Difference between revisions of "Seeker (EU2012)"
(→Info: - Someone test if Close Combat Specialist reacts when that Assault is the one being attacked, haven't managed to confirm (only have confirmed if Seeker de-cloaks nearby, IN ROUTE to another soldier).) |
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[[Image:Seeker 2 (EU2012).png|right|300px|The Seeker]] | [[Image:Seeker 2 (EU2012).png|right|300px|The Seeker]] | ||
− | The | + | The '''Seeker''' is a biomechanical hover unit with a squidlike design, somewhat visually similar to TFTD's [[Tentaculat]] (reinforcing this, the Autopsy's project name is "Lovecraft", whose writings were a primary inspiration for TFTD). Its specialty is the ability to become invisible to your [[Soldiers (EU2012)|soldier]]'s eyes. It was introduced in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. |
− | Seekers | + | Seekers operate as hit and run units that will use their stealth (a.k.a. Cloak) to approach lone [[Soldiers (EU2012)|soldiers]] (such as [[Sniper (EU2012)|Snipers]] with Squad Sight) and then use their special grappling attack. The victim will not die immediately, but cannot undertake any actions and will take [[Damage (EU2012)|damage]] each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation they will have to catch their breath, taking heavy penalties for the next two turns. Seekers also have a weapon similar to a [[Plasma Pistol (EU2012)|Plasma Pistol]] that they will use on any target they cannot effectively isolate or grapple. |
Seekers are immune to the [[Flamethrower (EU2012)|Flamethrower]]. They can be detected through the Battle Scanner and the [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]]. | Seekers are immune to the [[Flamethrower (EU2012)|Flamethrower]]. They can be detected through the Battle Scanner and the [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]]. | ||
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This last characteristic can also favor mobile [[Squads (EU2012)|squad]] tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it. | This last characteristic can also favor mobile [[Squads (EU2012)|squad]] tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it. | ||
− | The Seeker's Strangle [[Abilities (EU2012)|ability]] cannot be used when the Seeker is visible, and it is the only enemy that can occupy the same space as another unit. | + | The Seeker's Strangle [[Abilities (EU2012)|ability]] cannot be used when the Seeker is visible, and it is the only enemy that can occupy the same space as another unit. It cannot grapple the heavier late-game armours, and [[MEC Trooper (EU2012)|MEC Troopers]] are also immune. |
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'''Notes''' | '''Notes''' | ||
− | * Strangle will cause the targeted soldier to lose 2 | + | * Strangle will cause the targeted soldier to lose 2 HP per turn. The attacked soldier will not be able to take an Overwatch shot when the Seeker uncloaks itself to perform this attack. Soldiers with 2 HP or less will be immediately killed upon strangulation. The attack can be broken by hitting the Seeker with a weapon shot, even if it doesn't kill it. |
*If killed during a successful mission a [[Seeker Wreck (EU2012)|Seeker Wreck]] will be recovered. | *If killed during a successful mission a [[Seeker Wreck (EU2012)|Seeker Wreck]] will be recovered. | ||
**Completing its research will unlock the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] gene mod and the [[Ghost Grenade (EU2012)|Ghost Grenade]]. | **Completing its research will unlock the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] gene mod and the [[Ghost Grenade (EU2012)|Ghost Grenade]]. | ||
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* They have a brand new AI that makes them have hit and run tactics, only attack one at a time and normally disappear before you can kill them. | * They have a brand new AI that makes them have hit and run tactics, only attack one at a time and normally disappear before you can kill them. | ||
* It is required to kill it with Overwatch shots to prevent the Seeker from beginning the strangle immediately after decloaking, damage is not enough. | * It is required to kill it with Overwatch shots to prevent the Seeker from beginning the strangle immediately after decloaking, damage is not enough. | ||
− | *The new | + | * The new [[Respirator Implant (EU2012)|Respirator Implant]] item provides immunity to strangulation, as does [[Chitin_Plating_(EU2012)|Chitin Plating]]. |
