's interesting, but only of marginal use.  And officers will make it fairly difficult to pull off.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:26, 28 February 2008 (PST)
  
''This is a stub for the moment. If you have a thought that's too small for its own section or page, enter it here. Then delete this note.
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====Fire and Gaining Experience====
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''Has anyone tested how fire affects experience? Keeping in mind [[Incendiary]] rockets (90IN) and  Auto cannon rounds (48IN) Specifically I want to know if:''
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* Does Incendiary direct dmg increase [[experience]] if the alien does NOT catch fire?
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* Does Incendiary spash dmg increase [[experience]] if the alien does NOT catch fire?
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* Does an alien who caught fire give [[experience]] to the solider the round after?
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* Does an alien '''in a fire''' (but not '''on''' fire) give [[experience]] to the soldier the round after if he takes damage?
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* Does an alien '''in a fire''' (but not '''on''' fire) give [[experience]] to the soldier the round after if he DOES NOT take damage?
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* Does a 4 square alien count as 4 hits if fire is on all 4 squares?
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* How does this all interact with the [[Known_Bugs#Funky_Fire|fire hurts all bug]]?
  
== Firing Squads ==
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''Depending on how this works out, it may mean that the best way to skill up your squad is with an [[Auto-Cannon]] using [[Incendiary]] rounds.''--[[User:Brunpal|Brunpal]] 09:53, 1 August 2008 (PDT)
  
Once you have psi capability, it is easy to round up aliens and shoot away. At this point, "experience training" (a nice euphemism!) is usually called a '''firing squad'''.
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===Pages===
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Unfortunately no to all the above. From the damage tests that were done extensively by our regulars that did most of the work on the damage/experience pages, incendiary damage does not increase your experience counters at all. - [[User:NKF|NKF]] 13:49, 1 August 2008 (PDT)
  
*For a quick and fun overview of the firing squad technique, see [[Laser Pistol Gifts]]  ''Anybody know who wrote this?
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*A list of tiny details on firing squads, a.k.a. nauseating detail, is [[User_talk:MikeTheRed#Tips_on_Increasing_Skills|here]] ''- to be re-worked later
 
* General details on various firing squad formations - from the typical firing-squad line,  up to the seemingly chaotic random soldier placement with soldiers all over the place. Where to best set up said firing squads (like in front of a UFO door). Plus the pros and cons of each (e.g. firing squad line-up = lure for grenades, or when split on two sides, friendly fire becomes imminent. for the random firing squad, the wild shooting angles means not all soldiers in the setup will be able to fire depending on the cover the target is behind), etc. This would be geared not just for the purpose of controlled training sessions, but for actual practice during combat.
 
  
=== Sections ===
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Even a direct hit that kills the target? That seems odd. If that's the case then it should be noted on the various XP pages that it's totally impossible to gain XP with [[incendiary]] rounds loaded. It's a pretty big exception.--[[User:Brunpal|Brunpal]] 15:54, 1 August 2008 (PDT)
  
==== Kill Modelling ====
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This table shows how many hits it takes to kill a target with a particular weapon. For example, it takes an '''average''' of 1.65 Laser Pistol hits to kill a newbie soldier (30 Health) in coveralls (12 Front armor, 8 Side armor).
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Given the amount of damage inflicted by a hit from an incendiary round, a kill is unlikely. Nevertheless, IIRC, Firing Accuracy is incremented on an actual hit of the enemy.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:02, 1 August 2008 (PDT)
  
These results are from computer modelling, ''not'' in-game testing. However, we think that all aspects of [[damage]] are entirely understood (fingers crossed). Each number represents an average of one million modelled kills. Across several runs of a million trials each, the averages only showed variability at the fourth or fifth significant figure. So they are quite solid (fingers crossed that I modelled everything right, though).
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The reasoning behind this table goes like this: I knew Mutons were hard to kill with a standard pistol, and way hard with a standard grenade at its edge (more explanation below). Thus, they are good choices for experience training. But how do those two compare? Or are other aliens better targets? And, as long as I had it set up, it was easy to throw in other weapons (and soldiers too!), just for the halibut.
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Actually, after skimming through the pages on training experience, I can't see mention of whether incendiary increments 'hit' experience or otherwise, so I'm left a bit unsure at this point. What I vaguely remember is that incendiary (standing in flames, on fire, etc) won't increment the kill counter - but then again the kill counter is just that, a counter. It has no control over your stat increases. Oh well, nothing a few practical experiments won't fix. -[[User:NKF|NKF]] 16:23, 1 August 2008 (PDT)
  
