Experience Training
This page is concerned with training the Experience and thus improving the stats of soldiers, as efficiently as possible.
Unlike much of the wiki, this is a more informal page, because there are many ways to look at this topic. Some of it is links to other good pages on training, some of it is tips and tricks, and some of it is "regular" sections of information. Pitch in!
Note: This page is not about the best way to kill aliens. Quite the opposite! It's the best way to train soldiers, which usually means, the best way to kill aliens slowly - while always keeping your soldiers safe.
Experience training can be divided into two main areas: Training prior to (or without) Mind Control (or MC) and training after one has MC tech.
Pre-MC Training
Prior to gaining mind control (MC) capability, experience training is a very tricky business.
Pages
- For an excellent primer on training (and playing in general!), including a glossy photo, see MB's in-depth page on Reaction Training
Sections
This is a stub. Replace this section with your own section on experience training before having psi. Then delete this note.
Tips & Tricks
This is a stub for the moment. If you have a thought that's too small for its own section or page, enter it here. Then delete this note.
Firing Squads
Once you have psi capability, it is easy to round up aliens and shoot away. At this point, "experience training" (a nice euphemism!) is usually called a firing squad.
Pages
- For a quick and fun overview of the firing squad technique, see Laser Pistol Gifts Anybody know who wrote this?
- A list of tiny details on firing squads, a.k.a. nauseating detail, is here - to be re-worked later
- General details on various firing squad formations - from the typical firing-squad line, up to the seemingly chaotic random soldier placement with soldiers all over the place. Where to best set up said firing squads (like in front of a UFO door). Plus the pros and cons of each (e.g. firing squad line-up = lure for grenades, or when split on two sides, friendly fire becomes imminent. for the random firing squad, the wild shooting angles means not all soldiers in the setup will be able to fire depending on the cover the target is behind), etc. This would be geared not just for the purpose of controlled training sessions, but for actual practice during combat.
Sections
Kill Modelling
This table shows how many hits it takes to kill a target with a particular weapon. For example, it takes an average of 1.65 Laser Pistol hits to kill a newbie soldier (30 Health) in coveralls (12 Front armor, 8 Side armor).
These results are from computer modelling, not in-game testing. However, we think that all aspects of damage are entirely understood (fingers crossed). Each number represents an average of one million modelled kills. Across several runs of a million trials each, the averages only showed variability at the fourth or fifth significant figure. So they are quite solid (fingers crossed that I modelled everything right, though).
The reasoning behind this table goes like this: I knew Mutons were hard to kill with a standard pistol, and way hard with a standard grenade at its edge (more explanation below). Thus, they are good choices for experience training. But how do those two compare? Or are other aliens better targets? And, as long as I had it set up, it was easy to throw in other weapons (and soldiers too!), just for the halibut.
For Ground Zero (GZ) HE hits, only the Under armor is being damaged. For all other situations, the model attempted to target Front armor and one Side's armor. Specifically, with each successive shot, it would shoot either at the Front or the one Side, whichever had more armor. (For experience training, you're trying to keep them alive, not kill them!) The reason two armor aspects was chosen is because 1) it's too much trouble in real life to truly target all four sides all the time, always shooting at the strongest armor, but conversely 2) it's pretty easy to not always be shooting at exactly the same aspect. Thus, two aspects were chosen as a compromise (the Front, and one of the Sides).
See Endnotes for more details.
