Difference between revisions of "Berserk"

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A state of mind which is a harsh reality for soldiers in dangerous conflicts. Derived from the Germanic word "Bear-Clad", it is a rage named after Viking warriors dressed in bear furs, intoxicated by mushrooms and spirits, engaging in frenzied combat. Today, '''Berserk''' is sometimes synonymous with blind rage or uncontrolled frenzy, as a soldier mindlessly fires off his weapon, regardless of proximity of friend or foe.
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[[Berserk]], misspelled '''Beserk''' in UFO: Enemy Unknown, is one of the three possible forms of [[Panic]] that can occur when a soldier's [[Morale]] becomes too low. The probability of a soldier going berserk when they fail their Morale check is 1/3. A soldier who has gone berserk will spend all its [[Time Units]] shooting at aliens and spinning around looking for aliens.
  
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==Mechanics==
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A berserk soldier's actions are determined by this algorithm:
  
Testing when aliens are at 0 [[Morale]] shows that totally demoralized aliens berserk (as opposed to panic) '''~36%''' of the time:
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1) Is there an alien in the soldier's field of view? If so, go to 1a. If not, go to 2.
{|style="text-align: center; border: 1px solid #aaaaaa; border-collapse: collapse;" cellpadding="5" cellspacing="0" align="center"
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1a) Does the soldier have enough TU to shoot the alien? If so, (turn and) shoot it, go to 1. If not, end.
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2) Does the soldier remember the position of an alien? If so, go to 2a. If not, go to 3.
!style="border: 1px solid #aaaaaa;"|Descriptions
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2a) Does the soldier have enough TU to shoot the alien? If so, turn and shoot it, go to 1. If not, end.
!style="border: 1px solid #aaaaaa;"|Min
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3) Turn to a random facing. Go to 1.
!style="border: 1px solid #aaaaaa;"|Ave ±  SDs
 
!style="border: 1px solid #aaaaaa;"|Max
 
!style="border: 1px solid #aaaaaa;"|Notes
 
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!style="border: 1px solid #aaaaaa;"|Count of aliens berserking,<br/> out of 16
 
|style="border: 1px solid #aaaaaa;"|1
 
|style="border: 1px solid #aaaaaa;"|5.72 &plusmn; 1.78
 
|style="border: 1px solid #aaaaaa;"|10
 
|style="border: 1px solid #aaaaaa;"|''Across 118 tests of 16 aliens.<br/>118 x 16 = 1,888 tests.''
 
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!style="border: 1px solid #aaaaaa;"|Percent of aliens berserking,<br/>out of 16
 
|style="border: 1px solid #aaaaaa;"|6.25% 
 
|style="border: 1px solid #aaaaaa;"|35.75 &plusmn; 11.11%
 
|style="border: 1px solid #aaaaaa;"|62.5%
 
|style="border: 1px solid #aaaaaa;"|''Same numbers as previous line,<br/>times 100/16 (= x 6.25)''
 
|}
 
  
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==Benefits of berserking==
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1) Like all panic, a soldier who goes berserk will gain 15 Morale.
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2) Note that the pseudocode above checks for TU required to shoot the alien, but then '''turns''' to shoot the alien. This is not a typo; if turning puts the soldier under the required TU to fire, they will shoot anyway and their TU will underflow to 255, after which they will continue firing as normal. This means that a berserk soldier can potentially put out enormously more firepower than normal; emptying a [[Sonic Cannon]]'s clip in a single turn isn't unheard-of.
  
Each test is the number of aliens that berserked (instead of panicked) out of 16 aliens at 0 Morale. There were 118 tests of 16 demoralized aliens (raw N 675/1888). My ([[User:MikeTheRed|MTR]]) guess is that the true value for this number (X-COM's target value) is 35%. However, [[User:Seb76|Seb76]] has [[Talk:Morale|reviewed the XCOM code]] and feels sure it's 33.3% for all three types of [[Panic]]. Either way, it's about a third. :)
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==Drawbacks of berserking==
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Of course, you cannot control a berserk soldier. This means that it is impossible to move the soldier to a better firing location, or to prevent the soldier from firing when friendlies are endangered. They will also always use Snap or Auto shots, which in some cases may not be desirable.
  
Still, there can be a lot of variability. One third might be the average, but over half can berserk, too.
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==Overall utility==
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If a soldier who cannot see any aliens goes berserk, the result is functionally the same as a "freeze" panic; they lose all their TU for the turn, but do not drop anything or run around like an idiot. A soldier who can see aliens may perform substantially better than they ordinarily would, especially if caught in a poor tactical situation (e.g. in a room with half a dozen aliens) - the latter is pretty likely if the battle is going poorly enough for Morale checks to actually be happening.
  
Percent berserking may or may not differ if Morale is significantly higher than 0, but it would would take a lot more work to test vs. various Morale levels. It is probably simply a third of however many troops miss their Morale check.
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As such, Berserk is generally the least bad of the panic states, and often a better result than ''succeeding'' on a Morale check.
  
 
==See Also==
 
==See Also==

Revision as of 05:20, 27 May 2019

Berserk, misspelled Beserk in UFO: Enemy Unknown, is one of the three possible forms of Panic that can occur when a soldier's Morale becomes too low. The probability of a soldier going berserk when they fail their Morale check is 1/3. A soldier who has gone berserk will spend all its Time Units shooting at aliens and spinning around looking for aliens.

Mechanics

A berserk soldier's actions are determined by this algorithm:

1) Is there an alien in the soldier's field of view? If so, go to 1a. If not, go to 2. 1a) Does the soldier have enough TU to shoot the alien? If so, (turn and) shoot it, go to 1. If not, end. 2) Does the soldier remember the position of an alien? If so, go to 2a. If not, go to 3. 2a) Does the soldier have enough TU to shoot the alien? If so, turn and shoot it, go to 1. If not, end. 3) Turn to a random facing. Go to 1.

Benefits of berserking

1) Like all panic, a soldier who goes berserk will gain 15 Morale. 2) Note that the pseudocode above checks for TU required to shoot the alien, but then turns to shoot the alien. This is not a typo; if turning puts the soldier under the required TU to fire, they will shoot anyway and their TU will underflow to 255, after which they will continue firing as normal. This means that a berserk soldier can potentially put out enormously more firepower than normal; emptying a Sonic Cannon's clip in a single turn isn't unheard-of.

Drawbacks of berserking

Of course, you cannot control a berserk soldier. This means that it is impossible to move the soldier to a better firing location, or to prevent the soldier from firing when friendlies are endangered. They will also always use Snap or Auto shots, which in some cases may not be desirable.

Overall utility

If a soldier who cannot see any aliens goes berserk, the result is functionally the same as a "freeze" panic; they lose all their TU for the turn, but do not drop anything or run around like an idiot. A soldier who can see aliens may perform substantially better than they ordinarily would, especially if caught in a poor tactical situation (e.g. in a room with half a dozen aliens) - the latter is pretty likely if the battle is going poorly enough for Morale checks to actually be happening.

As such, Berserk is generally the least bad of the panic states, and often a better result than succeeding on a Morale check.

See Also