For Ground Zero (GZ) HE hits, only the Under armor is being damaged. For all other situations, the model attempted to target Front armor and one Side's armor. Specifically, with each successive shot, it would shoot either at the Front or the one Side, whichever had more armor. (For experience training, you're trying to keep them alive, not kill them!) The reason two armor aspects was chosen is because 1) it's too much trouble in real life to truly target all four sides all the time, always shooting at the strongest armor, but conversely 2) it's pretty easy to not always be shooting at ''exactly'' the same aspect. Thus, two aspects were chosen as a compromise (the Front, and one of the Sides).
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See [[Experience_Training#Endnotes|Endnotes]] for more details on these tables, and [[Kill Model - Extended Results]] for deeper info on the model.
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From a logical standpoint, it should, given that every other time your soldiers successfully shoot an alien, regardless of whether they do any damage, they get firing accuracy experience incremented.  But tests are the way to go, yes.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:25, 1 August 2008 (PDT)
  
===== Table 1: Overview =====
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                                        SG  Standard  Laser    SG    Laser  Aln.G    Heavy Blaster
 
                            Armor    @Edge  Pistol  Pistol  @ GZ  Rifle  @ GZ    Plasma  @ GZ
 
        <u>Target</u>        <u>HPs</u>  <u>(F/S/U)</u>    <u>10 HE</u>  <u>26 AP</u>    <u>46 LA</u>  <u>50 HE</u>  <u>60 LA</u>  <u>90 HE</u>  <u>115 PL</u>  <u>200 HE</u>
 
 
<u>SOLDIERS                                                                                          _</u>
 
    Coveralls Noob    30    12/8/2    17.41    2.61    1.65    1.14    1.46    Dead    1.21    Dead 
 
Pers. Armor Soldier  40  50/40/30    Inv  106.25    5.24    2.54    2.94    1.28    1.59    Dead 
 
    Power Suit Vet    50  100/80/60    Inv    Inv    Inv  16.44  25.60    2.25    2.56    1.05 
 
  Flying Suit Elite    60  110/90/70    Inv    Inv    Inv  63.16  71.81    3.28    3.09    1.15 
 
 
<U>TANKS                                                                                              _</U>
 
        Tank          90  90/75/60    Inv-   Inv  240.61    Inv- 19.98    8.70-   3.05    1.69-
 
      Hovertank        90 130/130/100    Inv-    Inv    Inv    Inv-    Inv    Inv-  5.57    2.76-
 
 
<U>ALIENS, high armor ( > Beginner difficulty level)                                                  _</U>
 
      Sectoid        30    4/3/2      4.72    1.98    1.46    1.14    1.33    Dead    1.16    Dead 
 
      Floater        35    8/6/12    9.03    2.50    1.64    1.44    1.46    1.02    1.21    Dead 
 
      Snakeman        45  20/18/12    Inv    5.15    2.33    1.68    1.87    1.13    1.35    Dead 
 
      Celatid        68  20/20/20    Inv    7.38    3.23    2.71    2.34    1.49    1.51    Dead 
 
        Zombie        84    4/4/4    13.60-  6.96-  3.58-  2.73-  2.91-  1.74-  1.75-  1.05-
 
      Ethereal        55  35/35/35    Inv  18.01    4.14    3.81    2.66    1.56    1.56    Dead 
 
        Muton        125  20/20/10    Inv  34.24-  5.06    3.38    3.72    2.14    1.97    1.17 
 
      Chryssalid      96  34/34/34    Inv  24.34    6.02    5.35    4.00    2.26    1.92    1.15 
 
        Reaper        148  28/28/4      Inv  20.73    7.07    3.57    4.88    2.24    2.35    1.25 
 
