https://www.ufopaedia.org/api.php?action=feedcontributions&user=Moyang&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T08:14:32ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Talk:Air_Combat_(EU2012)&diff=54321Talk:Air Combat (EU2012)2013-12-15T18:13:41Z<p>Moyang: /* Overseer Interception */</p>
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<div>I think Armor Penetration is how much the UFO gets shot up, IE, the scarring and holes visible on the crashed ship during the Recovery mission. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:37, 19 December 2012 (EST)<br />
:Hmm, since the EMP Cannon has high armor penetration and produces the least shot up UFOs, that doesn't sound right. [[User:Binkyuk|Binkyuk]] 11:56, 20 December 2012 (EST)<br />
Yeah, I thought of this, but there's always a lot of external scarring.... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:41, 20 December 2012 (EST)<br />
==Overseer Interception==<br />
I just had a game of Impossible on EW where a single Firestorm with a Plasma Cannon failed repeatedly to bring down the Overseer, even with all the modules, due to running out of time. I had to build a 2nd one, which then brought the UFO down with a single shot. [[User:Hobbes|Hobbes]] 23:03, 13 December 2013 (EST)<br />
:Y'mean that you sent it after the first, and it finished it off, or that somehow it managed to one-shot the Overseer? Hm, if I still have the save, I'll retest myself. At least for the regular ships, I remember testing them one by one (yes), usually several times, and wrote it so if it won at least ... I think I did two or three out of five (it's been a while). Haven't been able/desired to test every last matchup again in EW, since what Firaxis said sounded like only Classic and Impossible would have a difference, and the matchups I've managed to retest seem to have lower success rates, but successes with the same ships/weapons/difficulty, nonetheless. RNG seems to be more of a bitch, tho: one trial, Overseer got off 3-4 hits for 2-3 seconds before my interceptor would even fire a damn shot! Then a miss, miss, dead. Send the next one...... waiiiiting, miss, miss.... fucking... At any rate, didn't have the save early enough to test it's first appearance. and it's second would shift around if I moved ships. Shoved Ravens with Plasmas on every hangar slot: no matter what continent, hangar location and Overseer's flight path mattered (over Russia, could only get one Raven to intercept, over Brazil managed to get three), so often it would take too long for one Raven to intercept to send out another before it'd zoom off and I'd get the "contact lost" message (so, since that's not really a matter of HP/damage, that's why I'm calling it as "Unaided Ravens cannot take down the Overseer, period (or at least not reliably)"). I actually didn't get to test my results for Normal and Classic for the Overseer as much as I'd like.--[[User:Xuncu|Xuncu]] 03:43, 14 December 2013 (EST)<br />
::Okies: One Firestorm, Plasma Cannon, Impossible EW; test 1 no, 2 yes, 3 no, 4 no, 5 yes, 0.4 seconds remaining on both successes. F/Lx1, Normal EW, also 2/5 success, hm. F/Lx2, Classic EW, every time. Easy EW, F/P, 5 tries, never won (and who would have Phoenix Cannons as their best armaments at that point, anyways, let alone put them on their Firestorms)... hm, I belive I've asked before, but ''is'' there "UFO HP" in the coding? Oh, and I remember when I used to dump all three modules for the Overseer fight: the targeting one doesn't really affect Plasma's 85% accuracy anyways, the Tracking one only really helps for the short-range weapons (and doesn't stop it from ''firing'' during that extra time), and it fires so fast that the Defense one barely lasts a second. --[[User:Xuncu|Xuncu]] 04:22, 14 December 2013 (EST)<br />
:::I looks like UFO's HP increases with difficulty. I tried to intercept same UFO in different difficulty(with reloading), UFO lasted longer on higher difficulty. Also XCOM interceptors have less HP in higher difficulty. [[User:Moyang|Moyang]] 13:13, 15 December 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=54159Assault (EU2012)2013-12-11T14:16:05Z<p>Moyang: /* Tips & Trix */</p>
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<div>[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]<br />
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run & Gun. Useful for flanking and scouting. <br />
<br />
:'''Primary Weapon''': [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].<br/><br />
:'''Alternative Primary Weapon:''' [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] & [[Plasma Rifle (EU2012)|Plasma Rifles]]<br />
:'''Secondary Weapon''': [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].<br />
<br />
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun''' <br/> ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| width="30%" | [[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense''' <br/> ''Confers +5 Defense per enemy in sight (max +20).''<br />
| width="30%" | [[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression''' <br/> ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center"<br />
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Forces the first reaction shot against this unit each turn to miss.''<br />
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close & Personal''' <br/> ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| [[File:ASSAULT FLUSH.png|32px|center]]'''Flush''' <br/> ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' (+30 Aim, 50% Damage)<br />
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire''' <br/> ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|- align="center"<br />
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist''' <br/> ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''<br />
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On''' <br/> ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="3" | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning''' <br/> ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|- align="center"<br />
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.''<br />
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct''' <br/> ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''<br />
|}<br />
==== Tips & Trix ====<br />
*'''Run & Gun''' could land you in trouble by activating more alien groups, when trying to set up a flanking position.<br />
*'''Run & Gun''' will only allow Fire, [[Overwatch (EU2012)|Overwatch]] and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against [[Berserker (EU2012)|Berserkers]] or defending from [[Chryssalid (EU2012)|Chryssalid]] charges.<br />
*'''Rapid Fire''' is not consumed if the alien is killed with the first shot.<br />
*'''Flush''' will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, [[Suppression (EU2012)|Suppression]] or Close Combat Specialist shots beforehand.<br />
* '''Extra Conditioning''' gives +1 health with the starting Body armor, +2 for [[Carapace Armor (EU2012)|Carapace]], [[Skeleton Suit (EU2012)|Skeleton]] , [[Ghost Armor (EU2012)|Ghost]], and [[Psi Armor (EU2012)|Psi Armor]], and +4 with [[Titan Armor (EU2012)|Titan]] or [[Archangel Armor (EU2012)|Archangel Armor]].<br />
** In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus for Carapace has been increased to +4 HPs. <br />
*'''Killer Instinct''' (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. <br />
*The Enemy Within DLC version of '''Close And Personal''' functions similar to a Heavy's Bullet Swarm, given that the Assault is within the 4-square range (when this Ability is available, enemies will have an orange ring around them, akin to [[Arc Thrower (EU2012)|Arc Thrower]] functions). With Rapid Fire, how one would move, and shoot three times: move to within the ring. Fire a normal shot as the free move. Then use Rapid Fire. Only works once per turn (won't get multiple free shots on enemies with overlapping rings).<br />
**You can't activate Run & Gun after free Close And Personal shot, and you don't get Close And Personal shot after activating Run & Gun.<br />
*'''Lightning Reflexes''' works not only against Overwatch or [Suppression shots, but it also forces a miss on '''Covering Fire''' shots. <br />
<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
<br />
Assaults are the only class that has a choice between primary weapons ([[Shotgun (EU2012)|Shotgun]] vs. [[Assault Rifle (EU2012)|Assault Rifle]]). Because of this and the broad applicability of their individual skills, they don't necessarily have clear cut build paths. Shotguns offer damage values identical to [[Sniper Rifle (EU2012)|Sniper Rifles]] -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier's ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.<br />
<br />
===Abilities===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:ASSAULT TACTICALSENSE.png|32px]] '''Tactical Sense''' vs '''Aggression''' [[File:ASSAULT AGGRESSION.png|32px]]<br />
|}<br />
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. <br />
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.<br />
<br />
'''Tactical Sense'''<br />
* Defense bonus is powerful for both riflemen and shotgunners;<br />
* Its value increases exponentially with other defense boosts such as [[Cover (EU2012)|cover]], [[Ghost Armor (EU2012)|Ghost Armor]], and smoke grenades;<br />
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. <br />
<br />
'''Aggression''' <br />
* Similarly offers value for both weapon types;<br />
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover<br />
* Shotguns do ''gain'' more damage from [[Critical Hits (EU2012)|critical hits]] than Assault Rifles, and you probably don't want to charge up to enemies, empty your weapon on them, and ''not'' kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to critical chance. That large swing has the potential to make this somewhat redundant.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:ASSAULT LIGHTNINGREFLEXES.png|32px]] '''Lightning Reflexes''' vs '''Close & Personal''' [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br />
|}<br />
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you're there. <br />
* Lightning Reflexes is generally preferable, but shotgunners should consider Close & Personal as well.<br />
<br />
'''Lightning Reflexes'''<br />
* The Assault's unique '''Lightning Reflexes''' ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. <br />
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely "clear out" Overwatches is good all the time, and it's particularly great when dealing with escort missions and [[Sectopod (EU2012)|Sectopods]]. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.<br />
* If you have a lot of Ghost Armors on your team, you'll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can't see the enemies entering [[Overwatch (EU2012)|Overwatch]] that you'll still get usage of this.<br />
<br />
'''Close & Personal''' <br />
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to critical chance before taking either weapon stats or flanking into account. <br />
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. <br />
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining moves to attack them.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed, giving the Assault a free shot to any enemy units within close range (marked by a circle around the Assault). <br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:ASSAULT FLUSH.png|32px]] '''Flush''' vs '''Rapid Fire''' [[File:ASSAULT RAPIDFIRE.png|32px]]<br />
|}<br />
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;<br />
* Both choices increase your ammo consumption, so if you're using them frequently, consider the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.<br />
<br />
'''Rapid Fire'''<br />
* '''Rapid Fire''' allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. <br />
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you'll spend only one ammo.<br />
<br />
'''Flush'''<br />
* The '''Flush''' ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger Overwatch and Close Quarters Specialist as it is running out of cover. <br />
* It costs 3 ammo, so you can't use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;<br />
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target's cover with explosives may be preferable;<br />
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty [[Aim (EU2012)|Aim]] boost to a shotgunner who is a little too far away.<br />
* Uses for Flush can include set up plays for [[Sniper (EU2012)|Snipers]] who don't quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:ASSAULT CLOSECOMBAT.png|32px]] '''Close Combat Specialist''' vs '''Bring 'Em On''' [[File:ASSAULT BRINGTHEMON.png|32px]]<br />
|}<br />
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.<br />
<br />
'''Close Combat Specialist'''<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been 'triggered', or even against [[Berserker (EU2012)|Berserker]] that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.<br />
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.<br />
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.<br />
<br />
'''Bring 'Em On'''<br />
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close & Personal, this is a chance to make large dividends on that decision;<br />
* Riflemen with upgraded [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] will similarly get some extra mileage. Just remember that the bonus is based on enemies that the ''squad'' can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:ASSAULT RESILLIENCE.png|32px]] '''Resilience''' vs |'''Killer Instinct''' [[File:ASSAULT KILLERINSTINCT.png|32px]]<br />
|}<br />
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close & Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.<br />
<br />
'''Resilience''' <br />
* Will turn the Assault Colonel into a brick. Immunity to critical hits takes luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. <br />
* Remember that you can briefly duplicate the effect (and more!) with [[Combat Stims (EU2012)|Combat Stims]], however.<br />
<br />
'''Killer Instinct'''<br />
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring 'Em On, your critical hits can exceed 20 damage, regardless of weapon type. <br />
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a [[Sectopod (EU2012)|Sectopod]] or [[Ethereal (EU2012)|Ethereal]] away in one fell blow. (Or two, as the case may be.)<br />
<br />
===Equipment===<br />
'''Weapons:''' Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won't reliably kill even [[Sectoid (EU2012)|Sectoids]] or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.<br />
<br />
'''Armor:''' Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. [[Ghost Armor (EU2012)|Ghost Armor]] is typically your best bet late game, as the [[Cover (EU2012)|defense]] bonus will generally serve you better than the few extra hitpoints of [[Titan Armor (EU2012)|Titan Armor]] (though on Council Missions, which are almost exclusively [[Thin Man (EU2012)|Thin Men]], you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor's movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with '''Bring 'Em On''' and '''Killer Instinct'''.<br />
<br />
'''Item:''' Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the [[Arc Thrower (EU2012)|Arc Thrower]] if your Support's hands are full. If you don't need either of those, [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]] or [[Chitin Plating (EU2012)|Chitin Plating]] provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to [[Combat Stims (EU2012)|Combat Stims]] to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], especially with its foundry upgrade. Keep an eye on your unit's Will and use [[Mind Shield (EU2012)|Mind Shields]] if necessary.<br />
<br />
===[[Gene Mods (EU2012)|Gene Mods]]===<br />
<br />
'''Brain'''<br />
Neural Dampening is probably a wiser course than Feedback since Assaults are usually in the midst of your squad and you don't want your Shotgunner getting MC'd then flattening your Medic who just got finished healing him/her. This is a fairly high priority.<br />
<br />
'''Eye'''<br />
Hyper Reactive Pupils will help Shotgunners out when they can't get up close (fire and miss, sure, then get a +10 [[Aim (EU2012)|Aim]] bonus your next turn). Riflemen will enjoy the added destruction they can cause with Depth Perception. A decent priority, but not insane.<br />
<br />
'''Chest'''<br />
A Secondary Heart on your Shotgunners will help for those "whoops" moments, while your squad will reap the benefits of Adrenal Neurosympathy on Riflemen. Adrenal Neurosympathy on Shotgunners isn't as useful since they may or may not be with the rest of the squad.<br />
<br />
'''Skin'''<br />
Since Assaults are usually in and amongst the [[Squads (EU2012)|Squad]], Bioelectric Skin isn't as useful or necessary. Mimetic Skin will help Riflemen if they're able to sit still. Shotgunners usually move around, or are in inopportune positions for it to be of any use. Since your early Shotgunners may often be the first target for [[Seeker (EU2012)|Seekers]], they would benefit from Bioelectric, since the strangle attack can easily overcome the meager HP bonus of starting armor, and keep them in the Infirmary for the Rapid Healing you can't buy yet. Riflemen have more priority here than Shotgunners. <br />
<br />
'''Legs'''<br />
Adaptive Bone Marrow will be of huge help to Tank Shotgunners, while Muscle Fiber Density will help Riflemen get into good positions. Get the Adaptive Bone Marrow on your Tank Shotgunner fast.<br />
<br />
===Summary===<br />
Another way to consider your thinking on how to build your Assault soldiers is "Medium Range vs Close-Range". Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style.<br />
<br />
Assault troopers with rifles will be better served with [[Ghost Armor (EU2012)|Ghost Armor]], plus Crit-chance boosting [[Abilities (EU2012)|abilities]], and perhaps a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]. As you will be keeping them just out of range, Close Combat and Close & Personal are less useful to them, and Bring 'Em On helps them get those last few points of damage they'll need to consistently kill aliens.<br />
<br />
Meanwhile, an Assault with a Shotgun-type weapon won't benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with [[Archangel Armor (EU2012)|Archangel]] or [[Titan Armor (EU2012)|Titan Armor]] & [[Chitin Plating (EU2012)|Chitin Plating]] (a grand total Armor HP bonus of 18 for a Major or Colonel: two of these on the front lines, under cover, and you may never have to worry about ''any'' soldiers needing time in the Med Bay). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault soldier won't even see that point loss on the aim percentage, when they've got the barrel right in the alien's throat. Plus if Ghosting, and Rapid Fire counting as one move, and the [[Alloy Cannon (EU2012)|Alloy Cannon]], an Assault is capable of doing a "One" Shot Kill against anything, even a [[Sectopod (EU2012)|Sectopod]], or the [[Uber Ethereal (EU2012)|Uber Ethereal]], even on Impossible.<br />
<br />
Lastly, the [[Second Wave (EU2012)|Second Wave]] option "Absolutely Critical" will render all the improve Critical Chance abilities redundant for Shotgunners who you play close-quarters tactics with - save for Hardened enemies, which will only have a +10% difference of receiving [[Critical Hits (EU2012)|Critical Hits]].<br />
<br />
Also: a common squad formation is two Snipers, two Support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being anti-Mech warriors.<br />
<br />
[[Psionic (EU2012)|Psionic]] Assault troopers will be easy to train, since their being in the front line means there's always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It's a toss-up between Telekinetic Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they'll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.<br />
<br />
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:'''<br />
<br />
Ghost Armor is still probably the armor of choice, especially for Shotgunners. Paired with Bioelectric Skin, this makes them excellent forward scouts, and anti-[[Seeker (EU2012)|Seeker]] units (since they'll then usually be the ones to trigger them). [[Medals (EU2012)|Medals]] may be more useful for Riflemen Assaults, but redundant for a Shotgunner. Both benefit from [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]: the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] can either give another boost to a Shotgunner's already high critical hit potential, or both aim and critical chance boot to the Rifleman. <br />
<br />
Or, if you play Assaults as tanks: [[Titan Armor (EU2012)|Titan Armor]], [[Chitin Plating (EU2012)|Chitin Plating]], [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]/[[Respirator Implant (EU2012)|Respirator Implant]], and Extra Conditioning means an Health bonus of ''20'', and Second Heart & Adaptive Bone Marrow plus Resilience means you can ''laugh'' at anything and everything thrown at them. Add Neural Feedback, a [[Mind Shield (EU2012)|Mind Shield]] instead of that +2 health item, and certain medal choices, and high stats from Not Equal/Hidden Potential, you have a soldier that can go toe-to-toe with [[Ethereal (EU2012)|Ethereals]] and not even flinch.<br />
<br />
==See Also==<br />
<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=54030Multiplayer (EU2012)2013-12-08T08:19:53Z<p>Moyang: /* Equipment */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
*Second item slot is unavailable in Enemy within DLC.<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
|'''- [[Classes_(EU2012)#MEC_Trooper | MEC Trooper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| MEC Vanguard ''(Squaddie)''<br />
|2000<br />
|6<br />
|67<br />
|0<br />
|45<br />
| Shock-Absorbent Armor - Collateral Damage<br />
|-<br />
| MEC Guardian ''(Sergeant)''<br />
|2300<br />
|7<br />
|69<br />
|0<br />
|55<br />
| Body Shield - Collateral Damage - Advanced Fire Control - Damage Control<br />
|-<br />
| MEC Savior ''(Captain)''<br />
|2900<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Distortion Field - Collateral Damage - Automated Threat Assessment - Damage Control - One For All - Expanded Storage<br />
|-<br />
| MEC Commando ''(Captain)''<br />
|3100<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Shock-Absorbent Armor - Collateral Damage - Advanced Fire Control - Damage Control - Jet Boot Module - Repair Servos<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
* A MEC suit is must for a MEC trooper.<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Short<br />
| 2-4<br />
| 10% / 5-7<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 3-5<br />
| 0% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 5-7<br />
| 0% / 9-11<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 8-10<br />
| 0% / 14-16<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Short<br />
| 3-5<br />
| 20% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Medium<br />
| 5-7<br />
| 20% / 9-11<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Medium<br />
| 8-10<br />
| 20% / 14-16<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 3-5<br />
| 25% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 5-7<br />
| 30% / 9-11<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 8-10<br />
| 35% / 14-16<br />
| <br />
|-<br />
|'''- MEC Trooper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Minigun (EU2012) | Minigun]]<br />
| 0<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| ''Default''<br />
|-<br />
| [[Railgun (EU2012) | Railgun]]<br />
| 300<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| <br />
|-<br />
| [[Particle Cannon (EU2012) | Particle Cannon]]<br />
| 1000<br />
| Medium<br />
| 9-11<br />
| 10% / 15-17<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1-2<br />
| 0% / 2-4<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 1-3<br />
| 10% / 3-5<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 2-4<br />
| 0% / 5-7<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[MEC Suit (EU2012) | MEC Suit]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Type<br />
! width="8%" | Points<br />
! width="8%" | Health<br />
! width="8%" | Defense<br />
! width="8%" | Will<br />
! width="8%" | Move<br />
! width="45%" | Ability<br />
|-<br />
| Torch<br />
| 1800<br />
| +8<br />
| +10<br />
| +10<br />
| --<br />
| Flamethrower<br />
|-<br />
| Bruiser<br />
| 1000<br />
| +8<br />
| +10<br />
| +10<br />
| +?<br />
| Kinetic Strike<br />
|-<br />
| Phoenix<br />
| 3200<br />
| +12<br />
| +10<br />
| +15<br />
| --<br />
| Flamethrower - Restorative Mist<br />
|-<br />
| Demolisher<br />
| 1700<br />
| +12<br />
| +10<br />
| +15<br />
| +?<br />
| Kinetic Strike - Grenade Launcher<br />
|-<br />
| Ifrit<br />
| 3600<br />
| +16<br />
| +10<br />
| +20<br />
| --<br />
| Flamethrower - Restorative Mist - Proximity Mine<br />
|-<br />
| Typhoon<br />
| 2100<br />
| +16<br />
| +10<br />
| +20<br />
| +?<br />
| Kinetic Strike - Grenade Launcher - Electro Pulse<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
** No item slot 2 in '''Enemy Within DLC''', due to change to ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Multiplayer (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:To_Do_List_(EU2012)&diff=54029Talk:To Do List (EU2012)2013-12-08T08:10:06Z<p>Moyang: /* EW Updates */</p>
<hr />
<div>I've been saving images, but I'm not sure how to upload them to the UFOpedia. The Help/Authoring links did not cover this process. ~ [[User:Drakalu|Drakalu]] 13:27, 23 October 2012 (EDT)<br />
: Keep all discussions and questions to the Discussion pages Drakalu. You can upload images in the Toolbox menu to the bottom left and then use the <nowiki>[[File:name.extention]]</nowiki> to place it in a page. --[[User:Kokkan|Kokkan]] 16:28, 23 October 2012 (EDT)<br />
::Alternately, you can do it the other way around. Type in the <nowiki>[[File:name.extension]]</nowiki> and save the page. Clicking on the redlink will then take you to the upload page. [[User:NKF|NKF]] 23:12, 23 October 2012 (EDT)<br />
<br />
==EW Updates==<br />
Lesse, thought of a few small things for EW:<br />
* Have confirmed multiple Outsiders with at least Abductors. If someone does an Impossible run, see about trying to get a Battleship or two before the Alien Base Assault, to see if three ever show up.<br />
:I'm pretty sure you could see multiple Outsiders, at least on landed Abductors before EW. [[User:Hobbes|Hobbes]] 09:12, 27 November 2013 (EST) <br />
::Eh. I don't recall ''ever'' getting more than one, and that's on +700 hours of EU. --[[User:Xuncu|Xuncu]] 19:58, 27 November 2013 (EST)<br />
:::I saw 2 Outsiders in Abductor. [[User:Moyang|Moyang]] 20:33, 27 November 2013 (EST)<br />
* See if Classic/Impossible damage table for interceptions needs updating. How I did it the first time: saved before the end of a month, and another after the start of the next: run untill a UFO pops, and remember what type and which day. From the save at the start of the month (or close enough if ther's other things in the way), you can transfer/buy Ravens and armaments and test that ufo (and change difficulty before it shows up to thest ''that''). Reload the save from before the end of the month, and wait for different UFO type. Obviously, best done after Supply Barges appear, and I think May is the earliest a Battleship can be spawned from letting a UFO go.<br />
:I've seen a Battleship appearing in March, in Impossible IIRC, after letting the first Small Scout go unharmed so that I'd get the Large Scout instead. That was a quick game. :) [[User:Hobbes|Hobbes]] 20:44, 27 November 2013 (EST)<br />
* Update autopseys of aliens that give gene mods.<br />
* Work out if Reaper Rounds aim/range penalty works "correctly backwards" for Sniper Rifles, or the effect is a generic "minus something" to Aim, or however it goes.<br />
* News ticker for Progeny missions, the Chryssalid thing, and EXALT-related events (attacks from, covert-ops against, Base Assault (both EXALT and XCOM's? I think I remember looking, and not seeing one after Base Defense: 'realistically,' there shouldn't be one for that)<br />
* Extra Conditioning's addition to Armor HP bonus (Carapace now gives +8, for example)<br />
* Notice/rewards/news tickers for new Council Requests.<br />
--[[User:Xuncu|Xuncu]] 06:34, 27 November 2013 (EST)<br />
:All of the new news tickers for Progeny, Requests, etc. have been added as well. [[User:Hobbes|Hobbes]] 08:26, 3 December 2013 (EST) <br />
:Since all the EW new pages required have been created I've moved to this page the list of things necessary to update on the already existing EU pages. [[User:Hobbes|Hobbes]] 09:12, 27 November 2013 (EST)<br />
*Another one: pictures and names for the new Unit Customisation helmets/decals/ect. --[[User:Xuncu|Xuncu]] 17:18, 29 November 2013 (EST)<br />
*Another: [[Research_(EU2012)|Autopsey info/point cost]] for new EW enemies, and I think I've mentioned changes to data from old enemies. --[[User:Xuncu|Xuncu]] 03:31, 2 December 2013 (EST)<br />
:The Research page has been updated with all of the new EW info and the alien pages as well. [[User:Hobbes|Hobbes]] 08:26, 3 December 2013 (EST)<br />
*Any new Word Salads for the [[Mission_Names_(EU2012)|mission names]]? Usually I don't pay attention to it, so... --[[User:Xuncu|Xuncu]] 01:35, 3 December 2013 (EST)<br />
:Those are still the same. I've put the new MEC [[Nicknames (EU2012)]] meanwhile. [[User:Hobbes|Hobbes]] 08:26, 3 December 2013 (EST)<br />
*Added some EW contents in Multiplayer page, but how about changes? There were some point changes for aliens and soldier items. Should we update them or make different table? [[User:Moyang|Moyang]] 03:10, 8 December 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=54028Multiplayer (EU2012)2013-12-08T08:02:13Z<p>Moyang: /* Squad Editor Menu */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
*Second item slot is unavailable in Enemy within DLC.<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
|'''- [[Classes_(EU2012)#MEC_Trooper | MEC Trooper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| MEC Vanguard ''(Squaddie)''<br />
|2000<br />
|6<br />
|67<br />
|0<br />
|45<br />
| Shock-Absorbent Armor - Collateral Damage<br />
|-<br />
| MEC Guardian ''(Sergeant)''<br />
|2300<br />
|7<br />
|69<br />
|0<br />
|55<br />
| Body Shield - Collateral Damage - Advanced Fire Control - Damage Control<br />
|-<br />
| MEC Savior ''(Captain)''<br />
|2900<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Distortion Field - Collateral Damage - Automated Threat Assessment - Damage Control - One For All - Expanded Storage<br />
|-<br />
| MEC Commando ''(Captain)''<br />
|3100<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Shock-Absorbent Armor - Collateral Damage - Advanced Fire Control - Damage Control - Jet Boot Module - Repair Servos<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
* A MEC suit is must for a MEC trooper.<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Short<br />
| 2-4<br />
| 10% / 5-7<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 3-5<br />
| 0% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 5-7<br />
| 0% / 9-11<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 8-10<br />
| 0% / 14-16<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Short<br />
| 3-5<br />
| 20% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Medium<br />
| 5-7<br />
| 20% / 9-11<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Medium<br />
| 8-10<br />
| 20% / 14-16<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 3-5<br />
| 25% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 5-7<br />
| 30% / 9-11<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 8-10<br />
| 35% / 14-16<br />
| <br />
|-<br />
|'''- MEC Trooper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Minigun (EU2012) | Minigun]]<br />
| 0<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| ''Default''<br />
|-<br />
| [[Railgun (EU2012) | Railgun]]<br />
| 300<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| <br />
|-<br />
| [[Particle Cannon (EU2012) | Particle Cannon]]<br />
| 1000<br />
| Medium<br />
| 9-11<br />
| 10% / 15-17<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1-2<br />
| 0% / 2-4<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 1-3<br />
| 10% / 3-5<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 2-4<br />
| 0% / 5-7<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[MEC Suit (EU2012) | MEC Suit]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Type<br />
! width="8%" | Points<br />
! width="8%" | Health<br />
! width="8%" | Defense<br />
! width="8%" | Will<br />
! width="8%" | Move<br />
! width="45%" | Ability<br />
|-<br />
| Torch<br />
| 1800<br />
| +8<br />
| +10<br />
| +10<br />
| --<br />
| Flamethrower<br />
|-<br />
| Bruiser<br />
| 1000<br />
| +8<br />
| +10<br />
| +10<br />
| +?<br />
| Kinetic Strike<br />
|-<br />
| Pheonix<br />
| 3200<br />
| +12<br />
| +10<br />
| +15<br />
| --<br />
| Flamethrower - Restorative Mist<br />
|-<br />
| Demolisher<br />
| 1700<br />
| +12<br />
| +10<br />
| +15<br />
| +?<br />
| Kinetic Strike - Grenade Launcher<br />
|-<br />
| Ifrit<br />
| 3600<br />
| +16<br />
| +10<br />
| +20<br />
| --<br />
| Flamethrower - Restorative Mist - Proximity Mine<br />
|-<br />
| Typhoon<br />
| 2100<br />
| +16<br />
| +10<br />
| +20<br />
| +?<br />
| Kinetic Strike - Grenade Launcher - Electro Pulse<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
** No item slot 2 in '''Enemy Within DLC''', due to change to ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Multiplayer (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=54027Multiplayer (EU2012)2013-12-08T07:58:45Z<p>Moyang: /* Equipment */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
|'''- [[Classes_(EU2012)#MEC_Trooper | MEC Trooper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| MEC Vanguard ''(Squaddie)''<br />
|2000<br />
|6<br />
|67<br />
|0<br />
|45<br />
| Shock-Absorbent Armor - Collateral Damage<br />
|-<br />
| MEC Guardian ''(Sergeant)''<br />
|2300<br />
|7<br />
|69<br />
|0<br />
|55<br />
| Body Shield - Collateral Damage - Advanced Fire Control - Damage Control<br />
|-<br />
| MEC Savior ''(Captain)''<br />
|2900<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Distortion Field - Collateral Damage - Automated Threat Assessment - Damage Control - One For All - Expanded Storage<br />
|-<br />
| MEC Commando ''(Captain)''<br />
|3100<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Shock-Absorbent Armor - Collateral Damage - Advanced Fire Control - Damage Control - Jet Boot Module - Repair Servos<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
* A MEC suit is must for a MEC trooper.<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Short<br />
| 2-4<br />
| 10% / 5-7<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 3-5<br />
| 0% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 5-7<br />
| 0% / 9-11<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 8-10<br />
| 0% / 14-16<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Short<br />
| 3-5<br />
| 20% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Medium<br />
| 5-7<br />
| 20% / 9-11<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Medium<br />
| 8-10<br />
| 20% / 14-16<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 3-5<br />
| 25% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 5-7<br />
| 30% / 9-11<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 8-10<br />
| 35% / 14-16<br />
| <br />
|-<br />
|'''- MEC Trooper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Minigun (EU2012) | Minigun]]<br />
| 0<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| ''Default''<br />
|-<br />
| [[Railgun (EU2012) | Railgun]]<br />
| 300<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| <br />
|-<br />
| [[Particle Cannon (EU2012) | Particle Cannon]]<br />
| 1000<br />
| Medium<br />
| 9-11<br />
| 10% / 15-17<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1-2<br />
| 0% / 2-4<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 1-3<br />
| 10% / 3-5<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 2-4<br />
| 0% / 5-7<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[MEC Suit (EU2012) | MEC Suit]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Type<br />
! width="8%" | Points<br />
! width="8%" | Health<br />
! width="8%" | Defense<br />
! width="8%" | Will<br />
! width="8%" | Move<br />
! width="45%" | Ability<br />
|-<br />
| Torch<br />
| 1800<br />
| +8<br />
| +10<br />
| +10<br />
| --<br />
| Flamethrower<br />
|-<br />
| Bruiser<br />
| 1000<br />
| +8<br />
| +10<br />
| +10<br />
| +?<br />
| Kinetic Strike<br />
|-<br />
| Pheonix<br />
| 3200<br />
| +12<br />
| +10<br />
| +15<br />
| --<br />
| Flamethrower - Restorative Mist<br />
|-<br />
| Demolisher<br />
| 1700<br />
| +12<br />
| +10<br />
| +15<br />
| +?<br />
| Kinetic Strike - Grenade Launcher<br />
|-<br />
| Ifrit<br />
| 3600<br />
| +16<br />
| +10<br />
| +20<br />
| --<br />
| Flamethrower - Restorative Mist - Proximity Mine<br />
|-<br />
| Typhoon<br />
| 2100<br />
| +16<br />
| +10<br />
| +20<br />
| +?<br />
| Kinetic Strike - Grenade Launcher - Electro Pulse<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
** No item slot 2 in '''Enemy Within DLC''', due to change to ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Multiplayer (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=54026Multiplayer (EU2012)2013-12-08T07:57:27Z<p>Moyang: /* Equipment */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
|'''- [[Classes_(EU2012)#MEC_Trooper | MEC Trooper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| MEC Vanguard ''(Squaddie)''<br />
|2000<br />
|6<br />
|67<br />
|0<br />
|45<br />
| Shock-Absorbent Armor - Collateral Damage<br />
|-<br />
| MEC Guardian ''(Sergeant)''<br />
|2300<br />
|7<br />
|69<br />
|0<br />
|55<br />
| Body Shield - Collateral Damage - Advanced Fire Control - Damage Control<br />
|-<br />
| MEC Savior ''(Captain)''<br />
|2900<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Distortion Field - Collateral Damage - Automated Threat Assessment - Damage Control - One For All - Expanded Storage<br />
|-<br />
| MEC Commando ''(Captain)''<br />
|3100<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Shock-Absorbent Armor - Collateral Damage - Advanced Fire Control - Damage Control - Jet Boot Module - Repair Servos<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
* A MEC suit is must for a MEC trooper.<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Short<br />
| 2-4<br />
| 10% / 5-7<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 3-5<br />
| 0% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 5-7<br />
| 0% / 9-11<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 8-10<br />
| 0% / 14-16<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Short<br />
| 3-5<br />
| 20% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Medium<br />
| 5-7<br />
| 20% / 9-11<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Medium<br />
| 8-10<br />
| 20% / 14-16<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 3-5<br />
| 25% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 5-7<br />
| 30% / 9-11<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 8-10<br />
| 35% / 14-16<br />
| <br />
|-<br />
|'''- MEC Trooper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Minigun (EU2012) | Minigun]]<br />
| 0<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| ''Default''<br />
|-<br />
| [[Railgun (EU2012) | Railgun]]<br />
| 300<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| <br />
|-<br />
| [[Particle Cannon (EU2012) | Particle Cannon]]<br />
| 1000<br />
| Medium<br />
| 9-11<br />
| 10% / 15-17<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1<br />
| 0% / 1<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 2<br />
| 10% / 3<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 3<br />
| 0% / 4<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[MEC Suit (EU2012) | MEC Suit]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Type<br />
! width="8%" | Points<br />
! width="8%" | Health<br />
! width="8%" | Defense<br />
! width="8%" | Will<br />
! width="8%" | Move<br />
! width="45%" | Ability<br />
|-<br />
| Torch<br />
| 1800<br />
| +8<br />
| +10<br />
| +10<br />
| --<br />
| Flamethrower<br />
|-<br />
| Bruiser<br />
| 1000<br />
| +8<br />
| +10<br />
| +10<br />
| +?<br />
| Kinetic Strike<br />
|-<br />
| Pheonix<br />
| 3200<br />
| +12<br />
| +10<br />
| +15<br />
| --<br />
| Flamethrower - Restorative Mist<br />
|-<br />
| Demolisher<br />
| 1700<br />
| +12<br />
| +10<br />
| +15<br />
| +?<br />
| Kinetic Strike - Grenade Launcher<br />
|-<br />
| Ifrit<br />
| 3600<br />
| +16<br />
| +10<br />
| +20<br />
| --<br />
| Flamethrower - Restorative Mist - Proximity Mine<br />
|-<br />
| Typhoon<br />
| 2100<br />
| +16<br />
| +10<br />
| +20<br />
| +?<br />
| Kinetic Strike - Grenade Launcher - Electro Pulse<br />
|-<br />
|}<br />
</div><br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
** No item slot 2 in '''Enemy Within DLC''', due to change to ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Multiplayer (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=54025Multiplayer (EU2012)2013-12-08T07:47:23Z<p>Moyang: /* Equipment */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
|'''- [[Classes_(EU2012)#MEC_Trooper | MEC Trooper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| MEC Vanguard ''(Squaddie)''<br />
|2000<br />
|6<br />
|67<br />
|0<br />
|45<br />
| Shock-Absorbent Armor - Collateral Damage<br />
|-<br />
| MEC Guardian ''(Sergeant)''<br />
|2300<br />
|7<br />
|69<br />
|0<br />
|55<br />
| Body Shield - Collateral Damage - Advanced Fire Control - Damage Control<br />
|-<br />
| MEC Savior ''(Captain)''<br />
|2900<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Distortion Field - Collateral Damage - Automated Threat Assessment - Damage Control - One For All - Expanded Storage<br />
|-<br />
| MEC Commando ''(Captain)''<br />
|3100<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Shock-Absorbent Armor - Collateral Damage - Advanced Fire Control - Damage Control - Jet Boot Module - Repair Servos<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
* A MEC suit is must for a MEC trooper.<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Short<br />
| 2-4<br />
| 10% / 5-7<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 3-5<br />
| 0% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 5-7<br />
| 0% / 9-11<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 8-10<br />
