Difference between revisions of "Floater (EU2012)"

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{{Ref Open | title = Floater Interrogation}}[[Image:Floater 2 (EU2012).png|right|thumb|Floater]]
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As far as we can tell, the specimen known as the Floater is barely sentient, at least in any discernible fashion that would imply intelligence. Perhaps this was an intentional move on the part of the aliens, but in any case, the floater was extremely aggressive throughout the interrogation process. The most interesting aspect of its bizarre physique is the propulsion module integrated into the remaining portion of its upper torso. During controlled flight testing within the labs, we were able to observe how the Floater is capable of controlling and modulating the flow of power into the propulsion system itself. This was a significant discovery, one that will surely benefit our ongoing research into the alien technology as we attempt to adapt these concepts for our own purposes.
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{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
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{{Ref Open | title = Floater Autopsy}}[[Image:Floater 3 (EU2012).png|right|thumb|Floater Autopsy]]
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As frightening and vicious as this species is on the battlefield, it is hard not to feel some sympathy for them on the dissection table. The specimen has been subjected to extensive biomedical modifications, some of which were undoubtedly quite painful and intrusive. The combination of living tissue and mechanical components gives the creature the look of a cruel, half-finished experiment. Most of the subject's internal organs have been replaced with a mechanical life support system that mimics their original functionality. A rather conventional propulsion system has been grafted onto the subject's torso, although the power cells supplying the necessary thrust are extremely advanced by our own standards. I have removed a number of neural implants from the subject that appear to aid in the evasion of incoming projectile fire. The engineering team has already suggested several ways in which this technology might benefit our soldiers. You may find additional information about the combat capabilities of this species by targeting one in the field using the Unit Analysis View.
 +
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
 +
 
A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the the original, these Floaters fly with powerful jet powered packs integrated into their bodies.
 
A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the the original, these Floaters fly with powerful jet powered packs integrated into their bodies.
  
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Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.
 
Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.
  
 
+
==Stats==
== Tactical Advice ==
 
 
 
 
 
If there are Floaters you know to be lurking around, consider a few turns of overwatch from your entire squad. Floaters of all kinds are very rash and will fly recklessly into ambushes. They are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly unlucky.)
 
 
 
If a Floater or a group of Floaters decide to drop in behind you during a battle with other alien ground troops, move your soldiers to deal with the Floaters first instead as their flanking positions will give them better aim than any other aliens you may be fighting.
 
 
 
They carry Light Plasma Rifles early on, and may change to Plasma Rifles, changing the +10 Aim for more damage. Depending on your luck of getting hit at all, this may be good or bad for you. Even once Heavy Floaters appear, they will still make regular appearances, though less and less as time goes on. The interrogation of the normal Floater reduces research time for Carapace Armor and the Skeleton Suit. While less of a priority on easier difficulties, this may be an early neccessity on Impossible difficulty, as the penalties to you and the bonuses to the aliens make it a certainty that you will not kill all aliens in the first round of engagement, and your soldiers will be hit in return.
 
 
 
== Floater Soldier==
 
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
 
|picture=[[File:Floater (EU2012).png|200px]]
 
|picture=[[File:Floater (EU2012).png|200px]]
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|+ Floater Armaments
 
|+ Floater Armaments
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
+
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Abilities
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6  || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%
+
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6  || align="center" | 10 || align="center" |Suppression 20%
 
|-
 
|-
 
|}
 
|}
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'''Abilities:'''
 
'''Abilities:'''
 
* '''Launch''': The Floater can launch to any point on the map (ends its turn).
 
* '''Launch''': The Floater can launch to any point on the map (ends its turn).
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.
+
* Floaters are always considered to have at least half cover even in the open or when flying, unless in proper cover and flanked. This bonus ''does not'' stack with existing cover bonuses - they only receive the best cover.
  
 +
== Tactical Advice ==
  
 +
If there are Floaters you know to be lurking around, consider a few turns of overwatch from your entire squad. Floaters of all kinds are very rash and will fly recklessly into ambushes. They are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly unlucky.)
  
 +
If a Floater or a group of Floaters decide to drop in behind you during a battle with other alien ground troops, move your soldiers to deal with the Floaters first instead as their flanking positions will give them better aim than any other aliens you may be fighting.
  
<br/>
+
They carry Light Plasma Rifles early on, and may change to Plasma Rifles, changing the +10 Aim for more damage. Depending on your luck of getting hit at all, this may be good or bad for you. Even once Heavy Floaters appear, they will still make regular appearances, though less and less as time goes on. The interrogation of the normal Floater reduces research time for Carapace Armor and the Skeleton Suit. While less of a priority on easier difficulties, this may be an early neccessity on Impossible difficulty, as the penalties to you and the bonuses to the aliens make it a certainty that you will not kill all aliens in the first round of engagement, and your soldiers will be hit in return.
 
 
== Heavy Floater ==
 
{{Unit Stat Box (EU2012)
 
|picture=[[File:Heavy Floater (EU2012).png|200px]]
 
|hp=12/12/14/16
 
|aim=70
 
|defense=10
 
|will=25
 
|move=12
 
}}
 
 
 
Tough. Accurate. Mobile. Deadly.
 
Heavy Floaters are hulking monsters, with a ton of health and a powerful degree of firepower to match. Flank attacks from these hovering horrors usually end in a tough fight and a lot of corpses. If these corpses turn out to belong to the Aliens or X-COM Operatives is up to the X-COM Commander and a little bit of luck.
 
 
 
Their skill and efficiency is at a margin far higher than that of their little brothers. They have a large amount of health and carry much better weaponry than Floater Soldiers, doing double the damage to us and receiving half the damage when compared to regular Floaters. They carry Alien Grenades, so keep troop position in mind.
 