      Cyberdisc      120  34/34/34    Inv-  74.70-  7.16  22.67-  4.69    5.39-  2.15    1.90-
 
      Silacoid      114  50/50/10    Inv+ 246.79  11.99    2.50+  6.45    1.56+  2.38    Dead+
 
      Sectopod        96  145/130/90    Inv-    Inv    Inv+    Inv-  24.54+  26.15-  21.12-  1.97-
 
 
  <U>ALIENS, low armor (Beginner difficulty level)                                                    _</U>
 
      Sectoid        30    2/1/1      3.86    1.86    1.42    1.12    1.31    Dead    1.15    Dead 
 
      Floater        35    4/3/6      5.29    2.19    1.55    1.31    1.39    Dead    1.19    Dead 
 
      Snakeman        45    10/9/6    16.32    3.38    1.92    1.51    1.64    1.07    1.28    Dead 
 
      Celatid        68  10/10/10  21.99    4.60    2.53    2.24    2.00    1.36    1.42    Dead 
 
        Zombie        84    2/2/2    11.72-  6.38-  3.41-  2.67-  2.81-  1.70-  1.72-  1.04-
 
      Ethereal        55  17/17/17    Inv    5.36    2.51    2.20    1.97    1.30    1.40    Dead 
 
        Muton        125  10/10/5    '''28.22  13.81'''-  4.04    3.16    3.18    2.03    1.84    1.15 
 
      Chryssalid      96  17/17/17    Inv    8.18    3.85    3.21    2.91    1.82    1.70    1.06 
 
        Reaper        148  14/14/2    74.83    9.86    5.01    3.53    3.81    2.23    2.10    1.24 
 
      Cyberdisc      120  17/17/17    Inv-  14.23-  4.56    6.98-  3.45    3.47-  1.89    1.66-
 
      Silacoid      114  25/25/5      Inv+  14.38    5.33    2.37+  3.79    1.52+  1.95    Dead+
 
      Sectopod        96  72/65/45    Inv-    Inv    6.73+  18.77-  3.85+  3.80-  3.69-  1.39-  
 
  
===== Table 2: Weakest Weapons =====
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Shooting an alien with IN does not increase the "successful hit" counter. This could be considered an oversight by the programmers (an IN shot is handled differently to that of a standard bullet, and they skipped the bit which dealt with the counter).
  
Here are kill stats for hitting a Muton Soldier, at Beginner difficulty level, with the two weakest possible types of hits in the game. At Beginner level, all four facings of Muton Soldier armor (Front, Left, Right, Rear) are 10 Armor. The numbers are stats for one million trials, as usual.
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I'm uncertain as to whether shooting an alien with IN - and killing it specifically with that shot, as opposed to the alien dieing in the flames a turn later - will raise the kill counter.
  
This table demonstrates the difference it makes, if you could (magically) ensure that every single hit targetted the armor that is currently strongest, whichever facing that might be. The model rolls each shot's strength randomly and tracks each facing, always choosing the highest armor facing for the next hit. Thus, "1 armor facing" means only one armor panel (of 10 AC) was shot at. "2 armor facings" means that two were targetted (and whichever was strongest as of the next shot, was targetted by it). So on, up to 4 facings. As you can see, having two armor facings does not mean it takes twice as long to kill as with one armor facing, because penetrating damage is cutting away at Health, over and above armor damage.
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- [[User:Bomb Bloke|Bomb Bloke]] 18:43, 1 August 2008 (PDT)
  
Also, because I have a lot more room for this little table, I have shown the minimum number of hits it took to kill, the maximum number, and the standard deviation (of the sample). The '''bolded''' numbers are ones that are also shown in Table 1; thus this table helps show how it would look if it had been extended to be more than just two armor facings.
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Armor  Min  Average  Std.    Max
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I'm not too concerned if the kill counter goes up or not, just if the hit counts towards xp. I used the example of a direct hit that results in a kill because a kill is the easiest way to check that damage was done, (vs a hit that did zero damage). It's also the most conservative test; if ''that'' doesn't count for xp, then it stands to reason that no other form of IN damage counts for xp.
<u>Faces Hits    Hits  Dev.  Hits                                            _</U>
 
