Difference between revisions of "Movement (EU2012)"
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− | + | Movement (or Mobility) is a hidden unit stat in XCOM: Enemy Unknown. |
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+ | ==Basics== |
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− | A soldier's range of movement value is 12, which translates into 7 tiles (cell/square) for a half-turn move, and 15 tiles when dashing - both when running a straight line. |
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+ | A soldier's standard movement stat has the value of 12, which translates into 7 tiles (cell/square) for a half-turn move, and 15 tiles when dashing - both when running a straight line. |
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According to [http://gaming.stackexchange.com/a/94286/35810 this post], the conversion for a ''half-turn'' move is: |
According to [http://gaming.stackexchange.com/a/94286/35810 this post], the conversion for a ''half-turn'' move is: |
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''12 * 0.625 = 7.5 => round_down(7.5) = 7 tiles'' |
''12 * 0.625 = 7.5 => round_down(7.5) = 7 tiles'' |
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+ | For conversion proposes, this page will use the following ratio: |
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− | With ''dashing'', the value is doubled, so we get: |
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+ | |||
+ | ''1 game square (or cell/tile) costs 1.625 movement points to cross in a straight line (horizontal or vertical)'' |
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+ | |||
+ | '''Dashing''' |
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+ | |||
+ | With dashing (using both actions to move), the value is doubled, so we get: |
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''12 * 0.625 * 2 = 15 tiles'' |
''12 * 0.625 * 2 = 15 tiles'' |
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+ | '''Diagonal Movement''' |
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− | With the [[Second Wave (EU2012)|Second Wave]] option '''Not Created Equally''', the movement attribute may vary between 11 (6 and 13 tiles) and 14 (strangely 9 and 18 tiles). |
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+ | The cost of diagonal movement is determined by the Pythagorean theorem so value is: |
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− | With the option '''Hidden Potential''' the movement attribute may increase when a [[Soldiers (EU2012)|Soldier]] is promoted. This doesn't seem to be the case, when '''Hidden Potential''' is not selected. |
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+ | '' square root of (2 * (1.65 * 1.65) = ~2.33'' |
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− | There are a couple of things that allow you to increase movement: |
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+ | ==Movement Modifiers== |
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− | * The '''Sprinter''' ability of the [[Support (EU2012)|support class]]: +3 tiles (+6 tiles when dashing) |
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+ | A unit's movement stat can be increased/decreased by several modifiers. |
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+ | |||
+ | '''Positive modifiers''' |
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+ | * Abilities |
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+ | ** The '''Sprinter''' ability of the [[Support (EU2012)|support class]]: '''+4 movement''' (or 3 tiles as on its description) |
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+ | ** [[Muton (EU2012)|Muton]]'s Blood Call ability: ''+4 movement''' |
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* Armor |
* Armor |
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− | ** [[Skeleton Suit (EU2012)|Skeleton Suit]] |
+ | ** [[Skeleton Suit (EU2012)|Skeleton Suit]]: '''+3 movement''' |
− | ** [[Ghost Armor (EU2012)|Ghost Armor]] |
+ | ** [[Ghost Armor (EU2012)|Ghost Armor]]: '''+3 movement''' |
− | ** [[Psi Armor (EU2012)|Psi Armor]] |
+ | ** [[Psi Armor (EU2012)|Psi Armor]]: '''+2 movement''' |
+ | * Other |
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− | * [[Combat Stims (EU2012)|Combat Stims]] |
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+ | ** [[Combat Stims (EU2012)|Combat Stims]]: '''+4 movement''' |
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− | * ''Combat Rush'' (triggered by the ''Adrenal Neurosympathy'' [[Gene Mods (EU2012)|gene mod]]) |
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+ | ** [[MEC Trooper (EU2012)|MEC]]'s Kinetic Strike Module: '''+4 movement''' |
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+ | ** Combat Rush (triggered by the [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]] gene mod): '''+2 movement''' |
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+ | ** Foundry's [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for MECs and SHIVs: '''+3 movement''' |
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+ | |||
+ | '''Negative modifiers''' |
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+ | * Injuries suffered while using [[Second Wave (EU2012)|Second Wave]]'s Red Fog option: '''-2 movement''' |
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+ | * Units under the influence of [[Flashbang Grenade (EU2012)|Flashbang]] grenades: '''-50% movement''' |
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+ | * Units under the influence of Mind Fray psionic abilitiy: '''-50% movement''' |
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+ | * Units poisoned: '''-25% movement''' |
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+ | * Units who are catching breath after a [[Seeker (EU2012)|Seeker]]'s Strangle attack: '''-75% movement''' |
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+ | |||
