Gameplay Mechanics (EU2012)

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Revision as of 10:55, 26 September 2012 by Hobbes (talk | contribs) (→‎Action Rules)
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Action System

In Enemy Unknown 2012 the gameplay has been streamlined regarding the previous games, with the intention use a simpler system than the one used by the predecessor of the original game. Thus, the Time Units have been removed and replaced instead with an action system, where each unit can perform 2 Actions during its turn.

List of Actions

These are general actions that can be perform by your soldiers during the fight, depending on their Equipment and Class.

Movement Actions
Action Description
Move Walk
Dash Fast movement. Provides defensive bonus.
Grapple Move and use Grapple hook use to reach a higher position.
Hunker Down Doubles cover bonus & provides immunity to critical hits, but reduces sight radius.
Toggle Flight Activates flight mode on Ghost armor. Doesn't cost as an action.
Ascend/ Descend Go up/down one level while flying. Doesn't cost as an action.
Weapon Actions
Action Description
Fire Shoot weapon at enemy/area.
4 types of weapon shots: Standard, Headshot, Disabling and Free.
Grenade Throw grenade.
Stun Can incapacitate targets for capture, easier if target's health is reduced.
Aim? Increase Aim for a number of turns. (unconfirmed)
Suppress Fires at the area around the target to reduce its aim.
Overwatch Takes a shot at the next enemy in sight that moves.
Reload Spend a full action to reload weapon.
Psionic Perform a series of mental and physical attacks using Psionics.
Other Equipment Actions
Equip Change the current item with another one.
Heal Wound Use Medikit to heal Health Points.
Stabilize/Revive Use Medikit to stop bleeding and/or wake up an injured soldier.
Combat Stim Temporarily increase a soldier's Will and reduce damage taken.
Ghost Makes the soldier invisible for 1 turn or until attacking. Doesn't cost as an action.
Battle Scanner Use a scanning device to increase your vision.

Action Rules

A normal turn will have the unit doing Move + Fire (or other Action). The soldier's class and abilities also determine the options available for each Actions. The following rules are a brief summary of how Actions work:

  • A unit may perform 1 or 2 Actions each turn.
  • Some actions (firing Sniper Rifle or Rocket Launcher) may only be performed as the 1st Action in a turn.
  • A unit's turn automatically ends after the unit:
  1. Performs any other action other than Move on its 1st Action.
  2. Performs a 2nd Action after moving as the 1st Action.
  • The following Abilities change the above rules:
    • Bullet Swarm - Heavy can Fire + Fire/Move/Surpress/Overwatch.
    • Double Tap - Sniper can can Fire + Fire.
    • Run & Gun - Assault can Dash + Fire but not Dash + Equipment.
    • Snap Shot - Sniper can Move and Fire with a Sniper Rifle.

Tactics

  • Overwatch: Overwatch only allows a shot against the first unit spotted. For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier's line-of-sight will not be fired upon. The same applies to aliens overwatching against you.