Difference between revisions of "User:Hobbes/Sandbox page"
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====UFOs==== | ====UFOs==== | ||
− | On UFO missions the game will introduce the Commander type aliens, deployed as a single Pod | + | On UFO missions the game will introduce the Commander type aliens, deployed as a single Pod, usually located at the bridge of the UFO, although its location can vary. |
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
Line 114: | Line 114: | ||
| colspan="3" align="center" style="background:#f0f0f0;"|'''Impossible''' | | colspan="3" align="center" style="background:#f0f0f0;"|'''Impossible''' | ||
|- | |- | ||
− | ! || | + | ! ||Alien Pods||# Aliens||Bridge Pod||Alien Pods||# Aliens||Bridge Pod||Alien Pods||# Aliens||Bridge Pod||Alien Pods||# Aliens||Bridge Pod |
|- align="center" | |- align="center" | ||
− | | Small Scout Crashed||3 Soldier||4||1-3||3 Soldier||4||1-3||3 Soldier||4||1-3||3 Soldier|| | + | | Small Scout Crashed||3 Soldier||4||1-3||3 Soldier||4||1-3||3 Soldier||4||1-3||3 Soldier||4||1-3 |
|- align="center" | |- align="center" | ||
− | | Small Scout Landed||3 Soldier||9||1-3||3 Soldier||9||1-3||3 Soldier||9||1-3||3 Soldier|| | + | | Small Scout Landed||3 Soldier||9||1-3||3 Soldier||9||1-3||3 Soldier||9||1-3||3 Soldier||9||1-3 |
|- align="center" | |- align="center" | ||
− | | Large Scout Crashed||4 Soldier||7-9||1-3||4 Soldier||7-9||1-3||4 Soldier||7-9||1-3||4 Soldier||||1-3 | + | | Large Scout Crashed||4 Soldier||7-9||1-3||4 Soldier||7-9||1-3||4 Soldier||7-9||1-3||4 Soldier||7-9||1-3 |
|- align="center" | |- align="center" | ||
| Large Scout Landed||4 Soldier||10||1-3||4 Soldier||10||1-3||4 Soldier||10||1-3||4 Soldier||12||1-3 | | Large Scout Landed||4 Soldier||10||1-3||4 Soldier||10||1-3||4 Soldier||10||1-3||4 Soldier||12||1-3 | ||
Line 134: | Line 134: | ||
| Battleship||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||26||2-3 | | Battleship||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||26||2-3 | ||
|- align="center" | |- align="center" | ||
− | | Overseer|||||||||||||||||||||||| | + | | Overseer||1 Soldier<br>1 Secondary|| || ||1 Soldier<br>1 Secondary|| || || 1 Soldier<br>1 Secondary|| || || 2 Soldier<br>2 Secondary|||| |
|} | |} | ||
+ | |||
+ | When the game is determining the final number of alien pods (excluding Bridge pods) for each UFO it uses a special function (called ProcessPodTypes on XGStrategyAI class at the XComStrategyGame.upk file) that does the following: | ||
+ | * If the total of aliens (on the table as Pod Aliens) is bigger than the number of possible pods (on the table as Total Pods) * 3, then the total of aliens is reset to be the number of total pods * 3. | ||
+ | * Number of minimum possible pods is defined as the total of aliens / 3. | ||
+ | * If the remaining from the previous condition is different from 0 then it adds 1 to the minimum possible pods. | ||
+ | * Maximum possible pods is equal to total of aliens divided by 2. | ||
+ | * The final total of pods is equal to minimum possible pods + a random number, range going from the value of the maximum possible pods minus the value of the minimum pods and further added with +1. | ||
+ | * If the array types is bigger than the total of pods, remove 1 type from array until they are equal. | ||
+ | |||
+ | As an example for the Battleship for Impossible difficulty: | ||
+ | * Number of possible pods * 3 = (11*3) = 33, # of Aliens = 26, so check. | ||
+ | * Number of minimum possible pods = 26/3 = 8 | ||
+ | * 2 aliens remaining, so number of minimum possible pods increased to 9 | ||
+ | * Maximum possible pods = 26/2 = 13 | ||
+ | * Final total of pods = 9 + random (13 - 9 + 1 = 3). A Battleship can have between 9 to 12 pods, excluding the Bridge pod. | ||
+ | |||
+ | Regarding the Bridge pod, the game also applies a few special functions: | ||
+ | * For the Small and Large Scouts, it consists of a single Outsider, or it can 2-3 aliens of the Sectoid Commander/Ethereal types. | ||
+ | *`For the Abductor, Supply Barge and Battleship, it can consist of 3 Outsiders (if landed). If crashed, it will have 2 on Easy/Normal difficulties or 3 on Classic/Impossible. | ||
====Pod Species==== | ====Pod Species==== |
Revision as of 17:28, 29 December 2013
Strategy
User:Hobbes/Sandbox_page/Strategy
Alien Deployment
There are four types of aliens present in the game: Commanders, Soldiers, Secondaries and Roaming. Commanders will only appear on UFO missions, Soldiers can appear on Abductions, Council and UFO missions, and Secondaries will appear in UFO and Terror Site missions. All of these three types can also be present in Storyline missions. The type of aliens apply only to Drones and those are only deployed as escorts to larger robotic units or by themselves during the Alien Base mission.