  1    5    11.33 &plusmn; 2.49    26        Standard Pistol (0-31 AP; 40% resist)
 
  2    7    '''13.81''' &plusmn; 3.14    32
 
  3    7    15.31 &plusmn; 3.47    33
 
<u>  4    7    16.21 &plusmn; 3.75    37                                            _</U>
 
  1    14    20.68 &plusmn; 2.82    35            Standard Grenade at Edge (5-15 HE)
 
  2    19    '''28.28''' &plusmn; 3.98    50
 
  3    23    35.31 &plusmn; 4.78    59
 
  4    27    41.38 &plusmn; 5.95    66
 
  
The minima and maxima are interesting numbers. They are ''not'' the theoretical min and maxxes. They are the ''observed'' min and maxxes. Since one million trials were run, this is actually a clear cut case of "one in a million" numbers, especially for the maxxes. The minima have somewhat tighter constraints, especially with a strong weapon vs. a weak critter (especially when the minimum can be 1!). But the maxima could in theory be infinitely high... how many times in a row might the random number generator roll zeroes? Who knows. Quite a bit of variation is seen for the maxima if the model is re-run; considerably less for the minima; and the averages only varied at the fourth or fifth significant figure. Indeed, there is a difference between the Grenade results from this table (28.28) and the one in Table 1 (28.22) due to this, but the Pistol results happened to coincide. (This table is from a different run than Table 1.)
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There is also some discussion at [[Talk:Incendiary]] about this issue.
  
The point of this table is to demonstrate to players dedicated to Experience Training, how important it is (or not) to worry about armor levels, when trying to prolong the kill. As you can see, it is a complex function of weapon type and target. When the damage is close to the armor level, it can take a long time. This is especially true for HE. In the above example, the Grenade is delivering an average of 10 damage - equal to Beginner Muton Soldier armor - but it can only have a maximum of 15. Conversely, the Pistol can do up to 31.
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Sucks if IN doesn't count at all. I had visions of getting personal armor, then throwing 4 aliens into the back of my ship and firing one at point blank auto shot for a full set of xp actions. I'm looking for a way to train in early game. Generally I don't do much with xp training with psi. Soon as I have psi ''capable'' squad (vs godlike) I head to mars and end the game.--[[User:Brunpal|Brunpal]] 21:03, 1 August 2008 (PDT)
  
===== Endnotes =====
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*'''HPs''' = Hitpoints a.k.a. [[Health]]
 
*'''Armor (F/S/U)''' = Armor (Front/Side/Under). Underarmor is used for Ground Zero (GZ) explosions; everything else targets Front and Side armor.
 
*'''SG @ Edge (10 HE)''' = Standard Grenade at edge, 10 high explosive. See below.
 
*'''Inv''' in the table means "Invulnerable" - the damage in question can't possibly harm the target.
 
*'''Dead''' means just that. A guaranteed kill with one hit; survival is impossible. Only happens with explosions, when minimum damage is greater than armor plus HPs. (Unlike HE, firearms can have minimum damage of 0, which means it's always theoretically possible to survive them.)
 
*The plusses and minuses after the kill numbers indicate the target is more or less sensitive to the weapon type than the normal 100% - see [[Experience Training#Modifiers|Modifiers]], below.
 
*The Soldiers have somewhat arbitrary combinations of HPs and armor, to show a range of what you can expect. (Armor is much more important than HPs.)
 
*Alien Health does not vary by difficulty level. However, alien armor has two levels: one level for Beginner difficulty level, and then twice that for all higher difficulty levels. XCOM tanks and of course soldiers have the same armor stats, regardless.
 
*All aliens show armor levels corresponding to the Soldier rank for that alien race. (Alien terrorists don't have ranks, however.) Other, higher ranks will have slightly better armor. Because Soldiers are the most common rank (and thus the ones you'll be training on the most), I kept the table simple.
 
*The table is roughly sorted so as to have the easiest targets in the upper left, and the hardest in the lower right. More specifically, it is first grouped by category, and then sorted on the Laser Pistol kill number. Then low-armor aliens mimic the sort for high-armor aliens, so that the eye can readily compare them. (There's too much going on for there to be one simple sort that will both show vulnerability, and have all columns smoothly changing.)
 
