Difference between revisions of "Hallucinoid"

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| energy_recharge = 50
 
| energy_recharge = 50
 
| victory_points = 35
 
| victory_points = 35
| standing_height = ?
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| standing_height = 23
| kneeling_height =  ?
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| kneeling_height =  18
 
| intelligence = 7
 
| intelligence = 7
 
| aggression = 2
 
| aggression = 2
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{{Infobox close}}
 
{{Infobox close}}
  
The Hallucinoid is a large, "flying" alien jellyfish usually found in the company of Aquatoids underwater. It is fairly resilient, but is limited to melee attacks. It is not particularly aggressive and thus is not particularly dangerous. Still, its melee attack is quite effective against unarmoured or lightly armoured Aquanauts.
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The Hallucinoid is a large, "flying" alien jellyfish usually found in the company of [[Aquatoid|Aquatoids]] and [[Mixed Crew|Mixed Crews]] underwater, and is also deployed to guard important sites such as [[Alien Colony Attack Mission|Alien Colonies]] or [[Artefact Site|Artefact Sites]]. It is fairly resilient, but is limited to physical melee attacks. Contrary to the Ufopaedia description, it does not have a ranged attack.
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Since it is not particularly aggressive and has no means of harassing enemies at range, it is not an immediate threat to Aquanauts as long as they maintain their distance. However, if allowed to close to melee range, it can seriously damage or kill any Aquanaut.
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Hallucinoids' ability to change elevation allows them to pursue Aquanauts wearing [[Magnetic Ion Armor]]. However, their large size renders them unable to chase [[Aquanauts]] through narrow gaps or passages.
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The Hallucinoid appears in Terror From the Deep. Its closest approximation in UFO Enemy Unknown is the [[Reaper]].
  
 
==Tactics==
 
==Tactics==
Another fairly simple and straightforward opponent. The Hallucinoid is among the least dangerous aliens mostly due to its poor tactics and lack of ranged weapons.  
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The Hallucinoid is not a very dangerous alien, as it has no ranged weaponry and is not amazingly fast or aggressive like the [[Tentaculat]]. It does, however, have a great deal of bulk between its immense health, wide array of resistances, and significant armour.
  
By far the best way to bring one down is by using explosives. Sonic weapons are preferred otherwise, though strong melee weapons or the [[Thermal Shok Launcher]] will also work. Gauss weapons will have trouble piercing the Hallucinoids' armour on higher difficulties, while Armour Piercing projectiles are of little use against them. That will likely be of no concern, however, since you're unlikely to meet Hallucinoids in the first few months of the game.
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Sonic weapons are effective for hunting Hallucinoids, as they aren't resisted and have enough power to punch through the armour. Thermal Shok Launchers are also very effective. Explosives deal 4x damage due to Hallucinoids' large size, but their significant HE resistance and Under Armour mean that only very powerful explosives such as the [[Torpedo Launcher]] and [[Disrupter Pulse Launcher]] can really benefit from this. Gauss weapons do a decent job on lower difficulty settings, but on the higher difficulties Hallucinoids' armour is just too tough. Hallucinoids' ability to swim makes it difficult to use grenades against them, but the [[Magna-Pack Explosive]] and [[Sonic Pulser]] will deal massive damage if you can catch one on the ground. Finally, do not attempt to use [[Vibroblade]]s against Hallucinoids. Their high armour and resistance to melee damage make these drills ineffective. Stronger drills like the [[Heavy Thermic Lance]] have a better chance at armour penetration. Note that approaching a Hallucinoid to use a drill also puts the Aquanaut in its striking range.  
  
 
==Notes==
 
==Notes==
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* The Hallucinoid takes 0.6x damage from melee and armour piercing attacks, 0.7x damage from explosives, 0.8x from Gauss, but 1.7x damage from incendiary attacks.
 
* The Hallucinoid takes 0.6x damage from melee and armour piercing attacks, 0.7x damage from explosives, 0.8x from Gauss, but 1.7x damage from incendiary attacks.
 
* It appears exclusively underwater.
 
* It appears exclusively underwater.
* It's quite large, making for an easy target.
 
 
* Takes up 4 squares on the battlescape.
 
* Takes up 4 squares on the battlescape.
* Very high Strength.
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* Hallucinoids cannot be captured alive, due to the same flag being set that prevents capture of [[Cyberdisc]]s and [[Sectopod]]s in UFO.
* Very high Health.
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** Because the Hallucinoid occupies the same slot in [[UNITREF.DAT]] as the Sectopod did in the first game, it is likely that the developers simply replaced the relevant data but forgot to remove this flag.
* Very high Reactions.
 
* High Energy.
 
* Moderate speed (average TU).
 