+ | ==Second Wave Options and Movement== |
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+ | |||
+ | While on a vanilla game all your soldiers will have 12 movement points, there are 2 [[Second Wave (EU2012)|Second Wave]] options that can allow for soldiers with different movement stats. |
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+ | |||
+ | '''Not Created Equally''' |
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+ | |||
+ | When a soldier is recruited, the movement attribute may vary between 11 and 14 points. |
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+ | |||
+ | '''Hidden Potential''' |
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+ | |||
+ | Your soldiers may gain +1 movement per additional rank gained through promotions. The chance for that to happen is 10% for Heavy soldiers and 20% for all other classes. |
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+ | |||
+ | Theoretically, it would be possible to gain +7 movement points by the time a soldier reaches Colonel rank. However, the chances for that happening are extremely low. |
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+ | |||
+ | ==Min/Max movement== |
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+ | With both Second Wave options enabled, the possible range of soldier movement is between 11 (minimum) and 21 (maximum), although the latter value is almost impossible to happen during a game. If all of the possible positive modifiers are applied to the maximum value, then theoretically the unit with highest movement value possible would be a soldier with the Sprinter ability, equipped with Skeleton Suit/Ghost Armor and under the influence of both Combat Rush and Combat Stims. That would give him 34 movement points on that turn, making it possible to move 21 straight squares on a single action, or 42 squares while dashing. |
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+ | |||
+ | Without both the Second Wave options enabled, the highest possible value for the movement stat is 25, or 15 straight tiles on a single action and 31 while dashing. |
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+ | |||
+ | ==Movement Table== |
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+ | |||
+ | The table below converts most of the movement ranges possible in the game into how many tiles the unit can move in a straight line. Decimal values are converted to the nearest down/up integer. |
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+ | |||
+ | {| class="wikitable" width="100%" style="text-align: center |
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+ | |+ Movement, Tiles and Modifiers |
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+ | | align="center" style="background:#f0f0f0;"|'''Movement Stat''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (No Modifiers)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (+4)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (+3)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (+2)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (-25%)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (-50%)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (-75%)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''# Tiles (-2)''' |
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+ | | align="center" style="background:#f0f0f0;"|'''Unit''' |
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+ | |- align="center" |
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+ | | 8||4,92||7,38||6,77||6,15||3,69||2,46||3,69||3,69||Zombie |
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+ | |- align="center" |
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+ | | 11||6,77||9,23||8,62||8,00||5,08||3,38||5,08||5,54|| |
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+ | |- align="center" |
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+ | | 12||7,38||9,85||9,23||8,62||5,54||3,69||5,54||6,15||Standard for soldiers and most aliens |
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+ | |- align="center" |
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+ | | 13||8,00||10,46||9,85||9,23||6,00||4,00||6,00||6,77|| |
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+ | |- align="center" |
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+ | | 14||8,62||11,08||10,46||9,85||6,46||4,31||6,46||7,38||Mechtoid, Seeker (Normal difficulty and above) |
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+ | |- align="center" |
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+ | | 15||9,23||11,69||11,08||10,46||6,92||4,62||6,92||8,00||´ |
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+ | |- align="center" |
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+ | | 16||9,85||12,31||11,69||11,08||7,38||4,92||7,38||8,62|| |
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+ | |- align="center" |
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+ | | 17||10,46||12,92||12,31||11,69||7,85||5,23||7,85||9,23||Berserker, Outsider (Classic/Impossible) |
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+ | |- align="center" |
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+ | | 18||11,08||13,54||12,92||12,31||8,31||5,54||8,31||9,85||Cyberdisc |
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+ | |- align="center" |
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+ | | 19||11,69||14,15||13,54||12,92||8,77||5,85||8,77||10,46|| |
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+ | |- align="center" |
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+ | | 20||12,31||14,77||14,15||13,54||9,23||6,15||9,23||11,08||Chryssalid |
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+ | |- align="center" |
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+ | | 21||12,92||15,38||14,77||14,15||9,69||6,46||9,69||11,69|| |