  
===== Modifiers =====
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Experience works like this: Whenever you perform certain actions, certain counters are incremented. At the end of combat, the vitalstatistics relevant to those counters may then be incremented.
  
Here are the modifiers used for Kill Modelling; they were taken directly from the [[Damage#Damage Modifiers| Damage Modifiers]] listing. However, they are presented below as their offset from 100%. For example, a silacoid takes +30% (i.e., 130%) High Explosive damage.
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When you fire a weapon, if you hit a unit with it the "hit" counter goes up. As IN does not increase this counter (or any of the other counters, except maybe kills which doesn't increase skills anyway), it won't cause you to gain in any stats.
  
  <u>Race</u>            <u>HE</u>      <u>AP</u>      <u>LA</u>      <u>PL</u>
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Hence why you can't use the kill counter as a way of checking to see if a soldier will gain "experience". You HAVE to check the action counters themselves. The game doesn't always do things in a predictable/logical manner, so when doing research it doesn't pay to assume.
 
  Soldier*        -        -      -      -
 
  XCOM Tank    -30%      -      -      -
 
 
  Celatid        -        -      -      -
 
  Chryssalid      -        -      -      -
 
  Cyberdisc    -40%    -20%      -      -
 
  Ethereal        -        -      -      -
 
  Floater        -        -      -      -
 
  Muton          -      -40%      -      -
 
  Reaper          -        -      -      -
 
  Sectoid        -        -      -      -
 
  Sectopod      -20%      -    +50%    -20%
 
  Silacoid      +30%      -      -      -
 
  Snakeman        -        -      -      -
 
  Zombie        -20%    -40%    -30%    -30%
 
  
<nowiki>*</nowiki>Soldiers have normal susceptibility to all four of these damage types. However, Personal Armor and higher is somewhat stun resistant, and entirely invulnerable to incendiary damage.
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So in case I wasn't clear before, shots made with IN do not count towards any form of "experience".
  
===== Putting it all together =====
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- [[User:Bomb Bloke|Bomb Bloke]] 21:35, 1 August 2008 (PDT)
  
I started out just wondering whether Mutons at the edge of a grenade blast were worth bothering with for experience training, relative to the standard pistol firing squad (Table 2). But once that model was set up, it was easy to expand - and show a lot more.
 
  
For one thing, I knew in theory that probably some critters were invulnerable to weapon damage. But I hadn't worked through the numbers.
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With the table, though, it's clear that many critters are invulnerable to a grenade at its edge. But it's more work to train experience with grenades, and they only provide [[Firing Accuracy]] experience. The really interesting finding is for the Standard Pistol ('''SP'''), which gives both Firing Accuracy and [[Reactions|Reaction]] experience.
 
 
 
Although the sectopod would be great for target practice - being invulnerable to a SP or even laser pistol - it can't be disarmed. Same for the cyberdisc, another tough creature.
 
 
 
Mutons, reapers, chryssalids, and especially silacoids are great for target practice. Indeed the silacoid (a muton pet) is invulnerable to SPs, and better for training, at higher difficulty levels - an interesting twist due to its higher armor. So it can be moved away with mind control every other turn, then reaction-shot when it moves toward your soldiers.
 
 
 
Once one pistol clip is shot off (12 rounds), you've got more than the '''eleven''' [[Reactions|Reaction]] shots needed for [[Experience#Primary Stats|maximal]] Reaction shot increase potential. You've probably also got a good head start on landing 11 hits, for the maximal [[Firing Accuracy]] increase. Then just shoot off a second SP clip with direct fire, and you should be good to go.
 
 
 
If unsure of the number of hits landed, you can always peek at [[UNITREF.DAT|Unitref]][81]. This (and the Reaction counter at [80]) needs to be at 11 or more, for [[Experience#Primary Stats|maximal]] increase potential (a 2-6 skill point increase dice roll).
 
 
 
Mutons, reapers (floater pet), and chryssalids (snakeman pet) are also good targets - but of course, the latter two have to be kept out of melee range via mind control.
 
