Difference between revisions of "Unconscious"

From UFOpaedia
Jump to navigation Jump to search
m (Stun recovery rates)
(tidy up)
Line 1: Line 1:
To knock any unit unconscious, its stun damage (grey inner bar) has to equal, or exceed, its health (red outer bar). Thus a shortcut to unconsciousness is to have friends lightly wound the unit to reduce its health (eg with a few pistol rounds) before or after hitting it with your stun weapon. Tricky but it can save your life.
+
To knock any unit unconscious, its [[stun]] damage (grey inner bar) has to equal, or exceed, its [[health]] (red outer bar).  
 
 
 
== Stun damage weapons ==
 
== Stun damage weapons ==
 
* The [[Stun Rod]] is a highly accurate hand-to-hand combat weapon, although few soldiers will gladly accept the chance to poke a dangerous alien with a stick. Does between 0-130 pts stun; and aliens with high [[Health]] will require quite a few pokes to knock out. (Mutons take 1-6.)
 
* The [[Stun Rod]] is a highly accurate hand-to-hand combat weapon, although few soldiers will gladly accept the chance to poke a dangerous alien with a stick. Does between 0-130 pts stun; and aliens with high [[Health]] will require quite a few pokes to knock out. (Mutons take 1-6.)
Line 7: Line 6:
 
* The [[Thermal Tazer]] melee weapon with freezing effect (TFTD).
 
* The [[Thermal Tazer]] melee weapon with freezing effect (TFTD).
  
== Recovery ==
+
== Recovery & Medi-Kits ==
Stun damage fades very slowly - exactly 1 pt/turn. [[Medi-Kit]] stimulants will counteract stun damage by 4 pts/application. To revive an unconscious unit, stand on the square where their body is lying and use the medikit until it can't find a target. The revived unit will be standing nearby without any equipment. They will have full TUs.
+
Stun damage fades slowly - 1 pt/turn. This is true for conscious or unconscious soldiers or aliens. When stun damage falls below health the unit will wake up.
 +
 
 +
[[Medi-Kit]] stimulants will counteract stun damage by 4 pts/application. To revive an unconscious unit, stand on the square where their body is lying and use the medikit until it can't find a target. The revived unit will be standing nearby without any equipment. They will have full TUs.
 +
 
 +
The medikit will not give a "no one there" error when you have revived the unit. In other words, you need to visually check after each stimulant dose is applied to see if the alien or soldier has awakened. If not, you may needlessly use up TUs and stimulants even though the alien is already awake. If terrain blocks the view of the medic's feet so that you can't see if the alien is still there, check the medic's inventory.  
  
Note that with aliens (and soldiers?), the medikit will not give the "no one there" error once you have revived the alien. In other words, you need to visually check after each stimulant is applied to see whether the alien has awakened. If not, you may needlessly use up TUs and stimulants even though the alien is already awake. If terrain blocks the view of the soldier's feet so that you can't see if the alien is still there, use their inventory. Also note that the soldier who revives the alien will <i>not</i> see the revived alien, even if it's standing right in front of them. You must select some other soldier who can see that area, or select some other soldier and then come back to the soldier with the medkit. (The battlescape is not updated for the medkit soldier - another soldier must be selected to force an update.) This is why, when applying stimulants, you need to keep checking that the <i>unconscious</i> alien is still there (unconscious) - you won't see them once they revive unless you force an update.
+
The medic who revives the alien will <i>not</i> see the revived alien, even if it's standing right in front of them. You need to force a battlescape update by selecting another soldier, then come back to the medic.
  
 
Units that wake up cannot wake up on the same tile as the person applying the medication. Instead they will often wake up one tile to the north. If that space is occupied then the unit will attempt to appear in the next tile in a clockwise direction until a free location is encountered.
 
Units that wake up cannot wake up on the same tile as the person applying the medication. Instead they will often wake up one tile to the north. If that space is occupied then the unit will attempt to appear in the next tile in a clockwise direction until a free location is encountered.
 +
== Notes ==
 +
*A shortcut to unconsciousness is to have friends lightly wound the alien to reduce its health (eg with a few pistol rounds) before or after hitting it with your stun weapon. Tricky but it can save your life.
 +
 +
*Stunned units can be picked up and thrown or stored in a soldier's inventory. This won't aid or affect them; they will still wake up with the same conditions. Curiously enough, if the unit holding the unconscious body is flying in the air, the stunned unit will wake up and stand in mid-air. This unit will stay up in mid air until given a move order. This bug cannot be exploited to set up floating snipers as equipment cannot be passed to the unit. You could, however, throw a sleeping soldier onto a roof and throw a rifle up after him.
  