| 0% / 14-16<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Short<br />
| 3-5<br />
| 20% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Medium<br />
| 5-7<br />
| 20% / 9-11<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Medium<br />
| 8-10<br />
| 20% / 14-16<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 3-5<br />
| 25% / 6-8<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 5-7<br />
| 30% / 9-11<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 8-10<br />
| 35% / 14-16<br />
| <br />
|-<br />
|'''- MEC Trooper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Minigun (EU2012) | Minigun]]<br />
| 0<br />
| Medium<br />
| 4-6<br />
| 10% / 8-10<br />
| ''Default''<br />
|-<br />
| [[Railgun (EU2012) | Railgun]]<br />
| 300<br />
| Medium<br />
| 6-8<br />
| 10% / 11-13<br />
| <br />
|-<br />
| [[Particle Cannon (EU2012) | Particle Cannon]]<br />
| 1000<br />
| Medium<br />
| 9-11<br />
| 10% / 15-17<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1<br />
| 0% / 1<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 2<br />
| 10% / 3<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 3<br />
| 0% / 4<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
** No item slot 2 in '''Enemy Within DLC''', due to change to ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Multiplayer (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=54024Multiplayer (EU2012)2013-12-08T07:32:50Z<p>Moyang: </p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
|'''- [[Classes_(EU2012)#MEC_Trooper | MEC Trooper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| MEC Vanguard ''(Squaddie)''<br />
|2000<br />
|6<br />
|67<br />
|0<br />
|45<br />
| Shock-Absorbent Armor - Collateral Damage<br />
|-<br />
| MEC Guardian ''(Sergeant)''<br />
|2300<br />
|7<br />
|69<br />
|0<br />
|55<br />
| Body Shield - Collateral Damage - Advanced Fire Control - Damage Control<br />
|-<br />
| MEC Savior ''(Captain)''<br />
|2900<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Distortion Field - Collateral Damage - Automated Threat Assessment - Damage Control - One For All - Expanded Storage<br />
|-<br />
| MEC Commando ''(Captain)''<br />
|3100<br />
|8<br />
|71<br />
|0<br />
|65<br />
| Shock-Absorbent Armor - Collateral Damage - Advanced Fire Control - Damage Control - Jet Boot Module - Repair Servos<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
* A MEC suit is must for a MEC trooper.<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Medium<br />
| 3<br />
| 10% / 4<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 7<br />
| 10% / 10<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 4<br />
| 0% / 6<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 9<br />
| 0% / 13<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Close<br />
| 4<br />
| 20% / 6<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Close<br />
| 6<br />
| 20% / 9<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Close<br />
| 9<br />
| 20% / 13<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 4<br />
| 25% / 6<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 6 <br />
| 30% / 9<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 9<br />
| 35% / 13<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1<br />
| 0% / 1<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 2<br />
| 10% / 3<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 3<br />
| 0% / 4<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
** No item slot 2 in '''Enemy Within DLC''', due to change to ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Multiplayer (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=54019Multiplayer (EU2012)2013-12-08T05:59:36Z<p>Moyang: /* Items */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Medium<br />
| 3<br />
| 10% / 4<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 7<br />
| 10% / 10<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 4<br />
| 0% / 6<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 9<br />
| 0% / 13<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Close<br />
| 4<br />
| 20% / 6<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Close<br />
| 6<br />
| 20% / 9<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Close<br />
| 9<br />
| 20% / 13<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 4<br />
| 25% / 6<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 6 <br />
| 30% / 9<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 9<br />
| 35% / 13<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1<br />
| 0% / 1<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 2<br />
| 10% / 3<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 3<br />
| 0% / 4<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
** No item slot 2 in '''Enemy Within DLC''', due to change to ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Multiplayer (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Foundry_(EU2012)&diff=54017Foundry (EU2012)2013-12-08T05:39:15Z<p>Moyang: /* S.H.I.V.s */</p>
<hr />
<div>[[Image:Foundry.jpg|thumb|right|300px|The Foundry.]]<br />
<br />
The Foundry allows for item upgrades similar to the [[Officer Training School (EU2012)|Officer Training School]]. Unlike the OTS, Foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various [[Research (EU2012)#Research Credits|Research Credits]]. Also, take note that, unlike [[Research (EU2012)|Research]] projects, multiple Foundry projects can be run at the same time (they will not affect each other's time requirement).<br />
<br />
In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Workshop (EU2012)|Workshop]] for Adjacency Bonus purposes.<br />
<br />
==Construction==<br />
The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed. Cost and Time are based off 5 Engineers on Classic [[Difficulty (EU2012)|difficulty]].<br />
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. <br />
<br />
*Cost: 3 Power, §75<br />
*Time: 10 days<br />
*Maintenance: $20/month<br />
<br />
==Future Combat Bonus==<br />
If the [[XCOM Headquarters (EU2012)|XCOM bas]]e is located in Asia or by providing Asia with full [[Satellite (EU2012)|satellite]] coverage, commanders are granted the continent bonus '''Future Combat'''. This bonus reduces most of the resource requirements for Foundry projects by 50%. However, the requirements for [[Weapon Fragments (EU2012)|Weapon Fragments]], Corpses, Engineers, and base items to be improved upon (i.e. [[Alien Grenade (EU2012)|Alien Grenade]]) remain static.<br />
<br />
==Foundry Projects==<br />
===S.H.I.V.s===<br />
====Heavy Weapons Platform ([[S.H.I.V._(EU2012)|S.H.I.V.]])====<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Heavy Weapons Platform Foundry (EU2012).png|128px]]<br />
| align="center" |'''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] <br />
| align="center" |§70 <br />
| align="center" |5 Engineers <br />
| align="center" | <br />
| align="center" |7 days <br />
| align="center" |Basic [[S.H.I.V. (EU2012)|S.H.I.V.]] becomes available in [[Engineering (EU2012)|Engineering]]<br />
| align="center" |''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.'' <br />
|}<br />
*This unlocks S.H.I.V.s in general: the [[S.H.I.V. (EU2012)#Alloy S.H.I.V.|Alloy S.H.I.V.]] requires that the [[Carapace Armor (EU2012)|Carapace Armor]] research ''also'' be completed, and these ''plus'' the [[Firestorm (EU2012)|Firestorm]] research tree for the [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] (i.e., the latter two are '''not''' additional Research/Foundry projects).<br />
====S.H.I.V. Suppression====<br />
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|-<br />
| align="center" |[[File:S.H.I.V. Suppression Foundry (EU2012).png|128px]]<br />
| align="center" | '''Foundry''':[[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br />
| align="center" | §40<br />
| align="center" | 15 Engineers<br />
| align="center" | ?<br />
| align="center" | 7 days<br />
| align="center" | Allow [[S.H.I.V. (EU2012)|S.H.I.V.]] suppressive fire<br />
| align="center" | ''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of [[Suppression (EU2012)|suppressive fire]], letting them pin enemy targets down under a hail of bullets.''<br />
|}<br />
*Effectively the same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]'s Suppression ability.<br />
====S.H.I.V. Laser====<br />
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|-<br />
| align="center" |[[File:Heavy Lasers Research (EU2012).png|128px]]<br />
| align="center" | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br>'''Research''': [[Heavy Lasers (EU2012)|Heavy Lasers]]<br />
| align="center" | §100<br>30 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | Beam Weapons, All Weapons<br />
| align="center" | 7 days<br />
| align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with laser version<br />
| align="center" | ''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''<br />
|}<br />
*Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.<br />
*Also adds +10 aim to S.H.I.V.<br />
====S.H.I.V. Plasma====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Plasma Cannon Research (EU2012).png|128px]]<br />
| align="center" | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br>'''Research''': [[Heavy Plasma (EU2012)|Heavy Plasma]]<br />
| align="center" | §200<br>30 [[Elerium (EU2012)|Elerium]]<br>45 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 30 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>20 Engineers<br />
| align="center" | Plasma Weaponry<br>All Weapons<br />
| align="center" | 7 days<br />
| align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with plasma version<br />
| align="center" | ''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''<br />
|}<br />
* As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.<br />
*Confers additional +15 aim to S.H.I.V.<br />
<br />
====S.H.I.V. Repair====<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:S.H.I.V. Repair Foundry (EU2012).png|128px]]<br />
| align="center" | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br>'''Research''': [[Arc Thrower (EU2012)|Arc Thrower]] and [[EMP Cannon (EU2012)|EMP Cannon]]<br />
| align="center" | §70<br>15 [[Alien Alloys (EU2012)|Alloys]]<br>15 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 10 Engineers<br />
| align="center" | <br />
| align="center" | 7 days<br />
| align="center" | Allows soldiers to repair [[S.H.I.V. (EU2012)|S.H.I.V.]] units with [[Arc Thrower (EU2012)|Arc Thrower]]. On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] MECs can also be repaired. <br />
| align="center" | ''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
|}<br />
* Again, a possible priority for S.H.I.V. users, if you cannot hack [[Drone (EU2012)|Drone]] for whatever reason (none available, can't get to them, etc).<br />
<br />
===Weapons/Equipment===<br />
====Improved Pistol I====<br />
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! width="5%" align="center" | Time<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Pistol I Foundry (EU2012).png|128px]]<br />
| align="center" |'''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] <br />
| align="center" | §75<br />
| align="center" | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>5 Engineers<br />
| align="center" | All Weapons<br />
| align="center" | 7 days<br />
| align="center" | All pistols [[Critical Hits (EU2012)|Critical Chance]] increased by 10%<br />
| align="center" | ''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.''<br />
|}<br />
* This upgrade gets added even though it is not mentioned in the critical column.<br />
====Improved Pistol II====<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Pistol II Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Beam Weapons (EU2012)|Beam Weapons]]<br />
| align="center" | §150<br>20 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 25 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | All Weapons<br />
| align="center" | 7 days<br />
| align="center" | Increases all pistols Aim by 10%<br />
| align="center" | ''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''<br />
|}<br />
*According to findings in the game code this upgrade is ineffective. Unclear if this bug has been solved on the Enemy Within DLC. <br />
====Improved Pistol III====<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Pistol III Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Plasma Pistol (EU2012)|Plasma Pistol]]<br />
| align="center" | §250<br>20 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 50 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>20 Engineers<br />
| align="center" | All Weapons<br />
| align="center" | 14 days<br />
| align="center" | All pistols Damage increased by 1<br />
| align="center" | ''Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.''<br />
|}<br />
*To a '''Gunslinger''' [[Sniper (EU2012)|Sniper]] with a Plasma Pistol, this totals to a respectable base damage of 6. Plus the other two Pistol upgrades, this turns their pistols into decent holdout weapons.<br />
====[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:SCOPE Upgrade Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Weapon Fragments (EU2012)|Weapon Fragments]]<br />
| align="center" | §75<br />
| align="center" | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | Beam Weapons<br />
| align="center" | 7 Days<br />
| align="center" | Increases [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]'s [[Critical Hits (EU2012)|Critical Chance]] by 10%<br />
| align="center" | ''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''<br />
|}<br />
*The item and upgrade of choice for a [[Sniper (EU2012)|Sniper]].<br />
*This upgrade gets added even though it is not mentioned in the critical column.<br />
====[[Alien_Grenade_(EU2012)|Alien Grenades]] ====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Alien Grenades Foundry (EU2012).png|128px]]<br />
| align="center" | '''Salvage''': [[Alien Grenade (EU2012)|Alien Grenade]]<br />
| align="center" | §75<br>10 [[Elerium (EU2012)|Elerium]]<br>25 [[Alien Alloys (EU2012)|Alloys]] <br />
| align="center" | 1x [[Alien Grenade (EU2012)|Alien Grenade]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>20 Engineers <br />
| align="center" | <br />
| align="center" | 7 days <br />
| align="center" | Alien Grenades will become available in unlimited quantity<br />
| align="center" | ''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all of our current frag grenades to this new, deadlier version.'' <br />
|}<br />
* On EU this upgrade is often fairly irrelevant. Assuming you stun-capture a [[Muton (EU2012)|Muton]], [[Heavy Floater (EU2012)|Heavy Floater]], and a [[Muton Elite (EU2012)|Muton Elite]], you'll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.<br />
* On the Enemy Within DLC the 2 items allowed by Tactical Rigging can make it more useful if you're planning to use a lot of grenades. <br />
====Improved [[Medikit_(EU2012)|Medikit]]====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Time<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Medikit Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]<br />
| align="center" | §125 <br />
| align="center" | 4 [[Thin Man Corpse (EU2012)|Thin Man Corpse]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>15 Engineers <br />
| align="center" | <br />
| align="center" | 14 days <br />
| align="center" | Healing delivered by a single [[Medikit (EU2012)|Medikit]] charge increased from 4 to 6<br />
| align="center" | ''The flexible physiology of the [[Thin Man (EU2012)|Thin Men]] has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''<br />
|}<br />
*For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the '''Savior''' Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus '''Field Medic''', that's up to 30 HP a mission.<br />
**In Enemy Within, the MEC-2 Sentinel's Restorative Mist also benefits from this upgrade, and perhaps even makes better use of it, give it is an area-of-effect heal, meaning a single charge could theoretically heal 36 total damage (6 on each member of the Squad).<br />
<br />
====Improved [[Arc_Thrower_(EU2012)|Arc Thrower]] ====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Arc Thrower Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Arc Thrower (EU2012)|Arc Thrower]] and [[Elerium (EU2012)|Elerium]] <br />
| align="center" | §100<br>20 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]] <br />
| align="center" | 4 [[Drone Wreck (EU2012)|Drone Wreck]]<br>20x [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers <br />
| align="center" | <br />
| align="center" | 14 days <br />
| align="center" | Aliens up to 6 HP can be successfully stunned<br />
| align="center" | ''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.'' <br />
|}<br />
*Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won't be able to "stop on a dime" and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.<br />
*Before this upgrade: 3,2,1 HP -> 70,80,90% chance. After: 6,5,4,3,2,1 HP -> 70,80,90,95,95,95% chance. <br />
====[[Drone (EU2012)|Drone]] Capture====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Time<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Drone Autopsy Research (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Arc Thrower (EU2012)|Arc Thrower]], [[Drone Autopsy (EU2012)|Drone Autopsy]]<br />
| align="center" | §175<br />
| align="center" | 4 [[Drone Wreck (EU2012)|Drone Wreck]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | <br />
| align="center" | 7 days<br />
| align="center" | Allows Arc Thrower to hack control of [[Drone (EU2012)|Drones]]<br />
| align="center" | ''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''<br />
|}<br />
*Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 damage weapon, repair S.H.I.V. and other Drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.<br />
====Ammo Conservation====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Time<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Ammo Conservation Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Muton Autopsy (EU2012)|Muton Autopsy]] <br />
| align="center" | §150<br>90 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 6 [[Muton Corpse (EU2012)|Muton Corpse]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>15 Engineers<br />
| align="center" | Beam Weapons<br />
| align="center" | 14 days<br />
| align="center" | All weapons can be fired twice as many times before reloading<br />
| align="center" | ''[[Muton (EU2012)|Muton]] armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''<br />
|}<br />
*This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.<br />
===Miscellaneous===<br />
====Advanced Repair====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Advanced Repair Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy ]]<br />
| align="center" | §175<br>10 [[Elerium (EU2012)|Elerium]]<br>30 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 4 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]<br>20 Engineers <br />
| align="center" | ?<br />
| align="center" | 14 days<br />
| align="center" | Improves repair rate of [[S.H.I.V. (EU2012)|S.H.I.V.s]] and [[Hangar (EU2012)#Crafts|aircraft]]<br />
| align="center" | ''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
|}<br />
*Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you'll probably have [[Firestorm (EU2012)|Firestorm]]s and Plasma Weapons, and not be too burdened by repair times.<br />
*On the other hand, if you're using a lot of SHIVs, this can help keep them ready for the next mission, meaning you need less overall.<br />
<br />
====Advanced Flight====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Archangel Armor Research (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Archangel Armor (EU2012)|Archangel Armor]]<br />
| align="center" | §325<br>50 [[Alien Alloys (EU2012)|Alloys]]<br>50 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 2 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]<br>2 [[Drone (EU2012)|Drone Wreck]]<br>2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]<br>25 Engineers<br />
| align="center" | Flight<br />
| align="center" | 14 days<br />
| align="center" | Doubles fuel for Archangel Armor from 6 to 12, and [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] from 12 to 24<br />
| align="center" | ''We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.''<br />
|}<br />
*As Archangel Armor is the suit of choice for [[Sniper (EU2012)|Snipers]], especially ones with Squad Sight, the additional moves are appreciable.<br />
====Advanced Construction====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Advanced Construction Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]<br />
| align="center" | §375<br>50 [[Alien Alloys (EU2012)|Alloys]]<br>30 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 2 [[Sectopod Wreck (EU2012)|Sectopod Wreck]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>30 Engineers<br />
| align="center" | ?<br />
| align="center" | 14 days<br />
| align="center" | Allows you to construct facilities in half time for double cost<br />
| align="center" | ''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''<br />
|}<br />
*A very late-game upgrade, the most use you will have left from this is filling out your [[Firestorm (EU2012)|Firestorm]] fleet, and, if you feel the need, reorganizing your base facilities in short order.<br />
* It is toggled when facility/item is ordered, option will be named "Rush construction: ON/OFF"<br />
====Stealth [[Satellite (EU2012)|Satellites]]====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Stealth Satellites Foundry (EU2012).png|128px]]<br />
| align="center" | '''Research''': [[Alien Nav Computer (EU2012)|Alien Nav Computer]]<br />
| align="center" | §150<br>20 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 3 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]<br>20 Engineers<br />
| align="center" | <br />
| align="center" | 7 Days<br />
| align="center" | Makes [[Satellite (EU2012)|Satellites]] harder to detect by [[UFOs (EU2012)|UFOs]]<br />
| align="center" | ''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''<br />
|}<br />
*As long as you shoot down a UFO, it won't spawn a [[Battleship (EU2012)|Battleship]] that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on [[Firestorm (EU2012)|Firestorm]]s.<br />
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===<br />
====Tactical Rigging====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|128px|Tactical Rigging]]<br />
| align="center" |'''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] <br />
| align="center" | §200<br />
| align="center" | 5 Engineers<br />
| align="center" | <br />
| align="center" | 7 Days<br />
| align="center" | Gives all [[Soldiers (EU2012)|soldiers]] 2 [[Equipment (EU2012)|item]] slots<br />
| align="center" | ''Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.''<br />
|}<br />
<br />
* One of the most important upgrade in Enemy Within; it basically gives the original Deep Pockets ability to everyone you have. Being able to carry two items makes certain items, such as the [[Mind Shield (EU2012)|Mind Shield]], significantly more attractive.<br />
* It's also a great way to make sure you always have someone to patch up a critically wounded squad mate, even if its the Medic who got dropped.<br />
* If you don't know what to give a soldier in his second slot, you can almost never go wrong with a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] or a [[Medikit (EU2012)|Medikit]].<br />
<br />
====Sentinel Drone====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|128px|Sentinel Drone]]<br />
| align="center" |'''Research''': [[Drone Autopsy (EU2012)|Drone Autopsy]]<br />
| align="center" | §80<br>20 [[Alien Alloys (EU2012)|Alloys]]<br>10 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 10 Engineers<br />
| align="center" | <br />
| align="center" | 7 days<br />
| align="center" | Repairs 2 HP per turn. Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist<br />
| align="center" | ''We've been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we've been able to retain its repair capability and use its spare AI cycles to improve the SHIV's situational firing heuristics.''<br />
|}<br />
====Shaped Armor====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|128px|Shaped Armor]]<br />
| align="center" |'''Research''': [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]<br />
| align="center" | §300<br>40 [[Alien Alloys (EU2012)|Alloys]]<br>20 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 20 Engineers<br />
| align="center" | <br />
| align="center" | 14 days<br />
| align="center" | Increases [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] stats by 3 HP<br />
| align="center" | ''The invaders' mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.''<br />
|}<br />
<br />
* 3 HP might not sound like a lot, but it makes a big difference on MECs, given how much fire they tend to attract. It's less important if you're only using S.H.I.V.s, since they're replaceable.<br />
* If you're using this with S.H.I.V.s, this will extend the repair time because they can lose more HP before dying. You may want to build a few extra, or research Advanced Repair, if not both. MECs do not suffer from this downside.<br />
<br />
====Advanced Servomotors====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|128px|Advanced Servomotors]]<br />
| align="center" |'''Research''': [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]<br />
| align="center" | §300<br>40 [[Alien Alloys (EU2012)|Alloys]]<br>20 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 20 Engineers<br />
| align="center" | <br />
| align="center" | 14 days<br />
| align="center" |Allows extra mobility for [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] units<br />
| align="center" |''After a careful examination we've been able to replicate the articulated joints of the [[Mechtoid (EU2012)|Mechtoid]], allowing for mobility improvements on both our cybersuits and SHIV Units.''<br />
|}<br />
<br />
* Basically, this is the equivalent of the Sprinter [[Abilities (EU2012)|ability]] for MECs and S.H.I.V.s. If you're using them, its a great upgrade. If you aren't, don't bother.<br />
<br />
====Elerium Jelly====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|128px|Elerium Jelly]]<br />
| align="center" |'''Research''': [[Elerium (EU2012)|Elerium]]<br />
| align="center" |§200<br>50 [[Elerium (EU2012)|Elerium]]<br />
| align="center" |15 Engineers<br />
| align="center" | <br />
| align="center" |10 days<br />
| align="center" |Increases Flamethrower damage from 6 to 9<br />
| align="center" |''Using Elerium in tactical situations is quite risky; in the absence of a full sized craft's regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.''<br />
|}<br />
<br />
* If you're using the Flamethrower, you should probably buy this. 9 damage is enough to one-hit a [[Muton (EU2012)|Muton]] and most [[EXALT Units (EU2012)|EXALT operatives]]. Remember: injured enemies can shoot back. Dead enemies can't.<br />
<br />
====MEC Close Combat====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|128px|MEC Close Combat]]<br />
| align="center" |'''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br />
| align="center" |§200<br>30 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" |5 Engineers<br />
| align="center" | <br />
| align="center" |7 days<br />
| align="center" |Kinetic Strike no longer ends the MEC's turn. Increases Kinetic Strike Module's damage from 12 to 18 <br />
| align="center" |''Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.''<br />
|}<br />
<br />
*If you're using Kinetic Strike Module, this allows your MEC to one-shot most enemies in the game in melee. If you aren't, don't waste your credits.<br />
<br />
==See Also==<br />
{{Base Facilities (EU2012)}}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Base Facilities (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&diff=54014S.H.I.V. (EU2012)2013-12-08T05:25:07Z<p>Moyang: /* Models */</p>
<hr />
<div>== Description ==<br />
[[File:SHIV_Concept.jpg|right|340px]]<br />
<br />
''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].''<br />
<br />
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|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 Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.<br />
<br />
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.<br />
<br />
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.<br />
<br />
== Models ==<br />
All S.H.I.V.s come with a Minigun by default. The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.<br />
<br />
=== S.H.I.V. ===<br />
Each S.H.I.V costs §100 and takes 7 days to manufacture in [[Engineering (EU2012)|Engineering]]<br />
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|10<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20<br />
|-<br />
|Aim<br />
|70<br />
|}<br />
<br clear="all"><br />
=== Alloy S.H.I.V. ===<br />
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].<br />
Each Alloy S.H.I.V costs §150 and requires 10 Engineers and 40 Alien Alloys, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]].<br />
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|30<br />
|-<br />
|Aim<br />
|70<br />
|}<br />
<br clear="all"><br />
=== Hover S.H.I.V. ===<br />
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does '''not''' provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].<br />
Each Alloy S.H.I.V costs §20 and requires 20 Engineers and 60 Alien Alloys and 40 Elerium, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]]<br />
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|40<br />
|-<br />
|Aim<br />
|70<br />
|-<br />
|Flight Time<br />
|12/24<br />
|}<br />
<br clear="all"><br />
<br />
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==<br />
<br />
* '''S.H.I.V. Suppression''' - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]'s [[Suppression (EU2012)|suppression]] ability.<br />
* '''S.H.I.V. Laser''' - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +10 Aim.<br />
* '''S.H.I.V. Plasma''' - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. Does not require the Laser project to be completed first. +15 aim.<br />
* '''S.H.I.V. Repair''' - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.<br />
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry's Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.<br />
* '''Advanced Repair''' - Robotic version of the [[OTS (EU2012)|Officer Training School]]'s '''Rapid Recovery''': speeds up repairs when you get home.<br />
* '''Advanced Flight''' - For the Hover S.H.I.V. only: doubles fuel duration.<br />
* '''Advanced Construction''' - halves build time.<br />
* '''Shaped Armor''' - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.<br />
* '''Advanced Servomotors''' - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. increases movement.<br />
* '''Sentinel Drone''' - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.<br />
<br />
==Tactical Advice==<br />
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|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.<br />
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.<br />
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms.<br />
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn't improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete.<br />
* 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.<br />
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.<br />
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.<br />
* 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.<br />
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.<br />
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.<br />
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]'s Psi-lance or Rift.<br />
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes and bombs. <br />
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.<br />
<br />
==Enemy Within DLC==<br />
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.<br />
<br />
==Gallery==<br />
<gallery widths=300px heights=200px perrow=7 caption=""><br />
File:shiv.jpg| ''Regular S.H.I.V.''<br />
File:ashiv.jpg| ''Alloy S.H.I.V.''<br />
File:hshiv.jpg| ''Hover S.H.I.V.''<br />
</gallery><br />
<br />
==Trivia==<br />
S.H.I.V.s are named "Thunder-X", Alloy S.H.I.V.s are named "Goliath-X" and Hover S.H.I.V.s are named "Lightning-X", where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).<br />
<br />
== See Also ==<br />
* [[Foundry (EU2012)|Foundry]]<br />
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]<br />
<br clear="all"><br />
{{XCOM Units (EU2012)}}<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Weapons (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&diff=54013S.H.I.V. (EU2012)2013-12-08T05:24:32Z<p>Moyang: /* Foundry Upgrades */</p>
<hr />
<div>== Description ==<br />
[[File:SHIV_Concept.jpg|right|340px]]<br />
<br />
''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].''<br />
<br />
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|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 Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.<br />
<br />
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.<br />
<br />
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.<br />
<br />
== Models ==<br />
All S.H.I.V.s come with a Minigun by default. The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.<br />
<br />
=== S.H.I.V. ===<br />
Each S.H.I.V costs §100 and takes 7 days to manufacture in [[Engineering (EU2012)|Engineering]]<br />
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|10<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20<br />
|-<br />
|Aim<br />
|70+25<br />
|}<br />
<br clear="all"><br />
=== Alloy S.H.I.V. ===<br />
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].<br />
Each Alloy S.H.I.V costs §150 and requires 10 Engineers and 40 Alien Alloys, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]].<br />
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20+10<br />
|-<br />
|Aim<br />
|70+25<br />
|}<br />
<br clear="all"><br />
=== Hover S.H.I.V. ===<br />
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does '''not''' provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].<br />
Each Alloy S.H.I.V costs §20 and requires 20 Engineers and 60 Alien Alloys and 40 Elerium, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]]<br />
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20+20<br />
|-<br />
|Aim<br />
|70+25<br />
|-<br />
|Flight Time<br />
|12/24<br />
|}<br />
<br clear="all"><br />
<br />
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==<br />
<br />
* '''S.H.I.V. Suppression''' - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]'s [[Suppression (EU2012)|suppression]] ability.<br />
* '''S.H.I.V. Laser''' - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +10 Aim.<br />
* '''S.H.I.V. Plasma''' - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. Does not require the Laser project to be completed first. +15 aim.<br />
* '''S.H.I.V. Repair''' - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.<br />
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry's Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.<br />
* '''Advanced Repair''' - Robotic version of the [[OTS (EU2012)|Officer Training School]]'s '''Rapid Recovery''': speeds up repairs when you get home.<br />
* '''Advanced Flight''' - For the Hover S.H.I.V. only: doubles fuel duration.<br />
* '''Advanced Construction''' - halves build time.<br />
* '''Shaped Armor''' - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.<br />
* '''Advanced Servomotors''' - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. increases movement.<br />
* '''Sentinel Drone''' - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.<br />
<br />
==Tactical Advice==<br />
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|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.<br />
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.<br />
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms.<br />
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn't improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete.<br />
* 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.<br />
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.<br />
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.<br />
* 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.<br />
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.<br />
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.<br />
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]'s Psi-lance or Rift.<br />
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes and bombs. <br />
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.<br />
<br />
==Enemy Within DLC==<br />
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.<br />
<br />
==Gallery==<br />
<gallery widths=300px heights=200px perrow=7 caption=""><br />
File:shiv.jpg| ''Regular S.H.I.V.''<br />
File:ashiv.jpg| ''Alloy S.H.I.V.''<br />
File:hshiv.jpg| ''Hover S.H.I.V.''<br />
</gallery><br />
<br />
==Trivia==<br />
S.H.I.V.s are named "Thunder-X", Alloy S.H.I.V.s are named "Goliath-X" and Hover S.H.I.V.s are named "Lightning-X", where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).<br />
<br />
== See Also ==<br />
* [[Foundry (EU2012)|Foundry]]<br />
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]<br />
<br clear="all"><br />
{{XCOM Units (EU2012)}}<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Weapons (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&diff=54012S.H.I.V. (EU2012)2013-12-08T05:23:36Z<p>Moyang: /* Foundry Upgrades */</p>
<hr />
<div>== Description ==<br />
[[File:SHIV_Concept.jpg|right|340px]]<br />
<br />
''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].''<br />
<br />
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|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 Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.<br />
<br />
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.<br />
<br />
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.<br />
<br />
== Models ==<br />
All S.H.I.V.s come with a Minigun by default. The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.<br />
<br />
=== S.H.I.V. ===<br />
Each S.H.I.V costs §100 and takes 7 days to manufacture in [[Engineering (EU2012)|Engineering]]<br />
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|10<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20<br />
|-<br />
|Aim<br />
|70+25<br />
|}<br />
<br clear="all"><br />
=== Alloy S.H.I.V. ===<br />
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].<br />
Each Alloy S.H.I.V costs §150 and requires 10 Engineers and 40 Alien Alloys, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]].<br />
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20+10<br />
|-<br />
|Aim<br />
|70+25<br />
|}<br />
<br clear="all"><br />
=== Hover S.H.I.V. ===<br />
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does '''not''' provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].<br />
Each Alloy S.H.I.V costs §20 and requires 20 Engineers and 60 Alien Alloys and 40 Elerium, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]]<br />
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20+20<br />
|-<br />
|Aim<br />
|70+25<br />
|-<br />
|Flight Time<br />
|12/24<br />
|}<br />
<br clear="all"><br />
<br />
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==<br />
<br />
* '''S.H.I.V. Suppression''' - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]'s [[Suppression (EU2012)|suppression]] ability.<br />
* '''S.H.I.V. Laser''' - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +10 Aim.<br />
* '''S.H.I.V. Plasma''' - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. Does not require the Laser project to be completed first. +15 aim.<br />
* '''S.H.I.V. Repair''' - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.<br />
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry's Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.<br />
* '''Advanced Repair''' - Robotic version of the [[OTS (EU2012)|Officer Training School]]'s '''Rapid Recovery''': speeds up repairs when you get home.<br />
* '''Advanced Flight''' - For the Hover S.H.I.V. only: doubles fuel duration.<br />
* '''Advanced Construction''' - halves build time.<br />
* '''Shaped Armor''' - [[Mechtoid Autopsy (EU2012)|Mechtoid_Autopsy]] research required to unlock. +3 health.<br />
* '''Advanced Servomotors''' - [[Mechtoid Autopsy (EU2012)|Mechtoid_Autopsy]] research required to unlock. increases movement.<br />
* '''Sentinel Drone''' - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.<br />
<br />
==Tactical Advice==<br />
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|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.<br />
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.<br />
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms.<br />
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn't improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete.<br />
* 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.<br />
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.<br />
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.<br />
* 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.<br />
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.<br />
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.<br />
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]'s Psi-lance or Rift.<br />
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes and bombs. <br />
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.<br />
<br />
==Enemy Within DLC==<br />
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.<br />
<br />
==Gallery==<br />
<gallery widths=300px heights=200px perrow=7 caption=""><br />
File:shiv.jpg| ''Regular S.H.I.V.''<br />
File:ashiv.jpg| ''Alloy S.H.I.V.''<br />
File:hshiv.jpg| ''Hover S.H.I.V.''<br />
</gallery><br />
<br />
==Trivia==<br />
S.H.I.V.s are named "Thunder-X", Alloy S.H.I.V.s are named "Goliath-X" and Hover S.H.I.V.s are named "Lightning-X", where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).<br />
<br />
== See Also ==<br />
* [[Foundry (EU2012)|Foundry]]<br />
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]<br />
<br clear="all"><br />
{{XCOM Units (EU2012)}}<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Weapons (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=53968Multiplayer (EU2012)2013-12-07T16:46:56Z<p>Moyang: /* Squad Editor Menu */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Gene Mods'''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Medium<br />
