Difference between revisions of "Alien Weapon Loadouts"

From UFOpaedia
Jump to navigation Jump to search
m (Looked simple enough. Whipped up a quick table key)
Line 1: Line 1:
Aliens which can carry weapons will choose one of these loadouts:
 
(all weapons start loaded)
 
 
# Blaster Launcher + 3 Blaster Bombs
 
# Heavy Plasma + 2 spare clips
 
# Heavy Plasma + 1 Spare Clip + Alien Grenade  -> This is the most common loadout by far.
 
# Heavy Plasma + 1 spare clip
 
# Heavy Plasma + Nothing
 
# Small Launcher + 2 Stun Bombs
 
# ?
 
 
onwards... I'm not sure... my game has reached lategame, so this is all I will face anymore from this point. I suppose there are Mind Probes under certain conditions, and I suppose that the Plasma Pistol and Rifle would be mirrors of the Heavy Plasma?
 
 
Need some help with this.
 
 
Anyhow, these loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with it's hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped it's weapons it HIGHLY dangerous, since it has just finished panicking it has gained 15 morale, and it has nothing in it's armament except for an alien grenade... BOOM.
 
  
Larger craft seem to have better equipped aliens.
 
  
 
<table {{StdCenterTable}}>
 
<table {{StdCenterTable}}>
Line 107: Line 90:
 
:'''AG''' = Alien Grenade
 
:'''AG''' = Alien Grenade
 
:'''MP''' = Mind Probe
 
:'''MP''' = Mind Probe
 +
 +
 +
(all weapons start loaded)
 +
 +
These loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with it's hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped it's weapons it HIGHLY dangerous, since it has just finished panicking it has gained 15 morale, and it has nothing in it's armament except for an alien grenade... BOOM.
 +
 +
Also makes it much easier to capture that alien rank you were looking for! No more mind probind needed, just spot the alien carrying the Blaster Launcher!

Revision as of 06:15, 4 April 2009


1E2E3E4E5E1M2M3M4M5M1L2L3L4L5L
Small Scout
SoldierPPPPCPPCMP0PRPRC
PPC
MP0HPHPCMP00
Medium Scout
SoldierPPPPCPPC00PRPRCPRC00HPHPCAG00
NavigatorPPPPCMP00PRPRC000HPHPC000
Large Scout
SoldierPPPPCPPC00PRPRCPRC00HPHPCHPC00
NavigatorPPPPCMP00PRPRCPRC00HPHPCAGHPC0
EngineerPPPPCMP00PRPRCMPPRC0SLSBSBSB0
Harvester
SoldierPPPPC000PRPRCPRC00HPHPCAG00
NavigatorPPPPC000PRPRCAG00HPHPCHPC00
MedicSLSBSBSB0SLSBSBSB0SLSBSBSBSB
EngineerPPPPCPPC00PRPRCPRC00HPHPC000
LeaderPPPPCAGPPC0PRPRCAGPRC0HPHPCAGAGHPC
Abductor
SoldierPPPPC000PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00PRPRCAGPRC0HPHPCHPCHPC0
EngineerPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
Leader
PRC
PP
PP
00PRPRCPRC00HPHPCAGHPC0
Terror Ship
SoldierPPPPCPPC00PRPRCAGPRC0HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCHPC00
MedicPPPPCAGPPC0PRPRCAGPRC0SLSBSBSB0
EngineerPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
LeaderPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
Terrorist 1000000000000000
Terrorist 2000000000000000
Battleship
SoldierPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00SLSBSBSB0HPHPCAGHPC0
EngineerPPPPCPPC00PRPRCPRC00BLBBBBBBBB
LeaderPRPRCPRC00HPHPCAGHPC0BLBBBBBBBB
CommanderHPHPCAGAGHPCHPHPCAGAGHPCBLBBBBBBBB
Terrorist 1000000000000000
Terrorist 2000000000000000
Supply Ship
SoldierPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00PRPRCPRC00SLSBSBSB0
EngineerPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
LeaderPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
Base Missions
Terrorist 1000000000000000
Terrorist 2000000000000000
SoldierPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00PRPRCPRC00SLSBSBSB0
EngineerPPPPCPPC00PRPRCPRC00BLBBBBBBBB
LeaderPRPRCPRC00HPHPCAGHPC0BLBBBBBBBB
CommanderHPHPCAGHPC0HPHPCAGHPC0HPHPCAGHPC0
Mars 1
Sect. SoldiersPPPPC000PRPRC000HPHPCAG00
Sect. LeadersPPPPC000PRPRC000HPHPCAG00
Sect. Comm.PPPPC000PRPRC000HPHPCAG00
Cyberdiscs000000000000000
Mars 2
Eth. SoldiersBLBBBBBBBBBLBBBBBBBBBLBBBBBBBB
Eth. LeadersHPHPCAGHPC0HPHPCAGHPC0HPHPCAGHPC0
Eth. Comm.HPHPCAGHPC0HPHPCAGHPC0HPHPCAGHPC0
Chryssalids000000000000000
Silacoids000000000000000
Celatids000000000000000
Sectopods000000000000000


Table Key

Red entries indicate an error in loadout.
E=Early
M=Middle
L=Late
PP = Plasma Pistol
PPC = Plasma Pistol Clip
PR = Plasma Rifle
PRC = Plasma Rifle Clip
HP = Heavy Plasma
HPC = Heavy Plasma Clip
SL = Small Launcher
SB = Stun Bomb
BL = Blaster Launcher
BB = Blaster Bomb
AG = Alien Grenade
MP = Mind Probe


(all weapons start loaded)

These loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with it's hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped it's weapons it HIGHLY dangerous, since it has just finished panicking it has gained 15 morale, and it has nothing in it's armament except for an alien grenade... BOOM.

Also makes it much easier to capture that alien rank you were looking for! No more mind probind needed, just spot the alien carrying the Blaster Launcher!