Soldiers (type 0)
|
Commanders (type 1) |
Secondaries (type 2) |
Roaming (type 3) |
Pod Composition
The aliens deploy their units in pods of 1-3 aliens, usually made of the same species. In the case of some specific aliens their pods can contain 1 unit of the pod species type, plus 1-2 escorts from another alien species:
- Berserkers (with Mutons as escorts)
- Cyberdiscs (Drones)
- Mechtoids (Sectoids or Sectoid Commanders)
- Sectopods (Drones)
- Ethereals (Muton Elites)
The composition and number of aliens on each pod depend on 3 main factors: the difficulty level, the type of mission and the month.
Abductions and Terror Sites
On the case of Abductions the difficulty level of the mission displayed on the Mission Control selection screen will also determine the number of aliens present during tactical missions.
Aliens on Abductions will consist only of Soldier types, while on Terror Sites the pods will be only of Secondary alien types.
' | ' | Easy | Normal | Classic | Impossible | ||||
Mission Difficulty | Total Pods | Total Aliens | Total Pods | Total Aliens | Total Pods | Total Aliens | Total Pods | Total Aliens | |
---|---|---|---|---|---|---|---|---|---|
Abductions | 1st Mission | 2 | 4 | 2 | 4 | 3 | 6 | 3 | 8 |
Easy | 2 | 4 | 2 | 4 | 2 | 4 | N/A | N/A | |
Normal | 3 | 6 | 3 | 6 | 3 | 6 | N/A | N/A | |
Difficult | 4 | 8 | 4 | 8 | 4 | 8 | 4 | 10 | |
Very Difficult | 4 | 10 | 4 | 10 | 4 | 10 | 4 | 12 | |
Terror Site | 1st Mission | 3 | 6 | 3 | 6 | 3 | 6 | 3 | 9 |
Regular | 3 | 8 | 4 | 10 | 5 | 12 | 5 | 15 |
Council missions
Council missions introduce another type of alien deployment besides pods, which is dynamic aliens, or the aliens who fall down from the sky during the mission. Assault type missions will not contain any dynamic aliens.
Easy | Normal | Classic | Impossible | |||||||||||||
Council | Total Pods | Pod Aliens | Dynamic Aliens | Total Aliens | Total Pods | Pod Aliens | Dynamic Aliens | Total Aliens | Total Pods | Pod Aliens | Dynamic Aliens | Total Aliens | Total Pods | Pod Aliens | Dynamic Aliens | Total Aliens |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
March | 3 | 3 | 2 | 5 | 3 | 3 | 2 | 5 | 3 | 4 | 3 | 7 | 3 | 7 | 4 | 11 |
April | 4 | 4 | 2 | 6 | 4 | 4 | 2 | 6 | 4 | 5 | 4 | 9 | 4 | 8 | 6 | 14 |
May | 4 | 6 | 2 | 8 | 4 | 6 | 2 | 8 | 4 | 6 | 5 | 11 | 4 | 10 | 6 | 16 |
June | 4 | 8 | 3 | 11 | 4 | 8 | 3 | 11 | 4 | 10 | 6 | 16 | 4 | 10 | 6 | 16 |
July | 4 | 9 | 4 | 13 | 4 | 9 | 4 | 13 | 4 | 12 | 6 | 18 | 4 | 12 | 6 | 16 |
August | 4 | 10 | 6 | 16 | 4 | 10 | 6 | 16 |
UFOs
On UFO missions the game will introduce the Commander type aliens, deployed as a single Pod, usually located at the bridge of the UFO, although its location can vary.