| 3<br />
| 10% / 4<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 7<br />
| 10% / 10<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 4<br />
| 0% / 6<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 9<br />
| 0% / 13<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Close<br />
| 4<br />
| 20% / 6<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Close<br />
| 6<br />
| 20% / 9<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Close<br />
| 9<br />
| 20% / 13<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 4<br />
| 25% / 6<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 6 <br />
| 30% / 9<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 9<br />
| 35% / 13<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1<br />
| 0% / 1<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 2<br />
| 10% / 3<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 3<br />
| 0% / 4<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&diff=53967Multiplayer (EU2012)2013-12-07T16:45:00Z<p>Moyang: /* Equipment */</p>
<hr />
<div>__ToC__<br />
<br />
Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a Local Area Network (LAN).<br />
<br />
Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.<br />
<br />
However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.<br />
<br />
<br />
Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.<br />
<br />
Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.<br />
<br />
Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.<br />
<br />
<br />
== '''Multiplayer Menu''' ==<br />
* '''Ranked Match'''<br />
:: Attempts to match you with another player searching for a '''Ranked Match'''.<br />
:: -- ''Ranked Matches are limited to: '''10,000 Points, 90s Turn Time, with random map.'''''<br />
:: -- ''Ranked Matches count towards your position on the Leaderboards.''<br />
<br />
* '''Quick Match'''<br />
:: Attempts to match you with another player looking for a '''Quick Match''' and connects you.<br />
:: If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.<br />
<br />
* '''Custom Match'''<br />
:: Choose to '''Create Game''' or '''Search''' for a hosted '''Custom Match'''.<br />
:: ''If you choose to create a game, these are the options:''<br />
::: -- '''Match Type:''' Public, Private, or LAN.<br />
::: -- '''Points:''' 7500, 10000, 20000, or ''No Point Limit''.<br />
::: -- '''Turn Time:''' 45 seconds, 90s, 120s, or ''No Time Limit''.<br />
::: -- '''Map:''' [[Bar (EU2012) | Bar]], [[CemeteryGrand (EU2012) | Grand Cemetery]], [[PoliceStation (EU2012) | Police Station]], [[Trainyard (EU2012) | Trainyard]], or [[Boulevard (EU2012) | Boulevard]].<br />
::::: ''*These are currently the only five maps available for Multiplayer.''<br />
<br />
* '''Leaderboards'''<br />
:: From here you may view the ''Top Players'', ''Your Rank'', and ''Friend Ranks''.<br />
::: -- ''The lists show Rank (number and name), Wins, Losses, and Disconnects.''<br />
<br />
* '''Edit Squad''' <br />
:: Opens the '''Offline Squad Editing''' menu screen.<br />
::: -- ''If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"''<br />
<br />
* '''View Invites'''<br />
:: Brings up the Steam overlay to view game invites, messages, etc.<br />
<br />
== '''Squad Editor Menu''' ==<br />
<br />
There are six boxes with Add buttons you can click to add Units to your squad.<br />
<br />
If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.<br />
<br />
If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.<br />
<br />
* Your Squad may consist of any '''XCOM Soldier''' Class (including ''Rookie'') and most '''Aliens''' in the game.<br />
* You may choose to have '''1 - 6 Units''' in your Squad.<br />
* Multiplayer Units are essentially the same as units on '''Normal''' difficulty. With the exception of '''Thin Man'''.<br />
* '''Types''' are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.<br />
* '''''Units unavailable for Multiplayer Squads:'''''<br />
:: '''XCOM:''' [[Civilian (EU2012)| Civilians]], [[Classes_(EU2012)#Psionic | Psionic]] [[Classes_(EU2012)#Heavy | Heavy]] Soldiers, or any kind of [[SHIV (EU2012) | S.H.I.V.]].<br />
:: '''Alien:''' [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[Uber_Ethereal_(EU2012) | Uber Ethereals]], or [[Zombie_(EU2012) | Zombies]] (Chryssalids can create them from XCOM Soldiers, though).<br />
<br />
<br />
'''XCOM Soldiers Menu:'''<br />
:: -- '''[[Classes (EU2012) | Class]]'''<br />
:: -- '''Type'''<br />
:: -- '''Primary Weapon'''<br />
:: -- '''Secondary Weapon'''<br />
:: -- '''Armor'''<br />
:: -- '''Item 1'''<br />
:: -- '''Item 2''' ''(Support Imperator / Psi Guardian Types)''<br />
:: -- '''Customize''' ''(Rename unit, options like appearance / nationality / gender are unavailable)''<br />
<br />
== [[Soldiers (EU2012) | XCOM Soldier Types]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Class / Type ''(Rank)''<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="55%" | [[Abilities_(EU2012)#Class_.26_Rank_Abilities | Ability]]<br />
|-<br />
| '''- Rookie -'''<br />
|800<br />
|6<br />
|65<br />
|0<br />
|40<br />
| ''None''<br />
|-<br />
|'''- [[Classes_(EU2012)#Support | Support]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Smokejumper ''(Squaddie)''<br />
|900<br />
|7<br />
|70<br />
|0<br />
|45<br />
| Smoke Grenade <br />
|-<br />
| Medic ''(Captain)''<br />
|1550<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke<br />
|-<br />
| Tac Officer ''(Captain)''<br />
|1800<br />
|9<br />
|82<br />
|0<br />
|65<br />
| Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs<br />
|-<br />
| Imperator ''(Colonel)''<br />
|2800<br />
|10<br />
|90<br />
|0<br />
|75<br />
| Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel<br />
|-<br />
| Psi Guardian ''(Major)''<br />
|3300<br />
|9<br />
|85<br />
|0<br />
|70<br />
| Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets<br />
'''Psionic:''' Mindfray - Psi Inspiration - Telekinetic Field<br />
|-<br />
|'''- [[Classes_(EU2012)#Sniper | Sniper]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Marksman ''(Squaddie)''<br />
|950<br />
|6<br />
|75<br />
|0<br />
|45<br />
| Headshot<br />
|-<br />
| Hunter ''(Captain)''<br />
|1800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner<br />
|-<br />
| Dead Eye ''(Captain)''<br />
|2800<br />
|8<br />
|88<br />
|0<br />
|65<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist<br />
|-<br />
| Agent ''(Colonel)''<br />
|2800<br />
|9<br />
|105<br />
|0<br />
|75<br />
| Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap<br />
|-<br />
| Psi Assassin ''(Major)''<br />
|5550<br />
|9<br />
|95<br />
|0<br />
|70<br />
| Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Assault | Assault]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Recon ''(Squaddie)''<br />
|1400<br />
|7<br />
|67<br />
|0<br />
|45<br />
| Run & Gun<br />
|-<br />
| Gunner ''(Captain)''<br />
|3050<br />
|9<br />
|79<br />
|0<br />
|65<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On<br />
|-<br />
| Commando ''(Colonel)''<br />
|3800<br />
|10<br />
|85<br />
|0<br />
|75<br />
| Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience<br />
|-<br />
| Psi Warrior ''(Major)''<br />
|5550<br />
|9<br />
|81<br />
|0<br />
|70<br />
| Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning<br />
'''Psionic:''' Mindfray - Psi Panic - Mind Control<br />
|-<br />
|'''- [[Classes_(EU2012)#Heavy | Heavy]] -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| Rocketman ''(Squaddie)''<br />
| 2600<br />
| 7<br />
| 67<br />
| 0<br />
| 45<br />
| Fire Rocket<br />
|-<br />
| Machine Gunner ''(Captain)''<br />
|3150<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone<br />
|-<br />
| Demolitionist ''(Captain)''<br />
|4950<br />
|9<br />
|71<br />
|0<br />
|65<br />
| Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier<br />
|-<br />
| Juggernaut ''(Colonel)''<br />
|5700<br />
|10<br />
|75<br />
|0<br />
|75<br />
| Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem<br />
|-<br />
<br />
|}<br />
</div><br />
<br />
* Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; '''Body Armor'''; no Items.<br />
* XCOM Soldiers do not benefit from '''[[OTS_(EU2012) | Officer Training School]]''' upgrades. That's Single Player only.<br />
<br />
<br />
== [[Alien Life Forms (EU2012) | Alien Life Forms]] ==<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Alien Type<br />
! width="6%" | Points<br />
! width="6%" | Health<br />
! width="6%" | Aim<br />
! width="6%" | Defense<br />
! width="6%" | Will<br />
! width="8%" | Movement<br />
! width="47%" | [[Abilities_(EU2012)#Unique_Alien_Abilities | Ability]]<br />
|-<br />
|'''''- Tier One -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sectoid (EU2012) | Sectoid]]<br />
|400<br />
|3<br />
|65<br />
|0<br />
|10<br />
|12<br />
| '''Psionic:''' Mind Merge<br />
|-<br />
| [[Drone (EU2012) | Drone]]<br />
|1100<br />
|3<br />
|60<br />
|10<br />
|'''Robotic'''<br />
|12<br />
| Overload - Repair - Flight<br />
|-<br />
| [[Floater (EU2012) | Floater]]<br />
|1300<br />
|4<br />
|50<br />
|0<br />
|10<br />
|12<br />
| Evasion - Launch - Flight<br />
|-<br />
| [[Thin Man (EU2012) | Thin Man]]<br />
|1400<br />
|4<br />
|65<br />
|0<br />
|15<br />
|15<br />
| Leap - Poison Spit<br />
|-<br />
|'''''- Tier Two -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Muton (EU2012) | Muton]]<br />
|2850<br />
|8<br />
|70<br />
|10<br />
|10<br />
|12<br />
| Intimidate - Suppression - Alien Grenade - Blood Call<br />
|-<br />
| [[Chryssalid (EU2012) | Chryssalid]]<br />
|3000<br />
|8<br />
|'''Melee'''<br />
|10<br />
|120<br />
|20<br />
| Hardened - Implant - Leap - Poisonous Claws - ''Poison Immunity''<br />
|-<br />
| [[Sectoid_Commander_(EU2012) | Sectoid Commander]]<br />
|3200<br />
|10<br />
|85<br />
|20<br />
|90<br />
|12<br />
| '''Psionic:''' Mindfray - Psi Panic - Mind Control - Greater Mind Merge<br />
|-<br />
|'''''- Tier Three -'''''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Heavy_Floater_(EU2012) | Heavy Floater]]<br />
|3750<br />
|12<br />
|70<br />
|10<br />
|25<br />
|12<br />
| Bombard - Evasion - Launch - Alien Grenade - Flight<br />
|-<br />
| [[Elite_Muton_(EU2012) | Muton Elite]]<br />
|3800<br />
|14<br />
|80<br />
|20<br />
|20<br />
|12<br />
| Suppression - Bombard - Alien Grenade<br />
|-<br />
| [[Berserker_(EU2012) | Muton Berserker]]<br />
|4000<br />
|20<br />
|'''Melee'''<br />
|20<br />
|80<br />
|17<br />
| Bloodlust - Hardened - Intimidate - Bull Rush<br />
|-<br />
| [[Cyberdisc (EU2012) | Cyberdisc]]<br />
|5500<br />
|16<br />
|70<br />
|10<br />
| '''Robotic'''<br />
|18<br />
| Open (free) / Close (action) - '''Open:''' Bombard - Alien Grenade - Flight<br />
'''Closed:''' Death Blossom - Hardened<br />
|-<br />
| [[Ethereal (EU2012) | Ethereal]]<br />
|10500<br />
|20<br />
| ''' Psionic '''<br />
|40<br />
|120<br />
|12<br />
| Hardened<br />
'''Psionic:''' Mindfray - Mind Control - Psi Drain - Psi Lance - Rift<br />
|-<br />
| [[Zombie_(EU2012) | Zombie]]<br />
| '''No buy'''<br />
|10<br />
|'''Melee'''<br />
|0<br />
|120<br />
|8<br />
| ''Created from Chryssalids kills of XCOM Soldiers.''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Melee''' attacks hit automatically, ignoring Aim and Defense stats.<br />
* '''Robotic''' Units with '''0 Will''' do not Panic and are immune to Psionic effects from ''Mindfray'', ''Psi Panic'', and ''Mind Control''. However, they receive maximum damage from ''Psi Lance'' and ''Rift''.<br />
* '''Thin Man''' has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.<br />
* '''Ethereals''' are the only Unit too expensive for ''Ranked Matches''; their use is thus restricted to ''Custom Games'' with 20000 Points or ''No Point Limit''.<br />
* '''Ethereals''' are unarmed. But with their Psionic abilities, who cares?<br />
* Aliens can be renamed with the only option available to them: '''Customize'''.<br />
<br />
<br />
== '''Equipment''' ==<br />
* '''''Mostly concerning [[#XCOM Soldiers | XCOM Soldiers]]. Aliens are unable to have their equipment loadouts modified.'''''<br />
* '''Note:''' No Weapons or Items benefit from '''Foundry''' upgrades. That's Single Player only.<br />
* Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Primary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="12%" | Crit % / Dam<br />
! width="38%" | Notes<br />
|-<br />
|'''- Standard * -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Assault Rifle (EU2012) | Assault Rifle]]<br />
| 0<br />
| Medium<br />
| 3<br />
| 10% / 4<br />
| ''Default''<br />
|-<br />
| [[Laser Rifle (EU2012) | Laser Rifle]]<br />
| 200<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| <br />
|-<br />
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]<br />
| 250<br />
| Medium<br />
| 5<br />
| 10% / 7<br />
| '''+10 Aim''' - Floater - Thin Man<br />
|-<br />
| [[Plasma Rifle (EU2012) | Plasma Rifle]]<br />
| 900<br />
| Medium<br />
| 7<br />
| 10% / 10<br />
| Muton<br />
|-<br />
|'''- Heavy -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[LMG (EU2012) | LMG]]<br />
| 0<br />
| Medium<br />
| 4<br />
| 0% / 6<br />
| ''Default''<br />
|-<br />
| [[Heavy Laser (EU2012) | Heavy Laser]]<br />
| 200<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| <br />
|-<br />
| [[Heavy Plasma (EU2012) | Heavy Plasma]]<br />
| 900<br />
| Medium<br />
| 9<br />
| 0% / 13<br />
| Heavy Floater - Elite Muton<br />
|-<br />
|'''- Assault -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Shotgun (EU2012) | Shotgun]]<br />
| 0<br />
| Close<br />
| 4<br />
| 20% / 6<br />
| ''Default''<br />
|-<br />
| [[Scatter Laser (EU2012) | Scatter Laser]]<br />
| 250<br />
| Close<br />
| 6<br />
| 20% / 9<br />
| <br />
|-<br />
| [[Alloy Cannon (EU2012) | Alloy Cannon]]<br />
| 950<br />
| Close<br />
| 9<br />
| 20% / 13<br />
| <br />
|-<br />
|'''- Sniper -'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|'''--'''<br />
|-<br />
| [[Sniper Rifle (EU2012) | Sniper Rifle]]<br />
| 0<br />
| Long<br />
| 4<br />
| 25% / 6<br />
| ''Default''<br />
|-<br />
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]<br />
| 250<br />
| Long<br />
| 6 <br />
| 30% / 9<br />
| <br />
|-<br />
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]<br />
| 1000<br />
| Long<br />
| 9<br />
| 35% / 13<br />
| <br />
|-<br />
|}<br />
</div><br />
* '''* Standard''' = Usable by Rookie, Support, and Assault Classes.<br />
<br />
<br />
=== '''[[Weapons (EU2012) | Secondary Weapons]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="15%" | Weapon<br />
! width="10%" | Points<br />
! width="10%" | Range<br />
! width="10%" | Damage<br />
! width="10%" | Crit % / Dam<br />
! width="=45%" | Notes<br />
|-<br />
| [[Pistol (EU2012) | Pistol]]<br />
| 0<br />
| Medium<br />
| 1<br />
| 0% / 1<br />
| ''Default'' - Soldier (except Heavy)<br />
|-<br />
| [[Laser Pistol (EU2012) | Laser Pistol]]<br />
| 100<br />
| Medium<br />
| 2<br />
| 10% / 3<br />
| Soldier (except Heavy)<br />
|-<br />
| [[Plasma Pistol (EU2012) | Plasma Pistol]]<br />
| 225<br />
| Medium<br />
| 3<br />
| 0% / 4<br />
| Soldier (except Heavy) - Sectoid - Sectoid Commander <br />
|-<br />
| [[Rocket Launcher (EU2012) | Rocket Launcher]]<br />
| 0<br />
| Medium<br />
| 6<br />
| 0% / 9<br />
| ''Default'' - Heavy Soldier - '''90% chance to hit'''<br />
|-<br />
|}<br />
</div><br />
<br />
* '''NOTE:''' There is no '''[[Blaster Launcher (EU2012) | Blaster Launcher]]''' in Multiplayer. Don't make that face, it would have probably cost 2500 points.<br />
<br />
<br />
=== '''[[Armor (EU2012) | Armor]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="20%" | Type<br />
! width="10%" | Points<br />
! width="10%" | Health<br />
! width="10%" | Defense <br />
! width="10%" | Move<br />
! width="40%" | Ability - Notes<br />
|-<br />
| [[Body Armor (EU2012) | Body Armor]]<br />
| 0<br />
| +1<br />
| --<br />
| --<br />
| ''Light - Default''<br />
|-<br />
| [[Carapace Armor (EU2012) | Carapace Armor]]<br />
| 600<br />
| +4<br />
| --<br />
| --<br />
| ''Medium''<br />
|-<br />
| [[Skeleton Suit (EU2012) | Skeleton Suit]]<br />
| 600<br />
| +3<br />
| +10<br />
| +3<br />
| ''Medium'' - Grapple<br />
|-<br />
| [[Titan Armor (EU2012) | Titan Armor]]<br />
| 1700<br />
| +10<br />
| --<br />
| --<br />
| ''Heavy'' - ''Fire and Poison Immunity''<br />
|-<br />
| [[Archangel Armor (EU2012) | Archangel Armor]]<br />
| 2400<br />
| +8<br />
| --<br />
| --<br />
| ''Heavy'' - Flight<br />
|-<br />
| [[Psi Armor (EU2012) | Psi Armor]]<br />
| 3000<br />
| +6<br />
| +10<br />
| +2<br />
| ''Medium'' - '''+20 Will'''<br />
|-<br />
| [[Ghost Armor (EU2012) | Ghost Armor]]<br />
| 4200<br />
| +6<br />
| +20<br />
| +3<br />
| ''Medium'' - Grapple - Ghost Mode<br />
|-<br />
|}<br />
</div><br />
<br />
<br />
=== '''[[Equipment (EU2012) | Items]]''' ===<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
|- <br />
! width="25%" | Item Name<br />
! width="10%" | Points<br />
! width="65%" | Notes<br />
|-<br />
| [[Medikit (EU2012) | Medikit]]<br />
| 100<br />
| Heal 4 HP (Cure Poison) - Stabilize - ''Poison Immunity''<br />
|-<br />
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]<br />
| 100<br />
| '''+10 Aim'''<br />
|-<br />
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]<br />
| 200<br />
| '''+2 HP'''<br />
|-<br />
| [[Chitin Plating (EU2012) | Chitin Plating]]<br />
| 300<br />
| '''+4 HP''' - ''50% less Melee Damage''<br />
|-<br />
| [[Mind Shield (EU2012) | Mind Shield]]<br />
| 300<br />
| '''+30 Will'''<br />
|-<br />
| [[Combat Stims (EU2012) | Combat Stims]]<br />
| 400<br />
| '''+3 Move''' - +Will vs. Panic - ''50% less Damage''<br />
|-<br />
| [[Frag Grenade (EU2012) | Frag Grenade]]<br />
| 900<br />
| Damage: 3 - Radius: 2 tiles<br />
|-<br />
| [[Alien Grenade (EU2012) | Alien Grenade]]<br />
| 1500<br />
| Damage: 5 - Radius: 2 tiles<br />
|-<br />
|}<br />
</div><br />
<br />
* '''Note:''' [[#XCOM Soldiers | XCOM Soldiers]] are ''NOT'' automatically given ''Frag Grenades'', like they are in Single Player. It is possible for Soldiers to carry no Items.<br />
* '''Demolitionist''' and '''Juggernaut Heavy Types''' could certainly use ''Grenades'', to take advantage of their ability: ''Grenadier''.<br />
* '''Imperator''' and '''Psi Guardian Support Types''' get '''Item Slot 2''' from ''Deep Pockets''.<br />
* '''Muton, Sectoid Commander, Heavy Floater, Muton Elite,''' and '''Cyberdisc''' have one ''Alien Grenade'' each.<br />
* No ''[[Arc Thrower (EU2012) | Arc Thrower]]'' for you! Lethal takedowns only. What would you do with their unconscious body anyway?<br />
<br />
<br />
=== '''[[Gene Mods (EU2012) | Gene Mods]]''' ===<br />
Gene mods come as set of 2 mods.<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" style="text-align: center"<br />
! width="20%" | Set Name<br />
! width="10%" | Points<br />
! width="70%" | Gene Mods<br />
|-<br />
| Berserker<br />
| 100<br />
| Adrenal Neurosympathy, Hyper Reactive Pupils<br />
|-<br />
| Lurker<br />
| 400<br />
| Mimetic Skin, Muscle Fiber Density<br />
|-<br />
| Hypersenses<br />
| 400<br />
| Hyper Reactive Pupils, Bioelectric Skin<br />
|-<br />
| Bastion<br />
| 250<br />
| Neural Feedback, Adaptive Bone Marrow<br />
|-<br />
| Watcher<br />
| 100<br />
| Depth Perception, Muscle Fiber Density<br />
|-<br />
|}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Genetics_Lab_(EU2012)&diff=53461Genetics Lab (EU2012)2013-12-01T12:30:58Z<p>Moyang: /* Notes */</p>
<hr />
<div>{{Ref Open | title = Description }}<br />
[[Image:Genetics Lab (EU2012).png|right|200px|Genetics Lab]]<br />
This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits.<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br />
==Notes==<br />
{{Facilities Data Box (EU2012)<br />
|requires=[[Meld Recombination (EU2012)|Meld Recombination]]<br />
|manpower=N/A<br />
|costs=§50<br />
|power=3<br />
|maintenance=§20 per month<br />
|build time= 10 days<br />
|provides=[[Gene Mods (EU2012)|Gene Mods]]<br />
|adjacency=+10% Research Speed<br />
|}}<br />
* The Genetics Lab is used to genetically modify [[Soldiers (EU2012)|soldiers]] with [[Gene Mods (EU2012)|Gene Mods]] which allow for improvements on the Brain, Eyes, Chest, Legs and Skin of XCOM operatives. <br />
* The lab can only be build after completing the [[Meld Recombination (EU2012)|Meld Recombination]] research. <br />
<br clear="all"><br />
<br />
==See Also==<br />
{{Base Facilities (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Base Facilities (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:XCOM_Base_Defense_(EU2012)&diff=53375Talk:XCOM Base Defense (EU2012)2013-11-30T12:58:43Z<p>Moyang: </p>
<hr />
<div>If this requires completing the Alien Base mission first then couldn't it happen at any point after you've complete the Alien Base?--[[User:Ditto51|Ditto51]] 07:47, 30 November 2013 (EST)<br />
:In my experiences it triggered within 10 days from alien base raid. [[User:Moyang|Moyang]] 07:58, 30 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Medals_(EU2012)&diff=53307Medals (EU2012)2013-11-29T10:50:42Z<p>Moyang: </p>
<hr />
<div>[[File:Medals (EU2012).png|right|Medals]]<br />
* Medals can now be assigned to [[Soldiers (EU2012)|soldiers]] on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. They appear as a new option in the [[Barracks (EU2012)|Barracks]] menu. <br />
* Medals will be received upon completing certain objectives on [[missions (EU2012)|missions]]. There is a cap on the number of medals that can be present on the entire pool of live soldiers. <br />
* The name of the medals can be changed and there is a choice between 2 options that will increase the soldier's stats upon receiving it.<br />
* There is a limit of the number of medals that can be issued. However, if soldiers with medals are killed the medal will be available again for awards 2 missions afterwards.<br />
* Will bonus from medals does not affect psi combat.<br />
'''Names and Types of Medals'''<br />
[[File:Urban Combat Badge (EU2012).png|right|64px|Urban Combat Badge]]<br />
* '''Urban Combat Badge'''<br />
**[[File:Urban Combat Badge 1 (EU2012).png|32px]] ''+5 Defense when in cover''<br />
**[[File:Urban Combat Badge 2 (EU2012).png|32px]] ''+5 Aim against enemies in full cover''<br />
** Maximum of 5 medals issued. Requires completing an urban map mission?<br />
<br clear="all"><br />
[[File:Defender's Medal (EU2012).png|right|64px|Defender's Medal]]<br />
* '''Defender's Medal''' <br />
**[[File:Defenders Medal 1 (EU2012).png|32px]] ''Never panic as result of allies getting wounded or killed''.<br />
**[[File:Defenders Medal 2 (EU2012).png|32px]] ''Medikits and Restorative Mists heal 2 HP more when used on this soldier''. <br />
** Maximum of 3 medals issued. Requires a soldier dying, being critically injured or being stabilized.<br />
<br clear="all"><br />
[[File:International Service Cross (EU2012).png|right|64px|International Service Cross]]<br />
* '''International Service Cross'''<br />
** [[File:International Service Cross 1 (EU2012).png|32px]] ''+2 Will per different nationality in the squad''.<br />
** [[File:International Service Cross 2 (EU2012).png|32px]] ''+2 Aim per continent bonus XCOM has earned''.<br />
**Maximum of 2 medals issued. Requires performing missions on 3 different continents.<br />
<br clear="all"><br />
[[File:Council Medal of Honor (EU2012).png|right|64px|Council Medal of Honor]]<br />
* '''Council Medal of Honor'''<br />
**[[File:Council Medal of Honor 1 (EU2012).png|32px]] ''+1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.''<br />
**[[File:Council Medal of Honor 2 (EU2012).png|32px]] ''Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.''<br />
**Maximum of 2 medals. Complete 3 Special missions?<br />
<br clear="all"><br />
[[File:Star of Terra (EU2012).png|right|64px|Star of Terra]]<br />
* '''Star of Terra'''<br />
**[[File:Star of Terra 1 (EU2012).png|32px]] ''Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.''<br />
**[[File:Star of Terra 2 (EU2012).png|32px]] ''All soldiers in the squad at Lieutenant rank or lower gain +25% XP for completing missions.''<br />
**Maximum of 1 medal. Complete XCOM Base Defense mission.<br />
<br clear="all"><br />
<noinclude><br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&diff=53306MEC Trooper (EU2012)2013-11-29T10:48:41Z<p>Moyang: </p>
<hr />
<div>[[File:MEC Trooper Overview (EU2012).png|right|thumb|400px|A MEC Trooper]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: "Warrior in the Machine"]]<br />
<br />
The MEC Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.<br />
<br />
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can't use [[Cover (EU2012)|Cover]] like regular soldiers they're equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can't carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.<br />
<br />
:'''Primary Weapon''': [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. <br />
:'''Tactical Subsystems:''' <br />
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: [[Kinetic Strike Module (EU2012)|Kinetic Strike Module]] or [[Flamethrower (EU2012)|Flamethrower]]<br />
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: [[Grenade Launcher (EU2012)|Grenade Launcher]] or [[Restorative Mist (EU2012)|Restorative Mist]]<br />
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: [[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]] or [[Electro Pulse (EU2012)|Electro Pulse]]<br />
<br />
The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
MEC Troopers gain a total of +10 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. A MEC Trooper who is converted will retain their stats from before conversion however, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.<br />
<br />
====Abilities====<br />
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:<br />
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - '''Body Shield''' - ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: '''Shock-Absorbent Armor''' - ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.''<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch.''<br />
|- align="center"<br />
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.''<br />
| [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''.<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''<br />
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
| [[File:MEC ONE FOR ALL.png|32px|center]]'''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.''<br />
| [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''<br />
|- align="center" <br />
| [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Firing the MEC's primary weapon as the first action no longer ends the turn.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''<br />
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.''<br />
|}<br />
<br />
====Tips & Trix====<br />
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.<br />
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which acts like the armor on normal soldiers. If this layer of defence is breached then the unit will have to endure wound recovery time. Similarily, a MEC suit will survive the death of a MEC unit, but it has to be repaired with small cost.<br />
* MEC Troopers can be healed with Medikits.<br />
* MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.<br />
* The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.<br />
* MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit. <br />
* MECs can't use [[Cover (EU2012)|Cover]] (so they can't be flanked). To compensate that they have '''Hardened''' ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.<br />
* MEC Troopers get monotone, Robocop-esque voice.<br />
*Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.<br />
*Any soldiers with [[Gene Mods (EU2012)|Gene Mods]] will lose all mods if converted.<br />
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can't go into cover, so giving it the DEF-bonus-while-in-cover bonus is pointless).<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
===Tactical Subsystems===<br />
'''Flamethrower''' vs '''Kinetic Strike Module'''<br />
<br />
These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. The flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don't intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.<br />
<br />
'''Grenade Launcher''' vs '''Restorative Mist'''<br />
<br />
Offence vs defence. Note that MECs already have a cover destroying area effect attack in Collateral Damage, so Grenade Launcher is more of a souped up version of that rather than giving any truly new tactical options.<br />
<br />
'''Proximity Mine Launcher''' vs '''Electro Pulse'''<br />
<br />
Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can't kill them on the turn you see them. However, Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing this deadly barrage if they are stunned with Electro Pulse. Proximity Mine Launcher is a more broadly applicable tactical weapon.<br />
<br />
===Bonus Abilities===<br />
* The Heavy's '''Body Shield''' is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won't help much if you let your MEC get swarmed. It also won't help much against melee attacks, since they automatically hit.<br />
* The Assault's ability works well with a close combat oriented MEC, and helps to protect against melee enemies.<br />
* The Sniper's ability is great for a fire support MEC, and becomes especially powerful once the MEC gains '''Overdrive''' and can use its first move action to fire.<br />
* The Support's '''Distortion Field''' is a strong defensive buff for nearby troopers, but doesn't help the MEC itself since it doesn't use cover.<br />
<br />
=== Abilities ===<br />
*The Kinetic Punch Module offers custom kill animations on Mechtoids, Berserkers, and Sectopods.<br />
**Caution when doing so on Sectopods: their death explosion will do 5 damage to the area nearby.<br />
**Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.<br />
**Be careful not to accidentally punch a Cyberdisc at an ally.<br />
*Immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. <br />
*Electro Pulse can be used while a MEC uses One For All and not disrupt the ability.<br />
**However, if Reactive Targeting Sensors is taken, a MEC using One For All (regardless if on Overwatch or used both actions) will immediately deactivate One For All when fired upon, leaving any soldiers using MEC for cover exposed.<br />
*Reactive Targeting Sensors will activate even if the MEC is not on Overwatch, which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.<br />
**Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty and be able to use both actions for movement.<br />
*The defensive bonus from Automated Threat Assessment is lost as soon as the MEC fires, instead of the entire enemy turn, making it dubiously useful.<br />
*Vital-Point Targeting confers bonus against EXALT.<br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: Mechs (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Difficulty_(EU2012)&diff=53295Difficulty (EU2012)2013-11-29T06:44:49Z<p>Moyang: </p>
<hr />
<div>The choice of difficulty levels is the very first step taken when you play an XCOM game, and it will heavily define how the game will operate by adjusting what resources you start with and most importantly what sort of handicap or advantage is given to the enemy forces. <br />
<br />
XCOM:Enemy Unknown allows you to change difficulty level as you play if you are finding the game too easy, or too hard. Previous games in the series did not allow this.<br />
<br />
= Starting Funds =<br />
For a more detailed explanation of how starting funds are calculated see [[Finances (EU2012)|Finances]]<br />
<br />
{| class="wikitable" <br />
|+ <br />
|- <br />
! align="center" | Difficulty<br />
! align="center" | North America<br />
! align="center" | South America<br />
! align="center" | Europe<br />
! align="center" | Africa<br />
! align="center" | Asia<br />
|-<br />
| align="center" | Easy<br />
| align="center" | §465<br />
| align="center" | §285<br />
| align="center" | §315<br />
| align="center" | §412<br />
| align="center" | §315<br />
|-<br />
| align="center" | Normal<br />
| align="center" | §375<br />
| align="center" | §245<br />
| align="center" | §265<br />
| align="center" | §347<br />
| align="center" | §265<br />
|-<br />
| width="10%" align="center" | Classic<br />
| width="10%" align="center" | §300<br />
| width="10%" align="center" | §170<br />
| width="10%" align="center" | §190<br />
| width="10%" align="center" | §242<br />
| width="10%" align="center" | §190<br />
|-<br />
| align="center" | Impossible<br />
| align="center" | §275<br />
| align="center" | §145<br />
| align="center" | §165<br />
| align="center" | §210<br />
| align="center" | §165<br />
|}<br />
<br />
= Easy =<br />
* 150% of monthly funds income<br />
* Base global panic starts at 0<br />
* A free [[Satellite (EU2012)|satellite]] from start<br />
* Most [[Aliens (EU2012)|alien]] activity only raises panic by 1 if left unchecked<br />
* Aliens use the Easy/Normal AI package, and aren't as numerous.<br />
** Consequently: [[Research (EU2012)|Research]]/[[Foundry (EU2012)|Foundry]] subjects that require [[Weapon Fragments (EU2012)|Weapon Fragments]] may actually take ''longer'', as you will not be able to even start them without the requisite materials.<br />
* No more than 5 Aliens at a time may engage the player in tactical [[Missions (EU2012)|missions]]<br />
* XCOM [[Soldiers (EU2012)|soldiers]] have +1 bonus HP, starting with 6 instead of 5<br />
* Soldiers cost $10<br />
* [[HQ (EU2012)|XCOM HQ]] starts 42 units of power.<br />
* XCOM HQ starts with an [[OTS (EU2012)|Officer Training School]].<br />
* [[Sectoid (EU2012)|Sectoids]] have their health reduced by 1 compared to Normal<br />
* [[Thin Man (EU2012)|Thin Man]] aliens' [[Damage (EU2012)|damage]] is reduced by 2, and their HP is reduced by 1 compared to Normal<br />
* Aliens hesitate to use special [[Abilities (EU2012)|abilities]] and throw [[Alien Grenade (EU2012)|grenades]]<br />
<br />
==Other Notes==<br />
Easy is just that: Easy. It's relaxing, it's not going to break you, and it's not going to stress you out too much. Because of low increase on panic levels, it takes numerous boneheaded decisions, combined with atrociously bad luck to lose even a single country, let alone lose the game because of too many countries pulling out. Furthermore, with higher monthly funding rates, it shouldn't be too hard to be lacking on satellites. Tactically, there are fewer enemies, as well as a cap on how many you can be engaged with at once and a shackle on their intelligence. Enemies will make silly mistakes like run out into the middle of the map with no cover, and even forget to take their turn! That being said however, the enemy is still dangerous, and will make you pay if you make a stupid decision, such as staying out of cover, or clustering your soldiers up together when a grenade enemy is on the loose. In fact, on Easy, that's about the only situation in which the enemy will use a grenade is if you've clustered several troops together. It's not remotely out of the question, even on Ironman, to go through Easy and not lose a single soldier, or country.<br />
<br />
Easy is for Commanders unfamiliar with the genre, as a platform to wet your feet a little bit before moving to the bigger leagues, or for a relaxing, easygoing time.<br />
<br />
= Normal =<br />
* 100% of monthly funds income<br />
* Base global panic starts at 0<br />
* Most minor [[Aliens (EU2012)|alien]] activity raises panic by 1 in left unchecked with some events doing up to 3<br />
* Thin Man has damage reduced by 2 points and HP reduced by 1 point<br />
* No more than 5 Aliens at a time may engage the player in tactical [[Missions (EU2012)|mission]]<br />
* Alien AI is limited (aliens can skip their turn, run away or take suboptimal moves for no reason)<br />
* [[Soldiers (EU2012)|soldiers]] have standard 5 hitpoints<br />
* Soldiers cost $10<br />
* [[HQ (EU2012)|XCOM HQ]] has 35 units of starting power.<br />
* XCOM HQ starts with an [[OTS (EU2012)|Officer Training School]].<br />
<br />
==Other Notes==<br />
The major difference between Normal and Easy is on the Strategic end of the game and not the Tactical. Unchecked alien activity will raise panic more than on Easy, and with less power to start, you'll either need to get very lucky on your Steam Vents or build some regular Generators. You'll need to pay more attention to things like continental panic when dealing with Alien Abductions for instance, as it won't take as much for a country to hit the 5 Panic as it would on Easy. Furthermore, with less funding, you'll need to be more conservative with your funds in the early game. Tactically however, the game is very similar to Easy. With a shackle on the enemy's intelligence as well as caps on how many enemies can be engaged, aside from one less HP on your troops (not that huge, even in the early game), you won't find much difference between Easy and Normal in this department.<br />
<br />
Normal is for Commanders who have been around the block before and know what to expect, but still want an easily controlled game.<br />
<br />
= Classic =<br />
* 100% of monthly funds income<br />
* Base global panic starts at 8 (8 nations start with 2 panic, other 8 has 1.)<br />
* Unchecked [[Aliens (EU2012)|alien]] activity causes at least 1 panic, but will often cause 2 or 3<br />
* Country with unchecked [[Alien Abductions (EU2012)|abductions]] gets 2 panic, other countries on that continent get 1 panic<br />
* There are more alien packs per [[Missions (EU2012)|mission]] and bigger chance of a pack having more aliens (up to 3).<br />
* Aliens receive bonuses: <br />
**All aliens receive a +10 Critical Chance bonus <br />
**All aliens that use ranged weapons receive a +10 [[Aim (EU2012)|Aim]] bonus<br />
**[[Chryssalid (EU2012)|Chryssalids]] and [[Zombie (EU2012)|Zombies]] receive a +2 [[Damage (EU2012)|damage]] bonus<br />
**[[Berserker (EU2012)|Berserkers]] receive a +1 damage bonus<br />
**Mutons, [[Heavy Floater (EU2012)|Heavy Floater]], [[Drone (EU2012)|Drone]]s, and [[Outsider (EU2012)|Outsider]]s receive a +2 HP bonus<br />
**[[Sectoid Commander (EU2012)|Sectoid Commanders]] and [[Cyberdisc (EU2012)|Cyberdisc]]s receive a +4 HP bonus<br />
** Sectoid Commanders and [[Ethereal (EU2012)|Ethereal]]s receive a +25 Will bonus.<br />
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an suboptimal move intentionally)<br />
* [[Soldiers (EU2012)|soldiers]] have -1 HP<br />
* Soldiers cost $15<br />
* [[HQ (EU2012)|XCOM HQ]] has 30 units of starting power<br />
* XCOM HQ has no [[OTS (EU2012)|Officer Training School]] at the start; a soldier must reach Sergeant to unlock the OTS base facility<br />
* You do not start with an extra [[Satellite (EU2012)|satellite]]<br />
* Satellite coverage bonuses over continents such as scientists and engineers are smaller. Eg. Full coverage over Europe grants 4 scientist on classic but on normal it grants 8 for full satellite coverage.<br />
<br />
==Other Notes==<br />
Classic is when things start to pick up. Gone are the caps and shackles on your foes. They will no longer skip their turn for no reason and run into the middle of the street for equally no reason, nor will they hesitate to toss a grenade at you if they don't like their chances to hit. To make matters worse, enemies are far more dangerous, and your troops are down another HP. As if that wasn't enough, panic increases at greater levels than before, making it even more paramount that you consider the entire continent as well as country in question. With lower satellite coverage rewards, research is going take a bit longer and your equipment is going to be a little more costly.<br />
<br />
Classic is for Commanders who have been around the block several times and are ready for a greater challenge.<br />
<br />
= Impossible =<br />
* 100% of monthly funds income.<br />
* Base global panic starts at 16 (all nations start with 2 panic).<br />
* If unchecked [[Aliens (EU2012)|alien]] activity causes at least 2 panic, but will often cause even more.<br />
* Country with unchecked [[Alien Abductions (EU2012)|abductions]] gets 3 panic, other countries on that continent get 1 panic.<br />
* There are even more aliens per [[Missions (EU2012)|mission]] and even bigger chance of a pack having more aliens (up to 3).<br />
* Aliens receive bonuses: <br />
**Chryssalid, Zombie and Beserker receive +2, +3 and +4 bonus [[Damage (EU2012)|damage]] respectively<br />
**All aliens using ranged weapons have +10 [[Aim (EU2012)|Aim]] except the [[Outsider (EU2012)|Outsider]] and [[Muton Elite (EU2012)|Muton Elite]]s who receive +20 Aim<br />
**All aliens have +10 [[Critical Hits (EU2012)|Critical Chance]] and the [[Uber Ethereal (EU2012)|Uber Ethereal]] gets +20 Critical Chance<br />
**Outsiders get 5 extra Movement points (about 3 more tiles) per turn than in Easy, Normal, or Classic<br />
**[[Sectoid Commander (EU2012)|Sectoid Commander]]s, [[Ethereal (EU2012)|Ethereal]]s, and the [[Uber Ethereal (EU2012)|Uber Ethereal]] receive bonus Will, with the first two getting +35 and the latter getting +10<br />
**Muton Elite, Outsider and the Uber Ethereal receive +10 bonus Defense<br />
**Sectoids receive 1 bonus HP; Floater, Muton, Thin Man and Outsider +2 HP; Cyberdisc, Sectoid Commander, Zombie, Heavy Floater and Drone get +4 HP; and Ethereal, Berserker and Uber Ethereal 5 bonus HP.<br />
* Compared to Classic, most notable change is +1 Health of [[Sectoid (EU2012)|Sectoids]], and +2 Health of [[Thin Man (EU2012)|Thin Men]] and [[Floater (EU2012)|Floater]]s, which provides for a huge difficulty increase on the first months of the game.<br />
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an suboptimal move intendedly).<br />
* Aliens use special [[Abilities (EU2012)|abilities]] frequently, and are 40 times more likely to throw [[Alien Grenade (EU2012)|grenades]] compared to Easy and Normal.<br />
* Aliens will field more heavy units: 3 (or more) [[Sectopod (EU2012)|Sectopod]]s at once is pretty common, unlike on Classic or lower.<br />
* [[Soldiers (EU2012)|soldiers]] have -2 hitpoints.<br />
* Soldiers cost $15.<br />
* [[HQ (EU2012)|XCOM HQ]] has 30 units of starting power.<br />
* XCOM HQ starts without an [[OTS (EU2012)|Officer Training School]]; a soldier must reach Sergeant to unlock the OTS base facility.<br />
* You do not start with an extra [[Satellite (EU2012)|satellite]].<br />
<br />
==Other Notes==<br />
Impossible will break you. It exists to destroy you. It will feast on your tears and mock your very soul. To prepare yourself for the trials ahead, go [[Classic vs Impossible (EU2012)|here]].<br />
<br />
