Difference between revisions of "Combat Stims (EU2012)"
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==Tips & Tricks== | ==Tips & Tricks== | ||
*Combat Stims can come particularly in handy on Terror Missions. The extra movement makes it more likely you'll get to a civilian in time instead of watching the aliens kill them from two feet away, and since you may often have to be in poor cover, the damage reduction and critical hit immunity are very useful. | *Combat Stims can come particularly in handy on Terror Missions. The extra movement makes it more likely you'll get to a civilian in time instead of watching the aliens kill them from two feet away, and since you may often have to be in poor cover, the damage reduction and critical hit immunity are very useful. | ||
− | *"Ahhh, that's the stuff." Contrary to what the Info box says about them, Combat Stims will | + | *"Ahhh, that's the stuff." Contrary to what the Info box says about them, Combat Stims will appear as a skill, limited to two uses over the course of a mission. Stay stimmed, stay alive! |
==See Also== | ==See Also== | ||
{{Equipment (EU2012)}} | {{Equipment (EU2012)}} |
Revision as of 02:52, 8 October 2013
Description
This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics
Stats
Combat Stim |
Strengthens the user's Will against panic |
Source: XCOM: Enemy Unknown (2012)
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Tips & Tricks
- Combat Stims can come particularly in handy on Terror Missions. The extra movement makes it more likely you'll get to a civilian in time instead of watching the aliens kill them from two feet away, and since you may often have to be in poor cover, the damage reduction and critical hit immunity are very useful.
- "Ahhh, that's the stuff." Contrary to what the Info box says about them, Combat Stims will appear as a skill, limited to two uses over the course of a mission. Stay stimmed, stay alive!