Difference between revisions of "EXALT Units (Long War)"
(moved page EXALT Wepaons here) |
|||
Line 1: | Line 1: | ||
<div style="float:right">{{Header (Long War)}}__TOC__</div> | <div style="float:right">{{Header (Long War)}}__TOC__</div> | ||
+ | ==Overview== | ||
'''EXALT units''' are largely unchanged from their vanilla incarnation in terms of behavior, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks. | '''EXALT units''' are largely unchanged from their vanilla incarnation in terms of behavior, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks. | ||
EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT's laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon's dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired. | EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT's laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon's dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired. | ||
− | Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their | + | Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their Elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available. |
− | EXALT will not do an instant and complete switch to Elite units. At first, their | + | EXALT will not do an instant and complete switch to Elite units. At first, their Elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite. |
Curiously, if the EXALT base is raided before all EXALT cells have been destroyed, EXALT units that spawn later in game will be armed largely, if not exclusively, with the standard ballistic weaponry they carried when they first appeared. | Curiously, if the EXALT base is raided before all EXALT cells have been destroyed, EXALT units that spawn later in game will be armed largely, if not exclusively, with the standard ballistic weaponry they carried when they first appeared. | ||
− | ==Operative== | + | ==EXALT Unit Stats== |
− | + | {|class="wikitable" width="100%" | |
+ | | align="center" style="background:#f0f0f0;"|'''Unit''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''{{Health (Long War)}} HP (N/C/B/I)''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''{{Aim (Long War)}} Aim (N/C/B/I)''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''{{Defense (Long War)}} Defense''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''{{Will (Long War)}} Will (N/C/B/I)''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''{{Mobility (Long War)}} Mobility''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''Equipment''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''Perk''' | ||
+ | | align="center" style="background:#f0f0f0;"|'''Gene Mod''' | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Operative.png|50px|EXALT Operative]]<br>Operative||6/7/8/8||55/60/65/65||0||30/30/30/35||12||Assault Rifle<br>HE Grenade||-||- | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Sniper.png|50px|EXALT Sniper]]<br>Sniper||5/6/7/7||60/65/70/70||0||25/25/25/30||12||Sniper Rifle||{{Snapshot (Long War)}}||- | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Heavy.png|50px|EXALT Heavy]]<br>Heavy||7/8/9/9||50/55/60/60||0||20/20/20/25||12||SAW<br>Rocket Launcher<br>HE Grenade||{{Fire Rocket (Long War)}}||- | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Medic.png|50px|EXALT Medic]]<br>Medic||6/7/8/8||45/50/55/55||0||30/30/30/35||12||Assault Rifle<br>Medikit||{{Smoke Grenade (Long War)}}||- | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Elite Operative.png|50px|EXALT Elite Operative]]<br>Elite Operative||10/11/12/12||60/65/70/70||0||60/60/60/65||12||Laser Rifle<br>Alien Grenade||-||{{Adrenaline Surge (Long War)}} | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Elite Sniper.png|50px|EXALT Elite Sniper]]<br>Elite Sniper||8/9/10/10||70/75/80/80||0||55/55/55/60||12||Laser Sniper Rifle||{{Snapshot (Long War)}}||{{Depth Perception (Long War)}} | ||
+ | |- | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Elite Heavy.png|50px|EXALT Elite Heavy]]<br>Elite Heavy||10/11/12/12||55/60/65/65||0||50/50/50/55||11||Autolaser<br>Rocket Launcher<br>Alien Grenade||{{Fire Rocket (Long War)}}||{{Iron Skin (Long War)}} | ||
+ | |- align="center" | ||
+ | | [[File:EXALT Elite Medic.png|50px|EXALT Elite Medic]]<br>Elite Medic||9/10/11/11||55/60/65/65||0||60/60/60/65||12||Laser Rifle<br>Medikit||{{Smoke Grenade (Long War)}}||{{Regen Pheromones (Long War)}} | ||
+ | |} | ||
− | + | ==Leader/Navigator Perks== | |
+ | ===Operative=== | ||
+ | {|class="wikitable" | ||
+ | |{{Opportunist (Long War)}}||{{Aggression (Long War)}}||{{Tactical Sense (Long War)}}||{{Suppression (Long War)}}||{{Bring Em On (Long War)}}||{{Lightning Reflexes (Long War)}}||{{Resilience (Long War)}}||{{Light Em Up (Long War)}}||||{{Covering Fire (Long War)}}|| | ||
+ | |} | ||
+ | ===Sniper=== | ||
+ | {|class="wikitable" | ||
+ | |{{Sharpshooter (Long War)}}||{{Low Profile (Long War)}}||{{Squadsight (Long War)}}||{{Aggression (Long War)}}||{{Executioner (Long War)}}||{{In The Zone (Long War)}}|| | ||
