Talk:Second Wave (EU2012)

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I've seen +§7/month and +§200 month with New Economy activated. While I can't confirm, maybe the range is §5~200? Moyang 03:09, 9 January 2013 (EST)

I've seen Brazil with §310 a month.--Red Earth (talk) 12:29, 20 March 2014 (EDT)

This patch isn't listed as DLC in steam library properties, wouldn't it better to move this page elsewhere? Moyang 04:54, 9 January 2013 (EST)

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'? Hobbes 06:52, 9 January 2013 (EST)
Well, 'patch'? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in steam library properties window. Moyang 07:24, 9 January 2013 (EST)
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. Hobbes 07:30, 9 January 2013 (EST)
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. Moyang 08:12, 9 January 2013 (EST)

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. --Xuncu 08:39, 18 March 2013 (EDT)

I was thinking the same thing, having already listed out strategic changes for Damage Roulette on a message board before. I wasn't sure how best to enter the information, if I should just add more bullet points or if there should be a section for strategy changes, or a section of bullet points with a header withing the sections for each option. I suppose I could just start entering them as bullet points with the existing information and if someone else has a better way of formatting it they could establish that afterwards. --Red Earth (talk) 02:24, 18 March 2014 (EDT)
My suggestion would be to add the strategic changes to Damage Roulette on the Strategy guide, since there's a section for Second Wave there. But if you feel you've got a lot of info/tips, it may be better yet to create a specific page(s) for the option (s), like the already existing Training Roulette page and put the appropriate links here. Hobbes (talk) 11:53, 18 March 2014 (EDT)
I was just editing the Arc Thrower page; idea: any places where the bullet points have become a laundry list, notes for "technical" info/programming analysis, that sort of thing, and "Tactics" for 'tips for in the field'. --Xuncu (talk) 07:01, 19 March 2014 (EDT)

Marathon and XP requirements

I've just noticed that this line of text was removed:

    • 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.

Is this incorrect or is there another justification for removing it? Hobbes 14:03, 19 May 2013 (EDT)

  • 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? --Xuncu 01:33, 20 May 2013 (EDT)

Results Driven & War Wariness

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?--DracoGriffin 17:15, 27 November 2013 (EST)

Did you turned on War Wariness too? Moyang 20:37, 27 November 2013 (EST)
No, I'm only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding <$40 due to New Economy, as well.--DracoGriffin 02:33, 28 November 2013 (EST)
Phew, looks like I was right after all. Russia's funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--DracoGriffin 04:26, 28 November 2013 (EST)

I just tested it and it actually works in a weird way: you get +25% funding at level 1 panic, normal funding at level 2 panic, -25% funding at level 3 panic, -50% at level 4 panic and I'm assuming -75% funding at level 5 panic. So you'll likely get less money early in the game but more money in the end game. --BladeRnr 19:49, 28 March 2014 (EST)

This is correct. The actual code is:
if(IsOptionEnabled(10)) [eGO_PanicAffectsFunding]
       // End:0x14E
       if(iPanic == 0)
           iFunding = int(float(iMax) * 1.250);
       // End:0x1CD
           // End:0x173
           if(iPanic == 1)
               iFunding = iMax;
           // End:0x1CD
               fPenaltyPct = float(iPanic - 1) * 0.250;
               iFunding = Clamp(iFunding, 0, int(float(iMax) - (float(iMax) * fPenaltyPct)));

If anyone's interested, the code for War Wariness is this:

   if(IsOptionEnabled(15)) [eGO_DecliningFunding]
       fPenaltyPct = float(AI().GetMonth()) * 0.10;
       fPenaltyPct = FClamp(fPenaltyPct, 0.0, 0.90);
       iMax = int(float(iMax) - (float(iMax) * fPenaltyPct));
       iFunding = iMax;

Hobbes (talk) 21:48, 28 March 2014 (EDT)

Itchy Trigger Tentacle Unlock

Does anyone actually have this because it does not appear on mine currently.--Ditto51 09:57, 28 November 2013 (EST)

I have. You need to win the game on Impossible (I think) to unlock it. There's an easier way to unlock it that has been posted at the Nexusforums. Hobbes 10:41, 28 November 2013 (EST)
I got it after completing Classic on XBOX360. Maybe different for PC?--DracoGriffin 13:54, 28 November 2013 (EST)
I've only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--Ditto51 14:07, 28 November 2013 (EST)
I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) Hobbes 18:01, 28 November 2013 (EST)

Itchy Trigger Tentacle Mechanics

Has anyone had an alien fire on a soldier after revealing themselves (edge of view or sometimes "paths" into soldiers)? For a long time, I never saw any aliens open fire when revealing themselves, so I figured it must be on soldier reveals only. However, had an Abduction mission where I was fighting Mutons and Cyberdisk/Drone group pathed into the fight and Cyberdisk unfolded and blasted one of the two nearest soldiers, which was a huge surprise to me. It might be something worth mentioning even if it is extremely rare; just need some further validation since only happened to me once (even then, when soldiers reveal alien pods, Itchy Trigger Tentacle doesn't seem to "proc" as much as the percentage suggests).

Just to clarify:

Non Itchy Trigger Tentacle Activated game

  • Soldier reveals alien pod; non-cover aliens go into Overwatch
  • Alien pod reveals self or "paths" into soldier; non-cover aliens go into Overwatch

Itchy Trigger Tentacle Activated game

  • Soldier reveals alien pod; non-cover aliens go into Overwatch or open fire on visible soldier
  • Alien pod reveals self or "paths" into soldier;
    • Non-cover aliens go into Overwatch (99% this is what happened in my experience)
    • Non-cover aliens open fire on nearest/visible/flanked(?) soldier (happened to me once)

At the beginning of the alien turn, the reveal scene happened and the Cyberdisk/drone pod popped up in front of two soldiers. The Cyberdisk immediately unfolded and fired. Drone merely moved into flanking position, typical of standard reveal movement and did not shoot. So the pod was not activated earlier or anything like that. --DracoGriffin 13:31, 13 December 2013 (EST)

Absolutely Critical and EXALT

I noticed while playing with this option turned on that EXALT Units that are flanking me don't always get critical hits against my soldiers, could it not work for EXALT possibly?--Ditto51 12:33, 3 December 2013 (EST)

Nevermind, my soldier has Relieiance...--Ditto51 12:38, 4 December 2013 (EST)

Aiming Angles

Does anyone know how "Aiming Angles" option actually work?--PavelB 04:52, 6 December 2013 (EST)

Closer you are to flanking, the more +Aim% increases up until you ARE flanking, at which point you gain the usual +Aim% and +Crit%. It is a nice Second Wave, as it is rewarding as you attempt to flank (closer to "reality") but it DOES work for enemies as well, just like Absolutely Critical.--DracoGriffin 12:51, 6 December 2013 (EST)
Thank you. I've almost completed a compaign with this option enabled. And yes, it is great. But it would be interesting to know the formalas, how these "cover penalties" are calculated. PavelB 04:28, 9 December 2013 (EST)

Hidden potential MEC trooper's aim gain

Does anyone know the data how much aim stat growth the MEC troopers have. My last play-through my MEC ended up at 105 base aim as col. It was a converted support squaddie. Is it bugged or does the second wave works as intended. I can see the data it would never get even close to that aim. So I think second wave HP is bugged. Anyone know ? --Sunesha 17:11, 8 December 2013 (EST)