Multiplayer (EU2012)

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Multiplayer games in XCOM: Enemy Unknown (2012) are played online over the internet or through a Local Area Network (LAN).

Multiplayer does not need to be unlocked, nor is it affected in any way by Single Player game progress or save files.

However, it is advisable to complete at least one Single Player game on Normal difficulty before attempting Multiplayer, so as to have at least fundamental game knowledge.


Multiplayer games are single battles of one vs. one (1v1) players. They are not saved, nor is there a campaign.

Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potential battle value.

Squads may be selected before connecting to another player or in the game lobby, where you can see the number of points your opponent has selected.


Multiplayer Menu

  • Ranked Match
Attempts to match you with another player searching for a Ranked Match.
-- Ranked Matches are limited to: 10,000 Points, 90s Turn Time, with random map.
-- Ranked Matches count towards your position on the Leaderboards.
  • Quick Match
Attempts to match you with another player looking for a Quick Match and connects you.
If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.
  • Custom Match
Choose to Create Game or Search for a hosted Custom Match.
If you choose to create a game, these are the options:
-- Match Type: Public, Private, or LAN.
-- Points: 7500, 10000, 20000, or No Point Limit.
-- Turn Time: 45 seconds, 90s, 120s, or No Time Limit.
-- Map: Bar, Grand Cemetery, Police Station, Trainyard, or Boulevard.
*These are currently the only five maps available for Multiplayer.
  • Leaderboards
From here you may view the Top Players, Your Rank, and Friend Ranks.
-- The lists show Rank (number and name), Wins, Losses, and Disconnects.
  • Edit Squad
Opens the Offline Squad Editing menu screen.
-- If you choose a squad with points over 10000 total, a prompt will say "Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?"
  • View Invites
Brings up the Steam overlay to view game invites, messages, etc.

Squad Editor Menu

There are six boxes with Add buttons you can click to add Units to your squad.

If you are connected to another player in the Multiplayer game lobby you will see your opponents currently selected points total, even if it overpasses the game restriction.

If connected, there is also a Ready button on the bottom right of the screen. If you are the host, the Ready button will change to Start after both players are Ready.

  • Your Squad may consist of any XCOM Soldier Class (including Rookie) and most Aliens in the game.
  • You may choose to have 1 - 6 Units in your Squad.
  • Multiplayer Units are essentially the same as units on Normal difficulty. With the exception of Thin Man.
  • Types are XCOM Soldier Classes with preset Abilities and Ranks. You are unable to customize them.
  • Units unavailable for Multiplayer Squads:
XCOM: Civilians, Psionic Heavy Soldiers, or any kind of S.H.I.V..
Alien: Outsiders, Sectopods, Uber Ethereals, or Zombies (Chryssalids can create them from XCOM Soldiers, though).


XCOM Soldiers Menu:

-- Class
-- Type
-- Primary Weapon
-- Secondary Weapon
-- Armor
-- Item 1
-- Item 2 (Support Imperator / Psi Guardian Types)
-- Gene Mods
-- Customize (Rename unit, options like appearance / nationality / gender are unavailable)

XCOM Soldier Types

Class / Type (Rank) Points Health Aim Defense Will Ability
- Rookie - 800 6 65 0 40 None
- Support - -- -- -- -- -- --
Smokejumper (Squaddie) 900 7 70 0 45 Smoke Grenade
Medic (Captain) 1550 9 82 0 65 Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke
Tac Officer (Captain) 1800 9 82 0 65 Smoke Grenade - Smoke and Mirrors - Covering Fire - Rifle Suppression - Combat Drugs
Imperator (Colonel) 2800 10 90 0 75 Smoke Grenade - Sprinter - Smoke and Mirrors - Rifle Suppression - Combat Drugs - Deep Pockets - Sentinel
Psi Guardian (Major) 3300 9 85 0 70 Smoke Grenade - Sprinter - Field Medic - Revive - Dense Smoke - Deep Pockets

Psionic: Mindfray - Psi Inspiration - Telekinetic Field

- Sniper - -- -- -- -- -- --
Marksman (Squaddie) 950 6 75 0 45 Headshot
Hunter (Captain) 1800 8 88 0 65 Headshot - Snap Shot - Gunslinger - Battle Scanner - Executioner
Dead Eye (Captain) 2800 8 88 0 65 Headshot - Squadsight - Damn Good Ground - Battle Scanner - Opportunist
Agent (Colonel) 2800 9 105 0 75 Headshot - Snap Shot - Gunslinger - Disabling Shot - Executioner - Low Profile - Double Tap
Psi Assassin (Major) 5550 9 95 0 70 Headshot - Squadsight - Damn Good Ground - Battle Scanner - Executioner - Low Profile