Difficulty | Easy | Normal | Classic | Impossible | ||||||||
Alien Pods | # Aliens | Bridge Pod | Alien Pods | # Aliens | Bridge Pod | Alien Pods | # Aliens | Bridge Pod | Alien Pods | # Aliens | Bridge Pod | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Small Scout Crashed | 3 Soldier | 4 | 1-3 | 3 Soldier | 4 | 1-3 | 3 Soldier | 4 | 1-3 | 3 Soldier | 4 | 1-3 |
Small Scout Landed | 3 Soldier | 9 | 1-3 | 3 Soldier | 9 | 1-3 | 3 Soldier | 9 | 1-3 | 3 Soldier | 9 | 1-3 |
Large Scout Crashed | 4 Soldier | 7-9 | 1-3 | 4 Soldier | 7-9 | 1-3 | 4 Soldier | 7-9 | 1-3 | 4 Soldier | 7-9 | 1-3 |
Large Scout Landed | 4 Soldier | 10 | 1-3 | 4 Soldier | 10 | 1-3 | 4 Soldier | 10 | 1-3 | 4 Soldier | 12 | 1-3 |
Abductor Crashed | 3 Soldier 1 Secondary |
9 | 2-3 | 3 Soldier 1 Secondary |
9 | 2-3 | 3 Soldier 1 Secondary |
9 | 2-3 | 3 Soldier 1 Secondary |
9 | 2-3 |
Abductor Landed | 3 Soldier 1 Secondary |
12 | 2-3 | 3 Soldier 1 Secondary |
12 | 2-3 | 3 Soldier 1 Secondary |
12 | 2-3 | 3 Soldier 1 Secondary |
12 | 2-3 |
Supply Crashed | 4 Soldier 3 Secondary |
9-15 | 2-3 | 4 Soldier 3 Secondary |
9-15 | 2-3 | 4 Soldier 3 Secondary |
9-15 | 2-3 | 4 Soldier 3 Secondary |
10-18 | 2-3 |
Supply Landed | 4 Soldier 3 Secondary |
16 | 2-3 | 4 Soldier 3 Secondary |
16 | 2-3 | 4 Soldier 3 Secondary |
16 | 2-3 | 4 Soldier 3 Secondary |
21 | 2-3 |
Battleship | 7 Soldier 4 Secondary |
20 | 2-3 | 7 Soldier 4 Secondary |
20 | 2-3 | 7 Soldier 4 Secondary |
20 | 2-3 | 7 Soldier 4 Secondary |
26 | 2-3 |
Overseer | 1 Soldier 1 Secondary |
1 Soldier 1 Secondary |
1 Soldier 1 Secondary |
2 Soldier 2 Secondary |
When the game is determining the final number of alien pods (excluding Bridge pods) for each UFO it uses a special function (called ProcessPodTypes on XGStrategyAI class at the XComStrategyGame.upk file) that does the following:
- If the total of aliens (on the table as Pod Aliens) is bigger than the number of possible pods (on the table as Total Pods) * 3, then the total of aliens is reset to be the number of total pods * 3.
- Number of minimum possible pods is defined as the total of aliens / 3.
- If the remaining from the previous condition is different from 0 then it adds 1 to the minimum possible pods.
- Maximum possible pods is equal to total of aliens divided by 2.
- The final total of pods is equal to minimum possible pods + a random number, range going from the value of the maximum possible pods minus the value of the minimum pods and further added with +1.
- If the array types is bigger than the total of pods, remove 1 type from array until they are equal.
As an example for the Battleship for Impossible difficulty:
- Number of possible pods * 3 = (11*3) = 33, # of Aliens = 26, so check.
- Number of minimum possible pods = 26/3 = 8
- 2 aliens remaining, so number of minimum possible pods increased to 9
- Maximum possible pods = 26/2 = 13
- Final total of pods = 9 + random (13 - 9 + 1 = 3). A Battleship can have between 9 to 12 pods, excluding the Bridge pod.
Regarding the Bridge pod, the game also applies a few special functions:
- For the Small and Large Scouts, it consists of a single Outsider, or it can 2-3 aliens of the Sectoid Commander/Ethereal types.
- `For the Abductor, Supply Barge and Battleship, it can consist of 3 Outsiders (if landed). If crashed, it will have 2 on Easy/Normal difficulties or 3 on Classic/Impossible.
Pod Species
When choosing between the alien species the game will create a pool of potential alien species to assign to pods each month where each species will have a certain weight or probability of being chosen. On the next month the game will add new species to the pool and recalculate their probabilities of being chosen. There are defined limits on the number of pods of specific species that can be encountered during a mission. On the Impossible difficulty levels the limits seem to be disregarded (to be confirmed).