 
 
For the record, [[Alien Life Forms (UFO Defense)|pets]] - oops, I mean Terrorists - only accompany their masters on these types of [[Terror_Units_(UFO_Defense)#When_Do_Terror_Units_Show_Up?|missions]]/scenarios:
 
*[[Terror Ship]]s, including city [[Terror Mission]]s
 
*[[Battleship]]s, including XCOM [[Base Defense]] missions (always performed by a Battleship)
 
*[[Alien Base Assault|Alien Bases]]
 
  
Note that you can use Table 1 to '''see how many soldiers you can give 11+ or 3+ [[experience]] points''' - these are the best "bang for buck" breakpoints. Example: You're on a Snakeman mission at higher difficulty level (greater than Beginner). Table 1 shows you they'll die from 5.15 SP hits, on average. If there are, say, 8 Snakemen, that's approx. 40 hits to go around. IOW, approx. 13 soldiers can get 3 hits, or approx. 4 soldiers can get 11 hits. Don't forget that Table 1 is for Soldier ranks - higher-ranked aliens have a little better armor, and can take a little more shooting. Also, it models the target being hit on two armor facings - do your best to vary the facings that you target, to prolong their life.
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The results are already out there, but I had run a practical exercise anyway. I fired up TFTD and started a brand new game. Bought only Phosphor rounds and made sure I had 8 gas cannons. At the start of the first mission, I saved and edited unitref.dat to give the first soldier all-round 255 armour - effectively making him invulnerable to enemy attack. Perfect for testing  - although I had to restart my test as I corrupted my results with one reaction shot (my test was to see if any promotions were given, then to check if any stats have increased). I have got to say that TFTD has REALLY nerfed incendiary effects for underwater maps. Fire burns for about one or two turns before fizzing out. Had to repeat this whole test all over again on a land map to get better results.  
  
''In the future, I will post extended Kill Modelling data on another page, for anyone that wants to see it. ---[[User:MikeTheRed|MikeTheRed]] 10:56, 17 December 2005 (PST)
+
In any case, my findings are that the Kill counter does increase with an IN induced kill to the person that performed the killing blow, but no experience is awarded. An alien dying from fire doesn't increase the kill counter nor is experience awarded (actually, one test did increase the kill counter, but that was the odd one out).
  
=== Tips & Tricks ===
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- [[User:NKF|NKF]] 01:24, 2 August 2008 (PDT)
  
''This is a stub for the moment. If you have a thought that's too small for its own section or page, enter it here. Then delete this note.
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Makes sense... incendiary is such an odd kettle of fish, it doesn't count as a hit in terms of experience, reaction triggers... basically acts very oddly... [[User:Jasonred|Jasonred]] 05:25, 15 March 2009 (EDT)

Latest revision as of 05:08, 30 May 2009

It's implied here that you don't gain experience for shooting aliens under your control. That's just incorrect. I always shoot aliens who are under my control. In fact that's the only way I give new soldiers firing accuracy training, to shoot already-controlled aliens. It works great! So not sure where that misinformation came from...

-JonathanLB

Well, it was obtained from observations of the save game file before and after shooting an alien that is under mind control, with a soldier who had not taken a single shot throughout the battle. All hits to a mind controlled unit did not increase the soldier's hit counter. Without improvements to the hit counter, you won't get any firing accuracy increases. Increases to your secondary stats would've been obtained through the mind control and other primary actions that are tracked by the game. -NKF 01:08, 30 May 2009 (EDT)

I didn't know how to meaningfully merge the top-to-bottom training guide I wrote with the stub page that this article started out as, so I moved the original page to the discussion page here. I hope other editors of the UFOPaedia do not take offense.

I have copied the extensive Kill Modeling section to its own page.

--Ethereal Cereal 20:21, 16 May 2006 (PDT)


Thanks EC, I think you've done a great job. We can kill all the text you copied (below)... making a Kill Model page was a good idea; it was a little esoteric to fill up an Experience Training page. But I was more interested in the model results than fleshing out a Training page, laugh... it's good you finally fixed things up.

