Difference between revisions of "Movement (EU2012)"

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Range of Movement (or Speed) is a hidden attribute in XCOM EU.  
+
Movement (or Mobility) is a hidden unit stat in XCOM: Enemy Unknown.  
  
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.
+
==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 [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:  
Line 11: Line 12:
 
  ''12 * 0.625 = 7.5 => round_down(7.5) = 7 tiles''
 
  ''12 * 0.625 = 7.5 => round_down(7.5) = 7 tiles''
  
With ''dashing'', the value is doubled, so we get:  
+
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''
 
  ''12 * 0.625 * 2 = 15 tiles''
  
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).
+
'''Diagonal Movement'''
  
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.
+
The cost of diagonal movement is determined by the Pythagorean theorem so value is:
  
There are a couple of things that allow you to increase movement:
+
'' square root of (2 * (1.65 * 1.65) = ~2.33''
  
* The '''Sprinter''' ability of the [[Support (EU2012)|support class]]: +3 tiles (+6 tiles when dashing)
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==Movement Modifiers==
 +
A unit's movement stat can be increased/decreased by several modifiers.
 +
 
 +
'''Positive modifiers'''
 +
* Abilities
 +
** The '''Sprinter''' ability of the [[Support (EU2012)|support class]]: '''+4 movement''' (or 3 tiles as on its description)
 +
** [[Muton (EU2012)|Muton]]'s Blood Call ability: ''+4 movement'''
 
* Armor
 
* Armor
** [[Skeleton Suit (EU2012)|Skeleton Suit]]
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** [[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'''
* [[Combat Stims (EU2012)|Combat Stims]]
+
* Other
* ''Combat Rush'' (triggered by the ''Adrenal Neurosympathy'' [[Gene Mods (EU2012)|gene mod]])
+
** [[Combat Stims (EU2012)|Combat Stims]]: '''+4 movement'''
 +
** [[MEC Trooper (EU2012)|MEC]]'s Kinetic Strike Module: '''+4 movement'''
 +
** Combat Rush (triggered by the [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]] gene mod): '''+2 movement''' 
 +
** Foundry's [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for MECs and SHIVs: '''+3 movement'''
 +
 
 +
'''Negative modifiers'''
 +
* Injuries suffered while using [[Second Wave (EU2012)|Second Wave]]'s Red Fog option: '''-2 movement'''
 +
* Units under the influence of [[Flashbang Grenade (EU2012)|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 (EU2012)|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 (EU2012)|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.
 +
 
 +
{| class="wikitable" width="100%" style="text-align: center
 +
|+ Movement, Tiles and Modifiers
 +
| align="center" style="background:#f0f0f0;"|'''Movement Stat'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (No Modifiers)'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (+4)'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (+3)'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (+2)'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (-25%)'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (-50%)'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (-75%)'''
 +
| align="center" style="background:#f0f0f0;"|'''# Tiles (-2)'''
 +
| align="center" style="background:#f0f0f0;"|'''Unit'''
 +
|- align="center"
 +
| 8||4,92||7,38||6,77||6,15||3,69||2,46||3,69||3,69||Zombie
 +
|- align="center"
 +
| 11||6,77||9,23||8,62||8,00||5,08||3,38||5,08||5,54||
 +
|- align="center"
 +
| 12||7,38||9,85||9,23||8,62||5,54||3,69||5,54||6,15||Standard for soldiers and most aliens
 +
|- align="center"
 +
| 13||8,00||10,46||9,85||9,23||6,00||4,00||6,00||6,77||
 +
|- align="center"
 +
| 14||8,62||11,08||10,46||9,85||6,46||4,31||6,46||7,38||Mechtoid, Seeker (Normal difficulty and above)
 +
|- align="center"
 +
| 15||9,23||11,69||11,08||10,46||6,92||4,62||6,92||8,00||´
 +
|- align="center"
 +
| 16||9,85||12,31||11,69||11,08||7,38||4,92||7,38||8,62||
 +
|- align="center"
 +
| 17||10,46||12,92||12,31||11,69||7,85||5,23||7,85||9,23||Berserker, Outsider (Classic/Impossible)
 +
|- align="center"
 +
| 18||11,08||13,54||12,92||12,31||8,31||5,54||8,31||9,85||Cyberdisc
 +
|- align="center"
 +
| 19||11,69||14,15||13,54||12,92||8,77||5,85||8,77||10,46||
 +
|- align="center"
 +
| 20||12,31||14,77||14,15||13,54||9,23||6,15||9,23||11,08||Chryssalid
 +
|- align="center"
 +
| 21||12,92||15,38||14,77||14,15||9,69||6,46||9,69||11,69||
 +
|- align="center"
 +
| 22||13,54||16,00||15,38||14,77||10,15||6,77||10,15||12,31||
 +
|- align="center"
 +
| 23||14,15||16,62||16,00||15,38||10,62||7,08||10,62||12,92||
 +
|- align="center"
 +
| 24||14,77||17,23||16,62||16,00||11,08||7,38||11,08||13,54||
 +
|- align="center"
 +
| 25||15,38||17,85||17,23||16,62||11,54||7,69||11,54||14,15||
 +
|- align="center"
 +
| 26||16,00||18,46||17,85||17,23||12,00||8,00||12,00||14,77||
 +
|- align="center"
 +
| 27||16,62||19,08||18,46||17,85||12,46||8,31||12,46||15,38||
 +
|- align="center"
 +
| 28||17,23||19,69||19,08||18,46||12,92||8,62||12,92||16,00||
 +
|- align="center"
 +
| 29||17,85||20,31||19,69||19,08||13,38||8,92||13,38||16,62||
 +
|- align="center"
 +
| 30||18,46||20,92||20,31||19,69||13,85||9,23||13,85||17,23||
 +
|- align="center"
 +
| 31||19,08||21,54||20,92||20,31||14,31||9,54||14,31||17,85||
 +
|- align="center"
 +
| 32||19,69||22,15||21,54||20,92||14,77||9,85||14,77||18,46||
 +
|- align="center"
 +
| 33||20,31||22,77||22,15||21,54||15,23||10,15||15,23||19,08||
 +
|- align="center"
 +
| 34||20,92||23,38||22,77||22,15||15,69||10,46||15,69||19,69||
 +
|-
 +
|}
  
 
{{Gameplay_Mechanics_(EU2012)_Navbar}}
 
{{Gameplay_Mechanics_(EU2012)_Navbar}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category:Gameplay Mechanics (EU2012)]]
 
[[Category:Gameplay Mechanics (EU2012)]]

Revision as of 17:09, 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

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, Tiles and Modifiers
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
EU2012 Badge XCOM: Enemy Unknown: Gameplay Mechanics
Action SystemMovementChance to HitCoverCritical HitsCritical WoundsDamageFlankingOverwatchSuppression