* High Firing Accuracy (though this is almost never used).
 
* Very High MC Strength and Bravery, making it almost immune to this sort of attack.
 
 
 
==Bugs==
 
The Hallucinoid possesses a ranged attack but, due to bug or design error, it seems this weapon works only on land. Since Hallucinoids do not appear on land, chances are you won't see it used. This also seems to interfere with Hallucinoids' behaviour, since they aren't nearly as aggressive as a melee-only creature should be. The fact that they are among the most valuable aliens in the game in terms of Victory Points also lends credence to the theory that they were meant to have a ranged attack.
 
  
 
==See Also==
 
==See Also==

Latest revision as of 17:36, 26 June 2023

General Information

Hallucinoid
Hallucinoid
Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps.

Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe.
Source: Terror From The Deep Ufopaedia


Hallucinoid Autopsy
Hallucinoid Autopsy
Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids.
Source: Terror From The Deep Ufopaedia
Hallucinoid
Time Units 62 - 91
Health 120
Energy 90 - 133
Reactions 90 - 122
Strength 90 - 111
Bravery 100
Firing Accuracy 32 - 129
Throwing Accuracy 80
MC Skill 0
MC Strength 90 - 111
Front Armour 14 - 42
Left Armour 14 - 42
Right Armour 14 - 42
Back Armour 14 - 42
Under Armour 10 - 30
Hidden Attributes
Melee Accuracy 90 - 133
Energy Recharge 50
Victory Points 35
Standing Height 23
Kneeling Height 18
Intelligence 7
Aggression 2
Other information
Armour category Hallucinoid
Possible Ranks Terrorist
Unique Attributes Melee Attack, Can "Fly"

The Hallucinoid is a large, "flying" alien jellyfish usually found in the company of Aquatoids and Mixed Crews underwater, and is also deployed to guard important sites such as Alien Colonies or Artefact Sites. It is fairly resilient, but is limited to physical melee attacks. Contrary to the Ufopaedia description, it does not have a ranged attack.

Since it is not particularly aggressive and has no means of harassing enemies at range, it is not an immediate threat to Aquanauts as long as they maintain their distance. However, if allowed to close to melee range, it can seriously damage or kill any Aquanaut.

Hallucinoids' ability to change elevation allows them to pursue Aquanauts wearing Magnetic Ion Armor. However, their large size renders them unable to chase Aquanauts through narrow gaps or passages.

The Hallucinoid appears in Terror From the Deep. Its closest approximation in UFO Enemy Unknown is the Reaper.

Tactics

The Hallucinoid is not a very dangerous alien, as it has no ranged weaponry and is not amazingly fast or aggressive like the Tentaculat. It does, however, have a great deal of bulk between its immense health, wide array of resistances, and significant armour.

Sonic weapons are effective for hunting Hallucinoids, as they aren't resisted and have enough power to punch through the armour. Thermal Shok Launchers are also very effective. Explosives deal 4x damage due to Hallucinoids' large size, but their significant HE resistance and Under Armour mean that only very powerful explosives such as the Torpedo Launcher and Disrupter Pulse Launcher can really benefit from this. Gauss weapons do a decent job on lower difficulty settings, but on the higher difficulties Hallucinoids' armour is just too tough. Hallucinoids' ability to swim makes it difficult to use grenades against them, but the Magna-Pack Explosive and Sonic Pulser will deal massive damage if you can catch one on the ground. Finally, do not attempt to use Vibroblades against Hallucinoids. Their high armour and resistance to melee damage make these drills ineffective. Stronger drills like the Heavy Thermic Lance have a better chance at armour penetration. Note that approaching a Hallucinoid to use a drill also puts the Aquanaut in its striking range.

Notes

The following are some miscellaneous notes on the Hallucinoid:

  • The Hallucinoid takes 0.6x damage from melee and armour piercing attacks, 0.7x damage from explosives, 0.8x from Gauss, but 1.7x damage from incendiary attacks.
  • It appears exclusively underwater.
  • Takes up 4 squares on the battlescape.
  • Hallucinoids cannot be captured alive, due to the same flag being set that prevents capture of Cyberdiscs and Sectopods in UFO.
    • Because the Hallucinoid occupies the same slot in UNITREF.DAT as the Sectopod did in the first game, it is likely that the developers simply replaced the relevant data but forgot to remove this flag.

See Also


TFTD Badge Terror From The Deep
Aliens AquatoidGillmanLobster ManTasothMixed Crew
Terror Units Bio-DroneCalciniteDeep OneHallucinoidTentaculatZombieTrisceneXarquid
Data TFTD Alien StatsAlien Rank TFTD Damage Modifiers TFTD Alien Appearance Ratios • SWS/Terror Unit Innate Weapons