https://www.ufopaedia.org/api.php?action=feedcontributions&user=PotatoEngineer&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T00:25:35ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Base_Defense_(Apocalypse)&diff=13996Base Defense (Apocalypse)2007-11-19T08:47:06Z<p>PotatoEngineer: </p>
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<div>This is an issue that many x-com-er's either dont anticipate or simply dont realise is going to happen. Sooner or later an alien craft will hover over your base and beam down an attack force, some of these forces can be fairly large, others pitifuly weak. Either way you should be prepared for the worst.<br />
<br />
The damage, losses and irritation of base defense can be easily minimised not so much by what you do on the tactical map, but how you build your base in the first place. By following these simple steps you can make base defense missions a walk in the park.<br />
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# When buying a new base, take into account the location of the access lift. Lifts located in corners or in narrow corridors are easily defended as they create a bottle neck, slowing down the advance of alien hordes and forcing them through a predictable path.<br />
# Bear in mind that vehicle repair bays are a form of entrance too, and the aliens will have no hesitation in swarming in through any foolisly unguarded, or poorly placed, bays.<br />
# Isolate Lifts and repair bays by surrounding them with a string of security stations, advanced security stations are naturally better if you have the technology and the space.<br />
# If need be place further security stations down important corridors, such as between access points and living quaters. Any alien unlucky enough to come within range of these facilities will be shot to pieces and, better still, you wont lose an agent.<br />
# Even if you have security stations, you must have at least one agent at a base, or else it will automatically fall when it is invaded. For research-specialist bases, your agents can be androids, or you can use normal humans and simply let them train all the time.</div>PotatoEngineerhttps://www.ufopaedia.org/index.php?title=Base_Defense_(Apocalypse)&diff=13995Base Defense (Apocalypse)2007-11-19T08:46:45Z<p>PotatoEngineer: need at least one agent to defend a base.</p>
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<div>This is an issue that many x-com-er's either dont anticipate or simply dont realise is going to happen. Sooner or later an alien craft will hover over your base and beam down an attack force, some of these forces can be fairly large, others pitifuly weak. Either way you should be prepared for the worst.<br />
<br />
The damage, losses and irritation of base defense can be easily minimised not so much by what you do on the tactical map, but how you build your base in the first place. By following these simple steps you can make base defense missions a walk in the park.<br />
<br />
# When buying a new base, take into account the location of the access lift. Lifts located in corners or in narrow corridors are easily defended as they create a bottle neck, slowing down the advance of alien hordes and forcing them through a predictable path.<br />
<br />
# Bear in mind that vehicle repair bays are a form of entrance too, and the aliens will have no hesitation in swarming in through any foolisly unguarded, or poorly placed, bays.<br />
<br />
# Isolate Lifts and repair bays by surrounding them with a string of security stations, advanced security stations are naturally better if you have the technology and the space.<br />
<br />
# If need be place further security stations down important corridors, such as between access points and living quaters. Any alien unlucky enough to come within range of these facilities will be shot to pieces and, better still, you wont lose an agent.<br />
<br />
# Even if you have security stations, you must have at least one agent at a base, or else it will automatically fall when it is invaded. For research-specialist bases, your agents can be androids, or you can use normal humans and simply let them train all the time.</div>PotatoEngineerhttps://www.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&diff=13994Biological Warfare (Apocalypse)2007-11-19T08:38:59Z<p>PotatoEngineer: a more balanced view with respect to the devastator cannon.</p>
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<div>Biological Warfare can be considered the ultimate human-designed weapon to fight the aliens. Either this or the Devastator Cannon can be considered your "standard issue" alien-slaying weapon in the mid-to-late game.<br />
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== Stats ==<br />
[[Image:Toxigun (UFOpaedia).png|frame|X-COM Toxigun]]<br />
=== Toxigun ===<br />
