Talk:Gene Mods (EU2012)

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Am on Training Roulette, so didn't get to check if Sniper's Low Profile works with Memetic Skin to let a soldier hide under half-cover, too. If you do know/can find out, make a note of it for clarification purposes. --Xuncu 06:31, 18 November 2013 (EST)

Yes, Low Profile and Mimetic Skin do work with each, making any soldier with Low Profile a great candidate for Genetic Modification. However, I haven't tested to see if a Sniper with enemies in Squad Sight can still conceal as long as they don't move within Line of Sight of any enemies.
Also, I haven't noticed any "enemies with special abilities" target concealed soldiers, has anyone else? (See Mimetic Skin description)--DracoGriffin 14:25, 24 November 2013 (EST)
Perhaps other new aliens were planned but never made it into the game and so no one thought to change it. Or it is preluding something...--Ditto51 10:43, 2 December 2013 (EST)
Alternative: the wording could be poor. Perhaps the intent is that the aliens won't DIRECTLY target that particular soldier...however, if that soldier happens to be in the radius of that grenade the Muton hurled over there, well, sucks to be you. Arrow Quivershaft 18:11, 6 December 2013 (EST)

Separate Pages

It may prove useful to break off each Body Part mod into own pages to allow for more clear information and tips. For instance, a page for Skin mods to compare contrast more readily instead of very cramped tips. Similar to the Progeny vs Slingshot page.--DracoGriffin 14:34, 24 November 2013 (EST)

Another option might be to add a second table below the current one just for tips and to compare the mods. And keep the first table with only specific info (how the damage for Neural Feedback is calculated, etc.) rather than including tactics/usage there. Hobbes 07:01, 25 November 2013 (EST)
How about like we've done the Class pages? Straight up in-game info at the top, comparisons of the mutally exclusive options in the middle, and comprehensive summary at the bottom? --Xuncu 08:24, 25 November 2013 (EST)
I've kept a general table at the EW page but on the Gene Mods page I've given each body part (Brain, etc) a specific page section and within a subsection for each Gene Mod. I've also removed the comments from the tables. This allows easier linking and that should also allow more comments and comparisons. Hobbes 10:09, 2 December 2013 (EST)
Looks a lot better and without having to create clutter with new pages. Nice job!--DracoGriffin 13:20, 2 December 2013 (EST)

Neural Feedback Damage

Had an Ethereal fail to Mind Control one of my Psi Support gene modded with Neural Feedback, whom had 170 boosted Will. Feedback did 17 damage. Perhaps damage is minimum 7 damage but otherwise damage is Will/10 (170/10=17)?

Oh, yeh, I did forget to mention that there was a 'will save roll' involved for the attacking alien-- so I may be wrong about that "base 7" thing, too, but I dunno how to check coding. --Xuncu 04:09, 25 November 2013 (EST)

Adaptive Bone Marrow

Just a minor note: the healing effect of Adaptive Bone Marrow triggers at the *END* of the XCOM turn. So care should still be taken with soldiers who are badly wounded during the XCOM turn. Arrow Quivershaft 17:55, 6 December 2013 (EST)

Combat Rush

Well, then my game and yours apparently aren't on the same page, since I had someone on the other end of a panel van NOT get buffed when my heavy killed someone and triggered off Combat Rush. Arrow Quivershaft 21:07, 8 December 2013 (EST)

Did you check the unit's Info Pane afterwards? I've only noticed a range issue. There could be terrain issues where some things block and others do, I'll try to keep a closer look at covers and LoS.--DracoGriffin 21:38, 8 December 2013 (EST)
Looks like this is true, after all. With some testing, soldiers that are close to killing soldier but have at least two "layers" of hard cover between (vehicles are good examples, or cargo containers is what I used on military terror/EXALT map) will not receive the bonus. That's why I noticed before trees and walls weren't blocking the bonus, even without line of sight. Further testing should be done, as I believe destructible terrain and non-destructible play parts as well, but I'll put the comment back in.--DracoGriffin 15:40, 12 December 2013 (EST)
Do anyone know what the exact duration of Combat Rush is? Furthermore, has anyone deduced exactly how the movement bonus works? --Tiggurix (talk) 03:36, 5 October 2014 (EDT)
I was under the impression that it only lasts for 1 turn. XGTacticalGameCoreNativeBase at XComGame.upk lists the bonuses as the following:
const GENEMOD_ADRENAL_AIM = 10;
const GENEMOD_ADRENAL_CRIT = 5;
const GENEMOD_ADRENAL_MOBILITY = 2;
It only adds 2 movement points, which corresponds to roughly 1 extra movement tile (each straight tile costs about 1.625 movement points). It doesn't list the radius though, so I suspect the bonus is applied to all soldiers on sight. Hobbes (talk) 08:17, 5 October 2014 (EDT)
Thanks! I've also done some research on the duration on my own. It appears that the duration is two turns. I'm not a 100% sure about this, but since the effect makes soldiers without helmets on breathe orange smoke, I've taken a good look at this video [1] where the player activates Combat Rush on all his soldiers (since my good PC is down for repairs), and I'm pretty sure that the visual effect wears off after two player turns (including the one where he activates it) and two EXALT turns. --Tiggurix (talk) 20:06, 5 October 2014 (EDT)