Pod Mission Assignment
Abduction missions will only have present type 0 (Soldier) aliens, while Terror Sites will only have type 2 (Secondary) aliens. Council missions will consist mainly of type 1 aliens, with several exceptions on Slingshot and EW. Small and Large Scouts UFOs will have only type 0 pods, along with a type 1 pod of alien UFO commanders. Larger UFOs and the alien base will have pods of both early types plus a single type 1 pod consisting of the alien craft's command crew. The Tutorials (Regular and Meld), along with the first Abductions, Terror Site and UFO missions have predetermined alien pod numbers and species.
Soldier Management
- Use the first 3 missions to bring all the 12 initial soldiers and reveal their classes.
- The focus is on building a poll of soldiers - it should be around 10-12 soldiers being rotated on missions, plus a number of replacements.
- A basic setup is to have 2-3 officers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, plus an alternative build for more specialized missions.
- To get the Squad Size increase, you can get later a Sergeant as a reward in an abduction mission.
- Try to get as soldiers as rewards during Abduction missions (although you may lose countries) - money and resources are easy to get, high rank soldiers take a lot of time to build up. Even if you have already 2 officers from that class
- Usually the distribution of classes will not be balanced. Use Abduction missions to make up with any shortfalls.
1) Maps 2) Type and number of aliens.
The first criteria is if XCOM or the aliens are capable of killing their opponents with 1 shot. At the beginning the aliens will have the upper hand, specially in Classic/Impossible but that will keep changing back and forward as XCOM deploys new tech and the aliens bring more races. There's something of a ratio: if you're facing 3 lesser opponents or 2 similar ones or 1 superior alien you're outnumbered and your soldiers can be severely injured or killed.
With this in mind you may face three types of scenarios everytime you'll go on an Abduction/Terror/UFO missions. Council missions are predictable since you'll be facing always Sectoids or Thin Men.
Class/Type | Corporal | Sergeant | Lieutenant | Captain | Colonel | Notes |
---|---|---|---|---|---|---|
Support (Medic) | Sprinter Covering Fire |
Field Medic | Revive | Dense Smoke Combat Drugs |
Savior | |
Support (Scout) | Sprinter | Smoke and Mirrors | Rifle Suppression | Dense Smoke | Sentinel | |
Support (Rifleman) | Covering Fire | Field Medic Smoke and Mirrors |
Rifle Suppression | Dense Smoke Combat Drugs |
Sentinel | |
Assault (Charger) | Aggression | Close and Personal | Rapid Fire | Bring 'Em On | Killer Instinct | |
Assault (Flanker) | Tactical Sense | Lightning Reflexes | Rapid Fire Flush |
Close Combat Specialist | Resilience | |
Assault (Rifleman) | Tactical Sense | Lightning Reflexes Close And Personal |
Rapid Fire Flush |
Bring 'Em On | Resilience | |
Sniper | Squad Sight | Gunslinger Damn Good Ground |
Disabling Shot | Opportunist | Double Tap In The Zone |
|
Sniper (Scout) | Snap Shot | Gunslinger Damn Good Ground |
Battle Scanner | Executioner | Double Tap In The Zone |
|
Heavy (Support) | Holo-Targeting | Shredder Rocket | HEAT Ammo | Grenadier | Rocketeer | Demolition/Squad Support |
Heavy (Rifleman) | Bullet Swarm | Suppression | Rapid Reaction | Danger Zone | Mayhem | Requires a lot of ammo. |
Heavy (Antiarmor) | Bullet Swarm | Shredder Rocket | HEAT Ammo | Danger Zone | Rocketeer | |
Heavy (Grenadier) | Bullet Swarm | Shredder Rocket | HEAT Ammo | Grenadier | Mayhem | |
' |
Class Builds
Each class has been designed with two main builds, Alpha (left side) and Beta (right side). Although experienced players will design soldiers according to their own preferences, this article will focus on the basic builds available to each class.