Table 1: Overview
SG Standard Laser SG Laser Aln.G Heavy Blaster Armor @Edge Pistol Pistol @ GZ Rifle @ GZ Plasma @ GZ Target HPs (F/S/U) 10 HE 26 AP 46 LA 50 HE 60 LA 90 HE 115 PL 200 HE SOLDIERS _ Coveralls Noob 30 12/8/2 17.41 2.61 1.65 1.14 1.46 =1 1.21 =1 Pers. Armor Soldier 40 50/40/30 Inv 106.25 5.24 2.54 2.94 1.28 1.59 =1 Power Suit Vet 50 100/80/60 Inv Inv Inv 16.44 25.60 2.25 2.56 1.05 Flying Suit Elite 60 110/90/70 Inv Inv Inv 63.16 71.81 3.28 3.09 1.15 TANKS _ Tank 90 90/75/60 Inv- Inv 240.61 Inv- 19.98 8.70- 3.05 1.69- Hovertank 90 130/130/100 Inv- Inv Inv Inv- Inv Inv- 5.57 2.76- ALIENS, high armor ( > Beginner difficulty level) _ Sectoid 30 4/3/2 4.72 1.98 1.46 1.14 1.33 =1 1.16 =1 Floater 35 8/6/12 9.03 2.50 1.64 1.44 1.46 1.02 1.21 =1 Snakeman 45 20/18/12 Inv 5.15 2.33 1.68 1.87 1.13 1.35 =1 Celatid 68 20/20/20 Inv 7.38 3.23 2.71 2.34 1.49 1.51 =1 Zombie 84 4/4/4 13.60- 6.96- 3.58- 2.73- 2.91- 1.74- 1.75- 1.05- Ethereal 55 35/35/35 Inv 18.01 4.14 3.81 2.66 1.56 1.56 =1 Muton 125 20/20/10 Inv 34.24- 5.06 3.38 3.72 2.14 1.97 1.17 Chryssalid 96 34/34/34 Inv 24.34 6.02 5.35 4.00 2.26 1.92 1.15 Reaper 148 28/28/4 Inv 20.73 7.07 3.57 4.88 2.24 2.35 1.25 Cyberdisc 120 34/34/34 Inv- 74.70- 7.16 22.67- 4.69 5.39- 2.15 1.90- Silacoid 114 50/50/10 Inv+ 246.79 11.99 2.50+ 6.45 1.56+ 2.38 =1 + Sectopod 96 145/130/90 Inv- Inv Inv+ Inv- 24.54+ 26.15- 21.12- 1.97- ALIENS, low armor (Beginner difficulty level) _ Sectoid 30 2/1/1 3.86 1.86 1.42 1.12 1.31 =1 1.15 =1 Floater 35 4/3/6 5.29 2.19 1.55 1.31 1.39 =1 1.19 =1 Snakeman 45 10/9/6 16.32 3.38 1.92 1.51 1.64 1.07 1.28 =1 Celatid 68 10/10/10 21.99 4.60 2.53 2.24 2.00 1.36 1.42 =1 Zombie 84 2/2/2 11.72- 6.38- 3.41- 2.67- 2.81- 1.70- 1.72- 1.04- Ethereal 55 17/17/17 Inv 5.36 2.51 2.20 1.97 1.30 1.40 =1 Muton 125 10/10/5 28.22 13.81- 4.04 3.16 3.18 2.03 1.84 1.15 Chryssalid 96 17/17/17 Inv 8.18 3.85 3.21 2.91 1.82 1.70 1.06 Reaper 148 14/14/2 74.83 9.86 5.01 3.53 3.81 2.23 2.10 1.24 Cyberdisc 120 17/17/17 Inv- 14.23- 4.56 6.98- 3.45 3.47- 1.89 1.66- Silacoid 114 25/25/5 Inv+ 14.38 5.33 2.37+ 3.79 1.52+ 1.95 =1 + Sectopod 96 72/65/45 Inv- Inv 6.73+ 18.77- 3.85+ 3.80- 3.69- 1.39-
Table 2: Weakest Weapons
(to be posted later)
Endnotes
- HPs = Hitpoints a.k.a. Health
- Armor (F/S/U) = Armor (Front/Side/Under). Underarmor is used for Ground Zero (GZ) explosions; everything else targets Front and Side armor.
- SG @ Edge (10 HE) = Standard Grenade at edge, 10 high explosive. See below.
- Inv in the table means "Invulnerable" - the damage in question can't possibly harm the target.
- =1 means a guaranteed kill with one hit; survival is impossible. Only happens with explosions, when minimum damage is greater than armor plus HPs. (Unlike HE, firearms can have minimum damage of 0, which means it's always theoretically possible to survive them.)
- The plusses and minuses after the kill numbers indicate the target is more or less sensitive to the weapon type than the normal 100% - see below.
- The Soldiers have somewhat arbitrary combinations of HPs and armor, to show a range of what you can expect. (Armor is much more important than HPs.)
- Alien Health does not vary by difficulty level. However, alien armor has two levels: one level for Beginner difficulty level, and then twice that for all higher difficulty levels. XCOM tanks and of course soldiers have the same armor stats, regardless.
- All aliens show armor levels corresponding to the Soldier rank for that alien race. (Alien terrorists don't have ranks, however.) Other, higher ranks will have slightly better armor. Because Soldiers are the most common rank (and thus the ones you'll be training on the most), I kept the table simple.
- The table is roughly sorted so as to have the easiest targets in the upper left, and the hardest in the lower right. More specifically, it is first grouped by category, and then sorted on the Laser Pistol kill number. Then low-armor aliens mimic the sort for high-armor aliens, so that the eye can readily compare them. (There's too much going on for there to be one simple sort that will both show vulnerability, and have all columns smoothly changing.)
To be worked on more, later ---MikeTheRed 02:30, 10 December 2005 (PST)
Tips & Tricks
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