Difference between revisions of "Destroying Terrain"
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The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them. Inner hulls and doors have a damage rating of 80 points. Heavy Plasmas, with a base damage of 115, can do between 28.75 and 86.25 points of damage to terrain. 6.25 values out of a range of 57.5 possible values (6.25 / 57.5) is 0.1087, which would mean Heavy Plasma shots will breach inner UFO walls 10.87% of the time. (Initial testing suggests this figure is correct, or nearly so: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.) Expressed a different way, it should take an average of 9.2 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 29% chance of creating a breach, and even a full clip (35 shots) has a 1.78% chance of failing to break through. | The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them. Inner hulls and doors have a damage rating of 80 points. Heavy Plasmas, with a base damage of 115, can do between 28.75 and 86.25 points of damage to terrain. 6.25 values out of a range of 57.5 possible values (6.25 / 57.5) is 0.1087, which would mean Heavy Plasma shots will breach inner UFO walls 10.87% of the time. (Initial testing suggests this figure is correct, or nearly so: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.) Expressed a different way, it should take an average of 9.2 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 29% chance of creating a breach, and even a full clip (35 shots) has a 1.78% chance of failing to break through. | ||
− | [[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27.5 to 82.5 against terrain objects. (2.5 / 55) is 0.0455, so these tanks should be able to breach inner UFO walls 4.55% of the time. It should take an average of 22 shots to breach a wall with either of these | + | [[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27.5 to 82.5 against terrain objects. (2.5 / 55) is 0.0455, so these tanks should be able to breach inner UFO walls 4.55% of the time. It should take an average of 22 shots to breach a wall with either of these weapons. |
The [[Hovertank/Launcher]]'s fusion ball munition has an explosive damage of 140. 50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls. | The [[Hovertank/Launcher]]'s fusion ball munition has an explosive damage of 140. 50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls. | ||
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+ | === Security walls === | ||
Certain inner UFO walls and doors are more durable than the average inner wall. These so-called "security walls" have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb. Security walls have a smooth, unsegmented appearance, with several bands running along the top. Security doors are darker than normal UFO doors and do not have a line running down their centers. The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift. See image below. | Certain inner UFO walls and doors are more durable than the average inner wall. These so-called "security walls" have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb. Security walls have a smooth, unsegmented appearance, with several bands running along the top. Security doors are darker than normal UFO doors and do not have a line running down their centers. The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift. See image below. | ||
[[Image:UFO_160MAP-L3.JPG]] | [[Image:UFO_160MAP-L3.JPG]] | ||
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+ | === Vulnerable walls === | ||
+ | |||
+ | A few wall types in UFOs are far easier to breach than normal inner walls. Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display. (See image above.) These walls have a damage rating of 70, vs. a rating of 80 for normal inner walls, and can be more easily breached by a Heavy Plasma. They can even be breached by a direct hit from a Launcher tank's Fusion Ball. | ||
+ | |||
+ | Weaker still are the orange or blue flashing walls found in certain areas. The outer northern and western walls of alien base command centers are constructed of these walls, and are easy to breach -- making for a safer entry point than the doors on the western face. | ||
+ | |||
+ | == UFO floors == | ||
+ | |||
+ | Like walls, floor tiles can be breached. Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed. This requires two shots at a minimum: one to damage the floor, and another to destroy it. A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor. | ||
+ | |||
+ | Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens. Floors both above and below your soldiers can be breached. To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you. To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor). Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling. | ||
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+ | Shooting through the ceiling may be of greatest use when storming an alien base command center. The command center's purple floors are weaker than the metal variety, and if you pick the right location, you can come up hidden behind an object. | ||
+ | |||
+ | |||
+ | This In much the same way as it is useful to enter | ||
+ | |||
+ | There may be various cases where this is useful: | ||
== Terrain structures == | == Terrain structures == |
Revision as of 09:01, 15 May 2006
Most terrain features found on the battlescape can, with sufficient firepower, be destroyed. UFO outer hulls can be breached with a Blaster Bomb, inner UFO hulls can sometimes be breached by a Heavy Plasma, and weaker structures can be destroyed by more conventional weaponry, such as Grenades or even sometimes Rifles.