Units can be picked up and/or stored in a soldier's inventory. This won't aid or affect them; they will still wake up with the same conditions. Curiously enough, if the unit holding the unconcious body is flying in the air, the stunned unit will wake up and stand in mid-air. This unit will stay up in mid air until given a move order. This bug cannot be exploited to set up floating snipers as equipment cannot be passed to the unit.
+
*One word of caution: If the unconscious unit is an alien and it has a melee attack, like the [[Chryssalid]] (UFO) or the [[Lobsterman]] (TFTD), it will be in a perfect position to attack you if you've been carrying it and it wakes up.
  
One word of caution: If the unconcious unit is an alien and it has a melee attack, like the [[Chryssalid]] (UFO) or the [[Lobsterman]] (TFTD), it will be in a perfect position to attack you if you've been carrying it and it wakes up.
+
*Unconscious bodies do not have armor protection and will die very fast when caught in [[Explosions]]. Even humble [[grenade]]s will do the trick. Soldiers or aliens killed this way do not count towards the end-game points tally.  
  
One additional word of caution: Be very aware of a bug with unconcious units in your unit's hand slots. If they wake up they will no longer physically exist in your soldier's hands, but on the battlescape display, it will look like they're still in their hands. As with other potentially buggy situations, do not click on the 'ghost' in your soldier's hands (to bring up the attack/throw menu). This will crash the game. Go into the soldier's inventory and place an item in their hand. This will clear the error.
+
*Knocking a unit unconscious actually replaces it in the game with an "unconscious unit type item". Associated bugs include cloning a soldier where one clone awakens as the other dies, and extinguishing a soldier on fire by knocking him out.
  
== Unconscious Aliens ==
+
=== Unconscious Aliens ===
 
* Can be identified by type and rank when picked up (move a soldier to the same square, switch to inventory screen).
 
* Can be identified by type and rank when picked up (move a soldier to the same square, switch to inventory screen).
 
* Could still wake up, but will not pick up weapons. Aliens with melee attacks or built in weapons will continue to use them where possible.  
 
* Could still wake up, but will not pick up weapons. Aliens with melee attacks or built in weapons will continue to use them where possible.  
Line 26: Line 33:
 
* Will never have fatal wounds <i>UNLESS</i> you were mind-controlling them when they were wounded. (Only friendlies get fatal wounds, not aliens - but an MC'd alien counts as a friendly while under MC.)
 
* Will never have fatal wounds <i>UNLESS</i> you were mind-controlling them when they were wounded. (Only friendlies get fatal wounds, not aliens - but an MC'd alien counts as a friendly while under MC.)
 
* Attract other roaming aliens. Can be used as ambush bait e.g. if boxed into the Skyranger [Xeno].
 
* Attract other roaming aliens. Can be used as ambush bait e.g. if boxed into the Skyranger [Xeno].
* Will die very fast when hit by [[Explosions]] (as will unconscious soldiers) regardless of armor. You will not get points for this kill.
 
 
* Large (four square) aliens NEVER wake up from unconsciousness. Ever. Occasionally a quarter of the unit may not fall unconscious. It's rare, but has been known to happen.
 
* Large (four square) aliens NEVER wake up from unconsciousness. Ever. Occasionally a quarter of the unit may not fall unconscious. It's rare, but has been known to happen.
  
== Unconscious Soldiers ==
+
=== Unconscious Soldiers ===
* can be revived by Medikit Stimulant (rate TBD)
 
 
* <b>continue to suffer from fatal wounds</b> (so check them a.s.a.p. if they've been downed by shots or explosions - but stun bombs will not cause wounds)
 
* <b>continue to suffer from fatal wounds</b> (so check them a.s.a.p. if they've been downed by shots or explosions - but stun bombs will not cause wounds)
* do recover on their own
 
* can be carried or thrown like objects
 
* can be thrown up or into inaccessible areas, see Grenades
 
* if killed by an explosion, do not count toward end-game tally. (Applies to both soldiers and aliens.)
 
<!--There is also the matter where unconcious units that are killed by explosives  are not counted on the end-mission tally (and one other about disappaering on an evacuation), and finally there's some funny bit about soldiers not waking up where their bodies are - more on that when I remember more about it. - NKF -->
 
Knocking a unit unconscious actually replaces it in the game with an "unconscious unit type item". Associated bugs include cloning a soldier where one clone awakens as the other dies, and extinguishing a soldier on fire by knocking him out.
 
  
 +
 +
==Bug==
 +
Be very aware of a [[Known Bugs|known bug]] with unconscious units in your hand slots. If they wake up they will no longer physically exist in your soldier's hands, but on the battlescape display, it will look like they're still in their hands. As with other potentially buggy situations, do not click on the 'ghost' in your soldier's hands (to bring up the attack/throw menu) as this will '''crash the game'''. Go into the soldier's inventory and place an item in their hand. This will clear the error.
 +
 +
<!--There is also the matter where unconscious units that are killed by explosives  are not counted on the end-mission tally (and one other about disappaering on an evacuation), and finally there's some funny bit about soldiers not waking up where their bodies are - more on that when I remember more about it. - NKF -->
 
== See Also ==
 
== See Also ==
 
[[Stun]]
 
[[Stun]]

Revision as of 12:35, 17 November 2005

To knock any unit unconscious, its stun damage (grey inner bar) has to equal, or exceed, its health (red outer bar).