+ | |} | ||
+ | ===Heavy=== | ||
+ | {|class="wikitable" | ||
+ | |{{Covering Fire (Long War)}}||{{Grenadier (Long War)}}||{{Danger Zone (Long War)}}||{{Light Em Up (Long War)}}||{{Will To Survive (Long War)}}||{{HEAT Ammo (Long War)}}||{{Mayhem (Long War)}}||{{Javelin Rockets (Long War)}}|| | ||
+ | |} | ||
+ | ===Medic=== | ||
+ | {|class="wikitable" | ||
+ | |{{Covering Fire (Long War)}}||{{Tactical Sense (Long War)}}||{{Sprinter (Long War)}}||{{Savior (Long War)}}||{{Opportunist (Long War)}}||{{Sentinel (Long War)}}|| | ||
+ | |} | ||
+ | ===Elite Operative=== | ||
+ | {|class="wikitable" | ||
+ | |{{Grenadier (Long War)}}||{{Opportunist (Long War)}}||{{Aggression (Long War)}}||{{Lightning Reflexes (Long War)}}||{{Bombard (Long War)}}||{{Resilience (Long War)}}||{{Light Em Up (Long War)}}||{{Sharpshooter (Long War)}}||||{{Covering Fire (Long War)}}||{{Suppression (Long War)}}||{{Tactical Sense (Long War)}}|| | ||
+ | |} | ||
+ | ===Elite Sniper=== | ||
+ | {|class="wikitable" | ||
+ | |{{Sharpshooter (Long War)}}||{{Aggression (Long War)}}||{{Lone Wolf (Long War)}}||{{Mayhem (Long War)}}||{{In The Zone (Long War)}}||{{Bring Em On (Long War)}}||{{Combined Arms (Long War)}}||||{{Squadsight (Long War)}}||{{Low Profile (Long War)}}|| | ||
+ | |} | ||
+ | ===Elite Heavy=== | ||
+ | {|class="wikitable" | ||
+ | |{{Danger Zone (Long War)}}||{{Javelin Rockets (Long War)}}||{{Light Em Up (Long War)}}||{{Grenadier (Long War)}}||{{Will To Survive (Long War)}}||{{HEAT Ammo (Long War)}}||{{Mayhem (Long War)}}||{{Bombard (Long War)}}|| {{Combined Arms (Long War)}}||{{Tactical Sense (Long War)}}|| | ||
+ | |} | ||
− | ===Elite=== | + | ===Elite Medic=== |
− | + | {|class="wikitable" | |
− | + | |{{Covering Fire (Long War)}}||{{Suppression (Long War)}}||{{Tactical Sense (Long War)}}||{{Dense Smoke (Long War)}}||{{Sprinter (Long War)}}||{{Savior (Long War)}}||{{Opportunist (Long War)}}||{{Low Profile (Long War)}}||{{Sentinel (Long War)}}||{{Light Em Up (Long War)}}|| | |
− | + | |} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==EXALT Weapons== | ==EXALT Weapons== | ||
Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them. | Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them. | ||
− | However, stunning them does make them drop their Laser weapons (also Alien Grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you ''should'' be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), | + | However, stunning them does make them drop their Laser weapons (also Alien Grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you ''should'' be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), Autolaser (Elite Heavy), and Laser Sniper Rifle (Elite Sniper). As all of EXALT's weapons remain with those three vanilla weapon types: they do not carry, for example, the laser versions of Marksman Rifles or Battle Rifles. |
It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense missions: the slightly better damage, and especially the +6 to aim, makes them much better fighters. | It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense missions: the slightly better damage, and especially the +6 to aim, makes them much better fighters. | ||
[[Category: Long War]] | [[Category: Long War]] |
Revision as of 01:20, 27 June 2016
Overview
EXALT units are largely unchanged from their vanilla incarnation in terms of behavior, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.
EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT's laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon's dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.
Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their Elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available.
EXALT will not do an instant and complete switch to Elite units. At first, their Elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.
Curiously, if the EXALT base is raided before all EXALT cells have been destroyed, EXALT units that spawn later in game will be armed largely, if not exclusively, with the standard ballistic weaponry they carried when they first appeared.
EXALT Unit Stats
Operative
Sniper
Heavy
Medic
Elite Operative
Elite Sniper
Elite Heavy
Elite Medic
EXALT Weapons
Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them.
However, stunning them does make them drop their Laser weapons (also Alien Grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you should be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), Autolaser (Elite Heavy), and Laser Sniper Rifle (Elite Sniper). As all of EXALT's weapons remain with those three vanilla weapon types: they do not carry, for example, the laser versions of Marksman Rifles or Battle Rifles.
It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense missions: the slightly better damage, and especially the +6 to aim, makes them much better fighters.