Normal Weapons Kill Table
Weapon | Base Damage | Crit Damage | Critical Chance | Maximum Damage (Base + Crit)? | Sectoid Thin Man Outsider Drone |
Floater | Muton Chryssalid |
Zombie Sectoid Commander |
Heavy Floater | Muton Elite | Cyberdisk | Bezerker Ethereal |
Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 8 | 10 | 12 | 14 | 16 | 20 | 30 | |||||
Pistol | 1 | 1 | 0 | 2 | |||||||||
Laser Pistol Laser Pistol (I) |
2 | 3 | 10 30 |
5 | CRIT | CRIT | |||||||
Laser Pistol (I & III) | 3 | 3 | 30 | 6 | BASE | CRIT | |||||||
Plasma Pistol Assault Rifle Plasma Pistol (I) |
3 | 4 | 0 10 20 |
7 | BASE | CRIT | |||||||
Plasma Pistol (I & III) | 4 | 4 | 20 | 8 | BASE | BASE | CRIT | ||||||
LMG Sniper Rifle Shotgun |
4 | 6 | 0 25 20 |
10 | BASE | BASE | CRIT | CRIT | |||||
Laser Rifle Plasma Light Rifle |
5 | 7 | 10 | 12 | BASE | BASE | BASE | CRIT | CRIT | ||||
Heavy Laser Laser Sniper Rifle Laser Scatter |
6 | 9 | 10 30 20 |
15 | BASE | BASE | BASE | CRIT | CRIT | CRIT | |||
Plasma Rifle | 7 | 10 | 10 | 17 | BASE | BASE | BASE | CRIT | CRIT | CRIT | CRIT | ||
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
9 | 13 | 10 35 20 |
22 | BASE | BASE | BASE | BASE | CRIT | CRIT | CRIT | CRIT |
Classic Weapons Kill Table
Weapon | Base Damage | Crit Damage | Critical Chance | Maximum Damage (Base + Crit)? | Sectoid | Thin Man Floater |
Outsider Drone |
Chryssalid | Muton Zombie |
Heavy Floater Muton Elite Sectoid Commander |
Cyberdisk Bezerker Ethereal |
Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 5 | 8 | 10 | 14 | 20 | 30 | |||||
Pistol | 1 | 1 | 0 | 2 | ||||||||
Laser Pistol Laser Pistol (I) |
2 | 3 | 10 30 |
5 | CRIT | CRIT | CRIT | |||||
Laser Pistol (I & III) | 3 | 3 | 30 | 6 | BASE | CRIT | CRIT | |||||
Plasma Pistol Assault Rifle Plasma Pistol (I) |
3 | 4 | 0 10 20 |
7 | BASE | CRIT | CRIT | |||||
Plasma Pistol (I & III) | 4 | 4 | 20 | 8 | BASE | BASE | CRIT | CRIT | ||||
LMG Sniper Rifle Shotgun |
4 | 6 | 0 25 20 |
10 | BASE | BASE | CRIT | CRIT | CRIT | |||
Laser Rifle Plasma Light Rifle |
5 | 7 | 10 | 12 | BASE | BASE | BASE | CRIT | CRIT | |||
Heavy Laser Laser Sniper Rifle Laser Scatter |
6 | 9 | 10 30 20 |
15 | BASE | BASE | BASE | CRIT | CRIT | |||
Plasma Rifle | 7 | 10 | 10 | 17 | BASE | BASE | BASE | CRIT | CRIT | CRIT | ||
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
9 | 13 | 10 35 20 |
22 | BASE | BASE | BASE | BASE | CRIT | CRIT | CRIT |
Impossible Weapons Kill Table
Weapon | Base Damage | Crit Damage | Critical Chance | Maximum Damage (Base + Crit)? | Sectoid | Outsider | Thin Man Floater |
Drone | Chryssalid | Muton Zombie |
Sectoid Commander | Heavy Floater | Muton Elite | Cyberdisk | Bezerker Ethereal |
Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 5 | 6 | 7 | 8 | 10 | 14 | 16 | 18 | 20 | 25 | 30 | |||||
Pistol | 1 | 1 | 0 | 2 | ||||||||||||
Laser Pistol Laser Pistol (I) |
2 | 3 | 10 30 |
5 | CRIT | CRIT | CRIT | |||||||||
Laser Pistol (I & III) | 3 | 3 | 30 | 6 | CRIT | CRIT | CRIT | |||||||||
Plasma Pistol Assault Rifle Plasma Pistol (I) |
3 | 4 | 0 10 20 |
7 | CRIT | CRIT | CRIT | CRIT | ||||||||
Plasma Pistol (I & III) | 4 | 4 | 20 | 8 | BASE | CRIT | CRIT | CRIT | CRIT | |||||||
LMG Sniper Rifle Shotgun |
4 | 6 | 0 25 20 |
10 | BASE | BASE | CRIT | CRIT | CRIT | |||||||
Laser Rifle Plasma Light Rifle |
5 | 7 | 10 | 12 | BASE | BASE | BASE | CRIT | CRIT | |||||||
Heavy Laser Laser Sniper Rifle Laser Scatter |
6 | 9 | 10 30 20 |
15 | BASE | BASE | BASE | CRIT | CRIT | |||||||
Plasma Rifle | 7 | 10 | 10 | 17 | BASE | BASE | BASE | CRIT | CRIT | CRIT | ||||||
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
9 | 13 | 10 35 20 |
22 | BASE | BASE | BASE | BASE | CRIT | CRIT | CRIT |
Notes on Damage
- BASE = alien can be killed with 1 shot; CRIT = alien requires either 2 normal shots or 1 critical hit with usually maximum critical damage.