Stun damage weapons

  • The Stun Rod is a highly accurate hand-to-hand combat weapon, although few soldiers will gladly accept the chance to poke a dangerous alien with a stick. Does between 0-130 pts stun; and aliens with high Health will require quite a few pokes to knock out. (Mutons take 1-6.)
  • Smoke inhalation, 1-3 pts/round (observation from 1500+ trials), e.g. from a Smoke Grenade. Will not affect sealed Flying Suits, Power Suits, robots (X-COM or alien), Floaters or the Zombie.
  • The Small Launcher, which fires area-effect Stun Bombs (Does between 0-180 pts stun at GZ).
  • The Thermal Tazer melee weapon with freezing effect (TFTD).

Recovery & Medi-Kits

Stun damage fades slowly - 1 pt/turn. This is true for conscious or unconscious soldiers or aliens. When stun damage falls below health the unit will wake up.

Medi-Kit stimulants will counteract stun damage by 4 pts/application. To revive an unconscious unit, stand on the square where their body is lying and use the medikit until it can't find a target. The revived unit will be standing nearby without any equipment. They will have full TUs.

The medikit will not give a "no one there" error when you have revived the unit. In other words, you need to visually check after each stimulant dose is applied to see if the alien or soldier has awakened. If not, you may needlessly use up TUs and stimulants even though the alien is already awake. If terrain blocks the view of the medic's feet so that you can't see if the alien is still there, check the medic's inventory.

The medic who revives the alien will not see the revived alien, even if it's standing right in front of them. You need to force a battlescape update by selecting another soldier, then come back to the medic.

Units that wake up cannot wake up on the same tile as the person applying the medication. Instead they will often wake up one tile to the north. If that space is occupied then the unit will attempt to appear in the next tile in a clockwise direction until a free location is encountered.

Notes

  • A shortcut to unconsciousness is to have friends lightly wound the alien to reduce its health (eg with a few pistol rounds) before or after hitting it with your stun weapon. Tricky but it can save your life.
  • Stunned units can be picked up and thrown or stored in a soldier's inventory. This won't aid or affect them; they will still wake up with the same conditions. Curiously enough, if the unit holding the unconscious body is flying in the air, the stunned unit will wake up and stand in mid-air. This unit will stay up in mid air until given a move order. This bug cannot be exploited to set up floating snipers as equipment cannot be passed to the unit. You could, however, throw a sleeping soldier onto a roof and throw a rifle up after him.
  • One word of caution: If the unconscious unit is an alien and it has a melee attack, like the Chryssalid (UFO) or the Lobsterman (TFTD), it will be in a perfect position to attack you if you've been carrying it and it wakes up.
  • Unconscious bodies do not have armor protection and will die very fast when caught in Explosions. Even humble grenades will do the trick. Soldiers or aliens killed this way do not count towards the end-game points tally.
  • Knocking a unit unconscious actually replaces it in the game with an "unconscious unit type item". Associated bugs include cloning a soldier where one clone awakens as the other dies, and extinguishing a soldier on fire by knocking him out.

Unconscious Aliens

  • Can be identified by type and rank when picked up (move a soldier to the same square, switch to inventory screen).
  • Could still wake up, but will not pick up weapons. Aliens with melee attacks or built in weapons will continue to use them where possible.
  • Can be made unconscious if already half-stunned, by a small amount of damage that knocks their health below the stun level. Pistols suggested.
  • Will never have fatal wounds UNLESS you were mind-controlling them when they were wounded. (Only friendlies get fatal wounds, not aliens - but an MC'd alien counts as a friendly while under MC.)
  • Attract other roaming aliens. Can be used as ambush bait e.g. if boxed into the Skyranger [Xeno].
  • Large (four square) aliens NEVER wake up from unconsciousness. Ever. Occasionally a quarter of the unit may not fall unconscious. It's rare, but has been known to happen.

Unconscious Soldiers

  • continue to suffer from fatal wounds (so check them a.s.a.p. if they've been downed by shots or explosions - but stun bombs will not cause wounds)


Bug

Be very aware of a known bug with unconscious units in your hand slots. If they wake up they will no longer physically exist in your soldier's hands, but on the battlescape display, it will look like they're still in their hands. As with other potentially buggy situations, do not click on the 'ghost' in your soldier's hands (to bring up the attack/throw menu) as this will crash the game. Go into the soldier's inventory and place an item in their hand. This will clear the error.

See Also

Stun