 
 
Thankfully they appear very late game, and by then we should have deadly plasma weaponry of our own. Apply the tactics you would use against regular Floaters, but expect a tougher battle.
 
 
 
{| class="wikitable" width="70%"
 
|+ Heavy Floater armaments.
 
|-
 
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
 
|- style="vertical-align:top;"
 
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10  || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%
 
|-
 
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5  || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 17 || align="center" | 240 || align="center" | Small || align="center" |
 
|-
 
|}
 
 
 
'''Abilities:'''
 
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.
 
* '''Launch''': Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.
 
* '''Bombard''': Throw or launch grenades over exceptionally long distances.
 
  
 
== Notes ==
 
== Notes ==
 
* These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.
 
* These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.
 
* Floaters may be back, but the same cannot be said for their signature terror units from the original, the Reapers.
 
* Floaters may be back, but the same cannot be said for their signature terror units from the original, the Reapers.
== External Links ==
+
 
 +
 
 
{{Aliens (EU2012)}}
 
{{Aliens (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]

Revision as of 23:34, 27 July 2013

Floater Interrogation
Floater

As far as we can tell, the specimen known as the Floater is barely sentient, at least in any discernible fashion that would imply intelligence. Perhaps this was an intentional move on the part of the aliens, but in any case, the floater was extremely aggressive throughout the interrogation process. The most interesting aspect of its bizarre physique is the propulsion module integrated into the remaining portion of its upper torso. During controlled flight testing within the labs, we were able to observe how the Floater is capable of controlling and modulating the flow of power into the propulsion system itself. This was a significant discovery, one that will surely benefit our ongoing research into the alien technology as we attempt to adapt these concepts for our own purposes.

Source: XCOM: Enemy Unknown (2012) Research Archives
Floater Autopsy
Floater Autopsy

As frightening and vicious as this species is on the battlefield, it is hard not to feel some sympathy for them on the dissection table. The specimen has been subjected to extensive biomedical modifications, some of which were undoubtedly quite painful and intrusive. The combination of living tissue and mechanical components gives the creature the look of a cruel, half-finished experiment. Most of the subject's internal organs have been replaced with a mechanical life support system that mimics their original functionality. A rather conventional propulsion system has been grafted onto the subject's torso, although the power cells supplying the necessary thrust are extremely advanced by our own standards. I have removed a number of neural implants from the subject that appear to aid in the evasion of incoming projectile fire. The engineering team has already suggested several ways in which this technology might benefit our soldiers. You may find additional information about the combat capabilities of this species by targeting one in the field using the Unit Analysis View.

Source: XCOM: Enemy Unknown (2012) Research Archives

A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the the original, these Floaters fly with powerful jet powered packs integrated into their bodies.

They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.

Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.

Stats

Floater (EU2012).png
1st Appearance {{{appears}}}
HP 4/4/4/6
Aim 50
Defense 0
Will 10
Movement 12
Easy/Normal/Classic/Impossible


These standard flying soldiers are the mainstay of the Floater forces. They are usually the forth or fifth aliens you will encounter. (After Thin Men or Outsiders.) They have pretty weak armour but they are very fast and agile. They're mobility makes them ideal for flanking. Accuracy is average but they gain bonuses because of their height advantage. As mentioned above keep your snipers safe and watch out for their surprise flank attacks. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Dodge Boost module for your Interceptors.


Floater Armaments
Weapon Damage Critical Chance Abilities
Floater Plasma Light Rifle 6 10 Suppression 20%

Abilities:

  • Launch: The Floater can launch to any point on the map (ends its turn).
  • Floaters are always considered to have at least half cover even in the open or when flying, unless in proper cover and flanked. This bonus does not stack with existing cover bonuses - they only receive the best cover.

Tactical Advice

If there are Floaters you know to be lurking around, consider a few turns of overwatch from your entire squad. Floaters of all kinds are very rash and will fly recklessly into ambushes. They are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly unlucky.)

If a Floater or a group of Floaters decide to drop in behind you during a battle with other alien ground troops, move your soldiers to deal with the Floaters first instead as their flanking positions will give them better aim than any other aliens you may be fighting.

They carry Light Plasma Rifles early on, and may change to Plasma Rifles, changing the +10 Aim for more damage. Depending on your luck of getting hit at all, this may be good or bad for you. Even once Heavy Floaters appear, they will still make regular appearances, though less and less as time goes on. The interrogation of the normal Floater reduces research time for Carapace Armor and the Skeleton Suit. While less of a priority on easier difficulties, this may be an early neccessity on Impossible difficulty, as the penalties to you and the bonuses to the aliens make it a certainty that you will not kill all aliens in the first round of engagement, and your soldiers will be hit in return.

Notes

  • These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.
  • Floaters may be back, but the same cannot be said for their signature terror units from the original, the Reapers.


Head red 2.png XCOM: Enemy Unknown (2012): Aliens
Aliens:SectoidFloaterThin ManOutsiderMutonChryssalidZombieSectoid CommanderCyberdiscHeavy FloaterBerserkerSectopodDroneMuton EliteEtherealUber Ethereal (*Spoilers*)Mechtoid (EW DLC)Seeker (EW DLC)
Alien Corpses:Sectoid CorpseFloater CorpseThin Man CorpseMuton CorpseChryssalid CorpseDrone WreckCyberdisc WreckSectoid Commander CorpseHeavy Floater CorpseBerserker CorpseMuton Elite CorpseSectopod WreckEthereal CorpseSeeker Wreck (EW DLC)Mechtoid Core (EW DLC)
Data:Overview of AliensAlien StatsAlien ObjectivesAlien Deployment