Difference between revisions of "Murphy's Laws (X-COM)"
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*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 | + | *Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture |
− | *If there are | + | *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. | ||
− | * | + | *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 | + | *[[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