Damage vs. terrain
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage. The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go.
If the damage dealt exceeds the terrain's damage rating (or "armor"), the terrain will be breached or even destroyed. If the damage is less than the terrain's damage rating, the terrain will be completely unharmed. See Explosions#Tile Characteristics for a table detailing several terrain types and their damage ratings.
UFO walls
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them. Inner hulls and doors have a damage rating of 80 points. Heavy Plasmas, with a base damage of 115, can do between 28.75 and 86.25 points of damage to terrain. 6.25 values out of a range of 57.5 possible values (6.25 / 57.5) is 0.1087, which would mean Heavy Plasma shots will breach inner UFO walls 10.87% of the time. (Initial testing suggests this figure is correct, or nearly so: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.) Expressed a different way, it should take an average of 9.2 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 29% chance of creating a breach, and even a full clip (35 shots) has a 1.78% chance of failing to break through.
Tank/Laser Cannon and Hovertank/Plasma both have a base damage of 110, which translates to a range of 27.5 to 82.5 against terrain objects. (2.5 / 55) is 0.0455, so these tanks should be able to breach inner UFO walls 4.55% of the time. It should take an average of 22 shots to breach a wall with either of these weapons.
The Hovertank/Launcher's fusion ball munition has an explosive damage of 140. 50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls.
Security walls
Certain inner UFO walls and doors are more durable than the average inner wall. These so-called "security walls" have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb. Security walls have a smooth, unsegmented appearance, with several bands running along the top. Security doors are darker than normal UFO doors and do not have a line running down their centers. The upper level of Battleships are constructed solely with security walls, although security doors are only used to enclose the central lift. See image below.
Vulnerable walls
A few wall types in UFOs are far easier to breach than normal inner walls. Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display. (See image above.) These walls have a damage rating of 70, vs. a rating of 80 for normal inner walls, and can be more easily breached by a Heavy Plasma. They can even be breached by a direct hit from a Launcher tank's Fusion Ball.
Weaker still are the orange or blue flashing walls found in certain areas. The outer northern and western walls of alien base command centers are constructed of these walls, and are easy to breach -- making for a safer entry point than the doors on the western face.
UFO floors
Like walls, floor tiles can be breached. Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed. This requires two shots at a minimum: one to damage the floor, and another to destroy it. A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens. Floors both above and below your soldiers can be breached. To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you. To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor). Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.
Shooting through the ceiling may be of greatest use when storming an alien base command center. The command center's purple floors are weaker than the metal variety, and if you pick the right location, you can come up hidden behind an object.
This In much the same way as it is useful to enter
There may be various cases where this is useful:
Terrain structures
These figures were researched using the MCDEdit program.
Many structures found in one terrain set will be used by another terrain set, with identical properties. For instance, UFOs and Alien Bases contain a large number of common items.
UFO structures
Terrain Object | Damage Rating |
Outer Wall/Door/Ceiling | 100 |
Inner Wall/Door | 80 |
Security Wall/Door | 100 |
UFO Power Source | 50 |
Elerium-115* | 20 |
Blue Chair | 60 |
Navigation Console (wall) | 40 |
Navigation Table (octagonal) | 15 |
Round Fuel Pod | 20 |
Oblong Fuel Pod | 30 |
Flashing Wall (Alien Entertainment?) | 60 |
Pulsing Globe (also Alien Entertainment?) | 20 |
Green on Black Computer Panel | 70 |
Intact Metal Floor | 80 |
Damaged Metal Floor | 50 |
Intact Purple Floor | 50 |
Damaged Purple Floor | 65 |
* Do not use explosive munitions near a UFO Power Source if you wish to collect the Elerium contained within it.