- Regarding the different numbers seen in the Barracks info and the actual game values, one theory is that the damage range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the maximum damage before firing.
- How the critical damage is applied isn't clear/proven. The model above assumes that there are separate rolls, 1 for normal damage, then it is added the value of another roll for critical damage.
- The other model is that the maximum damage for a critical hit is the one listed but that doesn't fit with actual combat results, since I've seen Heavy Plasmas dealing 16 damage to a flanked soldier.
Discussion
- Apologies for intruding, but are we sure that Critical damage completely stacks with Base damage? So far as I've seen, critical damage OVERLAPS base damage, IE, a critical hit uses the higher "Critical damage" number in the randomizer, instead of the Baze Damage number.
- I appreciate the feedback. Good question - my current impression is that damage is dealt in two rolls, one for hit (base damage) and a 2nd one which seems to be randomized within the critical damage ability. I've made kills that also support this model, like 1 Alloy Cannon shot killing an undamaged Muton Elite that has been flanked. Hobbes 18:51, 6 November 2012 (EST)
- Also, the Base Damage, as found elsewhere, seems to be able to be modified by one (and possibly more)in either direction. So Guaranteed kills may not quite count unless the damage is high enough that even -1 is still enough to one-shot. (IE, 4 base damage LMG, -1=3: Still enough for a Sectoid) Arrow Quivershaft 18:41, 6 November 2012 (EST)
- I've checked the damage on my current Classic game. From what I've researched there's no change to it on the difficulty levels. Which makes a lot of sense since it's a lot easier to learn the game if you always play with the same weapon stats. Hobbes 18:51, 6 November 2012 (EST)
- What I mean is that it randomizes damage on a hit, not by difficulty, just a bit of basic randomizing so that things aren't always the same. Sorry for being unclear. Arrow Quivershaft 02:23, 7 November 2012 (EST)
- I've switched my game settings to show the alien's health bars (so far I was developing this model based on the results from hits to my soldiers. Yesterday I saw an Alloy Cannon dealing 22 damage points to a Sectopod so the basic assumption, game damage = (base damage roll) + (critical damage roll) is correct. The question is how the critical damage roll is distributed: on Base Damage the deviation seems to be slight (the values displayed on the Armory correspond to average base damage, while on missions the damage displayed while firing is the maximum base damage. On critical damage the distribution of results seems to follow a growing pattern: the bigger the critical damage inflicted the lesser the chance you'll get that result.Hobbes 08:57, 14 November 2012 (EST)
- Regarding zombie HP, I edited it because I saw 10hp zombie in impossible, but was a bug like 3hp thin man in impossible. 14 is right :) - Moyang
Alien Types Distribution Table
Mission | Sectoid | Thin Man | Outsider | Drone | Floater | Muton | Chryssalid | Sectoid Commander | Heavy Floater | Muton Elite | Cyberdisk | Bezerker | Ethereal | Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Abductions | YES | YES | NO | YES | YES | YES | YES | NO | YES | ? | YES | YES | NO | ? |
Terror Site | NO | NO | NO | YES | YES | YES | YES | NO | YES | NO | YES | YES | NO | YES |
UFO Crash Site | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES |
UFO Landing Site | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES | YES |
Council | YES | YES | NO | NO | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO |
Alien Numbers Distribution Table
Mission | # Alien Packs | # Aliens | Alien Species |
---|---|---|---|
Abductions | ? | 2-12* | ALL |
Terror Site | ? | 6-12* | YES |
Crashed Small Scout | 3 | 5-8 | YES |
Crashed Large Scout | ? | 8-12 | YES |
Crashed Abductor | ? | 12? | YES |
Crashed Supply Barge | ? | ? | YES |
Crashed Battleship | ? | 23 | YES |
Crashed Overseer | ? | 8-12? | YES |
Landed Small Scout | 4 | 6-10 | YES |
Landed Large Scout | ? | 8-12? | YES |
Landed Abductor | ? | 23 | YES |
Landed Supply Barge | ? | ? | YES |
Council | ? | ? | YES |
Game Files Info
AI Behaviour
Moving vs static packs
- Moving packs will roam the battlefield until spotting XCOM or civilian units.
- Static packs will be hunkered down and waiting for enemy units to be seen.