Psionic: Mindfray - Psi Panic - Mind Control

- Assault - -- -- -- -- -- --
Recon (Squaddie) 1400 7 67 0 45 Run & Gun
Gunner (Captain) 3050 9 79 0 65 Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On
Commando (Colonel) 3800 10 85 0 75 Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring 'Em On - Extra Conditioning - Resilience
Psi Warrior (Major) 5550 9 81 0 70 Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning

Psionic: Mindfray - Psi Panic - Mind Control

- Heavy - -- -- -- -- -- --
Rocketman (Squaddie) 2600 7 67 0 45 Fire Rocket
Machine Gunner (Captain) 3150 9 71 0 65 Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone
Demolitionist (Captain) 4950 9 71 0 65 Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier
Juggernaut (Colonel) 5700 10 75 0 75 Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem
- MEC Trooper - -- -- -- -- -- --
MEC Vanguard (Squaddie) 2000 6 67 0 45 Shock-Absorbent Armor - Collateral Damage
MEC Guardian (Sergeant) 2300 7 69 0 55 Body Shield - Collateral Damage - Advanced Fire Control - Damage Control
MEC Savior (Captain) 2900 8 71 0 65 Distortion Field - Collateral Damage - Automated Threat Assessment - Damage Control - One For All - Expanded Storage
MEC Commando (Captain) 3100 8 71 0 65 Shock-Absorbent Armor - Collateral Damage - Advanced Fire Control - Damage Control - Jet Boot Module - Repair Servos
  • Stats shown include Default Equipment Loadouts: Primary / Secondary Weapons; Body Armor; no Items.
  • XCOM Soldiers do not benefit from Officer Training School upgrades. That's Single Player only.
  • A MEC suit is must for a MEC trooper.

Alien Life Forms

Alien Type Points Health Aim Defense Will Movement Ability
- Tier One - -- -- -- -- -- -- --
Sectoid 400 3 65 0 10 12 Psionic: Mind Merge
Drone 1100 3 60 10 Robotic 12 Overload - Repair - Flight
Floater 1300 4 50 0 10 12 Evasion - Launch - Flight
Thin Man 1400 4 65 0 15 15 Leap - Poison Spit
- Tier Two - -- -- -- -- -- -- --
Muton 2850 8 70 10 10 12 Intimidate - Suppression - Alien Grenade - Blood Call
Chryssalid 3000 8 Melee 10 120 20 Hardened - Implant - Leap - Poisonous Claws - Poison Immunity
Sectoid Commander 3200 10 85 20 90 12 Psionic: Mindfray - Psi Panic - Mind Control - Greater Mind Merge
- Tier Three - -- -- -- -- -- -- --
Heavy Floater 3750 12 70 10 25 12 Bombard - Evasion - Launch - Alien Grenade - Flight
Muton Elite 3800 14 80 20 20 12 Suppression - Bombard - Alien Grenade
Muton Berserker 4000 20 Melee 20 80 17 Bloodlust - Hardened - Intimidate - Bull Rush
Cyberdisc 5500 16 70 10 Robotic 18 Open (free) / Close (action) - Open: Bombard - Alien Grenade - Flight

Closed: Death Blossom - Hardened

Ethereal 10500 20 Psionic 40 120 12 Hardened

Psionic: Mindfray - Mind Control - Psi Drain - Psi Lance - Rift

Zombie No buy 10 Melee 0 120 8 Created from Chryssalids kills of XCOM Soldiers.
  • Melee attacks hit automatically, ignoring Aim and Defense stats.
  • Robotic Units with 0 Will do not Panic and are immune to Psionic effects from Mindfray, Psi Panic, and Mind Control. However, they receive maximum damage from Psi Lance and Rift.
  • Thin Man has 4 HP and no damage penalty like the Classic difficulty version. Other stats follow Normal difficulty settings.
  • Ethereals are the only Unit too expensive for Ranked Matches; their use is thus restricted to Custom Games with 20000 Points or No Point Limit.
  • Ethereals are unarmed. But with their Psionic abilities, who cares?
  • Aliens can be renamed with the only option available to them: Customize.


Equipment

  • Mostly concerning XCOM Soldiers. Aliens are unable to have their equipment loadouts modified.
  • Note: No Weapons or Items benefit from Foundry upgrades. That's Single Player only.
  • Alien weapons are named after the species arming them, but are identical to the XCOM equivalents.