Also thanks for the credit up at the top. It's not particularly necessary since if folks dig, they'll eventually come across the fact I did the quantitative work. I changed the word "information" to "numbers" because many others before me (NKF, Z, etc.) had made many good qualitative observations on experience; what I supplied that nobody else had, is exactly how it worked numerically. Anyway, you can keep or drop that credit at the top of the page. Thanks!

This whole Discussion can be deleted after you read it, if you like. Thanks again for all your work!

---MikeTheRed 17:08, 17 May 2006 (PDT)


Sure thing. And thanks for your work as well. With this discussion page, I'm satisfied that your credit will be easy to find, so I will indeed remove it from the article page.

I've deleted the original article from this page. I took the measure of copying it because the new article is a replacement, not just a rewrite -- I wanted to get your okay before I wiped the old page completely out.

--Ethereal Cereal 00:03, 18 May 2006 (PDT)

An alternate Bravery training method proposal

I was participating in a thread not too long ago where I somehow ended up explaining how bravery is improved, and this suggestion on how to safely improve bravery was put forward.

Use psi to round up all the aliens on the map, disarm them (as per standard procedure) then start killing them while they are still under X-Com control to drop overall morale under 50%. Repeat this a few times until everyone's had a good scare.

If this works, I can see that it'll be good way to increase bravery of even the toughest of soldiers.

There might be a few cons associated with this as well, but it theroetically sounds much safer than braving aliens with psi (thus revealing the soldier's Achille's heel) or killing lots of fellow soldiers just to get a measly bravery increase.

Then again, there is a counter argument where if you are capable of easily rounding up the aliens with psi, increasing bravery at that point is rather meaningless. Still, I suppose it would still be worth knowing for those wanting to max out their team's stats before launching the final mission.

I thought it was a brilliant suggestion at the time, however I can't run any tests of my own at the moment to verify if it actually works. Would anyone be able to check this for me? Thanks.

- NKF 22:47, 28 February 2008 (PST)

Can't run tests myself at the moment, but aliens killed while under Mind Control DO cause morale loss. HOWEVER, it is not as dramatic as you'd expect...I think the only unit that loses morale is the unit that does the killing. (Don't kill MCed aliens with tanks, they WILL take a hit on Morale!) However, the amount of morale lost is always an odd value. I THINK what happens is that the game subtracts the Morale from all soldiers for having a friendly killed, then ADDS BACK into the Morale for having an alien killed, and the net effect is that my troops(which tend to stay at 100 Morale) don't show a visible effect; especially since I generally have at least a Captain on my team(Usually at least a Colonel or the Commander), which means that I lose less morale from the 'loss' and gain more from the kill. However, the unit that actually does the killing takes the extra penalty for a friendly fire kill (-20) and thus the effect of Morale loss can generally be seen on that unit only. So my take is that it's interesting, but only of marginal use. And officers will make it fairly difficult to pull off. Arrow Quivershaft 23:26, 28 February 2008 (PST)

Fire and Gaining Experience

Has anyone tested how fire affects experience? Keeping in mind Incendiary rockets (90IN) and Auto cannon rounds (48IN) Specifically I want to know if:

  • Does Incendiary direct dmg increase experience if the alien does NOT catch fire?
  • Does Incendiary spash dmg increase experience if the alien does NOT catch fire?
  • Does an alien who caught fire give experience to the solider the round after?
  • Does an alien in a fire (but not on fire) give experience to the soldier the round after if he takes damage?
  • Does an alien in a fire (but not on fire) give experience to the soldier the round after if he DOES NOT take damage?
  • Does a 4 square alien count as 4 hits if fire is on all 4 squares?
  • How does this all interact with the fire hurts all bug?