The Toxigun is one of the most powerful weapons in the game, available upon the completion of Biological Warfare research. Not only do the toxins specifically target alien biologies, but Toxigun shots can pass through Personal Disrupter Shields without destroying them. Note, however, that the toxins are relatively harmless to human adversaries.<br />
<table><tr><td>[[Image:Toxigun.png|left]]</td><td><br />
* Size: 1 × 2<br />
* Weight: 5<br />
* ROF: 4.50 r/s<br />
* Accuracy: 40%<br />
* Manufacturer: X-COM<br />
* Manufacturing Price: $1,200<br />
* Base Sale Price: $2,780<br />
* Maximum Weekly Stock: 8<br />
* Battlescape Score: 4</td></tr></table><br />
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"An X-COM weapon designed to shoot high powered projectiles containing anti-Alien toxic fluids. It is designed to cause minimal harm to other targets and is not very good at penetrating armor."<br />
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== Ammunition ==<br />
[[Image:Toxin A (UFOpaedia).png|frame|Toxin A]]<br />
=== Toxigun A-Clip ===<br />
With the Toxigun comes Toxin A. While it is weak, it does have the ability to bypass (and thus capture) shields.<br />
<table><tr><td>[[Image:Toxin A.png|left]]</td><td><br />
* Size: 1 × 1<br />
* Weight: 1<br />
* Power: 50<br />
* Damage Type: Toxin A<br />
* Ammo: 16<br />
* Range: 50m<br />
* Manufacturer: X-COM<br />
* Manufacturing Price: $200<br />
* Base Sale Price: $500<br />
* Maximum Weekly Stock: 16<br />
* Battlescape Score: 2</td></tr></table><br />
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"Ammunition for Toxigun. It contains a lethal fast acting poison designed to target Alien life forms. It is not so effective against the more advanced bipedal Alien types."<br />
----<br />
[[Image:Toxin B (UFOpaedia).png|frame|Toxin B]]<br />
=== Toxigun B-Clip ===<br />
Toxin B is a step up from Toxin A, but still not as potent as Toxin C. Takes 1-2 shots to kill Skeletoids or Anthropods.<br />
<table><tr><td>[[Image:Toxin B.png|left]]</td><td><br />
* Size: 1 × 1<br />
* Weight: 1<br />
* Power: 65<br />
* Damage Type: Toxin B<br />
* Ammo: 16<br />
* Range: 50m<br />
* Manufacturer: X-COM<br />
* Manufacturing Price: $300<br />
* Base Sale Price: $700<br />
* Maximum Weekly Stock: 16<br />
* Battlescape Score: 2</td></tr></table><br />
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"Ammunition for Toxigun. It contains a lethal fast acting poison designed to target Alien lifeforms. It effectively renders the earlier A-type toxin obsolete because it is more powerful and more effective against the higher Alien life forms."<br />
----<br />
[[Image:Toxin C (UFOpaedia).png|frame|Toxin C]]<br />
=== Toxigun C-Clip ===<br />
Toxin C. This is the pinnacle of anti-alien warfare. A couple of shots will render even the hardiest Megaspawn dead at your feet. A great weapon, to be sure, but still lacks the ability to recharge. I use Devastator Cannons more often than this, but it is a good weapon nonetheless. NEVER use this weapon if you cannot mass-manufacture Toxin C. Otherwise your troops will end up without ammunition, which tends to put a damper on your success in battles.<br />
<table><tr><td>[[Image:Toxin C.png|left]]</td><td><br />
* Size: 1 × 1<br />
* Weight: 1<br />
* Power: 85<br />
* Damage Type: Toxin C<br />
* Ammo: 16<br />
* Range: 50m<br />
* Manufacturer: X-COM<br />
* Manufacturing Price: $400<br />
* Base Sale Price: $900<br />
* Maximum Weekly Stock: 16<br />
* Battlescape Score: 2</td></tr></table><br />
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"Ammunition for Toxigun. A fast acting poison which targets all Alien life forms with equally devastating effects. This toxin effectively supersedes the A or B types."<br />
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==Comparison with the Devastator Cannon==<br />
Advantages for the Toxigun:<br />
#High rate of fire (A four-man squad dual-wielding these can unleash a fog of bullets)<br />
#Small and one-handed, and still has good accuracy when dual-wielded<br />
#Ignores enemy shields (without damaging them! You'll never need to manufacture shields.)<br />
#Does not hurt humans (no worries about friendly fire!)<br />
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Disadvantages compared to the Devastator Cannon:<br />
#Requires ammo; costs money to fire, and bring plenty of extra clips for long missions.<br />
##Fortunately, you can manufacture the ammunition. No more worrying about Marsec or MegaPol running out!<br />
##Unfortunately, you must manufacture the ammunition. One small workshop working full-time should produce more ammo than you use once you've built up your stocks.<br />
#Less accurate<br />
#Does not hurt humans (bring a different weapon to raids)<br />
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== See Also ==<br />
* [[Biochemistry (Apocalypse)|Biochemistry]]</div>PotatoEngineer