Difference between revisions of "Murphy's Laws (X-COM)"
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==Battlescape== | ==Battlescape== | ||
− | ===Soldiers=== | + | ===[[Soldiers]]=== |
*If a soldier can miss, it will. | *If a soldier can miss, it will. | ||
*If a soldier can panic, it will. | *If a soldier can panic, it will. | ||
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*The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance. | *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 a soldier can hit an alien, it won't | ||
− | *If your soldier holds a primed | + | *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 goes berserk, he/she will turn to face your nearest soldier and autofire | ||
− | *If a soldier has a | + | *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 | *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 shot down | ||
Line 14: | Line 14: | ||
*A wounded soldier will die before you find the last alien | *A wounded soldier will die before you find the last alien | ||
*As soon as you get better armor, the aliens get better weapons | *As soon as you get better armor, the aliens get better weapons | ||
− | *Flares will land where they cannot be picked up | + | *[[Electroflare|Flares]] will land where they cannot be picked up |
− | *If your base is attacked, you will always get flares instead of | + | *If your base is attacked, you will always get flares instead of [[Heavy Plasma|Heavy Plasmas]] |
+ | |||
===[[Civilian|Civilians]]=== | ===[[Civilian|Civilians]]=== | ||
*If a civilian sees a fire he will run into it | *If a civilian sees a fire he will run into it |
Revision as of 11:33, 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
- Civilians will always run towards the aliens
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