− | *Soldiers with [[Gene Mods (EU2012)|Bioelectric Skin]] can reveal Seekers; range is similar to radius of grenades. | + | * Soldiers with [[Gene Mods (EU2012)|Bioelectric Skin]] can reveal Seekers; range is similar to radius of grenades. |
− | * | + | * [[Titan Armor (EU2012)|Titan Armor]], [[Ghost Armor (EU2012)|Ghost Armor]], and [[Archangel Armor (EU2012)|Archangel Armor]] all grant immunity to poison, fire, ''and'' strangulation as of Enemy Within. |
− | **Thusly, Seekers become rare late-game, | + | ** Thusly, Seekers become rare and ineffectual late-game, by which point the [[Respirator Implant (EU2012)|Respirator Implant]] is already near-useless. By then you should have had most important soldiers upgraded with Chitin Plating anyway. |
*Soldiers 'catching breath' have two moves, but with -50% penalty to aim and -75% penalty to movement. They can still reload so use those occasions to bring your weapon to full ammo. | *Soldiers 'catching breath' have two moves, but with -50% penalty to aim and -75% penalty to movement. They can still reload so use those occasions to bring your weapon to full ammo. | ||
*Upon being activated Seekers cloak and immediately move away from their initial position, so it's a waste to fire a Rocket at their starting position to try to catch them. | *Upon being activated Seekers cloak and immediately move away from their initial position, so it's a waste to fire a Rocket at their starting position to try to catch them. |
Revision as of 15:41, 7 July 2014
The Seeker is a biomechanical hover unit with a squidlike design, somewhat visually similar to TFTD's Tentaculat (reinforcing this, the Autopsy's project name is "Lovecraft", whose writings were a primary inspiration for TFTD). Its specialty is the ability to become invisible to your soldier's eyes. It was introduced in the Enemy Within DLC.
Seekers operate as hit and run units that will use their stealth (a.k.a. Cloak) to approach lone soldiers (such as Snipers with Squad Sight) and then use their special grappling attack. The victim will not die immediately, but cannot undertake any actions and will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation they will have to catch their breath, taking heavy penalties for the next two turns. Seekers also have a weapon similar to a Plasma Pistol that they will use on any target they cannot effectively isolate or grapple.
Seekers are immune to the Flamethrower. They can be detected through the Battle Scanner and the Bioelectric Skin. The Cloak depletes during movement, behaving rather like the flight mode of Archangel Armor than the cloak of Ghost Armor.
This last characteristic can also favor mobile squad tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it.
The Seeker's Strangle ability cannot be used when the Seeker is visible, and it is the only enemy that can occupy the same space as another unit. It cannot grapple the heavier late-game armours, and MEC Troopers are also immune.
Info
1st Appearance | April |
HP | 4/5/5/6 |
Aim | 65/65/75/75 |
Defense | 10/10/20/20 |
Will | 0 |
Movement | 12/14/14/14 |
Easy/Normal/Classic/Impossible |
Weapon | Base Damage | Critical Damage | Critical Chance | Abilities |
---|---|---|---|---|
Seeker Plasma Pistol | 3-5 | 4 or 6 | 0 | Unlimited ammo |
Notes
- Strangle will cause the targeted soldier to lose 2 HP per turn. The attacked soldier will not be able to take an Overwatch shot when the Seeker uncloaks itself to perform this attack. Soldiers with 2 HP or less will be immediately killed upon strangulation. The attack can be broken by hitting the Seeker with a weapon shot, even if it doesn't kill it.
- If killed during a successful mission a Seeker Wreck will be recovered.
- Completing its research will unlock the Mimetic Skin gene mod and the Ghost Grenade.
- Although Seekers do not show Robotic in the Unit Analysis View, they have this passive ability, making them mmmune to stun, poison and most psionic attacks.
- However, they do not have the Hardened property, and can easily receive critical hits when exposed.
- Seekers have +10 Critical Chance on Impossible difficulty.
- They have a brand new AI that makes them have hit and run tactics, only attack one at a time and normally disappear before you can kill them.
- It is required to kill it with Overwatch shots to prevent the Seeker from beginning the strangle immediately after decloaking, damage is not enough.
- The new Respirator Implant item provides immunity to strangulation, as does Chitin Plating.
- Soldiers with Bioelectric Skin can reveal Seekers; range is similar to radius of grenades.