X-COM Craft structures
Terrain Object | Damage Rating |
All surfaces | 255 |
X-COM craft are meant to be indestructible (thank goodness!)... but see Explosions#Mile-High_Madness
Alien base structures
Terrain Object | Damage Rating |
Dirt Wall (surface) | 100 |
Dirt Wall (interior) | 100 |
Metal Wall | 80 |
Windowed Wall | 100 |
Display Cases | 10 |
4-space Vats | 60 |
1-space Vats | 30 |
Command Center Table (octagonal) | 15 |
Alien Plants | 5-40* |
* Green ones are 5-14, more colorful ones 20-40 depending on size
X-COM base structures
Terrain Object | Damage Rating |
Wall | 80 |
Dirt Wall (interior) | 60 |
Door | 50 |
Hangar/Access Lift/General Stores Door | 75 |
Fuel Drum | 12 |
Missile | 20 |
Farm structures
Terrain Object | Damage Rating |
Wooden Wall | 12 |
Door | 12 |
Brick Wall | 25 |
Stairway(lower) | 16 |
Stairway(upper) | 20 |
Wheat | 6 |
Hay Bale | 4 |
Flowers | 8 |
Vegetables | 10 |
Apple Tree | 16 |
Normal Tree | 22 |
Damaged Tree | 15 |
Stone Wall | 25 |
Hedge | 12 |
Fence | 11 |
Forest structures
Terrain Object | Damage Rating |
Trees/Logs (various) | 13-18 |
Large Tree (trunk) | 24 |
Large Tree (branches) | 18 |
Bushes | 12 |
Hill | 30 |
Urban structures
Terrain Object | Damage Rating |
Grey Brick Wall | 25 |
White Wood Wall | 14 |
White/Blue Doors | 12 |
Yellow Walls (not used?) | 25 |
Beige Warehouse Wall | 30 |
Crates | 20 |
Stairway | 25 |
Green Door | 30 |
Smooth Grey Wall | 30 |
Glass Door | 15 |
Misc. Retail Objects | 5-16 |
Misc. Furniture | 4-22 |
White Picket Fence | 8 |
Grey Metal Fence | 20 |
Brown Wood Wall | 11 |
Hedge | 8 |
Fruit Tree | 20 |
Flowers (incl. Planter) | 8 |
Pillar | 35 |
Fuel Pump | 18 |
Light Post | 20 |
Garbage Can | 15 |
Red Post Box | 14 |
Hydrant | 30 |
Phone Booth | 25 |
Polar structures
Terrain Object | Damage Rating |
All Surfaces | 25 |
Desert structures
Terrain Object | Damage Rating |
Cacti | 15-20 |
Tree | 16 |
Damaged Tree | 24 |
Hills (dunes) | 30 |
Jungle structures
Terrain Object | Damage Rating |
Small Trees | 12-20 |
Small Ferns/Fronds | 5-12 |
Large Ferns/Fronds | 16-20 |
Large Tree (trunk) | 25-26 |
Large Tree (fronds) | 8 |
Large Tree (branches) | 20 |
Mountain structures
Terrain Object | Damage Rating |
Rocks | 20-30 |
Hills | 30-50 |
Trunks/Logs | 20 |
Cydonia structures
Terrain Object | Damage Rating |
Rocks | 40-80 |
Small Crater | 40 |
Large Crater | 70 |
Pyramid | 70-80 |
Pyramid Windows | 60 |
Brain | 40 |
Weapon damage ranges
Projectile/energy weapons
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.
Pistol | 6.5 - 19.5 |
Rifle | 7.5 - 22.5 |
Autocannon-AP | 10.5 - 31.5 |
Laser Pistol | 11.5 - 34.5 |
Plasma Pistol | 13 - 39 |
Heavy Cannon-AP | 14 - 42 |
Laser Rifle | 15 - 45 |
Plasma Rifle | 20 - 60 |
Heavy Laser | 21.25 - 63.75 |
HWP Laser or Plasma | 27.5 - 82.5 |
Heavy Plasma | 28.75 - 86.25 |
Explosive weapons
Damage listed is for center of explosion, decreasing with distance. Damage range vs. living creatures is between one to three times these values.
Autocannon-HE | 22 |
Grenade | 25 |
Heavy Cannon-HE | 26 |
Proximity Grenade | 35 |
Small Rocket | 37.5 |
Alien Grenade | 45 |
Large Rocket | 50 |
High Explosive | 55 |
HWP Fusion Bomb | 70 |
Blaster Bomb | 100 |