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+ | |- align="center" |
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+ | | 22||13,54||16,00||15,38||14,77||10,15||6,77||10,15||12,31|| |
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+ | |- align="center" |
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+ | | 23||14,15||16,62||16,00||15,38||10,62||7,08||10,62||12,92|| |
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+ | |- align="center" |
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+ | | 24||14,77||17,23||16,62||16,00||11,08||7,38||11,08||13,54|| |
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+ | |- align="center" |
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+ | | 25||15,38||17,85||17,23||16,62||11,54||7,69||11,54||14,15|| |
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+ | |- align="center" |
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+ | | 26||16,00||18,46||17,85||17,23||12,00||8,00||12,00||14,77|| |
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+ | |- align="center" |
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+ | | 27||16,62||19,08||18,46||17,85||12,46||8,31||12,46||15,38|| |
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+ | |- align="center" |
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+ | | 28||17,23||19,69||19,08||18,46||12,92||8,62||12,92||16,00|| |
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+ | |- align="center" |
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+ | | 29||17,85||20,31||19,69||19,08||13,38||8,92||13,38||16,62|| |
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+ | |- align="center" |
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+ | | 30||18,46||20,92||20,31||19,69||13,85||9,23||13,85||17,23|| |
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+ | |- align="center" |
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+ | | 31||19,08||21,54||20,92||20,31||14,31||9,54||14,31||17,85|| |
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+ | |- align="center" |
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+ | | 32||19,69||22,15||21,54||20,92||14,77||9,85||14,77||18,46|| |
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+ | |- align="center" |
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+ | | 33||20,31||22,77||22,15||21,54||15,23||10,15||15,23||19,08|| |
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+ | |- align="center" |
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+ | | 34||20,92||23,38||22,77||22,15||15,69||10,46||15,69||19,69|| |
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+ | |- |
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+ | |} |
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{{Gameplay_Mechanics_(EU2012)_Navbar}} |
{{Gameplay_Mechanics_(EU2012)_Navbar}} |
Revision as of 18:09, 5 October 2014
Movement (or Mobility) is a hidden unit stat in XCOM: Enemy Unknown.
Basics
A soldier's standard movement stat has the value of 12, which translates into 7 tiles (cell/square) for a half-turn move, and 15 tiles when dashing - both when running a straight line.
According to this post, the conversion for a half-turn move is:
round_down(attribute value * 0.625)
So, with a value of 12, we get:
12 * 0.625 = 7.5 => round_down(7.5) = 7 tiles
For conversion proposes, this page will use the following ratio:
1 game square (or cell/tile) costs 1.625 movement points to cross in a straight line (horizontal or vertical)
Dashing
With dashing (using both actions to move), the value is doubled, so we get:
12 * 0.625 * 2 = 15 tiles
Diagonal Movement
The cost of diagonal movement is determined by the Pythagorean theorem so value is:
square root of (2 * (1.65 * 1.65) = ~2.33
Movement Modifiers
A unit's movement stat can be increased/decreased by several modifiers.
Positive modifiers
- Abilities
- The Sprinter ability of the support class: +4 movement (or 3 tiles as on its description)
- Muton's Blood Call ability: +4 movement'
- Armor
- Skeleton Suit: +3 movement
- Ghost Armor: +3 movement
- Psi Armor: +2 movement
- Other
- Combat Stims: +4 movement
- MEC's Kinetic Strike Module: +4 movement
- Combat Rush (triggered by the Adrenal Neurosympathy gene mod): +2 movement
- Foundry's Advanced Servomotors project for MECs and SHIVs: +3 movement
Negative modifiers
- Injuries suffered while using Second Wave's Red Fog option: -2 movement
- Units under the influence of Flashbang grenades: -50% movement
- Units under the influence of Mind Fray psionic abilitiy: -50% movement
- Units poisoned: -25% movement
- Units who are catching breath after a Seeker's Strangle attack: -75% movement
Second Wave Options and Movement
While on a vanilla game all your soldiers will have 12 movement points, there are 2 Second Wave options that can allow for soldiers with different movement stats.
Not Created Equally
When a soldier is recruited, the movement attribute may vary between 11 and 14 points.
Hidden Potential
Your soldiers may gain +1 movement per additional rank gained through promotions. The chance for that to happen is 10% for Heavy soldiers and 20% for all other classes.
Theoretically, it would be possible to gain +7 movement points by the time a soldier reaches Colonel rank. However, the chances for that happening are extremely low.
Min/Max movement
With both Second Wave options enabled, the possible range of soldier movement is between 11 (minimum) and 21 (maximum), although the latter value is almost impossible to happen during a game. If all of the possible positive modifiers are applied to the maximum value, then theoretically the unit with highest movement value possible would be a soldier with the Sprinter ability, equipped with Skeleton Suit/Ghost Armor and under the influence of both Combat Rush and Combat Stims. That would give him 34 movement points on that turn, making it possible to move 21 straight squares on a single action, or 42 squares while dashing.