- Ambush packs are aliens that will appear active but on Overwatch.
- The AI will 'teleport' either type of packs from one map location to the other, if they are still 'unactivated' (haven't seen XCOM units)
Active vs passive aliens
- Active aliens are alerted to XCOM's presence and will take action immediately upon sight.
- Aliens can be activated in 3 ways:
- By spotting XCOM units - the run for cover animation will be played - this requires for the XCOM unit to move into a visible square. However due to Line of Sight mechanics it is possible to spot a group of passive aliens while moving diagonally without activating them.
- By being activated by other already active aliens - the individual alien seems to emit a specific sound that can activate passive packs without the 'run for cover' animation.
- By firing and hitting any of the aliens with indirect fire by using Rocket Launchers, Squad Sight snipers, etc.
Swarming
- The AI seems to respond to scouts by pulling back some units to 'alert' other alien packs and/or 'teleporting' aliens closer to the position of last seen XCOM units. If those aliens are already activated this will result in very nasty surprises for XCOM.
- This can be visible on the amount of packs that are teleported and activated in terror/abduction missions in the first turns.
Tutorial/Council/Temple Ship Missions
- All packs are static or ambush
- Active aliens will not activate passive packs
- No teleporting
Abduction/UFOs/Alien Base Missions
- Moving/Static packs
- Active aliens will not activate passive packs
- Teleporting
Terror Missions
- Moving/Static packs
- Active aliens can activate passive packs
- Teleporting
Damage Values
Damage Values
Assault Damage Values
Weapon | Base Damage | Crit Damage | Base (Bring 'Em On) | Crit (Bring 'Em On) | Base (Killer Instinct) | Crit (Killer Instinct) | Base (Shredder) | Crit (Shredder) |
---|---|---|---|---|---|---|---|---|
Pistol Pistol (III) Laser Pistol |
1 | 2 | ||||||
Pistol Pistol (III) Assault Rifle Laser Pistol Laser Pistol (III) Plasma Pistol |
2 | 3 | ||||||
Pistol (III) Assault Rifle Shotgun Laser Pistol Laser Pistol (III) Plasma Pistol Plasma Pistol (III) |
3 | 4 | ||||||
Assault Rifle Shotgun Laser Pistol (III) Laser Rifle Plasma Pistol Plasma Pistol (III) Plasma Light Rifle |
4 | 6 | ||||||
Shotgun Laser Rifle Laser Scatter Plasma Pistol (III) Plasma Light Rifle |
5 | 7 | ||||||
Laser Rifle Laser Scatter Plasma Light Rifle Plasma Rifle |
6 | 9 | ||||||
Laser Scatter Plasma Rifle |
7 | 10 | ||||||
Plasma Rifle Alloy Cannon |
8 | 12 | ||||||
Alloy Cannon | 9 | 13 | ||||||
Alloy Cannon | 10 | 15 |
Heavy Damage Values
Weapon | Base Damage | Crit Damage | HEAT Ammo | Mayhem | Shredder Rocket |
---|---|---|---|---|---|
LMG | 3 | 4 | |||
LMG | 4 | 6 | |||
LMG Heavy Laser |
5 | 7 | |||
Rocket Launcher Heavy Laser |
6 | 9 | |||
Heavy Laser | 7 | 10 | |||
Heavy Plasma | 8 | 12 | |||
Heavy Plasma Blaster Launcher |
9 | 13 | |||
Heavy Plasma | 10 | 15 |
Sniper Damage Values
Weapon | Base Damage | Crit Damage | Headshot | Gunslinger | Shredder Rocket |
---|---|---|---|---|---|
Pistol Pistol (III) Laser Pistol |
1 | 2 | NA | +2 | |
Pistol Pistol (III) Laser Pistol Laser Pistol (III) Plasma Pistol |
2 | 3 | NA | +2 | |
Pistol (III) Sniper Rifle Laser Pistol Laser Pistol (III) Plasma Pistol Plasma Pistol (III) |
3 | 4 | +2 | +2 | |
Sniper Rifle Laser Pistol (III) Plasma Pistol Plasma Pistol (III) |
4 | 6 | +2 | +2 | |
Sniper Rifle Laser Sniper Rifle Plasma Pistol (III) |
5 | 7 | +2 +4 |
+2 | |
Laser Sniper Rifle | 6 | 9 | +4 | NA | |
Laser Sniper Rifle | 7 | 10 | +4 | NA | |
Plasma Sniper Rifle | 8 | 12 | +6 | NA | |
Plasma Sniper Rifle | 9 | 13 | +6 | NA | |
Plasma Sniper Rifle | 10 | 15 | +6 | NA |
Support Damage Values
Weapon | Base Damage | Crit Damage | Base (Shredder) | Crit (Shredder) |
---|---|---|---|---|