Be warned: Impossible is for tactical geniuses, strategic masterminds, demigods, masochists, and/or fools.<br />
<br />
Good luck, Commander. You WILL need it.<br />
<br />
= Sub Options =<br />
<br />
In addition to the standard difficulty levels, the game offers two sub options that you can select before starting the game. Once set they cannot be switched off. <br />
<br />
== [[Storyline (EU2012)#Tutorial|Tutorial]] Mode ==<br />
<br />
Tutorial Mode puts you through a short series of guided missions and tasks done to teach you the basics of how to play the game. It also acts as a Prologue to the story, making it worth trying at least once even if you are already familiar with this game. <br />
<br />
* This mode grants you one more [[Satellite (EU2012)|satellite]] than you normally will start with if it is disabled<br />
* Only 2 of the 5 starting continents are available in the Tutorial. They are otherwise available if you start without tutorial mode selected. <br />
* This mode is disabled when starting the game on Impossible<br />
<br />
== Ironman ==<br />
The Ironman game mode is a sub difficulty level that can be applied to any of the difficulty levels. This mode disallows you from saving the game manually and can not be disabled once the game has commenced. <br />
<br />
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.<br />
* The game saves when:<br />
** You exit the game<br />
** Starting with turn 2 of combat, at the beginning of each player turn<br />
** When you enter mission control<br />
** When you leave any interface in [[HQ (EU2012)|base]] view ([[Mission Control (EU2012)|Mission Control]], [[Situation Room (EU2012)|Situation Room]], [[Research (EU2012)|Research]], [[Engineering (EU2012)|Engineering]]...)<br />
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state. Accidental right-clicks now mean dead soldiers and lost bomb defusing missions.<br />
* Ironman can arguably 'save you from yourself' if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well. While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.<br />
* You can still easily "cheat" by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. These methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.<br />
<br />
''Ironman'' mode originates from an unofficial method of play that harkens back to the earlier [[X-COM]] titles where players wanting a challenge would self-impose a rule on their save/reload habits. This is traditionally done by manually disallowing the use of the save/reload facility to recover from mistakes, losses, and cheating. Regular saving is still encouraged to lock down progress or to avoid game bugs. This can still be done manually in XCOM Enemy Unknown, however the Ironman mode is provided to automate this process and is a requirement for certain [[#Achievements|Achievements]].<br />
<br />
= The Second Wave =<br />
There are more options that adds flavor or challenge to the game, check [[Second Wave (EU2012)|The Second Wave]] page for details.<br />
<br />
=Achievements=<br />
<br />
While not a difficulty per-se, the game offers a series of set ''[[Achievements (EU2012)|achievements]]'' that you can earn by performing certain actions. These are either obtained automatically as you progress, or require you to perform task under difficult conditions such as winning the game on Classic/Impossible with Ironman enabled, or winning several full games from each of the starting base locations. <br />
<br />
These goals do not offer any direct in-game benefits but can be collected at your leisure. For a full breakdown of the challenges, see: [[Achievements (EU2012)|Achievements]]. <br />
<br />
= Miscellaneous information =<br />
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.<br />
*The games cheats for you on easy and normal difficulty.<br />
** On normal with 4 or fewer [[Soldiers (EU2012)|soldiers]], or easy with precisely 4:<br />
*** Chance to hit is 120% of displayed value<br />
*** For hits that have at least a 50% chance of hitting, [[chance to Hit (EU2012)|chance to hit]] is increased by 15% (absolute) per consecutive miss, with no upper limit<br />
*** [[Aliens (EU2012)|Alien]] chance to hit is reduced by 10% (absolute) for each consecutive hit.<br />
** On easy AND you are down to 3 or fewer soldiers:<br />
*** Chance to hit is 120% of displayed value<br />
*** Chance to hit is further increased by 15% (absolute) per missing [[Squads (EU2012)|squad]] member, under 4 (if you only brought 1 soldier, he has +45% chance to hit)<br />
*** For hits that have at least a 50% chance of hitting, you receive another 15% (absolute) chance to hit per consecutive miss (up to 30%)<br />
*** Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.<br />
*** Alien chance to hit is further reduced by 25% (absolute) for each squad member missing under 4<br />
<br />
=See Also=<br />
* [[Classic vs Impossible (EU2012)|Classic vs Impossible]]<br />
* [[Alien Stats (EU2012)|Alien Stats]]<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=User_talk:Xuncu&diff=53294User talk:Xuncu2013-11-29T06:44:05Z<p>Moyang: </p>
<hr />
<div>My main computer's fucked right now, so I can't do playtesting for a while. --[[User:Xuncu|Xuncu]] 00:10, 24 November 2013 (EST)<br />
<br />
You added '''* EW: EXALT agents get +10 Will''' in Difficulty (EU2012) page. are you sure it isn't from difficulty penalty? (see: http://www.ufopaedia.org/index.php?title=Psionic_(EU2012)#Chances_of_Psi_attacks ) [[User:Moyang|Moyang]] 00:19, 29 November 2013 (EST)<br />
:Same thing, isn't it? My soldier was 70 Will, Mind Fray had 30% chance against Elite EXALT, their article says got 80 will (I guess on Normal), plus 10 makes 90. Plus, not so much "difficulty penalty" as "all enemies are boosted, some get more than others," like how Etherials get +25 instead of +10. --[[User:Xuncu|Xuncu]] 01:27, 29 November 2013 (EST)<br />
::There is difference - If alien's will is increased, they'll have increased chance to psi attacks. Or if it is just difficulty penalty, their psi attack chance will remain as same. And it is difficulty penalty. see http://www.ufopaedia.org/index.php?title=Talk:Psionic_(EU2012) And according to your information, It looks like EXALT guys does not gain will bonus, so I'm deleting that line. [[User:Moyang|Moyang]] 01:44, 29 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=User_talk:Xuncu&diff=53293User talk:Xuncu2013-11-29T06:38:17Z<p>Moyang: </p>
<hr />
<div>My main computer's fucked right now, so I can't do playtesting for a while. --[[User:Xuncu|Xuncu]] 00:10, 24 November 2013 (EST)<br />
<br />
You added '''* EW: EXALT agents get +10 Will''' in Difficulty (EU2012) page. are you sure it isn't from difficulty penalty? (see: http://www.ufopaedia.org/index.php?title=Psionic_(EU2012)#Chances_of_Psi_attacks ) [[User:Moyang|Moyang]] 00:19, 29 November 2013 (EST)<br />
:Same thing, isn't it? My soldier was 70 Will, Mind Fray had 30% chance against Elite EXALT, their article says got 80 will (I guess on Normal), plus 10 makes 90. Plus, not so much "difficulty penalty" as "all enemies are boosted, some get more than others," like how Etherials get +25 instead of +10. --[[User:Xuncu|Xuncu]] 01:27, 29 November 2013 (EST)<br />
::There is difference - If alien's will is increased, they'll have increased chance to psi attacks. Or if it is just difficulty penalty, their psi attack chance will remain as same. And it is difficulty penalty. see http://www.ufopaedia.org/index.php?title=Talk:Psionic_(EU2012) [[User:Moyang|Moyang]] 01:38, 29 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Psionic_(EU2012)&diff=53292Psionic (EU2012)2013-11-29T06:34:39Z<p>Moyang: /* Care and Feeding of Psionics */</p>
<hr />
<div>[[File:PSIONICS (EU2012).png|thumb|480px|Psionic Squad]][[File: CLASS PSIONIC.png|right|frame|64px|Psionic]]A Psionic is a late game 'extra' <noinclude>[[Classes (EU2012)|class]]</noinclude><includeonly>class</includeonly> that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank <br />
! width="90%" align="center" colspan="2"| Ability<br />
|- align="center" <br />
! rowspan="1" | '''Psionic'''<br />
| colspan="2" | [[File:PSIONIC MINDFRAY.png|32px|center]]'''Mindfray''' <br/> '' Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will(-25), and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Specialist'''<br />
| width="40%" | [[File:PSIONIC PSIINSPIRATION.png|32px|center]]'''Psi Inspiration''' <br/> ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.''<br />
| width="40%" | [[File:PSIONIC PANIC.png|32px|center]]'''Psi Panic''' <br/> ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Operative'''<br />
| width="40%" | [[File:PSIONIC TELEKINETICFIELD.png|32px|center]]'''Telekinetic Field''' <br/> ''Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.''<br />
| width="40%" | [[File:PSIONIC MINDCONTROL.png|32px|center]]'''Mind Control''' <br/> ''Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''The Volunteer'''<br />
| width="40%" colspan="2"| [[File:PSIONIC RIFT.png|32px|center]]'''Rift''' <br/>''Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.''<br />
<br />
|}<br />
<br />
==== Tips & Trix ====<br />
* Psionics can only be used on an alien that can only be seen by the unit.<br />
* Will penalty from '''Mindfray''' stacks with multiple application. Other effects does not stack.<br />
* '''Telekinetic Field''' will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.<br />
* '''Telekinetic Field''' don't give defense to enemy units unlike smoke grenades.<br />
* An alien under the effects of '''Mind Control''' is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC'd, his weapon does '''not''' explode, allowing you to capture it at the end of the mission.<br />
* A Mind Controlled unit cannot act on the turn it is controlled.<br />
* '''Psi Inspiration''' removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.<br />
* '''Psi Inspiration''' does not stack with [[Officer Training School (EU2012)|Lead By Example]]. Whichever provides the most Will will be chosen. [[Squads (EU2012)#Squad Leader|Squad Leader]] with 140 Will will override any soldier boosted by Psi Inspiration if less, otherwise will be given the Inspired bonus. Any soldier within range of Psi Inspiration will still receive bonus but it is not "tacked" on to Lead By Example, for clarification purposes.<br />
** However, it is extremely important to have your highest Will soldier as Squad Leader because if his Will is boosted, every nearby soldier regardless if they were Inspired or not, will receive the boosted Will. (Great way to get all nearby soldiers to nearly 200 Will! High Will Psi soldier with Psi Armor, Mind Shield, +Will medals, Psi Inspired and Squad Leader will turn squads into Ethereal Death Squads.)<br />
* The Support's Combat Drugs includes a Will bonus, but this does '''not''' affect any Psi Abilites (ie: will not stack with Inspiration, or enhance MC/Panic/Mindfray probability).<br />
* Contrary to the description, '''Psi Panic''' will cause the victim to panic immediately and then skip its next turn. This will often cause it to fire on you in your turn if it can see you.<br />
*Only one psi unit can become '''The Volunteer''', and this occurs when they use the alien device in the [[Gollop Chamber (EU2012)|Gollop Chamber]].<br />
* The '''Rift''' ability is a wide area-effect psi attack that can inflict massive damage, but has a long down-time. <br />
* '''Rift''' is the only Psi attack that can affect Robotic units, and, if the Volunteer is a Heavy, DOES benefit from the HEAT ammo ability.<br />
<br />
<br />
<br />
<noinclude><br />
<!-- everything below here not included on the classes summary page --><br />
<br />
==Testing for Psionics==<br />
After the [[Psionic Lab (EU2012)|Psi Lab]] is built it is possible to test up to three soldiers at a time to discover their Psionic potential. Testing takes 10 days for each soldier and the result is dependent upon the soldier's Will, as well as entry order, and with whom else.<br />
<br />
==Tactical Advice==<br />
Psionics are clearly an asset to any class. Shotgun Assaults can use psionics to engage at medium range when it's not possible for them to Run & Gun for a close range shot. Snipers can use psionics as a weapon after moving. Heavies can use psionics as a complement to their moderate aim at high levels. Supports in a way gain the least from psionics, but their Deep Pockets ability allows them to carry a Mind Shield without hampering their other functions greatly. This grants them psi defense and a higher offensive ability hit chance.<br />
<br />
===Abilities===<br />
'''Mind Fray'''<br />
<br />
All psionic soldiers have this as their first ability. The main advantage of Mind Fray over simply shooting a target is that (like all psi abilities) it ignores Defense and cover and targets the alien's Will, which unless it is a psionic enemy, Chryssalid or Berserker is often a much easier target. While the damage is low compared to end-game weapons, it is fixed and guaranteed if the attack hits, which makes it a nice way of killing an alien with 5 HP or less left.<br />
<br />
Mind Fray's Will reduction will make further psionic attacks easier, and is the easiest psionic attack to land. This means you can use it to soften up an alien for a Mind Control or Panic, or for a further Mind Fray by a lower ranked soldier. This is particularly useful when going for the '''Xavier''' achievement.<br />
<br />
<br />
'''Psi Inspiration''' vs '''Psi Panic'''<br />
<br />
'''Psi Panic''' causes the unit to panic immediately upon use and then skip the next turn. The main problem with this skill is that often the unit's panic action will be to take a shot at you, which isn't a massive improvement on what it would have done had you not panicked it. The unit will sometimes do something else like hunker down or run away. In any case, a successful psi panic prevents the use of any special abilities like grenades and will prevent the unit from moving to flank.<br />
<br />
Unlike Mind Fray, Psi Panic will not decloak a soldier using the Ghost Armor's Ghost ability. The panicked alien will not attack the hidden psi user, but may attack other soldiers that it can immediately see. When used carefully, this can be a good way to disable key enemies for a turn. Unfortunately, aliens don't suffer from regular panic like you do, so you can't start a panic chain among the enemy by getting them to shoot each other.<br />
<br />
'''Psi Inspiration''' gives a +30 boost to Will for 2 turns and removes Mind Fray and Panic. The most important thing this ability does that isn't mentioned is remove the Fallen Comrade Will debuff. This is very useful when using Mind Control, because mind controlled aliens dying will cause this debuff and you'll want to get rid of it so it doesn't hamper your morale and psi abilities for the rest of the mission. The Will bonus will buff your soldiers' offensive psi ability hit chance and defense against enemy psi attacks, making it a useful ability to use before breaching a room. Psi Inspiration can be used to level up to the next psi level quickly, because it can be used on spare turns when not in combat. While Psi Inspiration is an area effect ability, it only reaches two tiles, so can be a pain to get many other soldiers without forming your squad into grenade bait formation. <br />
<br />
<br />
'''Telekinetic Field''' vs '''Mind Control'''<br />
<br />
'''Mind Control''' is easily the most powerful ability in the game in most encounters. While it's difficult-to-impossible to pull off against psionic enemies, they usually have non-psionic guards (Muton Elites in particular) who can be controlled. The only major enemies it doesn't help against are Cyberdiscs and Sectopods, though mind controlled aliens from a previous group will make for good cannon fodder for them. Mind Control is one of the hardest skills to pull of, and requires high Will to succeed. If your soldier has reasonably high Will, then this is the skill to take. <br />
<br />
Like Panic, Mind Control also does not decloak a soldier using the Ghost ability. This way only the mind controlled alien will be at risk of attacks from its allies. Additionally, MCing an alien in an inactive squad (ie: while in Ghost Mode) will not activate the remainder of the squad (or any others nearby) until your next action is taken. With Squad Sight, Snipers can wipe out an entire Alien Squad at once.<br />
<br />
An alien or human who is ''psi-linked'' is not a valid target for mind control. A psi-linked unit is one who is using or is the target of Mind Merge or Mind Control. This means if an alien MCs a soldier, you cannot attempt to MC the soldier back, or attempt to MC the alien to break the link. Likewise, if you MC an Ethereal's Muton Elite guard, the Ethereal will not be able to MC that soldier or the guard.<br />
<br />
You can keep track of how many turns are left of a controlled alien by the ability tile on the controlling soldier: if it reads '''T-3''', then the alien will be released at the start of the next Alien Action. Some aliens will immediately fire if your soldiers are in range, and be especially wary of any with grenades. However, you ''can'' 'force' their action-- or inaction: when the tile reads T-3, have the soon-to-be-free alien Hunker Down, and it will stay in that mode when released. As flanking ignores Hunker Down, and your soldier only needs to be a little away to be invisible to it, this is a safe way to either MC it again, or finish it off.<br />
<br />
'''Telekinetic Field''' is essentially a psionic smoke grenade that is reusable after a 4 turn cooldown. It is always centered on the soldier creating it, rather than being placeable like a smoke grenade, but it makes up for this by being much larger. It also gives +40 defence like a dense smoke grenade. The main use for this ability is to protect your squad from the attacks of a sectopod or cyberdisc if you have to finish your turn under its guns. Telekinetic Field will not decloak a soldier using the Ghost ability. You may want to take this if your psionic has low Will.<br />
<br />
If you decide to have 4 troopers with TK field, and have them cast in turn, that means you can have a 'continuous' TK field for as long as you desire. Add Mindfrays, advanced armors' Defense bonus and a smoke grenade if things look dicy, and this can make you almost unhittable in a straight-up firefight. Focusing this much on TK field comes at the cost of Mind Control though, and limits how far apart you can deploy your squad while benefiting from it.<br />
<br />
Telekinetic Field can be a good replacement for smoke grenades if you take ''Combat Drugs'' on your Supports, since this makes their smoke grenades no longer give a Defense bonus.<br />
<br />
===Chances of Psi attacks===<br />
Chance to land Mindfray/Psi panic is 50 + (your will) - (target's will) %.<br/><br />
Chance to land Mind control is 30% lower, 20 + (your will) - (target's will) %.<br/><br />
Psi armor and Mind shield gives bonus 20% and 30% (respectively) chance to all psi attacks, on top of will bonus.<br/><br />
On classic and Impossible difficulty, there is -10% and -20% (respectively) penalty to all psi attacks.<br/><br />
*Will boost from Combat drugs does not apply on psi attack.<br />
*Will bonus from medals does not apply on psi attack.<br />
*If you have 205 will with Psi armor and Mind shield, then you can MC an Ethereal with 100% chance on impossible difficulty.<br />
<br />
===Equipment===<br />
The requirements of your primary class will probably dominate your equipment choice. The only items of particular note for psionic soldiers are the [[Mind Shield (EU2012)|Mind Shield]] and [[Psi Armor (EU2012)|Psi Armor]]. The Mind Shield's description portrays it as a defensive item against hostile psionics, but the Will bonus it gives is equally useful for boosting your own psi ability hit rate. Psi Armor is an option for psionics that gives a Will bonus and all the effects that entails, but it's by no means automatic that Psi Armor is the best choice; Ghost and Titan have better defence and Ghost and Archangel have better mobility.<br />
<br />
When deciding on whether to use the Mind Shield or Psi Armor, look at the soldier's Will level and consider the sort of psi skills that your soldier will be using the most. A soldier mainly concentrating on buff skills for example will not need to use either, as these skills are not dependent on their Will level. A soldier specialising in Mind Control may want to take one or even both to get Will close to or beyond 100. Most combat oriented builds can get away without either and can use Mind Fray and Psi Panic to a good degree of success against most common enemies except the Muton Berserkers and Ethereals.<br />
<br />
Again: note that Combat Drugs' (Support's skill) or Combat Stims' (item) boosts to Will do not add to Psi techniques.<br />
<br />
===Care and Feeding of Psionics===<br />
<br />
You want to avoid your potential (or already identified) psi troopers being Critically Wounded, since this gives a ''permanent'' reduction to Will.<br />
<br />
Once you've obtained the '''Iron Will''' OTS upgrade, you may want to replace your current crop of high ranking soldiers with new ones, since these new soldiers will end up with significantly higher will scores than soldiers that gained their ranks without Iron Will. Even if your original soldiers test positive, the higher will of your new ones will make them more powerful psionics.<br />
<br />
To maximise the will of your soldiers, save before the final shot of each mission (usually either a Sectoid Commander, an Ethereal, or the last action of a Council Mission). This way, when you get back to base, if they didn't get the Will upgrade you'd like, you can reload and try again. If playing with the Second Wave '''Hidden Potential''' option this can also be done to maximise other stats.<br />
<br />
Whether a soldier will be gifted or not is decided when they are placed in the Psi-Lab, so with saving and loading you can make any soldier a guaranteed psionic by placing them in the lab, saving, fast forwarding 10 days (skipping missions) and seeing what the result is. If it's positive, reload and play normally, if negative, reload, pull them out and back in to the lab, save again and repeat. Again, a positive or negative result is dependant on when that soldier is ''entered'', so removing the soldier in slot 2 will not change the result of the soldiers already in slot 3 or 1.<br />
<br />
If playing on Iron Man (or are just unwilling to abuse saving and loading in this way) then after testing your current ranked soldiers, get the '''New Guy''' upgrade and recruit and test new squaddies of the class you want with high starting will as often as possible to identify psionics. If you are playing with the Second Wave option '''Not Created Equal''', then you will also want to pay attention to aim and move as well. Psi Snipers in particular will want to prioritise aim. While Will is a factor (higher ranked soldiers will have a better chance of testing positive), it is more economical to test masses of squaddies than to promote soldiers to higher ranks before testing and then discarding that effort if they test negative.<br />
<br />
If you are playing with the Second Wave '''More Than Human''' keep in mind that you'll most likely only have 1 or 2 Psionics available at all times during the game. Once your single Psionic is dead you'll have to find and train a new one so you may want to think first before sending him/her on a risky move.<br />
<br />
EW Supplemental:<br />
While there's no direct change to Psionics, several additions from EW indirectly help your Psi Squad to be downright lethal:<br />
* Tactical Rigging means one more item slot, such as for the Mind Shield (generic +30 Will), or Chitin Plating or a Respirator to make up in the deficiences of Psi Armor.<br />
* The two Genetic Mods to your soldier's brain means either a significant defense boost, or an automatic counter-attack.<br />
* The Second Heart mod keeps you soldier alive from one 'lethal' hit a mission, and the resulting Critically Wounded status won't mean for a permanent Will reduction, either.<br />
* The Bone Marrow mod further helps keep your Psionic soldiers alive and fighting.<br />
* "Lead By Example" from the OTS means your Psi Squad Leader will be protecting and boosting the whole sqaud-- especially in the Temple Ship, where he'll be required to wear the Psi Armor.<br />
<br />
===Leveling===<br />
<br />
As Psionics is a subclass, a newbie psionic can be a Rookie or a Colonel. Psionic leveling is rather quick, and dependant on successful Psionic actions. Basically, just make a lot of successful Mindfrays. And once you get the next level (Inspire or Panic), use that one a lot, too (if with Inspire, level faster by Inspiring multiple other soldiers in the same turn.<br />
<br />
As for starting a newbie Psionic ''as'' a Rookie/Squaddie or a Colonel: while hits made with Mindfray and Panic (and supporting with Inspire) level Psionic abilities, ''kills'' made with Mindfray still count as EXP for levelling Soldier Rank, and an additional 'weapon' technique for a new recruit (whom may have low aim) that always hits does wonders for faster levelling (kills made ''with'' an MCed alien, or an MCed alien getting killed, do not grant EXP). Meanwhile, an experienced soldier's higher Will means that a Psionic attack is less likely to fail. If you have a backlog of high-stat recruits for Psi Testing, you may consider sending the choice soldiers into battle in the meanwhile, so at least they level some amount, reducing the odds of failed Mindfrays--- or remove all worry by giving them Psi Equipment: note that any soldier can equip Mind Shields, but only those that have already tested positive for Psi Potential can equip the Psi Armor.<br />
<br />
Council Missions, which are almost always only Thin Men, are excellent missions to train new Psi soldiers on: on all but Impossible difficulty, Mindfraying a Thin Man is a 1-hit kill.<br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=User_talk:Xuncu&diff=53291User talk:Xuncu2013-11-29T06:32:43Z<p>Moyang: </p>
<hr />
<div>My main computer's fucked right now, so I can't do playtesting for a while. --[[User:Xuncu|Xuncu]] 00:10, 24 November 2013 (EST)<br />
<br />
You added '''* EW: EXALT agents get +10 Will''' in Difficulty (EU2012) page. are you sure it isn't from difficulty penalty? (see: http://www.ufopaedia.org/index.php?title=Psionic_(EU2012)#Chances_of_Psi_attacks ) [[User:Moyang|Moyang]] 00:19, 29 November 2013 (EST)<br />
:Same thing, isn't it? My soldier was 70 Will, Mind Fray had 30% chance against Elite EXALT, their article says got 80 will (I guess on Normal), plus 10 makes 90. Plus, not so much "difficulty penalty" as "all enemies are boosted, some get more than others," like how Etherials get +25 instead of +10. --[[User:Xuncu|Xuncu]] 01:27, 29 November 2013 (EST)<br />
::We don't know if alien's will is increased or it is just difficulty penalty. If it was the former, they'll have increased chance to psi attacks, if it was the latter, their psi attack chance will remain as same.</div>Moyanghttps://www.ufopaedia.org/index.php?title=User_talk:Xuncu&diff=53286User talk:Xuncu2013-11-29T05:19:39Z<p>Moyang: </p>
<hr />
<div>My main computer's fucked right now, so I can't do playtesting for a while. --[[User:Xuncu|Xuncu]] 00:10, 24 November 2013 (EST)<br />
<br />
You added '''* EW: EXALT agents get +10 Will''' in Difficulty (EU2012) page. are you sure it isn't from difficulty penalty? (see: http://www.ufopaedia.org/index.php?title=Psionic_(EU2012)#Chances_of_Psi_attacks ) [[User:Moyang|Moyang]] 00:19, 29 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=53065XCOM: Enemy Within DLC (EU2012)2013-11-28T01:43:16Z<p>Moyang: /* New Second Wave options */</p>
<hr />
<div>[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]<br />
[[Image:Devil's Toys.png|right|450px|]]<br />
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]<br />
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]<br />
<br />
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called '''XCOM: Enemy Within'''. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally.<br />
<br />
An initial list of details was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K's forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].<br />
<br />
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].<br />
<br />
'''Warning''': this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!<br />
<br />
==General Details==<br />
* The PC version costs 30$ and the Console 40$.<br />
* The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander's Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.<br />
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.<br />
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within. <br />
<br />
==The [[Meld (EU2012)|Meld]]==<br />
[[File:Meld Icon (EU2012).png|right|Meld]]<br />
* The Meld is a new alien resource that is present in [[Meld Canister (EU2012)|canisters]] on several maps (Abductions and [[UFOs (EU2012)|UFOs]]). Meld can also be recovered from [[Mechtoid (EU2012)|Mechtoid]] and [[Heavy Floater (EU2012)|Heavy Floater]] bodies. <br />
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.<br />
* Meld cannot be sold at the [[Grey Market (EU2012)|Grey Market]].<br />
* All the [[Alien Abductions (EU2012)|abductions]] and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters.<br />
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister is located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.<br />
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign (unconfirmed - see [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]).<br />
* When Meld canisters self-destruct they will explode and cause [[Damage (EU2012)|damage]] to any player units nearby.<br />
* Meld canisters can be destroyed with explosives.<br />
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you'll automatically recover any unexploded Meld containers, including still hidden ones.<br />
* The Meld can be used to create either [[MEC Trooper (EU2012)|MEC Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|Gene Mods]]).<br />
** In consideration of the limited number of Canisters, it's also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.<br />
* The Meld also brings 2 new [[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Lab (EU2012)|Genetics Lab]] and [[Cybernetics Lab (EU2012)|Cybernetics Lab]]. Both cost §50 and require 3 power and 10 days to build. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] and the Genetics Lab with [[Laboratory (EU2012)|Laboratories]] for adjacency bonus.<br />
** For consideration on building them early or late; whether you want 5 engineers, or low-level Mech troopers, with what limited resources you'll have early on, for example.<br />
** There are reflective Meld 'crystals' in the Antfarm view. Zooming in on them, angled facets show a brick wall with a window, facets facing the camera seem to be reflecting a sprite of a green-irised eye.<br />
* There is a small tutorial (optional) to show how Meld works. <br />
*Some aliens, particulary Mechtoids and Heavy Floaters, do drop small quantities of Meld, as well.<br />
<gallery widths=300px heights=200px perrow=2><br />
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining<br />
Image:Meld 2 (EU2012).png|Meld Molecule<br />
</gallery><br />
<br clear="all"><br />
<br />
===Gene Mods===<br />
{{main|Gene Mods (EU2012)}}<br />
{{:Gene Mods (EU2012)}}<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
===MEC Trooper===<br />
{{main|MEC Trooper (EU2012)}}<br />
{{:MEC Trooper (EU2012)}}<br />
====MEC Trooper Rank Progression====<br />
{| class="wikitable" width="100%" <br />
|+ Rank and Stats Bonuses<br />
|- <br />
! width="100px" align="center" | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[File: CLASS MECH.png|left|24px]]'''MEC Trooper''' || align="center" | ''Health Points + 1<br>Aim + 0<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
|}<br />
<br />
====Primary Weapons====<br />
{{main|Minigun (EU2012)}}<br />
{{:Minigun (EU2012)}}<br />
{{main|Railgun (EU2012)}}<br />
{{:Railgun (EU2012)}}<br />
{{main|Particle Cannon (EU2012)}}<br />
{{:Particle Cannon (EU2012)}}<br />
<br clear="all"><br />
<br />
====MEC Suits====<br />
{{main|MEC Suit (EU2012)}}<br />
{{:MEC Suit (EU2012)}}<br />
<br clear="all"><br />
=====MEC-1 Warden=====<br />
{{main|MEC-1 Warden (EU2012)}}<br />
{{:MEC-1 Warden (EU2012)}}<br />
=====MEC-2 Sentinel=====<br />
{{main|MEC-2 Sentinel (EU2012)}}<br />
{{:MEC-2 Sentinel (EU2012)}}<br />
=====MEC-3 Paladin=====<br />
{{main|MEC-3 Paladin (EU2012)}}<br />
{{:MEC-3 Paladin (EU2012)}}<br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper<br />
File:Mech Trooper cut (EU2012).jpg|The MEC Suit<br />
File:Mech Trooper fire (EU2012).jpg|Burn baby burn<br />
</gallery><br />
<br clear="all"><br />
<br />
==New Aliens==<br />
===Mechtoid===<br />
{{main|Mechtoid (EU2012)}}<br />
{{:Mechtoid (EU2012)}}<br />
===Seeker===<br />
{{main|Seeker (EU2012)}}<br />
{{:Seeker (EU2012)}}<br />
===Other Alien Changes===<br />
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 14).<br />
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton's already big size.<br />
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called '''Reinforced Armor''' which will cut all incoming damage in half. Additionally, the tactic of having an MC'ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.<br />
* Additionally, AI for old enemy types has been slightly tweaked.<br />
* Existing aliens are getting more "death" animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences<br />
**Berserker: brawl and Achievement.<br />
**Mechtoid: headgrab<br />
**Sectopod: Donkey Kong's Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)<br />
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).<br />
* No change to the Temple Ship's layout or enemy composition, except that the Uber Ethereal's cutscene has ''Inception''-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.<br />
<br />
==EXALT (New Faction)==<br />
{{main|EXALT (EU2012)}}<br />
{{:EXALT (EU2012)}}<br />
===Covert Operations===<br />
{{main|Covert Operations (EU2012)}}<br />
{{:Covert Operations (EU2012)}}<br />
====Covert Operative====<br />
{{main|Covert Operative (EU2012)}}<br />
{{:Covert Operative (EU2012)}}<br />
====Covert Extraction====<br />
{{main|Covert Extraction (EU2012)}}<br />
{{:Covert Extraction (EU2012)}}<br />
====Covert Data Recovery====<br />
{{main|Covert Data Recovery (EU2012)}}<br />
{{:Covert Data Recovery (EU2012)}}<br />
===EXALT Base Raid===<br />
{{main|EXALT Base Raid (EU2012)}}<br />
{{:EXALT Base Raid (EU2012)}}<br />
==XCOM Changes==<br />
===Soldiers/S.H.I.V.s===<br />
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.<br />
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].<br />
====Classes/Abilities====<br />
* [[Assault (EU2012)|Assault]]'s '''Close and Personal''' has now been redesigned to - ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].<br />
* [[Support (EU2012)|Support]]'s '''Covering Fire''' now allows the unit to fire before the enemy uses its weapon.<br />
* [[Sniper (EU2012)|Sniper]]'s '''Snap Shot''' now reads: ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.''<br />
** Penalty reduced from -20 to -10 Aim. <br />
* Sniper's '''Squad Sight''' now reads: ''Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.''<br />
* Support's '''Deep Pockets''' now reads: ''All limited-use items in your inventory receive one extra use.''<br />
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].<br />
* [[Heavy (EU2012)|Heavy's]] '''HEAT Ammo''' now reduced to 50% extra damage, it reads: ''Confers +50% damage against robotic enemies.''<br />
* Heavy's '''Grenadier''' changed to: ''Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.''<br />
====Soldier Rank Progression====<br />
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. <br />
<br />
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ XP Required per Rank<br />
! width="100px" | Rank !! width="120px" | Points Required || Points Required (EW DLC)<br />
|-<br />
| align="left" |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0<br />
|-<br />
| align="left" |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90<br />
|-<br />
| align="left" |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480<br />
|-<br />
| align="left" |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700<br />
|-<br />
| align="left" |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925<br />
|-<br />
| align="left" |[[File:RANK CAPTAIN.png|24px]] Captain || 1100 || 1380<br />
|-<br />
| align="left" |[[File:RANK MAJOR.png|24px]] Major || 1560 || 1840<br />
|-<br />
| align="left" |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120<br />
|}<br />
<br />
====Medals====<br />
{{main|Medals (EU2012)}}<br />
{{:Medals (EU2012)}}<br />
<br />
===New Items===<br />
====Needle Grenade====<br />
{{main|Needle Grenade (EU2012)}}<br />
{{:Needle Grenade (EU2012)}}<br />
====Flashbang Grenade====<br />
{{main|Flashbang Grenade (EU2012)}}<br />
{{:Flashbang Grenade (EU2012)}}<br />
====Gas Grenade====<br />
{{main|Gas Grenade (EU2012)}}<br />
{{:Gas Grenade (EU2012)}}<br />
====Ghost Grenade====<br />
{{main|Ghost Grenade (EU2012)}}<br />
{{:Ghost Grenade (EU2012)}}<br />
====Mimic Beacon====<br />
{{main|Mimic Beacon (EU2012)}}<br />
{{:Mimic Beacon (EU2012)}}<br />
====Reaper Rounds====<br />
{{main|Reaper Rounds (EU2012)}}<br />
{{:Reaper Rounds (EU2012)}}<br />
====Respirator Implant====<br />
{{main|Respirator Implant (EU2012)}}<br />
{{:Respirator Implant (EU2012)}}<br />
<br />
===[[Foundry (EU2012)|Foundry]] Changes===<br />
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. <br />
====New Projects====<br />
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]<br />
* '''Sentinel Drone''' <br />
**''We've been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we've been able to retain its repair capability and use its spare AI cycles to improve the SHIV's situational firing heuristics.''<br />
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.<br />
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. <br />
** Repairs 2hp per turn.<br />
**Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.<br />
<br clear="all"><br />
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]<br />
* '''Tactical Rigging'''<br />
** ''Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.''<br />
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.<br />
** Cost: §200, 5 Engineers, 4 Days<br />
<br clear="all"><br />
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]<br />
* '''Shaped Armor'''<br />
** ''The invaders' mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. <br />
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.<br />
<br clear="all"><br />
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]<br />
* '''Advanced Servomotors'''<br />
** ''After a careful examination we've been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]<br />
* '''Elerium Jelly''' (new project)<br />
** ''Using Elerium in tactical situations is quite risky; in the absence of a full sized craft's regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.''<br />
** Requires [[Elerium (EU2012)|Elerium]] Research.<br />
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]<br />
* '''MEC Close Combat'''<br />
**''Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.''<br />
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.<br />
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.<br />
<br clear="all"><br />
<br />
===Officer Training School===<br />
* The '''Iron Will''' perk now only requires Sergeant rank instead of Major.<br />
* The '''Don't Die On Me''' perk has been removed, due to the addition of the '''Secondary Heart''' Gene Mod.<br />
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]<br />
* Instead there's a new ability: '''Lead By Example''' (§50 cost, Lieutenant rank required) - ''The squad leader substitutes his or her Will for that of all nearby lower Will squadmates''.<br />
<br clear="all"><br />
<br />
==Gameplay Changes==<br />
===Difficulty===<br />
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.<br />
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.<br />
====Research Times====<br />
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.<br />
*This applies to all techs, except:<br />
** Xenobiology<br />
** Weapon Fragments<br />
** Alien Materials<br />
** Experimental Warfare<br />
** Meld<br />
<br />
====Plasma Weapons Cost====<br />
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:<br />
{| class="wikitable" width="100%"<br />
|- <br />
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher<br />
|- style="vertical-align:top;"<br />
|<br />
<br />
*Old: §125, 15 Elerium, 20 Alloys<br />
*New: §180, 30 Elerium, 30 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 30 Alloys<br />
* New: §300, 40 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 50 Alloys<br />
* New: §300, 40 Elerium, 75 Alloys<br />
<br />
| <br />
* Old: §250, 30 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §250, 25 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §275, 65 Elerium, 50 Alloys<br />
* New: §400, 120 Elerium, 75 Alloys<br />
|}<br />
<br />
====New [[Second Wave (EU2012)|Second Wave]] options====<br />
The Second Wave settings can be consulted during a game but it can't be changed. Second Wave also has new options:<br />
* '''Training Roulette''' - ''Each soldier's training tree will be mostly randomly generated. Does not apply to MEC Troopers.''<br />
**After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. <br />
** Does ''not'' affect the Psionic ability choices.<br />
* '''Save Scum''' – ''Loading a save game will reset the random number seed, so taking an identical action may yield different results.''<br />
*'''Aiming Angles''' – ''Units receive an aim bonus the closer they are to flanking an enemy.''<br />
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.<br />
* '''Itchy Trigger Tentacle''' - ''Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.''<br />
** This applies to aliens with ranged attack which doesn't take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].<br />
* '''Mind Hates Matter''' - ''Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.''<br />
=====Training Roulette Random Abilities=====<br />
With Training Roulette activated some abilities will still be locked to certain classes and only be available at determined ranks. All the other abilities can appear as options at any rank, with a few special rules:<br />
<br />
'''Perks that are still locked to Class and Rank''' <br />