Without both the Second Wave options enabled, the highest possible value for the movement stat is 25, or 15 straight tiles on a single action and 31 while dashing.
Movement Table
The table below converts most of the movement ranges possible in the game into how many tiles the unit can move in a straight line. Decimal values are converted to the nearest down/up integer.
Movement Stat | # Tiles (No Modifiers) | # Tiles (+4) | # Tiles (+3) | # Tiles (+2) | # Tiles (-25%) | # Tiles (-50%) | # Tiles (-75%) | # Tiles (-2) | Unit |
8 | 4,92 | 7,38 | 6,77 | 6,15 | 3,69 | 2,46 | 3,69 | 3,69 | Zombie |
11 | 6,77 | 9,23 | 8,62 | 8,00 | 5,08 | 3,38 | 5,08 | 5,54 | |
12 | 7,38 | 9,85 | 9,23 | 8,62 | 5,54 | 3,69 | 5,54 | 6,15 | Standard for soldiers and most aliens |
13 | 8,00 | 10,46 | 9,85 | 9,23 | 6,00 | 4,00 | 6,00 | 6,77 | |
14 | 8,62 | 11,08 | 10,46 | 9,85 | 6,46 | 4,31 | 6,46 | 7,38 | Mechtoid, Seeker (Normal difficulty and above) |
15 | 9,23 | 11,69 | 11,08 | 10,46 | 6,92 | 4,62 | 6,92 | 8,00 | ´ |
16 | 9,85 | 12,31 | 11,69 | 11,08 | 7,38 | 4,92 | 7,38 | 8,62 | |
17 | 10,46 | 12,92 | 12,31 | 11,69 | 7,85 | 5,23 | 7,85 | 9,23 | Berserker, Outsider (Classic/Impossible) |
18 | 11,08 | 13,54 | 12,92 | 12,31 | 8,31 | 5,54 | 8,31 | 9,85 | Cyberdisc |
19 | 11,69 | 14,15 | 13,54 | 12,92 | 8,77 | 5,85 | 8,77 | 10,46 | |
20 | 12,31 | 14,77 | 14,15 | 13,54 | 9,23 | 6,15 | 9,23 | 11,08 | Chryssalid |
21 | 12,92 | 15,38 | 14,77 | 14,15 | 9,69 | 6,46 | 9,69 | 11,69 | |
22 | 13,54 | 16,00 | 15,38 | 14,77 | 10,15 | 6,77 | 10,15 | 12,31 | |
23 | 14,15 | 16,62 | 16,00 | 15,38 | 10,62 | 7,08 | 10,62 | 12,92 | |
24 | 14,77 | 17,23 | 16,62 | 16,00 | 11,08 | 7,38 | 11,08 | 13,54 | |
25 | 15,38 | 17,85 | 17,23 | 16,62 | 11,54 | 7,69 | 11,54 | 14,15 | |
26 | 16,00 | 18,46 | 17,85 | 17,23 | 12,00 | 8,00 | 12,00 | 14,77 | |
27 | 16,62 | 19,08 | 18,46 | 17,85 | 12,46 | 8,31 | 12,46 | 15,38 | |
28 | 17,23 | 19,69 | 19,08 | 18,46 | 12,92 | 8,62 | 12,92 | 16,00 | |
29 | 17,85 | 20,31 | 19,69 | 19,08 | 13,38 | 8,92 | 13,38 | 16,62 | |
30 | 18,46 | 20,92 | 20,31 | 19,69 | 13,85 | 9,23 | 13,85 | 17,23 | |
31 | 19,08 | 21,54 | 20,92 | 20,31 | 14,31 | 9,54 | 14,31 | 17,85 | |
32 | 19,69 | 22,15 | 21,54 | 20,92 | 14,77 | 9,85 | 14,77 | 18,46 | |
33 | 20,31 | 22,77 | 22,15 | 21,54 | 15,23 | 10,15 | 15,23 | 19,08 | |
34 | 20,92 | 23,38 | 22,77 | 22,15 | 15,69 | 10,46 | 15,69 | 19,69 |
XCOM: Enemy Unknown: Gameplay Mechanics |
Action System • Movement • Chance to Hit • Cover • Critical Hits • Critical Wounds • Damage • Flanking • Overwatch • Suppression |