Difference between revisions of "Floater (EU2012)"

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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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{{OriginalVersion (EU2012)}}
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[[Image:Floater 2 (EU2012).png|right|300px|Floater]]
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A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the original, these Floaters fly with powerful jet powered packs integrated into their bodies. They have pretty weak armour but they are very fast and agile. Their mobility makes them ideal for flanking.
  
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.
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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.
 
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.
  
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You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] module for your [[Interceptor (EU2012)|Interceptors]].
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<br clear="all">
  
== Tactical Advice ==
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==Info==
 
 
 
 
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.
 
 
 
== Floater Soldier==
 
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
|picture=[[File:Floater (EU2012).png|200px]]
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|picture=[[File:Floater 1 (EU2012).png|150px]]
|hp=3/4/4/6
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|appears=April
|aim=50
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|hp=4/4/4/6
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|aim=50/50/60/60
 
|defense=0
 
|defense=0
 
|will=10
 
|will=10
 
|move=12
 
|move=12
 
}}
 
}}
 
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.
 
  
 
{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
 
|+ Floater Armaments
 
|+ Floater Armaments
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
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! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%
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|- align="center"  
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| |[[Floater Light Rifle (EU2012)|Floater Light Plasma Rifle]]|| 4-6 || 7 or 9 || 10
 
|-
 
|-
 
|}
 
|}
 
'''Abilities:'''
 
* '''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.
 
 
== 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 effeciency 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 recieving half the damage when compared to regular Floaters.
 
 
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%"  
 
{| class="wikitable" width="70%"  
|+ Heavy Floater armaments.
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
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|+ Floater Abilities
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|-
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! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- 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%
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|- align="center"  
|-
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| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''
| 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" |
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|- align="center"  
|-
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| [[File:ABILITY_FLIGHT.png|24px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>Floaters have 35 fuel.
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|- align="center"  
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| [[File:ALIEN_LAUNCH.png|24px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.''<br> Will end the Floater's turn.
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|- align="center"  
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| [[File:ABILITY_EVASION.png|24px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''
 
|}
 
|}
  
'''Abilities:'''
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'''Notes'''
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.
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* Floaters start appearing on April.
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
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* 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.
* '''Bombard''': Throw or launch grenades over exceptionally long distances.
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*If killed during a successful mission a [[Floater Corpse (EU2012)|Floater Corpse]] will be recovered.
 
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* After finishing [[Floater Autopsy (EU2012)|Floater Autopsy]] research, their corpses can be used to create [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] modules to be used by interceptor craft.  
 
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*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Basic Armor ([[Carapace Armor (EU2012)|Carapace Armor]] and [[Skeleton Suit (EU2012)|Skeleton Suit]]).
== Notes ==
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** Capturing a Floater will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched.  
* These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.
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*Does not count as robotic enemy for purposes of HEAT Ammo.
* Floaters may be back, but the same cannot be said of their siganture terror units from the original, the Reapers. Mabye the Mutons got a bit too hungry on their way to Earth...
 
  
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== Trivia ==
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* These Floaters use jet packs to travel around, unlike the gravball units used by the [[Floater]]s of the original.
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* Floaters may be back, but the same cannot be said for their signature terror units from the original, the [[Reaper]]s.
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* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together.
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<br>
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{{Aliens (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]

Latest revision as of 14:25, 10 September 2017

For the original UFO: Enemy Unknown (1994) version, see Floater
Floater

A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the original, these Floaters fly with powerful jet powered packs integrated into their bodies. They have pretty weak armour but they are very fast and agile. Their mobility makes them ideal for flanking.

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.

You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Defense Matrix module for your Interceptors.

Info

Floater 1 (EU2012).png
1st Appearance April
HP 4/4/4/6
Aim 50/50/60/60
Defense 0
Will 10
Movement 12
Easy/Normal/Classic/Impossible


Floater Armaments
Weapon Base Damage Critical Damage Critical Chance
Floater Light Plasma Rifle 4-6 7 or 9 10
Floater Abilities
Ability Description
HEAVY SUPPRESSION.png
Suppression
Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.
ABILITY FLIGHT.png
Flight
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
Floaters have 35 fuel.
ALIEN LAUNCH.png
Launch
Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Will end the Floater's turn.
ABILITY EVASION.png
Evasion
Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.

Notes

  • Floaters start appearing on April.
  • 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.
  • If killed during a successful mission a Floater Corpse will be recovered.
  • After finishing Floater Autopsy research, their corpses can be used to create Defense Matrix modules to be used by interceptor craft.
  • If captured during a mission and interrogated afterwards they will provide a reduction in the time required to research Basic Armor (Carapace Armor and Skeleton Suit).
    • Capturing a Floater will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched.
  • Does not count as robotic enemy for purposes of HEAT Ammo.

Trivia

  • 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.
  • According to this link [1], Floaters were created via the Ethereals using Meld (present in the Enemy Within DLC expansion) to fuse organic and inorganic materials together.


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