Primary Weapons

Weapon Points Range Damage Crit % / Dam Notes
- Standard * - -- -- -- -- --
Assault Rifle 0 Short 2-4 10% / 5-7 Default
Laser Rifle 200 Medium 4-6 10% / 8-10
Light Plasma Rifle 250 Medium 4-6 10% / 8-10 +10 Aim - Floater - Thin Man
Plasma Rifle 900 Medium 6-8 10% / 11-13 Muton
- Heavy - -- -- -- -- --
LMG 0 Medium 3-5 0% / 6-8 Default
Heavy Laser 200 Medium 5-7 0% / 9-11
Heavy Plasma 900 Medium 8-10 0% / 14-16 Heavy Floater - Elite Muton
- Assault - -- -- -- -- --
Shotgun 0 Short 3-5 20% / 6-8 Default
Scatter Laser 250 Medium 5-7 20% / 9-11
Alloy Cannon 950 Medium 8-10 20% / 14-16
- Sniper - -- -- -- -- --
Sniper Rifle 0 Long 3-5 25% / 6-8 Default
Laser Sniper Rifle 250 Long 5-7 30% / 9-11
Plasma Sniper Rifle 1000 Long 8-10 35% / 14-16
- MEC Trooper - -- -- -- -- --
Minigun 0 Medium 4-6 10% / 8-10 Default
Railgun 300 Medium 6-8 10% / 11-13
Particle Cannon 1000 Medium 9-11 10% / 15-17
  • * Standard = Usable by Rookie, Support, and Assault Classes.


Secondary Weapons

Weapon Points Range Damage Crit % / Dam Notes
Pistol 0 Medium 1 0% / 1 Default - Soldier (except Heavy)
Laser Pistol 100 Medium 2 10% / 3 Soldier (except Heavy)
Plasma Pistol 225 Medium 3 0% / 4 Soldier (except Heavy) - Sectoid - Sectoid Commander
Rocket Launcher 0 Medium 6 0% / 9 Default - Heavy Soldier - 90% chance to hit
  • NOTE: There is no Blaster Launcher in Multiplayer. Don't make that face, it would have probably cost 2500 points.


Armor

Type Points Health Defense Move Ability - Notes
Body Armor 0 +1 -- -- Light - Default
Carapace Armor 600 +4 -- -- Medium
Skeleton Suit 600 +3 +10 +3 Medium - Grapple
Titan Armor 1700 +10 -- -- Heavy - Fire and Poison Immunity
Archangel Armor 2400 +8 -- -- Heavy - Flight
Psi Armor 3000 +6 +10 +2 Medium - +20 Will
Ghost Armor 4200 +6 +20 +3 Medium - Grapple - Ghost Mode


Items

Item Name Points Notes
Medikit 100 Heal 4 HP (Cure Poison) - Stabilize - Poison Immunity
S.C.O.P.E. 100 +10 Aim
Nano-Fiber Vest 200 +2 HP
Chitin Plating 300 +4 HP - 50% less Melee Damage
Mind Shield 300 +30 Will
Combat Stims 400 +3 Move - +Will vs. Panic - 50% less Damage
Frag Grenade 900 Damage: 3 - Radius: 2 tiles
Alien Grenade 1500 Damage: 5 - Radius: 2 tiles
  • Note: XCOM Soldiers are NOT automatically given Frag Grenades, like they are in Single Player. It is possible for Soldiers to carry no Items.
  • Demolitionist and Juggernaut Heavy Types could certainly use Grenades, to take advantage of their ability: Grenadier.
  • Imperator and Psi Guardian Support Types get Item Slot 2 from Deep Pockets.
    • No item slot 2 in Enemy Within DLC, due to change to Deep Pockets.
  • Muton, Sectoid Commander, Heavy Floater, Muton Elite, and Cyberdisc have one Alien Grenade each.
  • No Arc Thrower for you! Lethal takedowns only. What would you do with their unconscious body anyway?

Gene Mods

Gene mods come as set of 2 mods.

Set Name Points Gene Mods
Berserker 100 Adrenal Neurosympathy, Hyper Reactive Pupils
Lurker 400 Mimetic Skin, Muscle Fiber Density
Hypersenses 400 Hyper Reactive Pupils, Bioelectric Skin
Bastion 250 Neural Feedback, Adaptive Bone Marrow
Watcher 100 Depth Perception, Muscle Fiber Density