Difference between revisions of "Murphy's Laws (X-COM)"

From UFOpaedia
Jump to navigation Jump to search
(→‎Aliens: editing)
Line 23: Line 23:
 
*Civilians block doorways if you run out of time units before you can reach it
 
*Civilians block doorways if you run out of time units before you can reach it
 
===Aliens===
 
===Aliens===
*If an alien can miss, it won't.
+
*If an alien can miss, it won't
*If an alien can MC you, it will.
+
*If an alien can MC you, it will
*Alien commanders will always kill themselves to avoid capture (with their Blaster Launchers)
+
*Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture
*If there are cryssalids, you will get at least one zombified soldier.
+
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier
 
*If a [[Reaper]] can get stuck, it will  
 
*If a [[Reaper]] can get stuck, it will  
 
*If a [[Cyberdisk]] can explode on one of your men, it will.
 
*If a [[Cyberdisk]] can explode on one of your men, it will.
*Unconsious aliens with melee attacks wake up when you least expect them to.
+
*Unconscious aliens capable of melee attacks wake up when you least expect them to
 
*If you opened a door and turned left, the aliens are all on the right
 
*If you opened a door and turned left, the aliens are all on the right
*Sectopods always do reaction fire.
+
*[[Sectopod|Sectopods]] will always reaction fire to you
*Aliens are smarter than they look.
+
*Aliens are smarter than they look
  
 
==[[Geoscape]]==
 
==[[Geoscape]]==

Revision as of 11:27, 15 October 2009

Battlescape

Soldiers

  • If a soldier can miss, it will.
  • If a soldier can panic, it will.
  • If a soldier is unarmed, it will get MCed.
  • The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.
  • If a soldier can hit an alien, it won't
  • If your soldier holds a primed proximity grenade and panics he'll drop it and start running
  • If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire
  • If a soldier has a rocket launcher, he will get MCed while still in the craft
  • If your soldier panics he'll drop his weapon and run next to an alien
  • Your first unit out is always shot down
  • Your first unit out is always your commander
  • A wounded soldier will die before you find the last alien
  • As soon as you get better armor, the aliens get better weapons
  • Flares will land where they cannot be picked up
  • If your base is attacked, you will always get flares instead of heavy plasmas

Civilians

  • If a civilian sees a fire he will run into it
  • If a civilian sees an alien he'll move right next to it
  • If a civilian can block your line of fire to an alien he will do that
  • Civilians will always be attracted towards dropped primed proximity grenades
  • Civilians block doorways if you run out of time units before you can reach it

Aliens

  • If an alien can miss, it won't
  • If an alien can MC you, it will
  • Alien commanders will always kill themselves (with their Blaster Launchers) to avoid capture
  • If there are Chryssalids, you will get at least one zombified soldier
  • If a Reaper can get stuck, it will
  • If a Cyberdisk can explode on one of your men, it will.
  • Unconscious aliens capable of melee attacks wake up when you least expect them to
  • If you opened a door and turned left, the aliens are all on the right
  • Sectopods will always reaction fire to you
  • Aliens are smarter than they look

Geoscape

  • When you need money the most, some of your funders will stop funding you.
  • As soon as you get a new base online, it will be attacked
  • As soon as you get lots of money, the aliens will make you spend it all
  • Terror sites always appear only at night
  • Seas always appear below a crashing UFO
  • The first country to drop funding always gave the most money
  • X-COM bases are always attacked when the squads are out
  • Crashed UFO's never have Elerium
  • Landed UFO's take off before you can get to them
  • UFO's will always arrive after your Skyranger is refueling from a two day patrol
  • If you have forgotten to save the game for at least 3 missions, the game will crash
  • If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime
  • When a base becames operational UFO activity on that area will cease to zero immediately afterwards
  • If your craft only has 1 missile left when it shoots it will miss
  • Alien UFO scouts will always outrun your Interceptors