Pistol Pistol (III) Laser Pistol |
1 | 2 | 1 | 2 |
Pistol Pistol (III) Assault Rifle Laser Pistol Laser Pistol (III) Plasma Pistol |
2 | 3 | 2 | 4 |
Pistol (III) Assault Rifle Laser Pistol Laser Pistol (III) Plasma Pistol Plasma Pistol (III) |
3 | 4 | 4 | 5 |
Assault Rifle Laser Pistol (III) Laser Rifle Plasma Pistol Plasma Pistol (III) Plasma Light Rifle |
4 | 6 | 5 | 7 |
Laser Rifle Plasma Pistol (III) Plasma Light Rifle |
5 | 7 | 6 | 9 |
Laser Rifle' Plasma Light Rifle Plasma Rifle |
6 | 9 | 8 | 12 |
Plasma Rifle | 7 | 10 | 9 | 13 |
Plasma Rifle | 8 | 12 | 10 | 16 |
Classes Tables
Left Side Abilities | Right Side Abilities | Additional Shot | Improves Reaction | Extra Movement | Additional Equipment | Change Unit Aim | Decrease Enemy Aim | Increase Damage Given | Decrease Damage Taken |
Assault
Heavy
Sniper
Support
Action | Aim | Damage | Notes | |||
---|---|---|---|---|---|---|
Squad Roles
There are 3 squad roles that each soldier can assume during a fight to achieve its tactical objectives, regardless of their class and/or abilities. They are:
- Maneuver - the capacity for the squad to move and reach favorable positions during your turn;
- Move/Dash - usual game actions;
- This role involves detecting the enemy (scouting), retreating and/or outflanking it;
- It also involves dislodging enemies from their own positions during your turn.
- Fire - to weaken and/or eliminate enemy targets during your turn;
- Fire/Throw - usual game actions.
- This role also involves removing enemy cover or boosting up a soldier's Aim/Critical Chance stats.
- Security - to prevent enemy actions during your and their turns.
- Cover/Overwatch/Suppress/Hunker Down - usual game actions;
- Security also involves healing wounds since they prevent KIAs.
The 3 roles are tightly interlinked together. A soldier moving to outflank an alien will increase squad security since it may force it to withdrawal from its position.
General vs Specialized Soldiers
Some soldiers are more inclined for specific squad roles than others due to their stats, class/abilities and equipment carried. The trade-off when selecting a soldier is between generality (for instance, a Rookie) and specialization (i.e. a Colonel). The more specialization, the better a soldier will be able to perform that specific role but if it is absent due to injury or incapacitated/killed, then your game play may be affected. In contrast, a more generic soldier will not be as effective in a specific role but it can more easily be replaced.
The choice between both types of soldier also reflects itself on the choice of class abilities at each rank. Each class is designed to favor 1 or more roles and the individual abilities reflect that design. Some abilities may also apply to two roles.
Assault
- Maneuver (Run & Gun, Lightning Reflexes, Flush)
- Security (Tactical Sense, Close Combat Specialist, Extra Conditioning, Resilience)
- Fire (Aggression, Close And Personal, Rapid Fire, Bring 'Em On, Killer Instinct)
Heavy
- Maneuver/Fire (Bullet Swarm)
- Security (Suppression, Rapid Reaction, Will To Survive)
- Security/Fire (Danger Zone, Mayhem)
- Fire (Fire Rocket, Holo-Targeting, Shredder Rocket, HEAT Ammo, Grenadier, Rocketeer)
Sniper
- Maneuver (Snap Shot, Battle Scanner)
- Maneuver/Fire (In The Zone)
- Security (Disabling Shot, Opportunist, Low Profile)
- Security/Fire (Damn Good Ground)
- Fire (Headshot, Squad Sight, Gunslinger, Executioner, Double Tap)
Support
- Maneuver (Sprinter)
- Security (Covering Fire, Field Medic, Revive, Rifle Suppression, Dense Smoke, Sentinel, Savior)
- Security/Fire (Smoke Grenade, Smoke & Mirrors)
- Fire (Combat Drugs)
- All (Deep Pockets)
Items
- Fire/Security (S.C.O.P.E, Mind Shield, Arc Thrower)
- Fire (Frag Grenade, Alien Grenade)
- Maneuver/Security (Combat Stims)
- Security (Nano-Fiber Vest, Chitin Plating, Mind Shield)