Depending on how this works out, it may mean that the best way to skill up your squad is with an Auto-Cannon using Incendiary rounds.--Brunpal 09:53, 1 August 2008 (PDT)


Unfortunately no to all the above. From the damage tests that were done extensively by our regulars that did most of the work on the damage/experience pages, incendiary damage does not increase your experience counters at all. - NKF 13:49, 1 August 2008 (PDT)


Even a direct hit that kills the target? That seems odd. If that's the case then it should be noted on the various XP pages that it's totally impossible to gain XP with incendiary rounds loaded. It's a pretty big exception.--Brunpal 15:54, 1 August 2008 (PDT)


Given the amount of damage inflicted by a hit from an incendiary round, a kill is unlikely. Nevertheless, IIRC, Firing Accuracy is incremented on an actual hit of the enemy. Arrow Quivershaft 16:02, 1 August 2008 (PDT)


Actually, after skimming through the pages on training experience, I can't see mention of whether incendiary increments 'hit' experience or otherwise, so I'm left a bit unsure at this point. What I vaguely remember is that incendiary (standing in flames, on fire, etc) won't increment the kill counter - but then again the kill counter is just that, a counter. It has no control over your stat increases. Oh well, nothing a few practical experiments won't fix. -NKF 16:23, 1 August 2008 (PDT)


From a logical standpoint, it should, given that every other time your soldiers successfully shoot an alien, regardless of whether they do any damage, they get firing accuracy experience incremented. But tests are the way to go, yes. Arrow Quivershaft 18:25, 1 August 2008 (PDT)


Shooting an alien with IN does not increase the "successful hit" counter. This could be considered an oversight by the programmers (an IN shot is handled differently to that of a standard bullet, and they skipped the bit which dealt with the counter).

I'm uncertain as to whether shooting an alien with IN - and killing it specifically with that shot, as opposed to the alien dieing in the flames a turn later - will raise the kill counter.

- Bomb Bloke 18:43, 1 August 2008 (PDT)


I'm not too concerned if the kill counter goes up or not, just if the hit counts towards xp. I used the example of a direct hit that results in a kill because a kill is the easiest way to check that damage was done, (vs a hit that did zero damage). It's also the most conservative test; if that doesn't count for xp, then it stands to reason that no other form of IN damage counts for xp.

There is also some discussion at Talk:Incendiary about this issue.

Sucks if IN doesn't count at all. I had visions of getting personal armor, then throwing 4 aliens into the back of my ship and firing one at point blank auto shot for a full set of xp actions. I'm looking for a way to train in early game. Generally I don't do much with xp training with psi. Soon as I have psi capable squad (vs godlike) I head to mars and end the game.--Brunpal 21:03, 1 August 2008 (PDT)


Experience works like this: Whenever you perform certain actions, certain counters are incremented. At the end of combat, the vitalstatistics relevant to those counters may then be incremented.

When you fire a weapon, if you hit a unit with it the "hit" counter goes up. As IN does not increase this counter (or any of the other counters, except maybe kills which doesn't increase skills anyway), it won't cause you to gain in any stats.

Hence why you can't use the kill counter as a way of checking to see if a soldier will gain "experience". You HAVE to check the action counters themselves. The game doesn't always do things in a predictable/logical manner, so when doing research it doesn't pay to assume.

So in case I wasn't clear before, shots made with IN do not count towards any form of "experience".

- Bomb Bloke 21:35, 1 August 2008 (PDT)



The results are already out there, but I had run a practical exercise anyway. I fired up TFTD and started a brand new game. Bought only Phosphor rounds and made sure I had 8 gas cannons. At the start of the first mission, I saved and edited unitref.dat to give the first soldier all-round 255 armour - effectively making him invulnerable to enemy attack. Perfect for testing - although I had to restart my test as I corrupted my results with one reaction shot (my test was to see if any promotions were given, then to check if any stats have increased). I have got to say that TFTD has REALLY nerfed incendiary effects for underwater maps. Fire burns for about one or two turns before fizzing out. Had to repeat this whole test all over again on a land map to get better results.

In any case, my findings are that the Kill counter does increase with an IN induced kill to the person that performed the killing blow, but no experience is awarded. An alien dying from fire doesn't increase the kill counter nor is experience awarded (actually, one test did increase the kill counter, but that was the odd one out).

- NKF 01:24, 2 August 2008 (PDT)

Makes sense... incendiary is such an odd kettle of fish, it doesn't count as a hit in terms of experience, reaction triggers... basically acts very oddly... Jasonred 05:25, 15 March 2009 (EDT)