* Assault: Run & Gun (Squaddie), Close and Personal (Sergeant), Rapid Fire (Lieutenant), Killer Instinct (Colonel)<br />
* Heavy: Fire Rocket (Squaddie), Shredder Rocket (Sergeant), Danger Zone (Lieutenant), Rocketeer and Mayhem (Colonel)<br />
* Sniper: Headshot (Squaddie), Snap Shot & Squad Sight (Corporal), Disabling Shot (Lieutenant), In The Zone and Double Tap (Colonel)<br />
* Support: Smoke Grenade (Squaddie), Smoke and Mirrors (Sergeant), Dense Smoke & Combat Drugs (Captain)<br />
<br />
'''Perks that can be randomly assigned to any Class and Rank''' <br />
* Aggression, Tactical Sense, Lightning Reflexes, Flush, Bring 'Em On, Close Combat Specialist, Extra Conditioning, Resilience (Assault)<br />
* Bullet Swarm, Holo-Targeting, Suppression, HEAT Ammo, Rapid Reaction, Grenadier, Will To Survive (Heavy)<br />
* Damn Good Ground, Gunslinger, Battle Scanner, Executioner, Opportunist, Low Profile (Sniper)<br />
* Sprinter, Covering Fire, Field Medic, Suppression, Revive, Deep Pockets, Savior, Sentinel (Support)<br />
<br />
'''Special Rules'''<br />
* Sentinel and Rapid Reaction are exclusive. You'll can get either one but not both in the same soldier. <br />
* Bullet Swarm is not available for Snipers.<br />
* Gunslinger is not available for Heavies. <br />
<br />
'''Notes'''<br />
*The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. <br />
*It is most difficult to get the Field Medic, Revive and Savior combination, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game. <br />
*On the other hand, some other very interesting possibilities open up: Snipers with Sentinel, Aggression and Opportunist. Assaults with Sprinter, Lightning Reflexes and Battle Scanner. Heavies with Resilience, Will To Survive and Extra Conditioning, etc. <br />
*Council awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.<br />
* Deep Pockets + Grenadier (any class) give you 3 grenades. Add Tactical Rigging and that's 6 grenades per soldier.<br />
* Bullet Swarm + Rapid Fire allows for 3 shots in an Assault. The two abilities plus Close and Personal allow for 4 shots under specific circunstances.<br />
<br />
===Tactical===<br />
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. <br />
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].<br />
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.<br />
* Alien starting areas have been changed.<br />
* The orange sound wave has been replaced with a blue one, while the orange one is now used as a Meld Locater like thing.<br />
* On Terror missions, AoE attacks will have the "Friendly Fire" warning for civillians.<br />
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to ''have'' available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it).<br />
<br />
===New Maps===<br />
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. <br />
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. <br />
* The old and new maps are mixed together but the game is set so that you'll see more of the new maps during a gameplay.<br />
* There are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.<br />
* There's four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. <br />
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. <br />
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station. <br />
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission.<br />
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). <br />
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.<br />
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions. <br />
<br />
====List of New Maps====<br />
{| class="wikitable" width="100%"<br />
|- <br />
! '''New Maps'''!! '''Redesigned Maps''' !! '''Different Starting Areas''' !! '''Covert Extraction''' !! '''Covert Data Recovery''' !! '''Multiplayer'''<br />
|- style="vertical-align:top;"<br />
|<br />
*Small Scout Farm<br />
*Small Scout Nuked City<br />
*Small Scout Roadhouse<br />
*Large Scout City<br />
*Pier A Terror<br />
*Office Paper Terror<br />
*Portent (Progeny)<br />
*Deluge (Progeny)<br />
*Furies (Progeny)<br />
*EXALT HQ Assault<br />
*XCOM HQ Assault<br />
*XCOM HQ Multiplayer <br />
*Meld Tutorial - a.k.a. Ice Cream Shop<br />
*Chryssalid Hive<br />
<br />
| <br />
*Demolition (EWI)<br />
*Fast Food (EWI) - a.k.a. Bank<br />
*Office Paper (EWI) - a.k.a. Tire Shop<br />
*Highway Construction (EWI)<br />
*Street Overpass (EWI)<br />
*Gas Station (EWI)<br />
<br />
| <br />
*Research Outpost (EWI)<br />
*Convienience Store (EWI)<br />
*Truck Stop (EWI)<br />
*Commercial Alley (EWI)<br />
<br />
| <br />
*Military Ammo<br />
*Liquor Store<br />
*Trainyard<br />
*Highway Construction (EWI)<br />
*Convienience Store (EWI)<br />
*PierA Terror<br />
*Street Overpass (EWI)<br />
*Commercial Alley (EWI)<br />
*Research Outpost (EWI)<br />
*Portent<br />
<br />
| <br />
*Industrial Office<br />
*Rooftops Const<br />
*Boulevard<br />
*Gas Station (EWI)<br />
*Truck Stop (EWI)<br />
*Demolition (EWI)<br />
*Highway Construction<br />
*Office Paper (EWI)<br />
*Police Station<br />
*Commercial Restaurant<br />
|<br />
*Rooftops Construction<br />
*Observatory - Research Outpost (EWI)<br />
*Stop 'N Gulp - Gas Station (EWI)<br />
*Ruined Fishing Village - Chryssalid Hive<br />
*Back Alley - Commercial Alley (EWI)<br />
*Fast Food Joint<br />
*XCom HQ<br />
*Wrecked Pier - PierA Terror<br />
<br />
|}<br />
<br />
<gallery widths=180px heights=200px perrow=5><br />
File:Enemy_Within.jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 2.png|Deluge<br />
File:XCOM Enemy_Within 4.png|Small Scout Farm<br />
File:New Map EW (EU2012).jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 6.png|Furies<br />
</gallery><br />
<br clear="all"><br />
<br />
===New Missions===<br />
====Operation Progeny====<br />
{{main|Progeny (EU2012)}}<br />
{{:Progeny (EU2012)}}<br />
=====Portent=====<br />
{{main|Portent (EU2012)}}<br />
{{:Portent (EU2012)}}<br />
=====Deluge=====<br />
{{main|Deluge (EU2012)}}<br />
{{:Deluge (EU2012)}}<br />
=====Furies=====<br />
{{main|Furies (EU2012)}}<br />
{{:Furies (EU2012)}}<br />
====XCOM HQ Base Defense====<br />
{{main|XCOM Base Defense (EU2012)}}<br />
{{:XCOM Base Defense (EU2012)}}<br />
====Site Recon====<br />
{{main|Site Recon (EU2012)}}<br />
{{:Site Recon (EU2012)}}<br />
<br />
==Interface Changes== <br />
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup ("Make items available").<br />
* You can now personalize your soldier's voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well.<br />
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. <br />
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.<br />
* A.C. Clarke's quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: ''Those who play with the devil’s toys will be brought by degrees to wield his sword.''<br />
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].<br />
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.<br />
** More helmets, armor decos and colors.<br />
===Advanced Options===<br />
Before starting a game it is possible to choose between a number of options:<br />
*'''Tutorial'''<br />
*'''Meld Tutorial'''<br />
*'''Operation Slingshot'''<br />
*'''Operation Progeny'''<br />
*'''Ironman'''<br />
*'''Reduced Beginner VO''' - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. <br />
<br clear="all"><br />
<br />
==New Steam Achievements==<br />
The following [[Achievements (EU2012)|achievements]] are available on Steam ([http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/])<br />
===MECs and GMods===<br />
* '''Anger Management'''<br />
Proc Combat Rush on the entire squad (min. 4)<br />
*'''Rise of the Machines'''<br />
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission<br />
*'''Mutatis Mutandis'''<br />
Field a squad where all members have at least two modifications (min. 4) and win the mission<br />
*'''Mental Minefield'''<br />
Kill an enemy as it is psionically attacking you in single player<br />
*'''Tingling Sensation'''<br />
Kill an unseen enemy detected by a specially modified soldier in single player<br />
*'''Steel Martyr'''<br />
Deploy three tactical subsystems on a single soldier in single player<br />
*'''Enemy Within'''<br />
Get a Soldier to have 5 modifications in single player<br />
*'''Who Needs Limbs?'''<br />
Augment a soldier in single player<br />
*'''A Little Bit Alien'''<br />
Modify a soldier in single player<br />
*'''Mind the Step'''<br />
Jump two stories in one move in single player<br />
*'''Someone Your Own Size'''<br />
Kill a Muton Berserker in melee combat in single player<br />
*'''The Meld Squad'''<br />
Field a fully enhanced squad and win the mission<br />
*'''By Our Powers Combined'''<br />
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission<br />
*'''Nice Cover'''<br />
Use Collateral Damage to blow up a car in single playe<br />
===Mechtoids and Seekers===<br />
*'''Taking A Load Off'''<br />
Stop a squad member from suffocating in single player<br />
*'''Shieldbuster'''<br />
Eliminate an enemy's shield and kill it on the same turn in single player<br />
===Gameplay===<br />
*'''Guardian of Earth'''<br />
Designate a highly decorated soldier as the Volunteer<br />
*'''Pain in the Neck'''<br />
Cause an enemy to suicide<br />
*'''An Army Of Four'''<br />
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)<br />
===Operation Progeny===<br />
*'''Solid Prospect''' - Progeny (Slingshot type Council mission)<br />
Complete Deluge<br />
*'''Ours are the Furies''' - Progeny (Slingshot type Council mission)<br />
Complete Furies<br />
===EXALT===<br />
*'''Remington… Max Remington'''<br />
Have your special-duty soldier kill three enemies in the same mission<br />
*'''Elite Defense'''<br />
Beat a new special mission without losing any assets<br />
*'''G’day'''<br />
Kill an elite enemy Sniper with one of your own snipers in single player<br />
*'''Regenerate This'''<br />
Kill an elite enemy Medic with explosive damage in single player<br />
*'''Apotheosis Denied'''<br />
Deal with the newest global threat<br />
*'''Where in the World'''<br />
Make certain of the new threat's location<br />
===Base Defense===<br />
*'''All Hands on Deck'''<br />
Get at least 4 kills with XCOM Base Security personnel<br />
*'''They Shall Not Pass<br />
Eliminate all alien waves<br />
===Council===<br />
*'''Zom-B-Gone'''<br />
Eradicate the infestation<br />
<br />
==[[Bugs (EU2012)|Bug]] Fixes==<br />
Several issues have been fixed, including Line of Sight.<br />
* Teleporting of aliens has been removed.<br />
* Flanking bugs have been fixed.<br />
** This includes the 'glitch' of a cornered alien that's flanked and being Overwatched going into "panic" (a.k.a. "Overwatch Freeze") and no longer taking actions.<br />
<br />
==Modding==<br />
* In one of the interviews there's a mention by the lead designer that they moved more settings to the game's .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].<br />
<br clear="all"><br />
<br />
==Multiplayer==<br />
* You can now edit your squad on offline mode.<br />
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. <br />
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they're considered overpriced.<br />
* EXALT units can be used.<br />
<br />
==Easter Eggs==<br />
===[[The Bureau: XCOM Declassified]]===<br />
====William Carter====<br />
{{Main|William Carter (EU2012)}}<br />
{{Main|William Carter (Bureau)}}<br />
* Giving a soldier the name '''[[William Carter (Bureau)|William Carter]]''' will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.<br />
* Carter's fedora hat is now available as a new hair style.<br />
{{:William Carter (EU2012)}}<br />
<br />
====Other====<br />
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: "While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost".<br />
<br />
===[[TFTD|X-COM: Terror From The Deep]]===<br />
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment "That ship didn't just run aground... it looks like it was overrun. I'd say that's the likely source of our Chryssalid problem... I guess we should just be thankful it wasn't a [[Shipping_Lane_Mission|cruise liner]]."<br />
* Afterwards, if the mission is successful, the debriefing will say: "We've got a hint of how at least one of the aliens would transform the Earth, if given the chance. We'll have to assess future risk to the world's oceans from the Chryssalid reproductive processes the squad documented."<br />
===Firaxis Games/Sid Meier===<br />
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]<br />
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.<br />
* One EW achievement is called '''Remington... Max Remington''' (''Sid Meier's Covert Action'')<br />
* Two new lines of dialogue have been added to Bradford:<br />
** "Don't patch that through - No....we're here to track alien activity, not investigate haunted houses." (''Haunted Hollow'')<br />
** "I don't want to hear anything else about forming an ace patrol... we don't have time for alien dogfights." (''Sid Meier's Ace Patrol'')<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: DLC (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&diff=53064Second Wave (EU2012)2013-11-28T01:41:10Z<p>Moyang: /* Enemy Within Additions */</p>
<hr />
<div>[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.<br />
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].<br />
<br />
==Starting Options==<br />
* '''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage<br />
** Does not apply to explosives.<br />
** Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. <br />
* '''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.<br />
* '''Not Created Equally''' - Rookies will have random starting stats.<br />
** Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.<br />
** Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.<br />
** Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.<br />
** All soldiers will have the same Health Points, value is defined by the difficulty level. <br />
* '''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.<br />
** HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.<br />
** Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.<br />
** Aim score raises depend on the soldier's class:<br />
*** [[Sniper (EU2012)|Sniper]]: 3-9<br />
*** [[Support (EU2012)|Support]]: 2-6<br />
*** [[Assault (EU2012)|Assault]]: 1-5<br />
*** [[Heavy (EU2012)|Heavy]]: 0-2<br />
***Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.<br />
**These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]<br />
<br />
==Unlocked after winning on Normal or higher difficulty==<br />
* '''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.<br />
** -15 aim with light wound, -30 with heavy wound.<br />
** Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].<br />
** Movement is impaired by wounds too.<br />
** Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.<br />
* '''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].<br />
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.<br />
** Hardened target has -100% chance to hit by critical, rather than -60%.<br />
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)<br />
* '''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].<br />
** You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].<br />
* '''Marathon''' - The game takes considerably longer to complete.<br />
** This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.<br />
** Time for research: x3<br />
** Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)<br />
** Cost of items and facilities: x2<br />
*** You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you'll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.<br />
** Days in [[Infirmary (EU2012)|Infirmary]]: x2.<br />
** Marathon don't work if tutorial is activated.<br />
** Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.<br />
*** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.<br />
** Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.<br />
*** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.<br />
**** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.<br />
<br />
==Unlocked after winning on Classic or higher difficulty==<br />
* '''Results Driven''' - A country will offer less funding as its panic increases.<br />
** Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.<br />
* '''High Stakes''' - The rewards granted for stopping alien abductions are randomized.<br />
** This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].<br />
* '''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.<br />
** This also increases engineer requirements for satellites.<br />
** Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.<br />
** Satellite build time is decreased.<br />
* '''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.<br />
** If there isn't any Psionic soldiers, then you'll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. <br />
<br />
==Unlocked only after winning Impossible==<br />
* '''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.<br />
** Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.<br />
* '''War Wariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.<br />
** With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. <br />
* '''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.<br />
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)<br />
* '''Alternate Sources''' - The power requirements of all facilities are increased.<br />
** Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.<br />
<br />
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions==<br />
* '''Itchy Trigger Tentacle''' - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.<br />
* '''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.<br />
** Does not affect Psi or MEC abilities.<br />
** Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.<br />
* '''Save Scum''' – Saving a game will reset the RNG seed for the shots.<br />
*'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines<br />
<br />
==See Also==<br />
* [[Difficulty (EU2012)|Difficulty Levels]]<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&diff=53063Second Wave (EU2012)2013-11-28T01:40:20Z<p>Moyang: Ethereals do attack with psi lance</p>
<hr />
<div>[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.<br />
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].<br />
<br />
==Starting Options==<br />
* '''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage<br />
** Does not apply to explosives.<br />
** Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. <br />
* '''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.<br />
* '''Not Created Equally''' - Rookies will have random starting stats.<br />
** Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.<br />
** Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.<br />
** Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.<br />
** All soldiers will have the same Health Points, value is defined by the difficulty level. <br />
* '''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.<br />
** HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.<br />
** Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.<br />
** Aim score raises depend on the soldier's class:<br />
*** [[Sniper (EU2012)|Sniper]]: 3-9<br />
*** [[Support (EU2012)|Support]]: 2-6<br />
*** [[Assault (EU2012)|Assault]]: 1-5<br />
*** [[Heavy (EU2012)|Heavy]]: 0-2<br />
***Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.<br />
**These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]<br />
<br />
==Unlocked after winning on Normal or higher difficulty==<br />
* '''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.<br />
** -15 aim with light wound, -30 with heavy wound.<br />
** Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].<br />
** Movement is impaired by wounds too.<br />
** Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.<br />
* '''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].<br />
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.<br />
** Hardened target has -100% chance to hit by critical, rather than -60%.<br />
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)<br />
* '''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].<br />
** You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].<br />
* '''Marathon''' - The game takes considerably longer to complete.<br />
** This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.<br />
** Time for research: x3<br />
** Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)<br />
** Cost of items and facilities: x2<br />
*** You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you'll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.<br />
** Days in [[Infirmary (EU2012)|Infirmary]]: x2.<br />
** Marathon don't work if tutorial is activated.<br />
** Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.<br />
*** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.<br />
** Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.<br />
*** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.<br />
**** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.<br />
<br />
==Unlocked after winning on Classic or higher difficulty==<br />
* '''Results Driven''' - A country will offer less funding as its panic increases.<br />
** Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.<br />
* '''High Stakes''' - The rewards granted for stopping alien abductions are randomized.<br />
** This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].<br />
* '''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.<br />
** This also increases engineer requirements for satellites.<br />
** Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.<br />
** Satellite build time is decreased.<br />
* '''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.<br />
** If there isn't any Psionic soldiers, then you'll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. <br />
<br />
==Unlocked only after winning Impossible==<br />
* '''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.<br />
** Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.<br />
* '''War Wariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.<br />
** With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. <br />
* '''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.<br />
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)<br />
* '''Alternate Sources''' - The power requirements of all facilities are increased.<br />
** Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.<br />
<br />
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions==<br />
* '''Itchy Trigger Tentacle''' - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]] and [[Sectopod (EU2012)|Sectopod]], [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.<br />
* '''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.<br />
** Does not affect Psi or MEC abilities.<br />
** Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.<br />
* '''Save Scum''' – Saving a game will reset the RNG seed for the shots.<br />
*'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines<br />
<br />
==See Also==<br />
* [[Difficulty (EU2012)|Difficulty Levels]]<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&diff=53062Talk:Second Wave (EU2012)2013-11-28T01:37:45Z<p>Moyang: /* Results Driven */</p>
<hr />
<div>I've seen +§7/month and +§200 month with New Economy activated. While I can't confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)<br />
<br />
This patch isn't listed as DLC in steam library properties, wouldn't it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)<br />
:Everyone else seems to call it a DLC from what I've read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn't a 'pack' that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it 'DownLoadable Content'? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)<br />
:: Well, 'patch'? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)<br />
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there's no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)<br />
:::: I added that line because many people said explosives will do random damage too, which isn't the case in the official 2nd wave. But I think you're right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)<br />
<br />
Seems like no site I've seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault's abilites; Aggression, and moreso, Close & Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run & Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I'll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make 'farming' for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS's New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I've seen mismatches as bad as 29/89 and 71/51, and what I call "Uber" potential with 72/89, and ending with +120/+120 stats (highest Will I've gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)<br />
<br />
==Marathon and XP requirements==<br />
I've just noticed that this line of text was removed:<br />
** Can make game easier because you'll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game. <br />
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)<br />
*Moyag's the one that deleted it, so dunno, but my guess is that the wording wasn't clear to him. Lemme think..... ok, how's that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)<br />
<br />
== Results Driven ==<br />
<br />
Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn't seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)<br />
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:To_Do_List_(EU2012)&diff=53061Talk:To Do List (EU2012)2013-11-28T01:33:33Z<p>Moyang: /* EW Updates */</p>
<hr />
<div>I've been saving images, but I'm not sure how to upload them to the UFOpedia. The Help/Authoring links did not cover this process. ~ [[User:Drakalu|Drakalu]] 13:27, 23 October 2012 (EDT)<br />
: Keep all discussions and questions to the Discussion pages Drakalu. You can upload images in the Toolbox menu to the bottom left and then use the <nowiki>[[File:name.extention]]</nowiki> to place it in a page. --[[User:Kokkan|Kokkan]] 16:28, 23 October 2012 (EDT)<br />
::Alternately, you can do it the other way around. Type in the <nowiki>[[File:name.extension]]</nowiki> and save the page. Clicking on the redlink will then take you to the upload page. [[User:NKF|NKF]] 23:12, 23 October 2012 (EDT)<br />
<br />
==EW Updates==<br />
Lesse, thought of a few small things for EW:<br />
* Have confirmed multiple Outsiders with at least Abductors. If someone does an Impossible run, see about trying to get a Battleship or two before the Alien Base Assault, to see if three ever show up.<br />
:I'm pretty sure you could see multiple Outsiders, at least on landed Abductors before EW. [[User:Hobbes|Hobbes]] 09:12, 27 November 2013 (EST) <br />
::Eh. I don't recall ''ever'' getting more than one, and that's on +700 hours of EU. --[[User:Xuncu|Xuncu]] 19:58, 27 November 2013 (EST)<br />
:::I saw 2 Outsiders in Abductor. [[User:Moyang|Moyang]] 20:33, 27 November 2013 (EST)<br />
* See if Classic/Impossible damage table for interceptions needs updating. How I did it the first time: saved before the end of a month, and another after the start of the next: run untill a UFO pops, and remember what type and which day. From the save at the start of the month (or close enough if ther's other things in the way), you can transfer/buy Ravens and armaments and test that ufo (and change difficulty before it shows up to thest ''that''). Reload the save from before the end of the month, and wait for different UFO type. Obviously, best done after Supply Barges appear, and I think May is the earliest a Battleship can be spawned from letting a UFO go.<br />
* Update autopseys of aliens that give gene mods.<br />
* Work out if Reaper Rounds aim/range penalty works "correctly backwards" for Sniper Rifles, or the effect is a generic "minus something" to Aim, or however it goes.<br />
* News ticker for Progeny missions, the Chryssalid thing, and EXALT-related events (attacks from, covert-ops against, Base Assault (both EXALT and XCOM's? I think I remember looking, and not seeing one after Base Defense: 'realistically,' there shouldn't be one for that)<br />
* Extra Conditioning's addition to Armor HP bonus (Carapace now gives +8, for example)<br />
* Notice/rewards/news tickers for new Council Requests.<br />
--[[User:Xuncu|Xuncu]] 06:34, 27 November 2013 (EST)<br />
:Since all the EW new pages required have been created I've moved to this page the list of things necessary to update on the already existing EU pages. [[User:Hobbes|Hobbes]] 09:12, 27 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&diff=52994Gene Mods (EU2012)2013-11-27T13:15:36Z<p>Moyang: /* Genetics Lab Projects */</p>
<hr />
<div>[[Image:Custodiam (EU2012).png|right|100px|Translation: "To Change the Custodians"]]<br />
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].<br />
<br />
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). <br />
<br clear="all"><br />
====Gene Modding====<br />
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]<br />
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.<br />
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). <br />
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.<br />
<br clear="all"><br />
<br />
====Genetics Lab Projects ====<br />
{| class="wikitable sortable" width="100%" <br />
|- <br />
! width="5%" align="center" | Body Part<br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
! width="20%" align="center" | Notes<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | BRAIN || align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.'' || <br />
|-<br />
| align="center" | BRAIN || align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.'' || The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will & [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.<br />
|-<br />
| align="center" | EYES || align="center" | '''Hyper Reactive Pupils'''<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''|| Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this<bR>Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire. <br />
|-<br />
| align="center" | EYES || align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''. || On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...<br />
|-<br />
| align="center" | CHEST || align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''. || Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].<br />
|-<br />
| align="center" | CHEST || align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.'' || +10 aim, +5 critical chance and ?? movement<br />
|-<br />
| align="center" | SKIN || align="center" | '''Bioelectric Skin'''<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.'' || Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.<br />
|-<br />
| align="center" | SKIN || align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.'' || In practice: be out of Line of Sight of an enemy, then move to '''full''' cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you ''cannot'' use [[Ghost Armor (EU2012)|Ghost Armor]]'s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).<br />
|-<br />
| align="center" | LEGS || align="center" | '''Muscle Fiber Density'''<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.'' || Equally useful as the Skeleton/Ghost armor's grapple, somewhat less than Archangel's flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].<br />
|-<br />
| align="center" | LEGS || align="center" |'''Adaptive Bone Marrow'''<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.'' || Stacks with the [[OTS (EU2012)|OTS]]'s Rapid Recovery causing soldiers to recover even faster from injuries.<br>Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).<br />
|-<br />
|}<br />
<noinclude><br />
<br />
====EXALT Gene Mods====<br />
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. <br />
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.'' <br />
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same as above. <br />
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by %.''<br />
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]<br />
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' - ''Confers +10 Aim and +10% critical chance.''<br />
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.<br />
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' - ''This unit and all nearby allies are healed for 1 health each turn.''<br />
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].<br />
<br><br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
====See Also====<br />
{{XCOM Units (EU2012)}}<br />
<br clear="all"><br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:Annette_Durand_(EU2012)&diff=52946Talk:Annette Durand (EU2012)2013-11-25T16:51:57Z<p>Moyang: /* Stats & Class */</p>
<hr />
<div>== Stats & Class ==<br />
<br />
So, I'm guessing by Hobbes' edit that Annette is not a set class? Also, I am playing on Classic with Not Created Equal, Hidden Potential and Training Roulette. I also had Iron Will OTS upgrade before recruiting her. Her stats turned out to be 5 HP, 80 Will, 70 Aim. Are her stats any different as well? -- [[User:DracoGriffin|DracoGriffin]] 23:03, 24 November 2013 (EST)<br />
:I've only received Annette once and she was a Sniper with also 5 HP, 80 Will and 70 Aim on Classic. Her stats must be hardcoded like Zhang so it shouldn't matter which OTS/SW options are on when she's recruited. I've started a new game meanwhile and I've already done the alien base mission so it shouldn't be too long before playing Deluge and confirming this info. [[User:Hobbes|Hobbes]] 06:12, 25 November 2013 (EST)<br />
::Ouch, Sergeant Sniper with 70 Aim? Looks like she'd be best for Support, maybe Heavy if she's able to. Too low Aim for Sniper and too low HP for Assault. However, I can't wait to Psi test her and check out her voice files for Psionic skills, maybe she'll sound more confident or angry. Her voice for Combat Stims is... awkward. Thanks for uploading pictures, looks good! --[[User:DracoGriffin|DracoGriffin]] 11:35, 25 November 2013 (EST)<br />
:::I don't remember HP, but it was same 80 Will and 70 Aim on Classic. And she was assault. [[User:Moyang|Moyang]] 11:51, 25 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:Progeny_(EU2012)&diff=52869Talk:Progeny (EU2012)2013-11-24T17:00:59Z<p>Moyang: </p>
<hr />
<div>I tried disabling Progeny but Slingshot still came out in April. Perhaps it's changed in EW? [[User:Moyang|Moyang]] 21:58, 23 November 2013 (EST)<br />
:Hm, interesting. Was it a generic Council Mission in March? --[[User:Xuncu|Xuncu]] 00:09, 24 November 2013 (EST)<br />
:: Yes. [[User:Moyang|Moyang]] 12:00, 24 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:Progeny_(EU2012)&diff=52868Talk:Progeny (EU2012)2013-11-24T17:00:05Z<p>Moyang: </p>
<hr />
<div>I tried disabling Progeny but Slingshot still came out in April. Perhaps it's patched now? [[User:Moyang|Moyang]] 21:58, 23 November 2013 (EST)<br />
:Hm, interesting. Was it a generic Council Mission in March? --[[User:Xuncu|Xuncu]] 00:09, 24 November 2013 (EST)<br />
:: Yes. [[User:Moyang|Moyang]] 12:00, 24 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Mechtoid_(EU2012)&diff=52867Mechtoid (EU2012)2013-11-24T16:54:53Z<p>Moyang: </p>
<hr />
<div>[[Image:Mechtoid 2.png|right|300px|The Mechtoid]]<br />
The Mechtoid is a MEC developed by the aliens for the [[Sectoid (EU2012)|Sectoids]] that appears on [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. The Mechtoid has an ability called '''Plasma Barrage''' which allows it to fire twice in a turn if it doesn't move and Sectoids (including [[Sectoid Commander (EU2012)|Commanders]]) can mind merge with it and give it a 6 damage reducing shield but the Mechtoid won't die if the merger is killed. <br />
<br />
Mechtoids can be fearful foes due to their resilience and firepower and will start appearing halfway through the game, with 1 or 2 Sectoids. After the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] is assaulted you'll see them on the company of Sectoid Commanders, which turns them into a deadly combination of firepower and psionic powers. <br />
<br clear="all"><br />
'''Stats'''<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Mechtoid (EU2012).png|125px]]<br />
|hp=16/20/22/24<br />
|aim=60/70/80/80<br />
|defense=10<br />
|will=0<br />
|move=14<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
| align="center" | Mechtoid Plasma Cannon|| align="center" | 7 || align="center" | 0 <br />
|-<br />
|}<br />
<br />
'''Abilities:'''<br />
* '''Plasma Barrage''' - allows the Mechtoid to fire twice on the same turn if it doesn't move. <br />
<br />
'''Notes'''<br />
* Mectoids can attack same target twice unlike Sectopods.<br />
* Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. <br />
* The shield reduces all incoming [[Weapons (EU2012)|weapons]] damage done to the Mechtoid by half. <br />
* Killing the Sectoid that is mind merged with the Mechtoid just cancels the shield.<br />
* Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid's pilot corpse and 1 [[Mechtoid Core (EU2012)|Mechtoid Core]].<br />
* [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: ''' Shaped Armor''' (adds 3 extra health to MECs and [[S.H.I.V. (EU2012)|S.H.I.V.s]]) and '''Advanced Servomotors''', which increases mobility for these 2 armored units. <br />
* Killed Mechtoids will also grant 5 [[Meld (EU2012)|Meld]].<br />
*Mechtoids have -1 Damage on Easy, +2 Damage and +15 Critical Chance on Classic, and +4 Damage and +15 Critical Chance on Impossible difficulties.<br />
*They are still vulnerable to Psi attacks, including Mind Control.<br />
*Like how Berserkers are often fielded with Muton 'escorts', the Mechtoid will make regular appearances for the rest of a campaign, along with Sectoids and Sectoid Commanders, who will boost them with shields.<br />
*Whichever way they are killed; they will crush any destructable cover/objects they fall on in their death throes.<br />
<br clear="all"><br />
<noinclude><br />
{{Template:Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: Mechs (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Support_(EU2012)&diff=52847Support (EU2012)2013-11-24T03:06:04Z<p>Moyang: /* Tips & Trix */</p>
<hr />
<div>[[File:SUPPORTS (EU2012).png|thumb|480px|Support Squad]][[File: CLASS SUPPORT.png|right|frame|64px|Support]]<br />
A flexible class focusing on squad defence, medic or fire support. Highly mobile and useful for setting up [[Flanking (EU2012)|flank]] attacks, or defending flanks. Its drawback being the lack of high damage attacks and low crit chance.<br />
<br />
:'''Primary Weapon''': [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] & [[Plasma Rifle (EU2012)|Plasma Rifles]]<br />
:'''Secondary Weapon''': [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].<br />
<br />
The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="3" | [[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade''' <br/> ''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| [[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter''' <br/> ''Allows the support to move 3 additional tiles.''<br />
| [[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire''' <br/> ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br />
|- align="center"<br />
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic''' <br/> ''Allows medikits to be used 3 times per battle instead of once.''<br />
| [[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors''' <br/> ''Allows 1 additional use of Smoke Grenade each mission.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| [[File:SUPPORT REVIVE.png|32px|center]]'''Revive''' <br/> ''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.<br />
| [[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]'''Rifle Suppression''' <br/> ''Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.''<br />
|- align="center"<br />
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke''' <br/> ''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''<br />
| [[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs''' <br/> ''Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.'' (Also grants +20 Aim Bonus)<br />
|- align="center"<br />
! [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="3" | [[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Deep Pockets''' <br/> ''Confers an additional item slot in inventory. ''In Enemy Within, tha ability is chanaged to grant +1 charge to limited use equipment like Grenades and Medkits''''<br />
|- align="center"<br />
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:SUPPORT SAVIOR.png|32px|center]]'''Savior''' <br/> ''Medikits restore 4 more health per use.''<br />
| [[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel''' <br/> ''Allows two reaction shots during Overwatch, instead of only one.''<br />
|}<br />
<br />
==== Tips & Trix ====<br />
<br />
'''Smoke Grenade'''<br />
:*Smoke Grenades mean the difference between life and death in the game due to the Defense bonus it provides. Later they can carry '''Combat Drugs''' switching their role for an offensive one. <br />
:*Supports can carry an additional Smoke Grenade with '''Smoke and Mirrors''' but they'll forgo the additional [[Medikit (EU2012)|Medikit]] usage.<br />
:*'''Dense Smoke''' doubles the Defense to +40, giving units on the cloud the equivalent to full [[Cover (EU2012)|cover]]. If already in full cover the bonus can increase to +80 or more. <br />
:*'''Combat Drugs''' is also a great ability specially when setting ambushes to advancing aliens or if you can plan the cloud deployment in advance. It can also be used to counter Will losses coming from Psionic attacks in the late game stage.<br />
<br />
<br />
'''Additional Notes'''<br />
* Support abilities upgrades are centered on medical, scout and sentry roles. <br />
* The '''Field Medic''' perk dramatically improves the effectiveness of Medikits, tripling the number of uses. '''Savior''' further improves medikit effectiveness, and '''Revive''' can allow the Medikit to bring critically wounded soldiers back in to the fight.<br />
* The '''Sprinter''' perk and additional smoke capacity makes for a good scout.<br />
* '''Combat Drugs''' smoke gives an undocumented +20 to [[Aim (EU2012)|aim]], and ''loses'' its defensive benefit.<br />
* Support's two other specialized abilities are '''Rifle Suppression''', allowing scouts or sentries to support attacks and '''Covering Fire''' (making it the only class that can react to enemy fire on [[Overwatch (EU2012)|Overwatch]]). <br />
* '''Covering Fire''' reaction shot will be fired after enemy's shot. In EW, reaction shot will occur before the enemy's shot.<br />
* '''Covering Fire''' gives reaction shot against grenades, etc...<br />