- Titan Armor, Ghost Armor, and Archangel Armor all grant immunity to poison, fire, and strangulation as of Enemy Within.
- Thusly, Seekers become rare and ineffectual late-game, by which point the Respirator Implant is already near-useless. By then you should have had most important soldiers upgraded with Chitin Plating anyway.
- Soldiers 'catching breath' have two moves, but with -50% penalty to aim and -75% penalty to movement. They can still reload so use those occasions to bring your weapon to full ammo.
- Upon being activated Seekers cloak and immediately move away from their initial position, so it's a waste to fire a Rocket at their starting position to try to catch them.
- The Assault's Close Combat Specialist ability reacts to them, so the best soldier to put forward to be the bait is an Assault with that skill, particularly with Shotgun-type weapons.
Tactics
- Protect any isolated unit such as a Sniper, they will loop back around and attack them when you least expect it. Another favorite victim of them is an isolated Assault who just completed a Run & Gun dash.
- For your early encounters, your best means of protection is to have your soldiers within line of sight of one another (possibly retreating, if you think you know what direction they're approaching from), and have everyone on Overwatch. With luck, when they try to attack, enough hits will land that you can destroy them before they cause damage.
- If you're save-scumming, and lost track of a Seeker: consider tossing out AoE attacks (like grenades) to try to see where it is, going by process of elimination to "Battleship" it out.
- If the Seeker can't strangulate it will fire its plasma weapon instead. This can easily be worse than strangulation, since their high movement means it's easy for them to flank and crit for up to 6 damage. When decloaking Seekers with a Battle Scanner, ensure you have soldiers with actions left to kill them, or they'll probably move and take a flanking shot.
- Don't underestimate the firepower needed to take down a Seeker even when decloaked. Their innate defense, plus 20 defense for flying means a low level squad can easily flail at it for a round and not land a hit.
- The good news is, Seekers that are about to or are strangling a soldier will likely be at ground level, so won't get the defense benefit of flying.
- Don't underestimate the firepower needed to take down a Seeker even when decloaked. Their innate defense, plus 20 defense for flying means a low level squad can easily flail at it for a round and not land a hit.
- If they're in a soldier's movement range, they'll still block movement to that square like any other enemy, even while in Stealth mode.
- So, if there's an active one hunting you, check to see if there's any squares nearby that should be accessible, but you cannot have the soldier occupy. Using any Area Of Effect attack (except MEC Trooper flamethrowers) will damage it, and force it to drop it's stealth, leaving it open to attack!
- It will often be right next to you, not unlike a Chryssalid that's used both Actions on approach.
- Also, keep an eye out for any 'disturbances' to help you find them (an alien computer console's "holoscreen" flickering, animals being disturbed, doors & windows being opened).
- However, they can fly, so they might sometimes do so to avoid revealing themselves in these manners.
- Lasty: when using grenades, you may have noticed an "auto-lock" when you want to drop it right at an enemy's feet (or, if you're skilled, even flying enemies): this works on them too, even in Stealth Mode.
- So, if there's an active one hunting you, check to see if there's any squares nearby that should be accessible, but you cannot have the soldier occupy. Using any Area Of Effect attack (except MEC Trooper flamethrowers) will damage it, and force it to drop it's stealth, leaving it open to attack!
XCOM: Enemy Unknown (2012): Aliens | |
Aliens: | Sectoid • Floater • Thin Man • Outsider • Muton • Chryssalid • Zombie • Sectoid Commander • Cyberdisc • Heavy Floater • Berserker • Sectopod • Drone • Muton Elite • Ethereal • Uber Ethereal (*Spoilers*) • Mechtoid (EW DLC) • Seeker (EW DLC) |
Alien Corpses: | Sectoid Corpse • Floater Corpse • Thin Man Corpse • Muton Corpse • Chryssalid Corpse • Drone Wreck • Cyberdisc Wreck • Sectoid Commander Corpse • Heavy Floater Corpse • Berserker Corpse • Muton Elite Corpse • Sectopod Wreck • Ethereal Corpse • Seeker Wreck (EW DLC) • Mechtoid Core (EW DLC) |
Data: | Overview of Aliens • Alien Stats • Alien Objectives • Alien Deployment |