Difference between revisions of "Foundry (EU2012)"

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*Increase Critical Chance by 10%
 
*Increase Critical Chance by 10%
 
*''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''
 
*''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''
 +
**The item and upgrade of choice for a Sniper.
  
 
==See Also==
 
==See Also==

Revision as of 00:02, 19 May 2013

The Foundry.

The foundry allows for squad wide upgrades similar to the Officer Training School. Unlike the OTS, Foundry projects take time to complete.

Construction

The foundry must be constructed in the Ant Farm in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty. Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased.

  • Cost: 3 Power, §75
  • Time: 10 days
  • Maintenance: $20/month

Future Combat Bonus

If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.

Foundry Projects

List of foundry projects.

Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits.


Heavy Weapons Platform (SHIV)

  • Requirements: None
  • Variable Cost: §70
  • Fixed Cost: 5 Engineers
  • Time: 7 days
  • The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.

Alien Grenades

  • Requirements: Salvaged Alien Grenade
  • Variable Cost: §75, 10x Elerium, 25x Alloys,
  • Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers
  • Time: 7 days
  • Alien grenades will become available in unlimited quantity, as the standard Frag Grenades.
  • We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...
    • This upgrade is often fairly irrelevant. Assuming you stun-capture a Muton, Heavy Floater, and a Muton Elite, you'll get three Alien Grenades, which is more than enough for most teams: your money, elerium, alloys, and especially fragments are best spent elsewhere.

Improved Medkit

  • Requirements: Thin Man Autopsy
  • Variable Cost: §125
  • Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers
  • Time: 14 days
  • Healing delivered by a single medkit charge increased from 4 to 6.
  • The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.

Improved Arc Thrower

  • Requirements: Researched Arc Thrower and Elerium
  • Variable Cost: §100, 20 Elerium, 20 Alloys
  • Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
  • Time: 14 days
  • Increase Stun success rate. Before this upgrade: 3,2,1 hp -> 70,80,90% chance. After: 6,5,4,3,2,1 hp -> 70,80,90,95,95,95% chance.
  • By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.
    • Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but problably won't be able to "stop on a dime" and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5pt bar of HP each time, which in whole gives you some room for making any last captures.

Advanced Repair

  • Requirements: Heavy Floater Autopsy
  • Variable Cost: §175, 5x Elerium, 15x Alloys
  • Fixed Cost: 4x Heavy Floater Corpse, 20 Engineers
  • ?
  • Time: 7 days
  • Improves repair rate of SHIVs and aircraft.
  • As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.

S.H.I.V. Laser

  • Requirements: SHIV Project, Researched Heavy Lasers
  • Variable Cost: §100, 30x Alloys
  • Fixed Cost: 15x Weapon Fragment, 10 Engineers
  • Beam Weapon Research credit applies.
  • Time: 7 days (4 days)
  • Weapon Research Credit applies
  • SHIV minigun replaced with laser cannon.
  • Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.

S.H.I.V. Plasma

  • Requirements: SHIV Project, Researched Heavy Plasma
  • Variable Cost: §100, 15x Elerium, 22x Alloys
  • Fixed Cost: 30x Weapon Fragments, 20x Engineers
  • ?
  • Time: 2 days
  • Weapon Research Credit applies
  • SHIV minigun replaced with plasma cannon.
  • Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.

S.H.I.V. Repair

  • Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon
  • Variable Cost: §35(?), 7x Alloys
  • Fixed Cost: 10x Engineers
  • ?
  • Time: 4 days
  • Allows soldiers to repair SHIV units with Arc Thrower.
  • As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.

Drone Capture

  • Requirements: Researched Arc Thrower, Drone Autopsy
  • Variable Cost: §175
  • Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
  • Time: 7 days
  • Allows Arc Thrower to capture Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg weapon, repair S.H.I.V. and other drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.
  • We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.
    • See the Drone entry for mechanics and tactical application.

Ammo Conservation

  • Requirements: Muton Autopsy
  • Variable Cost: §150, 90 Alloys
  • Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers
  • Beam Weapon Research Credit Applies
  • Time: 4 days (2 days) ; Normal+41eng=14d
  • All weapons can be fired twice as many times before reloading.
  • Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.
    • This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.

Advanced Flight

  • Requirements: Researched Archangel Armor
  • Variable Cost: §162(?), 25x Alloys
  • Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers
  • Flight Research Credit applies.
  • Time: 7 days
  • Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.
  • We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.

Advanced Construction

  • Requirements: Sectopod Autopsy
  • Variable Cost: §187(?), 25x Alloys
  • Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers
  • ?
  • Time: 14 days
  • Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named "Rush construction: ON/OFF")
  • Currently works on ANYTHING produced via engineering(even with a time of Immediate); may be bugged.
  • The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.
    • A VERY late-game upgrade, the most use you will have left from this is filling out your Firestorm fleet, and, if you feel the need, reorganizing your base facilities in short order.

Improved Pistol I

  • Requirements: None
  • Variable Cost: §75
  • Fixed Cost: 5x Weapon Fragment, 5 Engineers
  • Time: 4 days
  • Weapon Research Credit applies
  • Pistol Critical Chance increased by 10%.
  • One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...

Improved Pistol II

  • Requirements: Researched Beam Weapons
  • Variable Cost: §150 credits, 20 Alloys
  • Fixed Cost: 25x Weapon Fragment, 10 Engineers
  • Time: 2 days
  • Weapon Research Credit applies
  • Increases Pistol Aim by 10%
  • We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.

Improved Pistol III

  • Requirements: Researched Plasma Pistol
  • Variable Cost: §250, 20x Elerium, 20x Alloys
  • Fixed Cost: 50x Weapon Fragment, 20 Engineers
  • Time: 4 days
  • Weapon Research Credit applies
  • Pistol damage increased by 1.
  • Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.
    • To a Gunslinger Sniper with a Plasma Pistol, this totals to a respectable 7 damage: a decent holdout weapon.

SHIV Suppression

  • Requirements: SHIV Project
  • Variable Cost: §20
  • Fixed Cost: 15 Engineers
  • Time: (N+46) 7d
  • With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.

Stealth Satellites

  • Requirements: Researched Alien Nav Computer
  • Variable Cost: §150, 20 Elerium, 20 Alloys
  • Fixed Cost: 3 UFO Flight Computer, 20 Engineers
  • Time: 7 Days
  • Makes satellites harder to detect by aliens.
  • By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.

S.C.O.P.E. Upgrade

  • Requirements: Researched Weapon Fragments
  • Variable Cost: §75
  • Fixed Cost: 15 Weapon Fragments, 10 Engineers
  • Time: 7 Days
  • Beam Weapons research credit applies.
  • Increase Critical Chance by 10%
  • The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.
    • The item and upgrade of choice for a Sniper.

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Base Facilities
Headquarters:Mission ControlHangarEngineeringResearchBarracksSituation Room
Additions:
Power:Power GeneratorThermo Power GeneratorElerium Generator
Story:Hyperwave RelayGollop Chamber
R&D:FoundryOfficer Training SchoolPsionic LabAlien Containment
Other:Satellite UplinkSatellite NexusLaboratoryWorkshopAccess Lift
EW DLC:Genetics LabCybernetics Lab
Strategic:Building Optimization