<noinclude><br />
<!-- everything below here not included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
Supports aren't ''sexy'' in the way that the other classes are, but they do bring a lot more to the table than many realize. Their Aim and HP are both on par with Assaults, giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the Alien Base or lengthy UFO assaults.<br />
There are 3 main paths while choosing perks for Support soldiers rather than the common 2 of the other classes. Those can be combined together in several combinations, although the choice is between specialization vs. flexibility. <br />
* Scout. '''Sprinter''', '''Smoke and Mirrors''' and '''Dense Smoke'''<br />
* Tactical Officer: '''Covering Fire''', '''Rifle Suppression''' and '''Sentinel'''<br />
* Medic: '''Field Medic''', '''Revive''', '''Combat Drugs''' and '''Savior'''<br />
<br />
===Abilities===<br />
{| border = "1" {{stdTable}}<br />
|-<br />
|[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|'''Sprinter vs. Covering Fire'''<br />
|}<br />
<br />
'''Sprinter''' gives an incredible amount of mobility to set up flanks. While the Assault's Run & Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or Medikit use. <br />
<br />
'''Covering Fire''' is essentially an upgrade to the Overwatch ability of your Support to restrict enemy actions. It can be also useful for a Medic since its role is usually more of a sentry unit and Covering Fire grants more Overwatch options. However, this ability is only useful if activated when the soldier can already see an enemy. In this case, it is more effective to simply shoot rather than go on overwatch and shoot on the aliens' turn with a penalty. The usefulness of Covering Fire is therefore a little questionable.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
|[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|'''Field Medic vs. Smoke and Mirrors'''<br />
|}<br />
<br />
'''Field Medic''' gives you the ability to repair some/all damage to your squad after a major fight or when things go wrong. And they will go wrong. Depending on the opposition level it is normal to see 1-2 Medikits on squads so this skill is one of the most important to have present on any squad. <br />
<br />
'''Smoke and Mirrors''' is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you're playing without a safety net, so if you don't use smokes effectively (or you deploy them correctly and the enemy shots connect anyway, or, as is more often the case in the later parts of the game, the enemy decides to lob a grenade at you), you're not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an Arc Thrower, so consider that flexibility when making your decision.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
|[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|'''Revive vs. Rifle Suppression'''<br />
|}<br />
<br />
'''Rifle Suppression''' is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While Heavies can get Suppression as well (earlier, and with more ways to augment it), this is a great ability for Supports working as Scouts to have as well since they allow to lock newly seen aliens. <br />
<br />
'''Revive''' is a useful skill but that can be tricky to use. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you can't protect the revived soldier from any alien shots then it will be killed and most likely your Medic with it afterwards. And if later the soldier will further require more healing before it can be relied not to die with a single shot. Sometimes it may just be better to stabilize the unit rather than revive him/her. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
|[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|'''Dense Smoke vs. Combat Drugs'''<br />
|}<br />
Defense vs Offense choice.<br />
<br />
'''Dense Smoke''' is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of Mutons, aliens will start carrying grenades. And any time they decide they don't like their odds to hit, they're liable to hurl a grenade instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.<br />
<br />
'''Combat Drugs''' provides a powerful boost to your Will and a small one to Crit Chance. And while this isn't listed, it loses its defense bonus and gets +20 Aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the Aim bonus twice. Will bonus could be helpful when you want defense from Sectoid commanders or Ethereals, or using psi attacks against high will targets. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
|[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|'''Savior vs. Sentinel'''<br />
|}<br />
<br />
'''Savior''' synergizes with Field Medic (and Revive) very effectively, and with the Improved Medikit project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the Foundry Project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot's worth of damage. After all, healing a solider from 1 HP to 7HP does you no good if incoming attacks are dealing 9.<br />
<br />
'''Sentinel''' combines with Covering Fire and Rifle Suppression for a sentry unit that will shoot twice at any aliens that move or fire within its field of vision.<br />
<br />
===Equipment===<br />
'''Weapons:''' Generally your Supports will be using your Assault's leftovers. Because they have no ability to increase their damage output, you'll need good weapons to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you're planning on using Suppression every turn, you'll need to stay up to speed here.<br />
<br />
'''Armor:''' Again, probably playing second banana to the Assault. With Sprinter, Supports don't have a huge need for Skeleton Suits during the mid game, and later on a case can be made for Titan Armor. Ghost is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.<br />
<br />
'''Item:''' If you took Field Medic and/or Savior, you'll be carrying a Medikit. Sprinters are the best choice to use Arc Throwers, and with fast armor the Support will have an easy time getting into range. Chitin Plating helps to counteract the Support's lack of defensive talents, and does a good job of filling in any question marks in the extra slot. Psionic Supports would do well to bring a Mind Shield in their bonus slot, as it gives them very good hit rates on Mind Control.<br />
<br />
===Summary===<br />
<br />
As discussed, you can mix and match to suit personal play style to Scouting, Medic, and Tactics. Field Medic is ideal for early on, when most soldiers are one or two hits away from death anyways, while it become less important as you get better armors and more HP. Smoke & Mirrors and Dense Smoke will help you from getting hit at all, while Combat Drugs may help with not getting ''fired at'' at all, by helping other soldiers kill aliens first. Ghost Armor is easily the best for Support troopers, as the add to move and grappling hook help get into position, Ghosting lets you get right next to aliens, and landing a shot while Ghosting is a guaranteed Critical. Getting Field Medic almost "forces" you to save one inventory slot for the Medkit, but plus Ghost Armor, and the Deep Pocket slot for a Scope, that makes Support pretty damn good at fighting Thin Men during your monthly(ish) Council Missions. Otherwise, Chitin Plating is a good choice, as it gives an extra 4 HP, though the "50% reduction to Melee" may not come up often for them. Sentinel may help your Support soldiers do more damage, while Savior, plus the Medkit Foundry upgrade, means +10HP a heal. Sentinel and Cover Fire gets two shots to an attacking alien during Overwatch: with laser/plasma rifles, the first shot may destroy the alien's cover, making the second a critical hit (though both may hit, both may miss, etc...).<br />
<br />
Psi Support: it seems as if Support troopers do not get the greatest of starting or leveling Will scores, so their role as support is expressed here. Mind Fray assist your front-line troops, naturally. Psi Panic may not be good for them, as since Supports are mid-range fighters, a Panic Attack will probably make the affected alien attack your forward Assault or Heavy, so again, Psi Inspiration as a support role is probably best. MC or TK is again, per preference: TK Field is good as, if you didn't get Smoke and Mirrors for that second Smoke Grenade, or got Combat Drugs (with reportedly ''loses'' the +20 Defense, while Dense Smoke makes it a +40 Defense item), acts as a regenerating defense field, and also, unlike the smoke grenades, doesn't help any aliens that happen to be in range of the effect. The downside is that TK field lasts 1 turn, while Smoke Grenades last two, but as your mid-line soldier, a TKing Support might cover your entire squad. Mind Control helps 'add a volunteer' for your squad, but probably only the forwardmost alien will be in range, which if MCed, will almost always be killed by its former squadmates behind it.<br />
<br />
That being said, Supports often make for good, safe choices for the Volunteer, since they don't usually rely as much on the quirks of their end game armor like other classes do (eg: Shotgun Assaults using Ghost Armor to flatten an enemy, or Squadsight Snipers using Archangel Armor to hover out of reach). As a result, they won't be as seriously handicapped for the final mission when they're forced into the (when compared to other end game armors) lackluster Psi Armor. As an added bonus, with the benefit of Deep Pockets, you can give them Mind Shields without, again, seriously hampering them.<br />
<br />
EW Supplemental:<br />
Supports may benefit the most from EW's changes, from Gene Mods and medals making them more sure hitters, to Training Roulette potentially giving them more damage-boosting abilitles, such as the Heavy's HEAT Ammo (+50% against mechanical enemies), or a Sniper's Gunslinger (+2 to Pistol). The more curious change is that of Tactical Rigging; before, the second item slot being exclusive to Support is now an across-the-board Foundry Project, their own Deep Pockets actually work in sympathy to this, giving one more use to limited-use items. This makes them a very flexible potential "Carry" unit. With Training Roulette, you may not get the Medikit abilities anymore, so be wary if you usually assign them as Medics with this option on. They still do get Deep Pockets, so it may not be as crippling. If they happen to get Grenadier, you may end up with your Scout carrying up to 6 grenades (and with Alien Grenades, that means 30 spreadable points of damage that also take out an enemy's cover). As Supports tend to be played as mid-range fighters, Adrenal Neruosypmathy may be the best choice for them: when they do score a kill, they're the most likely to be in the place to affect the whole squad, thus letting your team to ''slaughter'' Alien and EXALT forces.<br />
<br />
==See Also==<br />
* [[Weapons (EU2012)]]<br />
* [[Armour (EU2012)]]<br />
{{XCOM Units (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:Progeny_(EU2012)&diff=52846Talk:Progeny (EU2012)2013-11-24T02:58:57Z<p>Moyang: Created page with "I tried disabling Progeny but Slingshot still came out in April. Perhaps it's patched now? ~~~~"</p>
<hr />
<div>I tried disabling Progeny but Slingshot still came out in April. Perhaps it's patched now? [[User:Moyang|Moyang]] 21:58, 23 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Progeny_(EU2012)&diff=52845Progeny (EU2012)2013-11-24T02:57:39Z<p>Moyang: </p>
<hr />
<div>[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]<br />
<br />
Operation Progeny is a new campaign on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] (EW) consisting of 3 linked [[The Council (EU2012)|Council]] missions, similar to the previous [[Slingshot DLC (EU2012)|Slingshot]] campaign. Like Slingshot, Progeny is optional and can be toggled on/off when choosing the game options at start. <br />
<br />
Progeny was created to be released as the 2nd planned standalone [[DLC (EU2012)|DLC]] for XCOM: Enemy Unknown but its release was cancelled after a general less than positive response to Slingshot and Firaxis decided instead to include it on EW. Thus, the narrative has suffered some changes from the original version to fit with the additions brought by EW to the XCOM universe, namely the [[EXALT (EU2012)|EXALT]] and the [[XCOM Base Defense (EU2012)|Base Defense]] missions.<br />
<br />
The campaign consists of 3 missions, called [[Portent (EU2012)|Portent]], [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] and revolves about a new French character, [[Annette Durand (EU2012)|Annette Durand]], which has a special power that makes her a target of interest for XCOM, the [[Alien Life Forms (EU2012)|Aliens]] and EXALT. <br />
<br />
The first mission, Portent takes place in April and the following missions, Deluge and Furies will only happen after the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base Assault]] and [[XCOM Base Defense (EU2012)|XCOM Base Defense]] missions are completed. According to [[Vahlen (EU2012)|Dr. Vahlen]], Annette is the reason behind the assault the [[XCOM HQ (EU2012)|XCOM HQ]] since the aliens managed to use her [[Psionic (EU2012)|psionic]] powers to mass control XCOM personnel and allow the raid to happen.<br />
<br />
After Deluge is completed, Annette will become an XCOM [[Soldiers (EU2012)|soldier]] at the Barracks, with a random class and the rank of Lieutenant. Successfully completing Furies can also give you up to 3 additional soldiers, all Lieutenant rank and gifted if psionically [[Psi Lab (EU2012)|tested]].<br />
<br />
==Vs. Slingshot==<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" width="100%" style="text-align: center"<br />
|- <br />
! width="15%" | Slingshot<br />
! width="35%" | <br />
! width="15%" | Progeny<br />
! width="35%" | <br />
<br />
|-<br />
|Friends in Low Places<br />
|<br />
Council Rewards:<br />
* 2 Engineers<br />
* 2 Scientists<br />
* §200<br />
* Zhang (Heavy Lieutenant)<br />
Enemies:<br />
* Sectoids<br />
* Thin Men<br />
* Chryssalid, or 1 Muton on Impossible Difficulty<br />
Note:<br />
* May be as early as 2 weeks into the game<br />
* Thus, for Classic/Impossible, Zhang will probably unlock OTC construction<br />
|Portent<br />
|<br />
Council Rewards:<br />
* 1 Engineer<br />
* 1 Scientist<br />
* §150<br />
Enemies:<br />
* Thin Men<br />
Note:<br />
* Appears to have priority appearance over Slingshot<br />
* As a part of a "Portent" [http://www.merriam-webster.com/dictionary/portent], is inherent to EW's storyline, as it features an EXALT agent, and Annette's abilities, taken by the aliens, are reported to be the cause for the attack on XCOM Base.<br />
|-<br />
|Confounding Light<br />
|<br />
Council Reward:<br />
* 2 Engineers<br />
Enemies<br />
* Thin Men<br />
* Mutons (w/Plasma Rifles)<br />
Note:<br />
* 10 turn limit, placing devices does NOT extend time<br />
* Arguably the most difficult of all DLC missions, perhaps the most difficult of all early-game missions<br />
** Wounds suffered here may put soliders out of comission for the next few missions, particularly Gangplank<br />
* Possible early Muton capture can give you a massive early lead on Plasma weapony research<br />
* Can be done as early as April<br />
|Deluge<br />
|<br />
Council Rewards:<br />
* §100<br />
* Unknown probability of acuiring Annette<br />
(random class, Lieutenant)<br />
Enemies:<br />
* Sectoids<br />
* Thin Men<br />
* Mechtoids<br />
Note:<br />
* Will not occurr until untill after you do the Alien Base Assault<br />
* Level is on a damaged Damn, with a turn limit. Opening valves will extend time by 2 turn each (similar to a Bomb Disposal Mission). Only one soldier needs to reach the target area at the end of the Dam<br />
|-<br />
|Gangplank<br />
|<br />
Council Reward:<br />
* 2 Engineers<br />
Enemies:<br />
* Sectoids<br />
* Thin Men<br />
* Chryssalids<br />
* 1 Cyberdisk<br />
* 1 Muton<br />
Note:<br />
* Will often occur within days of completing Counfounding Light (and thus: April)<br />
Spoils of victory:<br />
* 2x Fusion Cores<br />
* ~400 Alien Alloys<br />
* ~300 Elerium<br />
* 3x Elerium Genrators<br />
* 4x Navigational Computers<br />
|Furies<br />
|<br />
Council Rewards:<br />
* §100<br />
* Unknown probability of acuiring all three abductees as Lieutenants<br />
Enemies:<br />
* Sectoids<br />
* Thin Men<br />
* Mechtoids<br />
* Berserker<br />
Note:<br />
* Level is in a snow field in the Alps with a landed Abductor. Target is a unique console in the central room of the UFO, just before the door to the bridge<br />
|}<br />
</div><br />
<br />
As part of EW's expanded storyline, Progeny's missions are not essential, but they add to the overall story of the fight against EXALT and the Alien collective, while Slingshot is it's own side plot.<br />
<br />
But, if you're out to make an early profit, it may be better to disable [[Progeny (EU2012)|Progeny]]:<br />
* Portent will always be first (pushing [[Friends in Low Places (EU2012)|Friends in Low Places]] into April), but the other two missions in this side plot won't take place until the aliens have done their assault on the XCOM HQ, which only takes place after the assault on the Alien Base. <br />
* [[Annette Durand (EU2012)|Annette]] and her fellow abductees' stats, recruited months into the game, won't be as useful as getting [[Shaojie Zhang (EU2012)|Zhang]] in just a few weeks in, especially since pre-leveled recruits (such as from Abduction/Council rewards) don't benefit from [[OTS (EU2012)|OTS]]'s Iron Will.<br />
** This also includes having your later-game soldiers in mind, if Hidden Potential and Not Created Equally are chosen, and you have already begun farming and raising for your Psi Squad; they can easily get higher stats than pre-leveled soldiers.<br />
** Pre-leveled soldiers are not a priority reward in general: generic Abduction/Council Reward soldiers will always be one level below your highest-ranked solider, and Zhang is the one exception as he will be the only one that can be of ''higher'' rank than any soldiers you'll have at the time.<br />
* What you can sell and research from Slingshot's [[Battleship (EU2012)|Battleship]] mission in (as early as) April, vs an [[Abductor (EU2012)|Abductor]] in late summer.<br />
* At the very least, the Council rewards of the first missions are more profitable from Slingshot.<br />
<br />
<noinclude><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Portent_(EU2012)&diff=52783Portent (EU2012)2013-11-23T08:50:23Z<p>Moyang: /* Notes */</p>
<hr />
<div>{{Ref Open | title = Mission Intro, Brief & Objectives }}<br />
[[File:Portent (EU2012).png|200px|right|]]<br />
The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the ''cargo'' being moved. We'll need a squad to investigate; Central should have our complete report momentarily.<br />
<br />
A French military convoy was caught in an ambush. The convoy's current status is unknown. Be prepared for anything.<br />
*Investigate the area of operations<br />
*Locate and secure any survivors as well as the convoy's cargo<br />
*Eliminate any remaining opposition<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<noinclude><br />
==Notes==<br />
* Council Reward: 1 scientist, 1 engineer, §150<br />
<br />
==Tactics==<br />
* Essentially a "Locate/Rescue the VIP" mission:<br />
** Only Thin Men appear as seeded, and airdropped enemies.<br />
** The VIP will be an unarmed, non-hostile, and (surprisingly) cooperative EXALT survivor. He'll verbally taunt you the whole trip back, though.<br />
* If you're out to make an early profit, it may be better to disable Progeny:<br />
** Portent will always be first (pushing Friends in Low Places into April), but the other two missions in this sideplot will not be for a few months afterwards.<br />
** Annette and her fellow abductees's stats, recruited months into the game, won't be as useful as getting Zhang in just a few weeks in, including if Hidden Potential and Not Created Equally are chosen, and especially since pre-leveled recruits (such as from Abduction/Council rewards) don't benefit from OTC's Iron Will.<br />
** What you can sell and research from Slingshot's Battleship mission in (as early as) April, vs an Abductor in late summer.<br />
<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
[[Category:Progeny (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Psionic_(EU2012)&diff=52694Psionic (EU2012)2013-11-22T15:18:39Z<p>Moyang: /* Chances of Psi attacks */</p>
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<div>[[File:PSIONICS (EU2012).png|thumb|480px|Psionic Squad]][[File: CLASS PSIONIC.png|right|frame|64px|Psionic]]A Psionic is a late game 'extra' <noinclude>[[Classes (EU2012)|class]]</noinclude><includeonly>class</includeonly> that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.<br />
<br />
==== Abilites ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank <br />
! width="90%" align="center" colspan="2"| Ability<br />
|- align="center" <br />
! rowspan="1" | '''Psionic'''<br />
| colspan="2" | [[File:PSIONIC MINDFRAY.png|32px|center]]'''Mindfray''' <br/> '' Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will(-25), and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Specialist'''<br />
| width="40%" | [[File:PSIONIC PSIINSPIRATION.png|32px|center]]'''Psi Inspiration''' <br/> ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.''<br />
| width="40%" | [[File:PSIONIC PANIC.png|32px|center]]'''Psi Panic''' <br/> ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Operative'''<br />
| width="40%" | [[File:PSIONIC TELEKINETICFIELD.png|32px|center]]'''Telekinetic Field''' <br/> ''Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.''<br />
| width="40%" | [[File:PSIONIC MINDCONTROL.png|32px|center]]'''Mind Control''' <br/> ''Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''The Volunteer'''<br />
| width="40%" colspan="2"| [[File:PSIONIC RIFT.png|32px|center]]'''Rift''' <br/>''Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.''<br />
<br />
|}<br />
<br />
==== Tips & Trix ====<br />
* Psionics can only be used on an alien that can only be seen by the unit.<br />
* Will penalty from '''Mindfray''' stacks with multiple application. Other effects does not stack.<br />
* '''Telekinetic Field''' will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.<br />
* '''Telekinetic Field''' don't give defense to enemy units unlike smoke grenades.<br />
* An alien under the effects of '''Mind Control''' is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC'd, his weapon does '''not''' explode, allowing you to capture it at the end of the mission.<br />
* A Mind Controlled unit cannot act on the turn it is controlled.<br />
* '''Psi Inspiration''' removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.<br />
* The Support's Combat Drugs includes a Will bonus, but this does '''not''' affect any Psi Abilites (ie: will not stack with Inspiration, or enhance MC/Panic/Mindfray probability).<br />
* Contrary to the description, '''Psi Panic''' will cause the victim to panic immediately and then skip its next turn. This will often cause it to fire on you in your turn if it can see you.<br />
*Only one psi unit can become '''The Volunteer''', and this occurs when they use the alien device in the [[Gollop Chamber (EU2012)|Gollop Chamber]].<br />
* The '''Rift''' ability is a wide area-effect psi attack that can inflict massive damage, but has a long down-time. <br />
* '''Rift''' is the only Psi attack that can affect Robotic units, and, if the Volunteer is a Heavy, DOES benefit from the HEAT ammo ability.<br />
<br />
<br />
<br />
<noinclude><br />
<!-- everything below here not included on the classes summary page --><br />
==Testing for Psionics==<br />
After the [[Psionic Lab (EU2012)|Psi Lab]] is built it is possible to test up to three soldiers at a time to discover their Psionic potential. Testing takes 10 days for each soldier and the result is dependent upon the soldier's Will, as well as entry order, and with whom else.<br />
<br />
==Tactical Advice==<br />
Psionics are clearly an asset to any class. Shotgun Assaults can use psionics to engage at medium range when it's not possible for them to Run & Gun for a close range shot. Snipers can use psionics as a weapon after moving. Heavies can use psionics as a complement to their moderate aim at high levels. Supports in a way gain the least from psionics, but their Deep Pockets ability allows them to carry a Mind Shield without hampering their other functions greatly. This grants them psi defense and a higher offensive ability hit chance.<br />
<br />
===Abilities===<br />
'''Mind Fray'''<br />
<br />
All psionic soldiers have this as their first ability. The main advantage of Mind Fray over simply shooting a target is that (like all psi abilities) it ignores Defense and cover and targets the alien's Will, which unless it is a psionic enemy, Chryssalid or Berserker is often a much easier target. While the damage is low compared to end-game weapons, it is fixed and guaranteed if the attack hits, which makes it a nice way of killing an alien with 5 HP or less left.<br />
<br />
Mind Fray's Will reduction will make further psionic attacks easier, and is the easiest psionic attack to land. This means you can use it to soften up an alien for a Mind Control or Panic, or for a further Mind Fray by a lower ranked soldier. This is particularly useful when going for the '''Xavier''' achievement.<br />
<br />
<br />
'''Psi Inspiration''' vs '''Psi Panic'''<br />
<br />
'''Psi Panic''' causes the unit to panic immediately upon use and then skip the next turn. The main problem with this skill is that often the unit's panic action will be to take a shot at you, which isn't a massive improvement on what it would have done had you not panicked it. The unit will sometimes do something else like hunker down or run away. In any case, a successful psi panic prevents the use of any special abilities like grenades and will prevent the unit from moving to flank.<br />
<br />
Unlike Mind Fray, Psi Panic will not decloak a soldier using the Ghost Armor's Ghost ability. The panicked alien will not attack the hidden psi user, but may attack other soldiers that it can immediately see. When used carefully, this can be a good way to disable key enemies for a turn. Unfortunately, aliens don't suffer from regular panic like you do, so you can't start a panic chain among the enemy by getting them to shoot each other.<br />
<br />
'''Psi Inspiration''' gives a +30 boost to Will for 2 turns and removes Mind Fray and Panic. The most important thing this ability does that isn't mentioned is remove the Fallen Comrade Will debuff. This is very useful when using Mind Control, because mind controlled aliens dying will cause this debuff and you'll want to get rid of it so it doesn't hamper your morale and psi abilities for the rest of the mission. The Will bonus will buff your soldiers' offensive psi ability hit chance and defense against enemy psi attacks, making it a useful ability to use before breaching a room. Psi Inspiration can be used to level up to the next psi level quickly, because it can be used on spare turns when not in combat. While Psi Inspiration is an area effect ability, it only reaches two tiles, so can be a pain to get many other soldiers without forming your squad into grenade bait formation. <br />
<br />
<br />
'''Telekinetic Field''' vs '''Mind Control'''<br />
<br />
'''Mind Control''' is easily the most powerful ability in the game in most encounters. While it's difficult-to-impossible to pull off against psionic enemies, they usually have non-psionic guards (Muton Elites in particular) who can be controlled. The only major enemies it doesn't help against are Cyberdiscs and Sectopods, though mind controlled aliens from a previous group will make for good cannon fodder for them. Mind Control is one of the hardest skills to pull of, and requires high Will to succeed. If your soldier has reasonably high Will, then this is the skill to take. <br />
<br />
Like Panic, Mind Control also does not decloak a soldier using the Ghost ability. This way only the mind controlled alien will be at risk of attacks from its allies. Additionally, MCing an alien in an inactive squad (ie: while in Ghost Mode) will not activate the remainder of the squad (or any others nearby) until your next action is taken. With Squad Sight, Snipers can wipe out an entire Alien Squad at once.<br />
<br />
An alien or human who is ''psi-linked'' is not a valid target for mind control. A psi-linked unit is one who is using or is the target of Mind Merge or Mind Control. This means if an alien MCs a soldier, you cannot attempt to MC the soldier back, or attempt to MC the alien to break the link. Likewise, if you MC an Ethereal's Muton Elite guard, the Ethereal will not be able to MC that soldier or the guard.<br />
<br />
You can keep track of how many turns are left of a controlled alien by the ability tile on the controlling soldier: if it reads '''T-3''', then the alien will be released at the start of the next Alien Action. Some aliens will immediately fire if your soldiers are in range, and be especially wary of any with grenades. However, you ''can'' 'force' their action-- or inaction: when the tile reads T-3, have the soon-to-be-free alien Hunker Down, and it will stay in that mode when released. As flanking ignores Hunker Down, and your soldier only needs to be a little away to be invisible to it, this is a safe way to either MC it again, or finish it off.<br />
<br />
'''Telekinetic Field''' is essentially a psionic smoke grenade that is reusable after a 4 turn cooldown. It is always centered on the soldier creating it, rather than being placeable like a smoke grenade, but it makes up for this by being much larger. It also gives +40 defence like a dense smoke grenade. The main use for this ability is to protect your squad from the attacks of a sectopod or cyberdisc if you have to finish your turn under its guns. Telekinetic Field will not decloak a soldier using the Ghost ability. You may want to take this if your psionic has low Will.<br />
<br />
If you decide to have 4 troopers with TK field, and have them cast in turn, that means you can have a 'continuous' TK field for as long as you desire. Add Mindfrays, advanced armors' Defense bonus and a smoke grenade if things look dicy, and this can make you almost unhittable in a straight-up firefight. Focusing this much on TK field comes at the cost of Mind Control though, and limits how far apart you can deploy your squad while benefiting from it.<br />
<br />
Telekinetic Field can be a good replacement for smoke grenades if you take ''Combat Drugs'' on your Supports, since this makes their smoke grenades no longer give a Defense bonus.<br />
<br />
===Chances of Psi attacks===<br />
Chance to land Mindfray/Psi panic is 50 + (your will) - (target's will) %.<br/><br />
Chance to land Mind control is 30% lower, 20 + (your will) - (target's will) %.<br/><br />
Psi armor and Mind shield gives bonus 20% and 30% (respectively) chance to all psi attacks, on top of will bonus.<br/><br />
On classic and Impossible difficulty, there is -10% and -20% (respectively) penalty to all psi attacks.<br/><br />
*Will boost from Combat drugs does not apply on psi attack.<br />
*Will bonus from medals does not apply on psi attack.<br />
*If you have 205 will with Psi armor and Mind shield, then you can MC an Ethereal with 100% chance on impossible difficulty.<br />
<br />
===Equipment===<br />
The requirements of your primary class will probably dominate your equipment choice. The only items of particular note for psionic soldiers are the [[Mind Shield (EU2012)|Mind Shield]] and [[Psi Armor (EU2012)|Psi Armor]]. The Mind Shield's description portrays it as a defensive item against hostile psionics, but the Will bonus it gives is equally useful for boosting your own psi ability hit rate. Psi Armor is an option for psionics that gives a Will bonus and all the effects that entails, but it's by no means automatic that Psi Armor is the best choice; Ghost and Titan have better defence and Ghost and Archangel have better mobility.<br />
<br />
When deciding on whether to use the Mind Shield or Psi Armor, look at the soldier's Will level and consider the sort of psi skills that your soldier will be using the most. A soldier mainly concentrating on buff skills for example will not need to use either, as these skills are not dependent on their Will level. A soldier specialising in Mind Control may want to take one or even both to get Will close to or beyond 100. Most combat oriented builds can get away without either and can use Mind Fray and Psi Panic to a good degree of success against most common enemies except the Muton Berserkers and Ethereals.<br />
<br />
Again: note that Combat Drugs' (Support's skill) or Combat Stims' (item) boosts to Will do not add to Psi techniques.<br />
<br />
===Care and Feeding of Psionics===<br />
<br />
You want to avoid your potential (or already identified) psi troopers being Critically Wounded, since this gives a ''permanent'' reduction to Will.<br />
<br />
Once you've obtained the '''Iron Will''' OTS upgrade, you may want to replace your current crop of high ranking soldiers with new ones, since these new soldiers will end up with significantly higher will scores than soldiers that gained their ranks without Iron Will. Even if your original soldiers test positive, the higher will of your new ones will make them more powerful psionics.<br />
<br />
To maximise the will of your soldiers, save before the final shot of each mission (usually either a Sectoid Commander, an Ethereal, or the last action of a Council Mission). This way, when you get back to base, if they didn't get the Will upgrade you'd like, you can reload and try again. If playing with the Second Wave '''Hidden Potential''' option this can also be done to maximise other stats.<br />
<br />
Whether a soldier will be gifted or not is decided when they are placed in the Psi-Lab, so with saving and loading you can make any soldier a guaranteed psionic by placing them in the lab, saving, fast forwarding 10 days (skipping missions) and seeing what the result is. If it's positive, reload and play normally, if negative, reload, pull them out and back in to the lab, save again and repeat. Again, a positive or negative result is dependant on when that soldier is ''entered'', so removing the soldier in slot 2 will not change the result of the soldiers already in slot 3 or 1.<br />
<br />
If playing on Iron Man (or are just unwilling to abuse saving and loading in this way) then after testing your current ranked soldiers, get the '''New Guy''' upgrade and recruit and test new squaddies of the class you want with high starting will as often as possible to identify psionics. If you are playing with the Second Wave option '''Not Created Equal''', then you will also want to pay attention to aim and move as well. Psi Snipers in particular will want to prioritise aim. While Will is a factor (higher ranked soldiers will have a better chance of testing positive), it is more economical to test masses of squaddies than to promote soldiers to higher ranks before testing and then discarding that effort if they test negative.<br />
<br />
If you are playing with the Second Wave '''More Than Human''' keep in mind that you'll most likely only have 1 or 2 Psionics available at all times during the game. Once your single Psionic is dead you'll have to find and train a new one so you may want to think first before sending him/her on a risky move.<br />
<br />
===Leveling===<br />
<br />
As Psionics is a subclass, a newbie psionic can be a Rookie or a Colonel. Psionic leveling is rather quick, and dependant on successful Psionic actions. Basically, just make a lot of successful Mindfrays. And once you get the next level (Inspire or Panic), use that one a lot, too (if with Inspire, level faster by Inspiring multiple other soldiers in the same turn.<br />
<br />
As for starting a newbie Psionic ''as'' a Rookie/Squaddie or a Colonel: while hits made with Mindfray and Panic (and supporting with Inspire) level Psionic abilities, ''kills'' made with Mindfray still count as EXP for levelling Soldier Rank, and an additional 'weapon' technique for a new recruit (whom may have low aim) that always hits does wonders for faster levelling (kills made ''with'' an MCed alien, or an MCed alien getting killed, do not grant EXP). Meanwhile, an experienced soldier's higher Will means that a Psionic attack is less likely to fail. If you have a backlog of high-stat recruits for Psi Testing, you may consider sending the choice soldiers into battle in the meanwhile, so at least they level some amount, reducing the odds of failed Mindfrays--- or remove all worry by giving them Psi Equipment: note that any soldier can equip Mind Shields, but only those that have already tested positive for Psi Potential can equip the Psi Armor.<br />
<br />
Council Missions, which are almost always only Thin Men, are excellent missions to train new Psi soldiers on: on all but Impossible difficulty, Mindfraying a Thin Man is a 1-hit kill.<br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&diff=52680Gene Mods (EU2012)2013-11-22T13:47:17Z<p>Moyang: /* Genetics Lab Projects */</p>
<hr />
<div>[[Image:Custodiam (EU2012).png|right|100px|Translation: "To Change the Custodians"]]<br />
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].<br />
<br />
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). <br />
<br clear="all"><br />
====Gene Modding====<br />
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]<br />
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.<br />
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). <br />
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.<br />
<br clear="all"><br />
<br />
====Genetics Lab Projects ====<br />
{| class="wikitable sortable" width="100%" <br />
|- <br />
! width="5%" align="center" | Body Part<br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
! width="20%" align="center" | Notes<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | BRAIN || align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.'' || <br />
|-<br />
| align="center" | BRAIN || align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.'' || The feedback response has a base damage of 7. <br />
|-<br />
| align="center" | EYES || align="center" | '''Hyper Reactive Pupils'''<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''|| Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this<bR>Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire. <br />
|-<br />
| align="center" | EYES || align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''. || On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...<br />
|-<br />
| align="center" | CHEST || align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''. || Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].<br />
|-<br />
| align="center" | CHEST || align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.'' || +10 aim, +5 critical chance and ?? movement<br />
|-<br />
| align="center" | SKIN || align="center" | '''Bioelectric Skin'''<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.'' || Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.<br />
|-<br />
| align="center" | SKIN || align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.'' || In practice: be out of Line of Sight of an enemy, then move to '''full''' cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you ''cannot'' use [[Ghost Armor (EU2012)|Ghost Armor]]'s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).<br />
|-<br />
| align="center" | LEGS || align="center" | '''Muscle Fiber Density'''<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.'' || Equally useful as the Skeleton/Ghost armor's grapple, somewhat less than Archangel's flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].<br />
|-<br />
| align="center" | LEGS || align="center" |'''Adaptive Bone Marrow'''<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.'' || Stacks with the [[OTS (EU2012)|OTS]]'s Rapid Recovery causing soldiers to recover even faster from injuries.<br>Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).<br />
|-<br />
|}<br />
<noinclude><br />
<br />
====EXALT Gene Mods====<br />
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. <br />
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.'' <br />
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same as above. <br />
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by %.''<br />
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]<br />
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' - ''Confers +10 Aim and +10% critical chance.''<br />
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.<br />
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' - ''This unit and all nearby allies are healed for 1 health each turn.''<br />
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].<br />
<br><br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
====See Also====<br />
{{XCOM Units (EU2012)}}<br />
<br clear="all"><br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&diff=52679Gene Mods (EU2012)2013-11-22T13:45:42Z<p>Moyang: /* Genetics Lab Projects */</p>
<hr />
<div>[[Image:Custodiam (EU2012).png|right|100px|Translation: "To Change the Custodians"]]<br />
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].<br />
<br />
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). <br />
<br clear="all"><br />
====Gene Modding====<br />
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]<br />
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.<br />
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). <br />
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.<br />
<br clear="all"><br />
<br />
====Genetics Lab Projects ====<br />
{| class="wikitable sortable" width="100%" <br />
|- <br />
! width="5%" align="center" | Body Part<br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
! width="20%" align="center" | Notes<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | BRAIN || align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.'' || <br />
|-<br />
| align="center" | BRAIN || align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.'' || The feedback response has a base damage of 7. <br />
|-<br />
| align="center" | EYES || align="center" | '''Hyper Reactive Pupils'''<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''|| Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this<bR>Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire. <br />
|-<br />
| align="center" | EYES || align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''. || On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...<br />
|-<br />
| align="center" | CHEST || align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''. || Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].<br />
