Talk:Silacoid
how do you get these things to attack while mind-controlled? same with chryssilaids?--(name here) 20:01, 23 December 2007 (PST)
Aside from exploiting a programming oversight, you can't. This means that Mind Control on Silacoids is limited mainly to using them as scouts or fire decoys. Same with Chryssalids, but given the high threat posed by the Chryssalid, mind controlling them is valuable in and of itself because it makes them non-dangerous; the Silacoid isn't that dangerous to begin with. Arrow Quivershaft 20:23, 23 December 2007 (PST)
Weapon Rankings Vs Silacoids
%TUs per kill (average; FA=50).
NB you don't really want to kill Silacoids, you want to use them for reaction fire and target practice, using Snap or Aimed fire with AC-Incendiary rounds that don't harm them at all. Or you could use Pistols - on average it will take nearly 2,000 soldier x turns of firing before the Silacoid is put out of its misery by Pistol fire. You'll almost certainly run out of ammo before then.
Blast Bmb 46 HE Pack(XCU) 70 HvyPlas 76 PlasmaR 132 HE Pack 132 HvyLas (XCU) 133 Stun Rod 139 Alien Grd 164 RocketLg 165 AC - HE 201 Prox Grd 217 HC - HE 218 RocketSm 227 Stun Bmb 258 LaserR 275 Grenade 319 PlasmaP 325 HvyLas 355 LaserP 708 HC - AP 731 AC - AP 1381 Rifle 9120 Pistol 177840
Spike 21:21, 27 February 2009 (CST)
- Very cool, Spike! Can you say more about your modelling or method? All explosives are presumed to be at ground zero, yes?
- Very cool! - MikeTheRed 21:44, 27 February 2009 (CST)
- P.S. There's no telling what wikis or browsers will do with Tab characters - suggest using spaces instead.