|-<br />
| align="center" | CHEST || align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.'' ||<br />
|-<br />
| align="center" | SKIN || align="center" | '''Bioelectric Skin'''<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.'' || Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.<br />
|-<br />
| align="center" | SKIN || align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.'' || In practice: be out of Line of Sight of an enemy, then move to '''full''' cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you ''cannot'' use [[Ghost Armor (EU2012)|Ghost Armor]]'s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).<br />
|-<br />
| align="center" | LEGS || align="center" | '''Muscle Fiber Density'''<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.'' || Equally useful as the Skeleton/Ghost armor's grapple, somewhat less than Archangel's flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].<br />
|-<br />
| align="center" | LEGS || align="center" |'''Adaptive Bone Marrow'''<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.'' || Stacks with the [[OTS (EU2012)|OTS]]'s Rapid Recovery causing soldiers to recover even faster from injuries.<br>Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).<br />
|-<br />
|}<br />
<noinclude><br />
<br />
====EXALT Gene Mods====<br />
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. <br />
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.'' <br />
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same as above. <br />
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by %.''<br />
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]<br />
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' - ''Confers +10 Aim and +10% critical chance.''<br />
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.<br />
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' - ''This unit and all nearby allies are healed for 1 health each turn.''<br />
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].<br />
<br><br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
====See Also====<br />
{{XCOM Units (EU2012)}}<br />
<br clear="all"><br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]</div>Moyanghttps://www.ufopaedia.org/index.php?title=Psionic_(EU2012)&diff=52678Psionic (EU2012)2013-11-22T13:45:18Z<p>Moyang: /* Chances of Psi attacks */</p>
<hr />
<div>[[File:PSIONICS (EU2012).png|thumb|480px|Psionic Squad]][[File: CLASS PSIONIC.png|right|frame|64px|Psionic]]A Psionic is a late game 'extra' <noinclude>[[Classes (EU2012)|class]]</noinclude><includeonly>class</includeonly> that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.<br />
<br />
==== Abilites ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank <br />
! width="90%" align="center" colspan="2"| Ability<br />
|- align="center" <br />
! rowspan="1" | '''Psionic'''<br />
| colspan="2" | [[File:PSIONIC MINDFRAY.png|32px|center]]'''Mindfray''' <br/> '' Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will(-25), and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Specialist'''<br />
| width="40%" | [[File:PSIONIC PSIINSPIRATION.png|32px|center]]'''Psi Inspiration''' <br/> ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.''<br />
| width="40%" | [[File:PSIONIC PANIC.png|32px|center]]'''Psi Panic''' <br/> ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Operative'''<br />
| width="40%" | [[File:PSIONIC TELEKINETICFIELD.png|32px|center]]'''Telekinetic Field''' <br/> ''Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.''<br />
| width="40%" | [[File:PSIONIC MINDCONTROL.png|32px|center]]'''Mind Control''' <br/> ''Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''The Volunteer'''<br />
| width="40%" colspan="2"| [[File:PSIONIC RIFT.png|32px|center]]'''Rift''' <br/>''Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.''<br />
<br />
|}<br />
<br />
==== Tips & Trix ====<br />
* Psionics can only be used on an alien that can only be seen by the unit.<br />
* Will penalty from '''Mindfray''' stacks with multiple application. Other effects does not stack.<br />
* '''Telekinetic Field''' will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.<br />
* '''Telekinetic Field''' don't give defense to enemy units unlike smoke grenades.<br />
* An alien under the effects of '''Mind Control''' is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC'd, his weapon does '''not''' explode, allowing you to capture it at the end of the mission.<br />
* A Mind Controlled unit cannot act on the turn it is controlled.<br />
* '''Psi Inspiration''' removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.<br />
* The Support's Combat Drugs includes a Will bonus, but this does '''not''' affect any Psi Abilites (ie: will not stack with Inspiration, or enhance MC/Panic/Mindfray probability).<br />
* Contrary to the description, '''Psi Panic''' will cause the victim to panic immediately and then skip its next turn. This will often cause it to fire on you in your turn if it can see you.<br />
*Only one psi unit can become '''The Volunteer''', and this occurs when they use the alien device in the [[Gollop Chamber (EU2012)|Gollop Chamber]].<br />
* The '''Rift''' ability is a wide area-effect psi attack that can inflict massive damage, but has a long down-time. <br />
* '''Rift''' is the only Psi attack that can affect Robotic units, and, if the Volunteer is a Heavy, DOES benefit from the HEAT ammo ability.<br />
<br />
<br />
<br />
<noinclude><br />
<!-- everything below here not included on the classes summary page --><br />
==Testing for Psionics==<br />
After the [[Psionic Lab (EU2012)|Psi Lab]] is built it is possible to test up to three soldiers at a time to discover their Psionic potential. Testing takes 10 days for each soldier and the result is dependent upon the soldier's Will, as well as entry order, and with whom else.<br />
<br />
==Tactical Advice==<br />
Psionics are clearly an asset to any class. Shotgun Assaults can use psionics to engage at medium range when it's not possible for them to Run & Gun for a close range shot. Snipers can use psionics as a weapon after moving. Heavies can use psionics as a complement to their moderate aim at high levels. Supports in a way gain the least from psionics, but their Deep Pockets ability allows them to carry a Mind Shield without hampering their other functions greatly. This grants them psi defense and a higher offensive ability hit chance.<br />
<br />
===Abilities===<br />
'''Mind Fray'''<br />
<br />
All psionic soldiers have this as their first ability. The main advantage of Mind Fray over simply shooting a target is that (like all psi abilities) it ignores Defense and cover and targets the alien's Will, which unless it is a psionic enemy, Chryssalid or Berserker is often a much easier target. While the damage is low compared to end-game weapons, it is fixed and guaranteed if the attack hits, which makes it a nice way of killing an alien with 5 HP or less left.<br />
<br />
Mind Fray's Will reduction will make further psionic attacks easier, and is the easiest psionic attack to land. This means you can use it to soften up an alien for a Mind Control or Panic, or for a further Mind Fray by a lower ranked soldier. This is particularly useful when going for the '''Xavier''' achievement.<br />
<br />
<br />
'''Psi Inspiration''' vs '''Psi Panic'''<br />
<br />
'''Psi Panic''' causes the unit to panic immediately upon use and then skip the next turn. The main problem with this skill is that often the unit's panic action will be to take a shot at you, which isn't a massive improvement on what it would have done had you not panicked it. The unit will sometimes do something else like hunker down or run away. In any case, a successful psi panic prevents the use of any special abilities like grenades and will prevent the unit from moving to flank.<br />
<br />
Unlike Mind Fray, Psi Panic will not decloak a soldier using the Ghost Armor's Ghost ability. The panicked alien will not attack the hidden psi user, but may attack other soldiers that it can immediately see. When used carefully, this can be a good way to disable key enemies for a turn. Unfortunately, aliens don't suffer from regular panic like you do, so you can't start a panic chain among the enemy by getting them to shoot each other.<br />
<br />
'''Psi Inspiration''' gives a +30 boost to Will for 2 turns and removes Mind Fray and Panic. The most important thing this ability does that isn't mentioned is remove the Fallen Comrade Will debuff. This is very useful when using Mind Control, because mind controlled aliens dying will cause this debuff and you'll want to get rid of it so it doesn't hamper your morale and psi abilities for the rest of the mission. The Will bonus will buff your soldiers' offensive psi ability hit chance and defense against enemy psi attacks, making it a useful ability to use before breaching a room. Psi Inspiration can be used to level up to the next psi level quickly, because it can be used on spare turns when not in combat. While Psi Inspiration is an area effect ability, it only reaches two tiles, so can be a pain to get many other soldiers without forming your squad into grenade bait formation. <br />
<br />
<br />
'''Telekinetic Field''' vs '''Mind Control'''<br />
<br />
'''Mind Control''' is easily the most powerful ability in the game in most encounters. While it's difficult-to-impossible to pull off against psionic enemies, they usually have non-psionic guards (Muton Elites in particular) who can be controlled. The only major enemies it doesn't help against are Cyberdiscs and Sectopods, though mind controlled aliens from a previous group will make for good cannon fodder for them. Mind Control is one of the hardest skills to pull of, and requires high Will to succeed. If your soldier has reasonably high Will, then this is the skill to take. <br />
<br />
Like Panic, Mind Control also does not decloak a soldier using the Ghost ability. This way only the mind controlled alien will be at risk of attacks from its allies. Additionally, MCing an alien in an inactive squad (ie: while in Ghost Mode) will not activate the remainder of the squad (or any others nearby) until your next action is taken. With Squad Sight, Snipers can wipe out an entire Alien Squad at once.<br />
<br />
An alien or human who is ''psi-linked'' is not a valid target for mind control. A psi-linked unit is one who is using or is the target of Mind Merge or Mind Control. This means if an alien MCs a soldier, you cannot attempt to MC the soldier back, or attempt to MC the alien to break the link. Likewise, if you MC an Ethereal's Muton Elite guard, the Ethereal will not be able to MC that soldier or the guard.<br />
<br />
You can keep track of how many turns are left of a controlled alien by the ability tile on the controlling soldier: if it reads '''T-3''', then the alien will be released at the start of the next Alien Action. Some aliens will immediately fire if your soldiers are in range, and be especially wary of any with grenades. However, you ''can'' 'force' their action-- or inaction: when the tile reads T-3, have the soon-to-be-free alien Hunker Down, and it will stay in that mode when released. As flanking ignores Hunker Down, and your soldier only needs to be a little away to be invisible to it, this is a safe way to either MC it again, or finish it off.<br />
<br />
'''Telekinetic Field''' is essentially a psionic smoke grenade that is reusable after a 4 turn cooldown. It is always centered on the soldier creating it, rather than being placeable like a smoke grenade, but it makes up for this by being much larger. It also gives +40 defence like a dense smoke grenade. The main use for this ability is to protect your squad from the attacks of a sectopod or cyberdisc if you have to finish your turn under its guns. Telekinetic Field will not decloak a soldier using the Ghost ability. You may want to take this if your psionic has low Will.<br />
<br />
If you decide to have 4 troopers with TK field, and have them cast in turn, that means you can have a 'continuous' TK field for as long as you desire. Add Mindfrays, advanced armors' Defense bonus and a smoke grenade if things look dicy, and this can make you almost unhittable in a straight-up firefight. Focusing this much on TK field comes at the cost of Mind Control though, and limits how far apart you can deploy your squad while benefiting from it.<br />
<br />
Telekinetic Field can be a good replacement for smoke grenades if you take ''Combat Drugs'' on your Supports, since this makes their smoke grenades no longer give a Defense bonus.<br />
<br />
===Chances of Psi attacks===<br />
Chance to land Mindfray/Psi panic is 50 + (your will) - (target's will) %.<br/><br />
Chance to land Mind control is 30% lower, 20 + (your will) - (target's will) %.<br/><br />
Psi armor and Mind shield gives bonus 20% and 30% (respectively) chance to all psi attacks, on top of will bonus.<br/><br />
On classic and Impossible difficulty, there is -10% and -20% (respectively) penalty to all psi attacks.<br/><br />
*Will boost from Combat drugs or Adrenal Neurosympathy does not apply on psi attack.<br />
*Will bonus from medals does not apply on psi attack.<br />
*If you have 205 will with Psi armor and Mind shield, then you can MC an Ethereal with 100% chance on impossible difficulty.<br />
<br />
===Equipment===<br />
The requirements of your primary class will probably dominate your equipment choice. The only items of particular note for psionic soldiers are the [[Mind Shield (EU2012)|Mind Shield]] and [[Psi Armor (EU2012)|Psi Armor]]. The Mind Shield's description portrays it as a defensive item against hostile psionics, but the Will bonus it gives is equally useful for boosting your own psi ability hit rate. Psi Armor is an option for psionics that gives a Will bonus and all the effects that entails, but it's by no means automatic that Psi Armor is the best choice; Ghost and Titan have better defence and Ghost and Archangel have better mobility.<br />
<br />
When deciding on whether to use the Mind Shield or Psi Armor, look at the soldier's Will level and consider the sort of psi skills that your soldier will be using the most. A soldier mainly concentrating on buff skills for example will not need to use either, as these skills are not dependent on their Will level. A soldier specialising in Mind Control may want to take one or even both to get Will close to or beyond 100. Most combat oriented builds can get away without either and can use Mind Fray and Psi Panic to a good degree of success against most common enemies except the Muton Berserkers and Ethereals.<br />
<br />
Again: note that Combat Drugs' (Support's skill) or Combat Stims' (item) boosts to Will do not add to Psi techniques.<br />
<br />
===Care and Feeding of Psionics===<br />
<br />
You want to avoid your potential (or already identified) psi troopers being Critically Wounded, since this gives a ''permanent'' reduction to Will.<br />
<br />
Once you've obtained the '''Iron Will''' OTS upgrade, you may want to replace your current crop of high ranking soldiers with new ones, since these new soldiers will end up with significantly higher will scores than soldiers that gained their ranks without Iron Will. Even if your original soldiers test positive, the higher will of your new ones will make them more powerful psionics.<br />
<br />
To maximise the will of your soldiers, save before the final shot of each mission (usually either a Sectoid Commander, an Ethereal, or the last action of a Council Mission). This way, when you get back to base, if they didn't get the Will upgrade you'd like, you can reload and try again. If playing with the Second Wave '''Hidden Potential''' option this can also be done to maximise other stats.<br />
<br />
Whether a soldier will be gifted or not is decided when they are placed in the Psi-Lab, so with saving and loading you can make any soldier a guaranteed psionic by placing them in the lab, saving, fast forwarding 10 days (skipping missions) and seeing what the result is. If it's positive, reload and play normally, if negative, reload, pull them out and back in to the lab, save again and repeat. Again, a positive or negative result is dependant on when that soldier is ''entered'', so removing the soldier in slot 2 will not change the result of the soldiers already in slot 3 or 1.<br />
<br />
If playing on Iron Man (or are just unwilling to abuse saving and loading in this way) then after testing your current ranked soldiers, get the '''New Guy''' upgrade and recruit and test new squaddies of the class you want with high starting will as often as possible to identify psionics. If you are playing with the Second Wave option '''Not Created Equal''', then you will also want to pay attention to aim and move as well. Psi Snipers in particular will want to prioritise aim. While Will is a factor (higher ranked soldiers will have a better chance of testing positive), it is more economical to test masses of squaddies than to promote soldiers to higher ranks before testing and then discarding that effort if they test negative.<br />
<br />
If you are playing with the Second Wave '''More Than Human''' keep in mind that you'll most likely only have 1 or 2 Psionics available at all times during the game. Once your single Psionic is dead you'll have to find and train a new one so you may want to think first before sending him/her on a risky move.<br />
<br />
===Leveling===<br />
<br />
As Psionics is a subclass, a newbie psionic can be a Rookie or a Colonel. Psionic leveling is rather quick, and dependant on successful Psionic actions. Basically, just make a lot of successful Mindfrays. And once you get the next level (Inspire or Panic), use that one a lot, too (if with Inspire, level faster by Inspiring multiple other soldiers in the same turn.<br />
<br />
As for starting a newbie Psionic ''as'' a Rookie/Squaddie or a Colonel: while hits made with Mindfray and Panic (and supporting with Inspire) level Psionic abilities, ''kills'' made with Mindfray still count as EXP for levelling Soldier Rank, and an additional 'weapon' technique for a new recruit (whom may have low aim) that always hits does wonders for faster levelling (kills made ''with'' an MCed alien, or an MCed alien getting killed, do not grant EXP). Meanwhile, an experienced soldier's higher Will means that a Psionic attack is less likely to fail. If you have a backlog of high-stat recruits for Psi Testing, you may consider sending the choice soldiers into battle in the meanwhile, so at least they level some amount, reducing the odds of failed Mindfrays--- or remove all worry by giving them Psi Equipment: note that any soldier can equip Mind Shields, but only those that have already tested positive for Psi Potential can equip the Psi Armor.<br />
<br />
Council Missions, which are almost always only Thin Men, are excellent missions to train new Psi soldiers on: on all but Impossible difficulty, Mindfraying a Thin Man is a 1-hit kill.<br />
<br />
==See Also==<br />
* [[Weapons (EU2012)]]<br />
* [[Armour (EU2012)]]<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Psionic_(EU2012)&diff=52677Psionic (EU2012)2013-11-22T13:42:23Z<p>Moyang: /* Chances of Psi attacks */</p>
<hr />
<div>[[File:PSIONICS (EU2012).png|thumb|480px|Psionic Squad]][[File: CLASS PSIONIC.png|right|frame|64px|Psionic]]A Psionic is a late game 'extra' <noinclude>[[Classes (EU2012)|class]]</noinclude><includeonly>class</includeonly> that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.<br />
<br />
==== Abilites ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank <br />
! width="90%" align="center" colspan="2"| Ability<br />
|- align="center" <br />
! rowspan="1" | '''Psionic'''<br />
| colspan="2" | [[File:PSIONIC MINDFRAY.png|32px|center]]'''Mindfray''' <br/> '' Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will(-25), and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Specialist'''<br />
| width="40%" | [[File:PSIONIC PSIINSPIRATION.png|32px|center]]'''Psi Inspiration''' <br/> ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.''<br />
| width="40%" | [[File:PSIONIC PANIC.png|32px|center]]'''Psi Panic''' <br/> ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Operative'''<br />
| width="40%" | [[File:PSIONIC TELEKINETICFIELD.png|32px|center]]'''Telekinetic Field''' <br/> ''Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.''<br />
| width="40%" | [[File:PSIONIC MINDCONTROL.png|32px|center]]'''Mind Control''' <br/> ''Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''The Volunteer'''<br />
| width="40%" colspan="2"| [[File:PSIONIC RIFT.png|32px|center]]'''Rift''' <br/>''Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.''<br />
<br />
|}<br />
<br />
==== Tips & Trix ====<br />
* Psionics can only be used on an alien that can only be seen by the unit.<br />
* Will penalty from '''Mindfray''' stacks with multiple application. Other effects does not stack.<br />
* '''Telekinetic Field''' will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.<br />
* '''Telekinetic Field''' don't give defense to enemy units unlike smoke grenades.<br />
* An alien under the effects of '''Mind Control''' is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC'd, his weapon does '''not''' explode, allowing you to capture it at the end of the mission.<br />
* A Mind Controlled unit cannot act on the turn it is controlled.<br />
* '''Psi Inspiration''' removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.<br />
* The Support's Combat Drugs includes a Will bonus, but this does '''not''' affect any Psi Abilites (ie: will not stack with Inspiration, or enhance MC/Panic/Mindfray probability).<br />
* Contrary to the description, '''Psi Panic''' will cause the victim to panic immediately and then skip its next turn. This will often cause it to fire on you in your turn if it can see you.<br />
*Only one psi unit can become '''The Volunteer''', and this occurs when they use the alien device in the [[Gollop Chamber (EU2012)|Gollop Chamber]].<br />
* The '''Rift''' ability is a wide area-effect psi attack that can inflict massive damage, but has a long down-time. <br />
* '''Rift''' is the only Psi attack that can affect Robotic units, and, if the Volunteer is a Heavy, DOES benefit from the HEAT ammo ability.<br />
<br />
<br />
<br />
<noinclude><br />
<!-- everything below here not included on the classes summary page --><br />
==Testing for Psionics==<br />
After the [[Psionic Lab (EU2012)|Psi Lab]] is built it is possible to test up to three soldiers at a time to discover their Psionic potential. Testing takes 10 days for each soldier and the result is dependent upon the soldier's Will, as well as entry order, and with whom else.<br />
<br />
==Tactical Advice==<br />
Psionics are clearly an asset to any class. Shotgun Assaults can use psionics to engage at medium range when it's not possible for them to Run & Gun for a close range shot. Snipers can use psionics as a weapon after moving. Heavies can use psionics as a complement to their moderate aim at high levels. Supports in a way gain the least from psionics, but their Deep Pockets ability allows them to carry a Mind Shield without hampering their other functions greatly. This grants them psi defense and a higher offensive ability hit chance.<br />
<br />
===Abilities===<br />
'''Mind Fray'''<br />
<br />
All psionic soldiers have this as their first ability. The main advantage of Mind Fray over simply shooting a target is that (like all psi abilities) it ignores Defense and cover and targets the alien's Will, which unless it is a psionic enemy, Chryssalid or Berserker is often a much easier target. While the damage is low compared to end-game weapons, it is fixed and guaranteed if the attack hits, which makes it a nice way of killing an alien with 5 HP or less left.<br />
<br />
Mind Fray's Will reduction will make further psionic attacks easier, and is the easiest psionic attack to land. This means you can use it to soften up an alien for a Mind Control or Panic, or for a further Mind Fray by a lower ranked soldier. This is particularly useful when going for the '''Xavier''' achievement.<br />
<br />
<br />
'''Psi Inspiration''' vs '''Psi Panic'''<br />
<br />
'''Psi Panic''' causes the unit to panic immediately upon use and then skip the next turn. The main problem with this skill is that often the unit's panic action will be to take a shot at you, which isn't a massive improvement on what it would have done had you not panicked it. The unit will sometimes do something else like hunker down or run away. In any case, a successful psi panic prevents the use of any special abilities like grenades and will prevent the unit from moving to flank.<br />
<br />
Unlike Mind Fray, Psi Panic will not decloak a soldier using the Ghost Armor's Ghost ability. The panicked alien will not attack the hidden psi user, but may attack other soldiers that it can immediately see. When used carefully, this can be a good way to disable key enemies for a turn. Unfortunately, aliens don't suffer from regular panic like you do, so you can't start a panic chain among the enemy by getting them to shoot each other.<br />
<br />
'''Psi Inspiration''' gives a +30 boost to Will for 2 turns and removes Mind Fray and Panic. The most important thing this ability does that isn't mentioned is remove the Fallen Comrade Will debuff. This is very useful when using Mind Control, because mind controlled aliens dying will cause this debuff and you'll want to get rid of it so it doesn't hamper your morale and psi abilities for the rest of the mission. The Will bonus will buff your soldiers' offensive psi ability hit chance and defense against enemy psi attacks, making it a useful ability to use before breaching a room. Psi Inspiration can be used to level up to the next psi level quickly, because it can be used on spare turns when not in combat. While Psi Inspiration is an area effect ability, it only reaches two tiles, so can be a pain to get many other soldiers without forming your squad into grenade bait formation. <br />
<br />
<br />
'''Telekinetic Field''' vs '''Mind Control'''<br />
<br />
'''Mind Control''' is easily the most powerful ability in the game in most encounters. While it's difficult-to-impossible to pull off against psionic enemies, they usually have non-psionic guards (Muton Elites in particular) who can be controlled. The only major enemies it doesn't help against are Cyberdiscs and Sectopods, though mind controlled aliens from a previous group will make for good cannon fodder for them. Mind Control is one of the hardest skills to pull of, and requires high Will to succeed. If your soldier has reasonably high Will, then this is the skill to take. <br />
<br />
Like Panic, Mind Control also does not decloak a soldier using the Ghost ability. This way only the mind controlled alien will be at risk of attacks from its allies. Additionally, MCing an alien in an inactive squad (ie: while in Ghost Mode) will not activate the remainder of the squad (or any others nearby) until your next action is taken. With Squad Sight, Snipers can wipe out an entire Alien Squad at once.<br />
<br />
An alien or human who is ''psi-linked'' is not a valid target for mind control. A psi-linked unit is one who is using or is the target of Mind Merge or Mind Control. This means if an alien MCs a soldier, you cannot attempt to MC the soldier back, or attempt to MC the alien to break the link. Likewise, if you MC an Ethereal's Muton Elite guard, the Ethereal will not be able to MC that soldier or the guard.<br />
<br />
You can keep track of how many turns are left of a controlled alien by the ability tile on the controlling soldier: if it reads '''T-3''', then the alien will be released at the start of the next Alien Action. Some aliens will immediately fire if your soldiers are in range, and be especially wary of any with grenades. However, you ''can'' 'force' their action-- or inaction: when the tile reads T-3, have the soon-to-be-free alien Hunker Down, and it will stay in that mode when released. As flanking ignores Hunker Down, and your soldier only needs to be a little away to be invisible to it, this is a safe way to either MC it again, or finish it off.<br />
<br />
'''Telekinetic Field''' is essentially a psionic smoke grenade that is reusable after a 4 turn cooldown. It is always centered on the soldier creating it, rather than being placeable like a smoke grenade, but it makes up for this by being much larger. It also gives +40 defence like a dense smoke grenade. The main use for this ability is to protect your squad from the attacks of a sectopod or cyberdisc if you have to finish your turn under its guns. Telekinetic Field will not decloak a soldier using the Ghost ability. You may want to take this if your psionic has low Will.<br />
<br />
If you decide to have 4 troopers with TK field, and have them cast in turn, that means you can have a 'continuous' TK field for as long as you desire. Add Mindfrays, advanced armors' Defense bonus and a smoke grenade if things look dicy, and this can make you almost unhittable in a straight-up firefight. Focusing this much on TK field comes at the cost of Mind Control though, and limits how far apart you can deploy your squad while benefiting from it.<br />
<br />
Telekinetic Field can be a good replacement for smoke grenades if you take ''Combat Drugs'' on your Supports, since this makes their smoke grenades no longer give a Defense bonus.<br />
<br />
===Chances of Psi attacks===<br />
Chance to land Mindfray/Psi panic is 50 + (your will) - (target's will) %.<br/><br />
Chance to land Mind control is 30% lower, 20 + (your will) - (target's will) %.<br/><br />
Psi armor and Mind shield gives bonus 20% and 30% (respectively) chance to all psi attacks, on top of will bonus.<br/><br />
On classic and Impossible difficulty, there is -10% and -20% (respectively) penalty to all psi attacks.<br/><br />
*Combat drugs will boost does not apply on psi attack.<br />
*Will bonus from medals does not apply on psi attack.<br />
*If you have 205 will with Psi armor and Mind shield, then you can MC an Ethereal with 100% chance on impossible difficulty.<br />
<br />
===Equipment===<br />
The requirements of your primary class will probably dominate your equipment choice. The only items of particular note for psionic soldiers are the [[Mind Shield (EU2012)|Mind Shield]] and [[Psi Armor (EU2012)|Psi Armor]]. The Mind Shield's description portrays it as a defensive item against hostile psionics, but the Will bonus it gives is equally useful for boosting your own psi ability hit rate. Psi Armor is an option for psionics that gives a Will bonus and all the effects that entails, but it's by no means automatic that Psi Armor is the best choice; Ghost and Titan have better defence and Ghost and Archangel have better mobility.<br />
<br />
When deciding on whether to use the Mind Shield or Psi Armor, look at the soldier's Will level and consider the sort of psi skills that your soldier will be using the most. A soldier mainly concentrating on buff skills for example will not need to use either, as these skills are not dependent on their Will level. A soldier specialising in Mind Control may want to take one or even both to get Will close to or beyond 100. Most combat oriented builds can get away without either and can use Mind Fray and Psi Panic to a good degree of success against most common enemies except the Muton Berserkers and Ethereals.<br />
<br />
Again: note that Combat Drugs' (Support's skill) or Combat Stims' (item) boosts to Will do not add to Psi techniques.<br />
<br />
===Care and Feeding of Psionics===<br />
<br />
You want to avoid your potential (or already identified) psi troopers being Critically Wounded, since this gives a ''permanent'' reduction to Will.<br />
<br />
Once you've obtained the '''Iron Will''' OTS upgrade, you may want to replace your current crop of high ranking soldiers with new ones, since these new soldiers will end up with significantly higher will scores than soldiers that gained their ranks without Iron Will. Even if your original soldiers test positive, the higher will of your new ones will make them more powerful psionics.<br />
<br />
To maximise the will of your soldiers, save before the final shot of each mission (usually either a Sectoid Commander, an Ethereal, or the last action of a Council Mission). This way, when you get back to base, if they didn't get the Will upgrade you'd like, you can reload and try again. If playing with the Second Wave '''Hidden Potential''' option this can also be done to maximise other stats.<br />
<br />
Whether a soldier will be gifted or not is decided when they are placed in the Psi-Lab, so with saving and loading you can make any soldier a guaranteed psionic by placing them in the lab, saving, fast forwarding 10 days (skipping missions) and seeing what the result is. If it's positive, reload and play normally, if negative, reload, pull them out and back in to the lab, save again and repeat. Again, a positive or negative result is dependant on when that soldier is ''entered'', so removing the soldier in slot 2 will not change the result of the soldiers already in slot 3 or 1.<br />
<br />
If playing on Iron Man (or are just unwilling to abuse saving and loading in this way) then after testing your current ranked soldiers, get the '''New Guy''' upgrade and recruit and test new squaddies of the class you want with high starting will as often as possible to identify psionics. If you are playing with the Second Wave option '''Not Created Equal''', then you will also want to pay attention to aim and move as well. Psi Snipers in particular will want to prioritise aim. While Will is a factor (higher ranked soldiers will have a better chance of testing positive), it is more economical to test masses of squaddies than to promote soldiers to higher ranks before testing and then discarding that effort if they test negative.<br />
<br />
If you are playing with the Second Wave '''More Than Human''' keep in mind that you'll most likely only have 1 or 2 Psionics available at all times during the game. Once your single Psionic is dead you'll have to find and train a new one so you may want to think first before sending him/her on a risky move.<br />
<br />
===Leveling===<br />
<br />
As Psionics is a subclass, a newbie psionic can be a Rookie or a Colonel. Psionic leveling is rather quick, and dependant on successful Psionic actions. Basically, just make a lot of successful Mindfrays. And once you get the next level (Inspire or Panic), use that one a lot, too (if with Inspire, level faster by Inspiring multiple other soldiers in the same turn.<br />
<br />
As for starting a newbie Psionic ''as'' a Rookie/Squaddie or a Colonel: while hits made with Mindfray and Panic (and supporting with Inspire) level Psionic abilities, ''kills'' made with Mindfray still count as EXP for levelling Soldier Rank, and an additional 'weapon' technique for a new recruit (whom may have low aim) that always hits does wonders for faster levelling (kills made ''with'' an MCed alien, or an MCed alien getting killed, do not grant EXP). Meanwhile, an experienced soldier's higher Will means that a Psionic attack is less likely to fail. If you have a backlog of high-stat recruits for Psi Testing, you may consider sending the choice soldiers into battle in the meanwhile, so at least they level some amount, reducing the odds of failed Mindfrays--- or remove all worry by giving them Psi Equipment: note that any soldier can equip Mind Shields, but only those that have already tested positive for Psi Potential can equip the Psi Armor.<br />
<br />
Council Missions, which are almost always only Thin Men, are excellent missions to train new Psi soldiers on: on all but Impossible difficulty, Mindfraying a Thin Man is a 1-hit kill.<br />
<br />
==See Also==<br />
* [[Weapons (EU2012)]]<br />
* [[Armour (EU2012)]]<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&diff=52640MEC Trooper (EU2012)2013-11-22T06:04:08Z<p>Moyang: /* Tips & Trix */</p>
<hr />
<div>[[File:MEC Trooper Overview (EU2012).png|right|thumb|400px|A MEC Trooper]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: "Warrior in the Machine"]]<br />
<br />
The MEC Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.<br />
<br />
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can't use [[Cover (EU2012)|Cover]] like regular soldiers they're equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can't carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.<br />
<br />
:'''Primary Weapon''': [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. <br />
:'''Tactical Subsystems:''' <br />
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: [[Kinetic Strike Module (EU2012)|Kinetic Strike Module]] or [[Flamethrower (EU2012)|Flamethrower]]<br />
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: [[Grenade Launcher (EU2012)|Grenade Launcher]] or [[Restorative Mist (EU2012)|Restorative Mist]]<br />
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: [[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]] or [[Electro Pulse (EU2012)|Electro Pulse]]<br />
<br />
The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
Stats gained through rank promotions will give the MEC Trooper a total of +10 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
====Abilities====<br />
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:<br />
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - '''Body Shield''' - ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: '''Shock-Absorbent Armor''' - ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.''<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch.''<br />
|- align="center"<br />
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.''<br />
| [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''.<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''<br />
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
| [[File:MEC ONE FOR ALL.png|32px|center]]'''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.''<br />
| [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''<br />
|- align="center" <br />
| [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Firing the MEC's primary weapon as the first action no longer ends the turn.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''<br />
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.''<br />
|}<br />
<br />
====Tips & Trix====<br />
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.<br />
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which acts like the armor on normal soldiers. If this layer of defence is breached then the unit will have to endure wound recovery time. Similarily, a MEC suit will survive the death of a MEC unit, but it has to be repaired with small cost.<br />
* MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.<br />
* The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.<br />
* MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit. <br />
* MECs can't use [[Cover (EU2012)|Cover]] (so they can't be flanked). To compensate that they have '''Hardened''' ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.<br />
* MEC Troopers get monotone, Robocop-esque voice.<br />
*The Kinetic Punch Module offers custom kill animations on Mechtoids, Berserkers, and Sectopods.<br />
**Caution when doing so on Sectopods: their death explosion will do 5 damage to the area nearby.<br />
**Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.<br />
**Be careful not to accidentally punch a Cyberdisc at an ally.<br />
*Immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. <br />
*Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.<br />
*Any soldiers with [[Gene Mods (EU2012)|Gene Mods]] will lose all mods if converted.<br />
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can't go into cover, so giving it the DEF-bonus-while-in-cover bonus is pointless).<br />
*Electro Pulse can be used while a MEC uses One For All and not disrupt the ability.<br />
**However, if Reactive Targeting Sensors is taken, a MEC using One For All (regardless if on Overwatch or used both actions) will immediately deactivate One For All when fired upon, leaving any soldiers using MEC for cover, exposed.<br />
*Reactive Targeting Sensors will activate even if the MEC is not on Overwatch, which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.<br />
**Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty and be able to use both actions for movement.<br />
*Automated Threat Assessment is currently broken (not sure if intentional gameplay) as the defensive bonus during Overwatch is lost as soon as the MEC fires, instead of the entire enemy turn (which would be more useful). If taken, highly suggested to Overwatch on visible enemies and hope none move to trigger MEC Overwatch and lose Defense bonus.<br />
*Vital-Point Targeting confers bonus against EXALT.<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: Mechs (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&diff=52639MEC Trooper (EU2012)2013-11-22T04:32:14Z<p>Moyang: /* Tips & Trix */</p>
<hr />
<div>[[File:MEC Trooper Overview (EU2012).png|right|thumb|400px|A MEC Trooper]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: "Warrior in the Machine"]]<br />
<br />
The MEC Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.<br />
<br />
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can't use [[Cover (EU2012)|Cover]] like regular soldiers they're equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can't carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.<br />
<br />
:'''Primary Weapon''': [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. <br />
:'''Tactical Subsystems:''' <br />
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: [[Kinetic Strike Module (EU2012)|Kinetic Strike Module]] or [[Flamethrower (EU2012)|Flamethrower]]<br />
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: [[Grenade Launcher (EU2012)|Grenade Launcher]] or [[Restorative Mist (EU2012)|Restorative Mist]]<br />
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: [[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]] or [[Electro Pulse (EU2012)|Electro Pulse]]<br />
<br />
The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
Stats gained through rank promotions will give the MEC Trooper a total of +10 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
====Abilities====<br />
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:<br />
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - '''Body Shield''' - ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: '''Shock-Absorbent Armor''' - ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.''<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch.''<br />
|- align="center"<br />
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.''<br />
| [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''.<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''<br />
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
| [[File:MEC ONE FOR ALL.png|32px|center]]'''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.''<br />
| [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''<br />
|- align="center" <br />
| [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Firing the MEC's primary weapon as the first action no longer ends the turn.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''<br />
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.''<br />
|}<br />
<br />
====Tips & Trix====<br />
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.<br />
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which acts like the armor on normal soldiers. If this layer of defence is breached then the unit will have to endure wound recovery time. Similarily, a MEC suit will survive the death of a MEC unit, but it has to be repaired with small cost.<br />
* MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.<br />
* The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.<br />
* MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit. <br />
* MECs can't use [[Cover (EU2012)|Cover]] (and they can't be flanked). This mean that they have '''Hardened''' ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.<br />
* MEC Troopers get monotone, Robocop-esque voice.<br />
*The Kinetic Punch Module offers custom kill animations on Mechtoids, Berserkers, and Sectopods.<br />
**Caution when doing so on Sectopods: their death explosion will do 5 damage to the area nearby.<br />
**Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.<br />
**Be careful not to accidentally punch a Cyberdisc at an ally.<br />
*Immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. <br />
*Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.<br />
*Any soldiers with [[Gene Mods (EU2012)|Gene Mods]] will lose all mods if converted.<br />
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can't go into cover, so giving it the DEF-bonus-while-in-cover bonus is pointless).<br />
*Electro Pulse can be used while a MEC uses One For All and not disrupt the ability.<br />
**However, if Reactive Targeting Sensors is taken, a MEC using One For All (regardless if on Overwatch or used both actions) will immediately deactivate One For All when fired upon, leaving any soldiers using MEC for cover, exposed.<br />
*Reactive Targeting Sensors will activate even if the MEC is not on Overwatch, which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.<br />
**Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty and be able to use both actions for movement.<br />
*Automated Threat Assessment is currently broken (not sure if intentional gameplay) as the defensive bonus during Overwatch is lost as soon as the MEC fires, instead of the entire enemy turn (which would be more useful). If taken, highly suggested to Overwatch on visible enemies and hope none move to trigger MEC Overwatch and lose Defense bonus.<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: Mechs (EU2012)]]<br />
</noinclude></div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:XCOM:_Enemy_Within_DLC_(EU2012)&diff=52631Talk:XCOM: Enemy Within DLC (EU2012)2013-11-21T04:11:59Z<p>Moyang: /* International Service Cross Medal */</p>
<hr />
<div>[[Archive: Talk:XCOM: Enemy Within DLC (EU2012)]]<br />
<br />
== That Unknown Symbol ==<br />
<br />
The Symbol sort of resembles the symbol for the Aliens Organization from Apocalypse. My Dad (I live in an X-COM family) suspects the Cult of Sirius to be the "Enemy Within"<br />
<br />
Personally I believe the Symbol resembling the symbol for the Alien Organization from Apocalypse to be correct. And considering the truly amazing theories on the Outsiders being extra-dimensional, it is probably whoever is in charge of the Outsiders. However, considering the expansion is called "Enemy Within" the fact that whoever is behind that symbol (Same with the Aliens from Apocalypse)<br />
: IMO both symbols aren't really related: [[File:Apoc sirius icon.png]] but that doesn't invalidate the theory that it is a return of the Cult of Sirius. The main difference I see right now is that its shape is hexagonal while XCOM insignias are pentagonal. Inside the shield it has what appears to be Earth's curvature with an eye standing over it. This imagery actually reminds me more of the Inquisitors, the extremist group that fought the Cult and refused any alien influence over Earth. XCOM could be a prime target for them because of its research on alien tech, which would make it as guilty as the aliens. Or we could be looking at some sort of 'black Council', made of the nations that left the project under alien pressure. Or it could just be the insignia for the Meld. [[User:Hobbes|Hobbes]] 21:26, 21 August 2013 (EDT)<br />
<br />
<br />
== Rampant Speculation Time ==<br />
<br />
Allright, lesse;<br />
* New Class: Mechwarrior. Cyberconversion ("ALL INCOMPATIBLES WILL BE DELETED") on both sides ("ALL X-COM TROOPERS WILL BE EX-TERR-MIN-ATED!"), reinclusion of the flamethrower and active terrain targeting mentioned in the [[Unused_Features_(EU2012)|Unused Features]] pages (and from there, we can extrapolates what else is recycled and what else is brand new). And I laughed at "punch aliens in the face". I sincerely hope they get a Will Smith sound-alike for that sound bite. Overall, I bet it's to make extended use of your starting team, since most players probably dump their starter team when they buy Iron Will and start training for a Psi Squadron. Also, with aliens also having Mechs, HEAT Heavies are going to be very important, I bet. "They will be expensive": yeah, late game, I did end up with quite a bit of money and unspent resources. And considering that this'll basically be how the Mutons became Floaters, and what Shen said about them...<br />
** Heavies and SHIVs are big questions regarding their utility, due to the Mech's ability to carry heavy weaponry, provide cover for soldiers and destroy terrain. Why bring any of these units if you have a Mech? At the same time, the Big Punch also sounds better than an Assault dashing and risking getting killed afterwards. Another thing is cover: do they use Cover? Or are they like the Cyberdiscs and Sectopods, who can't be flanked and thus not require cover? [[User:Hobbes|Hobbes]] 16:49, 21 August 2013 (EDT)<br />
*** "Mechs will be expensive." Hazarding to guess that converting a Colonel will get more bang for our buck, to give it higher "starting" stats. Also, seems like it'll be dual-wielding, as was hinted in the Unused Features, or unique weapons; not nececcarily Heavy Weapons. Hard to tell from the screenshot, but one of thsoe Sectoid Mechs seems to have (two) regular Plasma Rifles (modified to it's hardpoints), as opposed to two pistols or two Heavy Plasmas. Now, a Mech Elite.... --[[User:Xuncu|Xuncu]] 18:28, 21 August 2013 (EDT)<br />
* New faction: red eyeball logo. My guess? "We who failed to ascend, as ''they'' thought we would."<br />
** But they already announced that there's no changes to the final mission other than the new species being also present. Unless we will be facing the Ascended in combat before (i.e., they replace Ethereals as the pilots after you first face them).<br />
** Other possibilities: a) It's the Meld symbol, which would make sense with what the Councilman speaks in the trailer. b) An entirely different new faction, human or alien, allied or not with the invaders.[[User:Hobbes|Hobbes]] 16:49, 21 August 2013 (EDT)<br />
***I've seen the ending to The Bureau and since both games storylines are connected it is highly doubtful that the 'Ascended' will appear on EW based on what was revealed about them on the Bureau. [[User:Hobbes|Hobbes]] 06:45, 26 August 2013 (EDT)<br />
* Gene splice: probably will also be applied on aliens. Easy bet that Elite Mutons will have that Neural Feedback mod, to nerf the strategy of MCing them to kill them while distracting the Ethereal they're guarding. Double heart- do I need to make ''another'' Doctor Who reference?<br />
** The Meld seems to be the means through which the aliens augmented the Floaters from the Mutons, and performed genetic modifications. Your guess seems valid, given that there must be some sort of balancing involved.[[User:Hobbes|Hobbes]] 16:49, 21 August 2013 (EDT)<br />
Changes to previous game mechanics:<br />
* Aim Angle: makes sense. One square to the side, and suddenly flanking, from what was before a shitty shot. I was wondering why some weapon descriptions had empty table spaces for angle and whatnot, though I'm guessing that's from copy-pasting from other weapon descriptions.<br />
* New Second Wave options: Sectopods can shoot on sight?? Ouch! Though that "random abilities" sounds intriguing. A Rapid Firing, Bullet Swarming, Squad Sighting, Opportunistic Sentinel HEAT Sniper? Oh, hell yes. Wonder if Heavy's "Shredder Rocket" will just become "shredder ammo"-- amusing as the thought of a Sniper Rocket Launcher sounds.<br />
**Wouldn't you run out of Ammo extremely quickly--[[User:Ditto51|Ditto51]] 17:04, 21 August 2013 (EDT)<br />
*** Problably. Happened to me anyways on small maps, even ''with'' Ammo Conservation. [[StreetHurricane_(EU2012)|Street Hurricane/Terror]] often left me hoping for a clear turn to reload my Squadsight Snipers. --[[User:Xuncu|Xuncu]] 18:38, 21 August 2013 (EDT)<br />
**** With the perks being randomized the odds of getting a specific optimal perk tree will be very low - this setting is meant to increase the difficulty level, not create optimal ability trees. I also doubt that all perks will be randomized - Rockets are the best example since it would make no sense to have Rocketeer available if the soldier doesn't carry the Fire Rocket perk. Codewise, some perks are also locked into certain classes with the current game, according to modders. [[User:Hobbes|Hobbes]] 06:45, 26 August 2013 (EDT)<br />
* Sniper got nerfed: well, Snap Shot was made less useless, but Squad Sight did. My guess to mechanics: anything in normal range of the sniper's vision still has crit chance, but anything outside, and thus, needs Squadsight to hit, doesn't crit (wonder if that'll affect Opportunities). Ah, well. My sniper's kills were usually double of all my other soldiers.<br />
** Crits can happen if the Sniper sees the alien, so that's a plus for Snap Shot since it allows the Sniper to move, fire and crit w/o Headshot. Squadsight with Double Tap isn't the biggest weapon combo anymore due to the changes, which is a nice rebalancing since I can't recall the number of times they saved me or completely destroyed the aliens. [[User:Hobbes|Hobbes]] 06:45, 26 August 2013 (EDT)<br />
* More Pockets: YES.<br />
* Ghosting now only +30, instead of guaranteed Crit: yeah, I admit abusing that a lot against hardened enemies.<br />
Anyone else got ideas? --[[User:Xuncu|Xuncu]] 16:19, 21 August 2013 (EDT)<br />
<br />
*Shred Sectopods and then take a Headshot with a Sniper who also has Heat Ammo. They would be unbeatable.<br />
*Would Bullet Swarm and Double Tap cancel each out or will you get three shots.<br />
**Double Tap or Rapid Fire? I'm hoping it'll be 4: two targets, two shots each. Or just rape a Sectopod. --[[User:Xuncu|Xuncu]] 18:38, 21 August 2013 (EDT)<br />
***As cool as that would be, Rapid Fire has a cool down time, so you would probably only be able to use it once before, and this three shots.--[[User:Ditto51|Ditto51]] 18:42, 21 August 2013 (EDT)<br />
*And will the primary abilities be randomized more than they are now? So that you can have a sniper who gets the sniper rank up bonuses, but has the Run and Gun ability. Although if he ends up with a Smoke Grenade upgrade he will become very very useless.<br />
**Hopefully it comes with a way to not be stuck with certain weapons, ie. your sniper or heavy can have an assault Rifle--[[User:Ditto51|Ditto51]] 16:52, 21 August 2013 (EDT)<br />
* On that middle picture in New Maps, I'm seeing a LOT of water, and a valve, problably a dam. [[Achievements_(EU2012)#removed|I think that's Deluge.]] --[[User:Xuncu|Xuncu]] 18:28, 21 August 2013 (EDT)<br />
* One of the linked interviews implied that overusing the Meld may lead to... unforseen reprocussions. --[[User:Xuncu|Xuncu]] 02:47, 26 August 2013 (EDT)<br />
<br />
*One of the videos demoing the Mechtrooper and Mechtoid showed a unique animation for the Mechtrooper, doing a killing punch on a Berserker, with them interacting in a way that I don't see being a generic action-cam killshot. Peraps there will be mroe unique kill animations? (think: Battlechess http://www.youtube.com/watch?v=iSnAiXKU7h8 )--[[User:Xuncu|Xuncu]] 04:47, 15 September 2013 (EDT)<br />
<br />
*Three Words = <big><big>Thin Man Mech</big></big><br />
**No seriously, Council Missions get too easy mid to late game.<br />
<br />
*Want someone who doesn't have EW to test if the '''An Army Of Four''' achivement can be done in the regular game, or only in EW. Unsure if which one would actually be easier to do it in, considering Mechs, Training Roulette, and Gen Mods, vs difficulty raise & new aliens and EXALT (and since the Base Defense is inveitable, and EXALT covet missions are reccomended, and the wording specifies "No Squad Upgrades purchased", that the extra soldier(s) on those missions don't violate it). --[[User:Xuncu|Xuncu]] 15:38, 14 November 2013 (EST)<br />
<br />
== Training Roulette? ==<br />
<br />
We know that Shredder Rocket won't be aviliable to other classes, but what about Disabling Shot and Rapid Fire (It would look weird coming from a sniper)?--[[User:Ditto51|Ditto51]] 18:01, 7 September 2013 (EDT)<br />
: From what modders at nexusmod have found about the game code concerning the abilities, some can only be used by certain classes (example: Bullet Swarm) and some by certain weapons (example: Disabling Shot/Sniper Rifle). Gupta (the lead designer) stated that abilities related with weapons won't be available with Training Roulette so unless they changed a lot of the abilities code, this means that a Sniper will be able to use Bullet Swarm but a Heavy won't be able to use Disabling Shot. Rapid Fire currently works with all classes, regardless of the weapon. You can see a list of the restrictions here: [http://wiki.tesnexus.com/index.php/XCOM:EU_Perks] [[User:Hobbes|Hobbes]] 18:41, 7 September 2013 (EDT)<br />
I'm guessing that Snap Shot can only be used by snipers because all other weapons can be used after you move anyway, but for the places where abilities like shredder Rocket and Snap Shot, will it be that they are always going to be a choice on that class or that that class has a chance of getting that along with other non-weapon specific abilities? --[[User:Ditto51|Ditto51]] 15:02, 10 September 2013 (EDT)<br />
:From what I've understood each class will have their weapon specific abilities (Snap Shot, Disabling Shot, ITZ) and the non-weapon specific abilities of the other classes (Tactical Defense, Grenadier, Field Medic, etc.)[[User:Hobbes|Hobbes]] 19:52, 10 September 2013 (EDT)<br />
I don't think I can read the code on that page well enough to figure out (or even if I ''could'' figure it out yet): will the Roulette give abilites from any level (ie: I could get Resillience or Sentinel on a Corporal Sniper), or only give abilites from that level (ie; if I wanted to make a HEAT Ammo Squad, since Heavies have the Option at Lieutenant, I'd have to farm/savescum when my Support, Snipers, and Assaults reach Lieutenant and try then?).--[[User:Xuncu|Xuncu]] 04:39, 15 September 2013 (EDT)<br />
:It hasn't been clarified yet if the abilities will still be tied to a certain rank.[[User:Hobbes|Hobbes]] 08:02, 15 September 2013 (EDT)<br />
This may or may not have anything to do with this second wave feature, but is there a mod that allows for human soldiers to have alien abilities like Mind Merge or the Lift?--[[User:Ditto51|Ditto51]] 17:39, 20 September 2013 (EDT)~<br />
:Yes, there's a mod that reworks the psionic perks, along with several other major changes, it's Long War or something. Check the Nexusmods forums. [[User:Hobbes|Hobbes]] 17:40, 28 September 2013 (EDT)<br />
Rapid Reaction + Sentinel: According to a forum post a soldier can't get both of them, but forum is down now unfortunately. [[User:Moyang|Moyang]] 18:33, 19 November 2013 (EST)<br />
:Makes sense not to get both since they're almost the same. But There's something fishy going on with Rapid Reaction. I think I've seen my RR Sniper fire 3 times with it. Here's the situation: during my turn I set my Sniper on Overwatch and then use Flush to make an EXALT move out of cover. Squad Sight Sniper fires and misses the first shot, but kills it with its second. But then, during EXALT's turn I think my Sniper fired again at another EXALT agent, making it 3 shots. I'm gonna test this again tonight.<br />
::Well, I've been bringing a squad with 4 soldiers with Sentinel and 2 with Rapid Reaction and although the RR ones have been acting as normal, having this amount of Overwatch firepower has made me to rely more with reaction fire tactics and some very unorthodox squads. This experience with Training Roulette is making me think that we'll need a specific page for it because of the combinations and different tactics it allows. [[User:Hobbes|Hobbes]] 21:24, 20 November 2013 (EST)<br />
<br />
== Updating the EU2012 section with EW content==<br />
All right ladies and gents, we need to start working on getting the content (and clearing it first of inaccurate info) of this page out to specific pages and figuring a way to differentiate EW content on already existing pages. Here's a rough list of what is required:<br />
===Existing Page Updates===<br />
* [[Research (EU2012)]]<br />
* [[Engineering (EU2012)]]<br />
* [[Soldiers (EU2012)]]<br />
* [[Classes (EU2012)]] - DONE<br />
* [[Base Facilities (EU2012)]]<br />
* [[XCOM HQ (EU2012)]]<br />
* [[Difficulty (EU2012)]]<br />
* [[Second Wave (EU2012)]]<br />
* [[Achievements (EU2012)]]<br />
* [[OTS (EU2012)]]<br />
* [[Barracks (EU2012)]]<br />
* [[Equipment (EU2012)]]<br />
* [[Weapons (EU2012)]]<br />
* [[Armor (EU2012)]]<br />
* [[S.H.I.V. (EU2012)]]<br />
* [[Abilities (EU2012)]]<br />
* [[Alien Life Forms (EU2012)]]<br />
* [[Overviews of Aliens (EU2012)]]<br />
* [[Muton Elite (EU2012)]] - DONE<br />
* [[Sectopod (EU2012)]] - DONE<br />
* [[Alien Stats (EU2012)]]<br />
* [[Alien Artifacts (EU2012)]]<br />
* [[Missions (EU2012)]]<br />
* [[Maps (EU2012)]]<br />
** Includes creating pages for all the new maps <br />
* [[Map Tables (EU2012)]]<br />
* [[Multiplayer (EU2012)]]<br />
===New Pages===<br />
Several of these pages (weapons, equipment, aliens, etc.) already have the templates on them, it's only needed to fill those out. The templates can be found [http://www.ufopaedia.org/index.php?title=Category:Templates_(EU2012) here].<br />
* [[Gene Mods (EU2012)]] - DONE<br />
* [[Meld (EU2012)]] - DONE<br />
* [[Meld Canister (EU2012)]]<br />
* [[Meld Recombination (EU2012)]] - DONE<br />
* [[MEC Trooper (EU2012)]] - DONE<br />
* [[Genetics Lab (EU2012)]] - DONE<br />
* [[Cybernetics Lab (EU2012)]] - DONE<br />
* [[Minigun (EU2012)]] - DONE<br />
* [[Railgun (EU2012)]] - DONE<br />
* [[Particle Cannon (EU2012)]] - DONE<br />
* [[Needle Grenade (EU2012)|Needle Grenade]] - DONE<br />
* [[Ghost Grenade (EU2012)|Ghost Grenade]] - DONE<br />
* [[Flashbang Grenade (EU2012)|Flashbang Grenade]] - DONE<br />
* [[Gas Grenade (EU2012)|Gas Grenade]] - DONE<br />
* [[Mimic Beacon (EU2012)|Mimic Beacon]] - DONE<br />
* [[Respirator Implant (EU2012)|Respirator Implant]] - DONE<br />
* [[Warden (EU2012)|Warden]] - DONE<br />
* [[Sentinel (EU2012)|Sentinel]] - DONE<br />
* [[Paladin (EU2012)|Paladin]] - DONE<br />
* [[Medals (EU2012)]] - DONE<br />
* [[MEC Suit (EU2012)]] - DONE<br />
* [[Mechtoid (EU2012)]] - DONE<br />
* [[Seeker (EU2012)]] - DONE<br />
* [[Mechtoid Autopsy (EU2012)]] - DONE<br />
* [[Seeker Autopsy (EU2012)]] - DONE<br />
* [[Mechtoid Plasma Cannon (EU2012)]]<br />
* [[Template:EXALT (EU2012)]] – DONE<br />
* [[EXALT (EU2012)]]<br />
* [[EXALT Sniper (EU2012)]] - DONE<br />
* [[EXALT Heavy (EU2012)]] - DONE<br />
* [[EXALT Operative (EU2012)]] - DONE<br />
* [[EXALT Medic (EU2012)]] - DONE<br />
* [[EXALT Elite Sniper (EU2012)]] - DONE<br />
* [[EXALT Elite Heavy (EU2012)]] - DONE<br />
* [[EXALT Elite Operative (EU2012)]] - DONE<br />
* [[EXALT Elite Medic (EU2012)]] - DONE<br />
* [[Covert Operations (EU2012)]] - DONE<br />
* [[Covert Data Recovery (EU2012)]]<br />
* [[Covert Extraction (EU2012)]]<br />
* [[Covert Operative (EU2012)]]<br />
* [[EXALT Base Raid (EU2012)]]<br />
* [[Progeny (EU2012)]]<br />
* [[Annette (EU2012)]]<br />
* [[Portent (EU2012)]]<br />
* [[Deluge (EU2012)]]<br />
* [[Furies (EU2012)]]<br />
* [[Site Recon (EU2012)]]<br />
* [[Base Defense (EU2012)]]<br />
* [[William Carter (EU2012)]] - DONE, almost. Could we put the abilities into a table...<br />
Just to inform everyone that I've successfully extracted the game images of basically everything new (weapons, medals, icons, maps, etc.). It's going to take me some time to sort it out and figure what is what but pretty soon we're getting them here. :) [[User:Hobbes|Hobbes]] 23:07, 14 November 2013 (EST)<br />
<br />
== International Service Cross Medal ==<br />
<br />
I had two of them, sorry I don't have a screenshot since I finished that Ironman run. [[User:Moyang|Moyang]] 04:01, 19 November 2013 (EST)<br />
:Now with SC: http://i44.tinypic.com/2rmuwhy.jpg [[User:Moyang|Moyang]] 23:11, 20 November 2013 (EST)</div>Moyanghttps://www.ufopaedia.org/index.php?title=Talk:XCOM:_Enemy_Within_DLC_(EU2012)&diff=52630Talk:XCOM: Enemy Within DLC (EU2012)2013-11-21T04:11:41Z<p>Moyang: </p>
<hr />
<div>[[Archive: Talk:XCOM: Enemy Within DLC (EU2012)]]<br />
<br />
== That Unknown Symbol ==<br />
<br />
The Symbol sort of resembles the symbol for the Aliens Organization from Apocalypse. My Dad (I live in an X-COM family) suspects the Cult of Sirius to be the "Enemy Within"<br />
<br />
Personally I believe the Symbol resembling the symbol for the Alien Organization from Apocalypse to be correct. And considering the truly amazing theories on the Outsiders being extra-dimensional, it is probably whoever is in charge of the Outsiders. However, considering the expansion is called "Enemy Within" the fact that whoever is behind that symbol (Same with the Aliens from Apocalypse)<br />
: IMO both symbols aren't really related: [[File:Apoc sirius icon.png]] but that doesn't invalidate the theory that it is a return of the Cult of Sirius. The main difference I see right now is that its shape is hexagonal while XCOM insignias are pentagonal. Inside the shield it has what appears to be Earth's curvature with an eye standing over it. This imagery actually reminds me more of the Inquisitors, the extremist group that fought the Cult and refused any alien influence over Earth. XCOM could be a prime target for them because of its research on alien tech, which would make it as guilty as the aliens. Or we could be looking at some sort of 'black Council', made of the nations that left the project under alien pressure. Or it could just be the insignia for the Meld. [[User:Hobbes|Hobbes]] 21:26, 21 August 2013 (EDT)<br />
<br />
<br />
== Rampant Speculation Time ==<br />
<br />
Allright, lesse;<br />
* New Class: Mechwarrior. Cyberconversion ("ALL INCOMPATIBLES WILL BE DELETED") on both sides ("ALL X-COM TROOPERS WILL BE EX-TERR-MIN-ATED!"), reinclusion of the flamethrower and active terrain targeting mentioned in the [[Unused_Features_(EU2012)|Unused Features]] pages (and from there, we can extrapolates what else is recycled and what else is brand new). And I laughed at "punch aliens in the face". I sincerely hope they get a Will Smith sound-alike for that sound bite. Overall, I bet it's to make extended use of your starting team, since most players probably dump their starter team when they buy Iron Will and start training for a Psi Squadron. Also, with aliens also having Mechs, HEAT Heavies are going to be very important, I bet. "They will be expensive": yeah, late game, I did end up with quite a bit of money and unspent resources. And considering that this'll basically be how the Mutons became Floaters, and what Shen said about them...<br />
** Heavies and SHIVs are big questions regarding their utility, due to the Mech's ability to carry heavy weaponry, provide cover for soldiers and destroy terrain. Why bring any of these units if you have a Mech? At the same time, the Big Punch also sounds better than an Assault dashing and risking getting killed afterwards. Another thing is cover: do they use Cover? Or are they like the Cyberdiscs and Sectopods, who can't be flanked and thus not require cover? [[User:Hobbes|Hobbes]] 16:49, 21 August 2013 (EDT)<br />
*** "Mechs will be expensive." Hazarding to guess that converting a Colonel will get more bang for our buck, to give it higher "starting" stats. Also, seems like it'll be dual-wielding, as was hinted in the Unused Features, or unique weapons; not nececcarily Heavy Weapons. Hard to tell from the screenshot, but one of thsoe Sectoid Mechs seems to have (two) regular Plasma Rifles (modified to it's hardpoints), as opposed to two pistols or two Heavy Plasmas. Now, a Mech Elite.... --[[User:Xuncu|Xuncu]] 18:28, 21 August 2013 (EDT)<br />
* New faction: red eyeball logo. My guess? "We who failed to ascend, as ''they'' thought we would."<br />
** But they already announced that there's no changes to the final mission other than the new species being also present. Unless we will be facing the Ascended in combat before (i.e., they replace Ethereals as the pilots after you first face them).<br />
** Other possibilities: a) It's the Meld symbol, which would make sense with what the Councilman speaks in the trailer. b) An entirely different new faction, human or alien, allied or not with the invaders.[[User:Hobbes|Hobbes]] 16:49, 21 August 2013 (EDT)<br />
***I've seen the ending to The Bureau and since both games storylines are connected it is highly doubtful that the 'Ascended' will appear on EW based on what was revealed about them on the Bureau. [[User:Hobbes|Hobbes]] 06:45, 26 August 2013 (EDT)<br />
* Gene splice: probably will also be applied on aliens. Easy bet that Elite Mutons will have that Neural Feedback mod, to nerf the strategy of MCing them to kill them while distracting the Ethereal they're guarding. Double heart- do I need to make ''another'' Doctor Who reference?<br />
** The Meld seems to be the means through which the aliens augmented the Floaters from the Mutons, and performed genetic modifications. Your guess seems valid, given that there must be some sort of balancing involved.[[User:Hobbes|Hobbes]] 16:49, 21 August 2013 (EDT)<br />
Changes to previous game mechanics:<br />
* Aim Angle: makes sense. One square to the side, and suddenly flanking, from what was before a shitty shot. I was wondering why some weapon descriptions had empty table spaces for angle and whatnot, though I'm guessing that's from copy-pasting from other weapon descriptions.<br />
* New Second Wave options: Sectopods can shoot on sight?? Ouch! Though that "random abilities" sounds intriguing. A Rapid Firing, Bullet Swarming, Squad Sighting, Opportunistic Sentinel HEAT Sniper? Oh, hell yes. Wonder if Heavy's "Shredder Rocket" will just become "shredder ammo"-- amusing as the thought of a Sniper Rocket Launcher sounds.<br />
**Wouldn't you run out of Ammo extremely quickly--[[User:Ditto51|Ditto51]] 17:04, 21 August 2013 (EDT)<br />
*** Problably. Happened to me anyways on small maps, even ''with'' Ammo Conservation. [[StreetHurricane_(EU2012)|Street Hurricane/Terror]] often left me hoping for a clear turn to reload my Squadsight Snipers. --[[User:Xuncu|Xuncu]] 18:38, 21 August 2013 (EDT)<br />
**** With the perks being randomized the odds of getting a specific optimal perk tree will be very low - this setting is meant to increase the difficulty level, not create optimal ability trees. I also doubt that all perks will be randomized - Rockets are the best example since it would make no sense to have Rocketeer available if the soldier doesn't carry the Fire Rocket perk. Codewise, some perks are also locked into certain classes with the current game, according to modders. [[User:Hobbes|Hobbes]] 06:45, 26 August 2013 (EDT)<br />
* Sniper got nerfed: well, Snap Shot was made less useless, but Squad Sight did. My guess to mechanics: anything in normal range of the sniper's vision still has crit chance, but anything outside, and thus, needs Squadsight to hit, doesn't crit (wonder if that'll affect Opportunities). Ah, well. My sniper's kills were usually double of all my other soldiers.<br />
** Crits can happen if the Sniper sees the alien, so that's a plus for Snap Shot since it allows the Sniper to move, fire and crit w/o Headshot. Squadsight with Double Tap isn't the biggest weapon combo anymore due to the changes, which is a nice rebalancing since I can't recall the number of times they saved me or completely destroyed the aliens. [[User:Hobbes|Hobbes]] 06:45, 26 August 2013 (EDT)<br />
* More Pockets: YES.<br />
* Ghosting now only +30, instead of guaranteed Crit: yeah, I admit abusing that a lot against hardened enemies.<br />
Anyone else got ideas? --[[User:Xuncu|Xuncu]] 16:19, 21 August 2013 (EDT)<br />
<br />
*Shred Sectopods and then take a Headshot with a Sniper who also has Heat Ammo. They would be unbeatable.<br />
*Would Bullet Swarm and Double Tap cancel each out or will you get three shots.<br />
**Double Tap or Rapid Fire? I'm hoping it'll be 4: two targets, two shots each. Or just rape a Sectopod. --[[User:Xuncu|Xuncu]] 18:38, 21 August 2013 (EDT)<br />
***As cool as that would be, Rapid Fire has a cool down time, so you would probably only be able to use it once before, and this three shots.--[[User:Ditto51|Ditto51]] 18:42, 21 August 2013 (EDT)<br />
*And will the primary abilities be randomized more than they are now? So that you can have a sniper who gets the sniper rank up bonuses, but has the Run and Gun ability. Although if he ends up with a Smoke Grenade upgrade he will become very very useless.<br />
**Hopefully it comes with a way to not be stuck with certain weapons, ie. your sniper or heavy can have an assault Rifle--[[User:Ditto51|Ditto51]] 16:52, 21 August 2013 (EDT)<br />
* On that middle picture in New Maps, I'm seeing a LOT of water, and a valve, problably a dam. [[Achievements_(EU2012)#removed|I think that's Deluge.]] --[[User:Xuncu|Xuncu]] 18:28, 21 August 2013 (EDT)<br />
* One of the linked interviews implied that overusing the Meld may lead to... unforseen reprocussions. --[[User:Xuncu|Xuncu]] 02:47, 26 August 2013 (EDT)<br />
<br />
*One of the videos demoing the Mechtrooper and Mechtoid showed a unique animation for the Mechtrooper, doing a killing punch on a Berserker, with them interacting in a way that I don't see being a generic action-cam killshot. Peraps there will be mroe unique kill animations? (think: Battlechess http://www.youtube.com/watch?v=iSnAiXKU7h8 )--[[User:Xuncu|Xuncu]] 04:47, 15 September 2013 (EDT)<br />
<br />
*Three Words = <big><big>Thin Man Mech</big></big><br />
**No seriously, Council Missions get too easy mid to late game.<br />
<br />
*Want someone who doesn't have EW to test if the '''An Army Of Four''' achivement can be done in the regular game, or only in EW. Unsure if which one would actually be easier to do it in, considering Mechs, Training Roulette, and Gen Mods, vs difficulty raise & new aliens and EXALT (and since the Base Defense is inveitable, and EXALT covet missions are reccomended, and the wording specifies "No Squad Upgrades purchased", that the extra soldier(s) on those missions don't violate it). --[[User:Xuncu|Xuncu]] 15:38, 14 November 2013 (EST)<br />
<br />
== Training Roulette? ==<br />
<br />
We know that Shredder Rocket won't be aviliable to other classes, but what about Disabling Shot and Rapid Fire (It would look weird coming from a sniper)?--[[User:Ditto51|Ditto51]] 18:01, 7 September 2013 (EDT)<br />
: From what modders at nexusmod have found about the game code concerning the abilities, some can only be used by certain classes (example: Bullet Swarm) and some by certain weapons (example: Disabling Shot/Sniper Rifle). Gupta (the lead designer) stated that abilities related with weapons won't be available with Training Roulette so unless they changed a lot of the abilities code, this means that a Sniper will be able to use Bullet Swarm but a Heavy won't be able to use Disabling Shot. Rapid Fire currently works with all classes, regardless of the weapon. You can see a list of the restrictions here: [http://wiki.tesnexus.com/index.php/XCOM:EU_Perks] [[User:Hobbes|Hobbes]] 18:41, 7 September 2013 (EDT)<br />
I'm guessing that Snap Shot can only be used by snipers because all other weapons can be used after you move anyway, but for the places where abilities like shredder Rocket and Snap Shot, will it be that they are always going to be a choice on that class or that that class has a chance of getting that along with other non-weapon specific abilities? --[[User:Ditto51|Ditto51]] 15:02, 10 September 2013 (EDT)<br />
:From what I've understood each class will have their weapon specific abilities (Snap Shot, Disabling Shot, ITZ) and the non-weapon specific abilities of the other classes (Tactical Defense, Grenadier, Field Medic, etc.)[[User:Hobbes|Hobbes]] 19:52, 10 September 2013 (EDT)<br />
I don't think I can read the code on that page well enough to figure out (or even if I ''could'' figure it out yet): will the Roulette give abilites from any level (ie: I could get Resillience or Sentinel on a Corporal Sniper), or only give abilites from that level (ie; if I wanted to make a HEAT Ammo Squad, since Heavies have the Option at Lieutenant, I'd have to farm/savescum when my Support, Snipers, and Assaults reach Lieutenant and try then?).--[[User:Xuncu|Xuncu]] 04:39, 15 September 2013 (EDT)<br />
:It hasn't been clarified yet if the abilities will still be tied to a certain rank.[[User:Hobbes|Hobbes]] 08:02, 15 September 2013 (EDT)<br />
This may or may not have anything to do with this second wave feature, but is there a mod that allows for human soldiers to have alien abilities like Mind Merge or the Lift?--[[User:Ditto51|Ditto51]] 17:39, 20 September 2013 (EDT)~<br />
:Yes, there's a mod that reworks the psionic perks, along with several other major changes, it's Long War or something. Check the Nexusmods forums. [[User:Hobbes|Hobbes]] 17:40, 28 September 2013 (EDT)<br />
Rapid Reaction + Sentinel: According to a forum post a soldier can't get both of them, but forum is down now unfortunately. [[User:Moyang|Moyang]] 18:33, 19 November 2013 (EST)<br />
:Makes sense not to get both since they're almost the same. But There's something fishy going on with Rapid Reaction. I think I've seen my RR Sniper fire 3 times with it. Here's the situation: during my turn I set my Sniper on Overwatch and then use Flush to make an EXALT move out of cover. Squad Sight Sniper fires and misses the first shot, but kills it with its second. But then, during EXALT's turn I think my Sniper fired again at another EXALT agent, making it 3 shots. I'm gonna test this again tonight.<br />
::Well, I've been bringing a squad with 4 soldiers with Sentinel and 2 with Rapid Reaction and although the RR ones have been acting as normal, having this amount of Overwatch firepower has made me to rely more with reaction fire tactics and some very unorthodox squads. This experience with Training Roulette is making me think that we'll need a specific page for it because of the combinations and different tactics it allows. [[User:Hobbes|Hobbes]] 21:24, 20 November 2013 (EST)<br />
<br />
== Updating the EU2012 section with EW content==<br />
All right ladies and gents, we need to start working on getting the content (and clearing it first of inaccurate info) of this page out to specific pages and figuring a way to differentiate EW content on already existing pages. Here's a rough list of what is required:<br />
===Existing Page Updates===<br />
* [[Research (EU2012)]]<br />
* [[Engineering (EU2012)]]<br />
* [[Soldiers (EU2012)]]<br />
* [[Classes (EU2012)]] - DONE<br />
* [[Base Facilities (EU2012)]]<br />
* [[XCOM HQ (EU2012)]]<br />
* [[Difficulty (EU2012)]]<br />
* [[Second Wave (EU2012)]]<br />
* [[Achievements (EU2012)]]<br />
* [[OTS (EU2012)]]<br />
* [[Barracks (EU2012)]]<br />
* [[Equipment (EU2012)]]<br />
* [[Weapons (EU2012)]]<br />
* [[Armor (EU2012)]]<br />
* [[S.H.I.V. (EU2012)]]<br />
* [[Abilities (EU2012)]]<br />
* [[Alien Life Forms (EU2012)]]<br />
* [[Overviews of Aliens (EU2012)]]<br />
* [[Muton Elite (EU2012)]] - DONE<br />
* [[Sectopod (EU2012)]] - DONE<br />
* [[Alien Stats (EU2012)]]<br />
* [[Alien Artifacts (EU2012)]]<br />
* [[Missions (EU2012)]]<br />
* [[Maps (EU2012)]]<br />
** Includes creating pages for all the new maps <br />
* [[Map Tables (EU2012)]]<br />
* [[Multiplayer (EU2012)]]<br />
===New Pages===<br />
Several of these pages (weapons, equipment, aliens, etc.) already have the templates on them, it's only needed to fill those out. The templates can be found [http://www.ufopaedia.org/index.php?title=Category:Templates_(EU2012) here].<br />
* [[Gene Mods (EU2012)]] - DONE<br />
* [[Meld (EU2012)]] - DONE<br />
* [[Meld Canister (EU2012)]]<br />
* [[Meld Recombination (EU2012)]] - DONE<br />
* [[MEC Trooper (EU2012)]] - DONE<br />
* [[Genetics Lab (EU2012)]] - DONE<br />
* [[Cybernetics Lab (EU2012)]] - DONE<br />
* [[Minigun (EU2012)]] - DONE<br />
* [[Railgun (EU2012)]] - DONE<br />
* [[Particle Cannon (EU2012)]] - DONE<br />
* [[Needle Grenade (EU2012)|Needle Grenade]] - DONE<br />
* [[Ghost Grenade (EU2012)|Ghost Grenade]] - DONE<br />
* [[Flashbang Grenade (EU2012)|Flashbang Grenade]] - DONE<br />
* [[Gas Grenade (EU2012)|Gas Grenade]] - DONE<br />
* [[Mimic Beacon (EU2012)|Mimic Beacon]] - DONE<br />
* [[Respirator Implant (EU2012)|Respirator Implant]] - DONE<br />
* [[Warden (EU2012)|Warden]] - DONE<br />
* [[Sentinel (EU2012)|Sentinel]] - DONE<br />
* [[Paladin (EU2012)|Paladin]] - DONE<br />
* [[Medals (EU2012)]] - DONE<br />
* [[MEC Suit (EU2012)]] - DONE<br />
* [[Mechtoid (EU2012)]] - DONE<br />
* [[Seeker (EU2012)]] - DONE<br />
* [[Mechtoid Autopsy (EU2012)]] - DONE<br />
* [[Seeker Autopsy (EU2012)]] - DONE<br />
* [[Mechtoid Plasma Cannon (EU2012)]]<br />
* [[Template:EXALT (EU2012)]] – DONE<br />
* [[EXALT (EU2012)]]<br />
* [[EXALT Sniper (EU2012)]] - DONE<br />
* [[EXALT Heavy (EU2012)]] - DONE<br />
* [[EXALT Operative (EU2012)]] - DONE<br />
* [[EXALT Medic (EU2012)]] - DONE<br />
* [[EXALT Elite Sniper (EU2012)]] - DONE<br />
* [[EXALT Elite Heavy (EU2012)]] - DONE<br />
* [[EXALT Elite Operative (EU2012)]] - DONE<br />
* [[EXALT Elite Medic (EU2012)]] - DONE<br />
* [[Covert Operations (EU2012)]] - DONE<br />
* [[Covert Data Recovery (EU2012)]]<br />
* [[Covert Extraction (EU2012)]]<br />
* [[Covert Operative (EU2012)]]<br />
* [[EXALT Base Raid (EU2012)]]<br />
* [[Progeny (EU2012)]]<br />
* [[Annette (EU2012)]]<br />
* [[Portent (EU2012)]]<br />
* [[Deluge (EU2012)]]<br />
* [[Furies (EU2012)]]<br />
* [[Site Recon (EU2012)]]<br />
* [[Base Defense (EU2012)]]<br />
* [[William Carter (EU2012)]] - DONE, almost. Could we put the abilities into a table...<br />
Just to inform everyone that I've successfully extracted the game images of basically everything new (weapons, medals, icons, maps, etc.). It's going to take me some time to sort it out and figure what is what but pretty soon we're getting them here. :) [[User:Hobbes|Hobbes]] 23:07, 14 November 2013 (EST)<br />
<br />
== International Service Cross Medal ==<br />
<br />
I had two of them, sorry I don't have a screenshot since I finished that Ironman run. [[User:Moyang|Moyang]] 04:01, 19 November 2013 (EST)<br />
:Now with SC: http://i44.tinypic.com/2rmuwhy.jpg</div>Moyanghttps://www.ufopaedia.org/index.php?title=Medals_(EU2012)&diff=52629Medals (EU2012)2013-11-21T04:06:55Z<p>Moyang: /* Names and Types of Medals */</p>
<hr />
<div>[[File:Medals (EU2012).png|right|Medals]]<br />
* Medals can now be assigned to [[Soldiers (EU2012)|soldiers]] on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. They appear as a new option in the [[Barracks (EU2012)|Barracks]] menu. <br />
* Medals will be received upon completing certain objectives on [[missions (EU2012)|missions]]. There is a cap on the number of medals that can be present on the entire pool of live soldiers. <br />
* The name of the medals can be changed and there is a choice between 2 options that will increase the soldier's stats upon receiving it.<br />
* There is a limit of the number of medals that can be issued. However, if soldiers with medals are killed the medal will be available again for awards 2 missions afterwards. <br />
====Names and Types of Medals====<br />
[[File:Urban Combat Badge (EU2012).png|right|64px|Urban Combat Badge]]<br />
* '''Urban Combat Badge'''<br />
**''+5 Defense when in cover'' or ''+5 Aim against enemies in full cover''.<br />
** Maximum of 5 medals issued. Requires completing an urban map mission?<br />
<br clear="all"><br />
[[File:Defender's Medal (EU2012).png|right|64px|Defender's Medal]]<br />
* '''Defender's Medal''' <br />
**''Never panic as result of allies getting wounded or killed'' or ''Medikits and Restorative Mists heal 2 HP more when used on this soldier''. <br />
** Maximum of 3 medals issued. Requires a soldier dying, being critically injured, stabilized or gravely wounded.<br />
<br clear="all"><br />
[[File:International Service Cross (EU2012).png|right|64px|International Service Cross]]<br />
* '''International Service Cross'''<br />
** ''+2 Will per different nationality in the squad'' or ''+2 Aim per continent bonus XCOM has earned''.<br />
**Maximum of 2 medals issued. Requires performing missions on 3 different continents.<br />
<br clear="all"><br />
[[File:Council Medal of Honor (EU2012).png|right|64px|Council Medal of Honor]]<br />
* '''Council Medal of Honor'''<br />
**''+1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.'' or ''Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.''<br />
**Maximum of 2 medals. Complete 3 Special missions?<br />
<br clear="all"><br />
[[File:Star of Terra (EU2012).png|right|64px|Star of Terra]]<br />
* '''Star of Terra'''<br />
**''Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.'' or ''All soldiers in the squad at Lieutenant rank or lower gain +25% XP for completing missions.''<br />
**Maximum of 1 medal. Complete XCOM Base Defense mission.<br />
<br clear="all"><br />
<noinclude><br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Moyang