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

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==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==
 
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==
*The Overseer will only appear when you have no Firestorms.
 
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the overseer will appear in the continent your new Firestorm is NOT stationed in
 
***You are always one buck away from building a new firestorm at said contient
 
****You WILL intercept the Overseer. And you will die.
 
 
*If a soldier's chance to hit is <99%, he will miss.
 
*If a soldier's chance to hit is <99%, he will miss.
 
*If a soldier's chance to hit is 100%, he won't do enough damage to kill the alien.
 
*If a soldier's chance to hit is 100%, he won't do enough damage to kill the alien.
Line 180: Line 176:
 
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.
 
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.
 
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster.  But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.
 
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster.  But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.
 +
*The Overseer will only appear when you have no Firestorms.
 +
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in

Revision as of 19:19, 22 November 2012

Battlescape (UFO Defense)

Soldiers

  • If a soldier can miss, it will.
  • If a soldier can panic, it will.
    • If your soldier holds a primed Proximity Grenade and panics he'll drop it and start running
      • If holding any other weapons he'll drop them and run right next to an alien
  • If a soldier is armed, it will get MCed.
  • When a member of your squad is mind controlled, his/her accuracy and reactions increase.
    • The opposite is true when you mind control an alien
  • 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 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
  • 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
  • You will always end up short of 1 TU to perform the action you wanted to do
    • You will prime a grenade at 1 turn then be 1 TU short of throwing it
  • If an alien grenade can explode and take out half or all of your squad, it will
  • The soldiers with the worst stats will always be promoted
    • When you build the Psi Lab you will always discover that your officers are psi weaklings
  • On Ethereal Terror Missions, you will always get the most Sectopods as possible.
  • If you can not remember, do not use Proximity/Particle Disturbance Grenades.
    • All Five Second Grenades are Three Seconds
  • If there is a civilian near the enemy you want to kill, your soldiers will always kill that civilian instead.

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 them
  • 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
  • You'll never want to know the answer to "why did the Chryssalid cross the road?"
  • 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 (UFO Defense)

  • 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 will 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
    • The game will always crash when it is the least convenient
  • If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime
  • If you launch a craft fully equipped for day fighting it will arrive at its intended location during nighttime
  • 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

Cityscape (Apocalypse)

  • If you're almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.
  • The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.
  • UFOs carrying infiltrators always spawn at the gate you don't have covered.
  • Griffon AFV is tough. The road under it is not. The tracks are just for show.
  • There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.
  • While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.
  • Megapol is useless.
    • Transtellar is annoying.
      • Everyone else is both annoying and useless.
  • Government's weekly paycheck,after paying the overhead, will buy you a Lawpistol clip. Maybe two.
  • If your base is in a slum, a single stray shot from a light disruptor will destroy it all.
    • If your base is in a warehouse, said stray shot will still hit the tile with your agents
  • Hoverbike swarm is a good idea. Too bad they'll all get shot down anyway because of sheer dumb luck on the aliens' part.
  • Research will always be completed right after when you needed it the most.
  • After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.
  • The Overspawn will coincidentally be dropped right at your doorstep.
  • The Overspawn will never, EVER get hurt from falling debris. Unless you drop the said debris and level half of the city with it.
  • People Tubes can collapse from an angry glare or a single bullet.
  • You're the only one who has a problem with the aliens. Every other corp has them on neutral.
  • Subversion attacks WILL succeed, 100%.
  • Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.
  • Your very first invasion of the Alien Dimension will require an hour's savescumming to get it right without being reduced to scrap metal.
  • You WILL forget to not to move the XCOM craft when you succeed in destroying an alien building, killing everyone in the process.

Battlescape (Apocalypse)

  • If your base is raided, there will be as few of your agents spawning as possible.
    • Said agents will spawn as far away from the access lift as possible.
      • Guess where the scientists will appear.
  • If you're raiding a building, there will always be a retard with a heavy launcher.
    • Despite your best efforts, he will manage to fire at least one missile.
      • And he will do so even if you're breathing in his face.
        • There is no way to avoid the missile and injuries or casualties from it.
          • Even if you somehow actually manage to avoid the missile, it'll bring down the building on you.
  • That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.
  • If an agent in a squad gets attacked by a brainsucker, the rest of the squad won't hit it at point blank range.
    • Or they'll fire a missile launcher. Guess the results.
  • If you turn around the corner where you think that last alien is hiding, it'll turn out to be half a dozen of Anthropods. All armed to the teeth.
  • Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won't be directed at the enemy.
  • If someone throws a Boomeroid at an agent, he'll try to run away from it.
    • Because it will always turn out that you forgot to set him to aggressive mode.
  • If you try to capture a Megaspawn, he'll die before you can stun it.
  • You'd wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.
  • You'll encounter cloaked and flying Skeletoids much more often than you'd like to.
  • Good stuff always comes too late.
  • Psi attacks are only successful when they're not necessary.
  • Dynamic music always ignores what you're actually doing.
  • That agent you sent to scout ahead will always be the one without a motion scanner.
  • Every raid is a horrible decision between property damage and greed. Either way, you lose.
  • The agent with a Mind Bender won't see the enemy until he's standing right next to it.

Strategic (Enemy Unknown)

  • When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.
  • Your satellites will always be available one day too late to prevent a country from withdrawing.
  • When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.
  • When you do have Satellite Uplink/Nexus, you will never have enough satellites.
  • If you have one more satellite to go before getting a continent's bonus, that last country will pull out of the XCOM project.
    • The one continent's bonus you don't want to get? The aliens will ignore that continent.
  • You will always be at least §1 short of buying the next level of armor/weapons for all your troops.
  • If a Colonel can be checked for having the Psi gift, he won't have it.
  • If a Rookie can be checked for having the Psi gift, he will.
  • Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.
  • Your interceptor will blow up one round of fire exchange after you press the Abort button.
  • Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!
  • Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!
    • Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.
  • Steam vents will be placed in inconvenient locations.
    • Second floor steam vents will block your 2x2 Satellite Uplink block.
      • The remaining steam vents will be on the 4th floor.
        • In the corner.
  • Research or Foundry upgrades will be completed one day after a critical mission appears.

Tactical (Enemy Unknown)

  • If a soldier's chance to hit is <99%, he will miss.
  • If a soldier's chance to hit is 100%, he won't do enough damage to kill the alien.
  • If an alien's chance to hit is >1%, he will hit.
  • If an alien's mind control chance is >1%, it will work.
  • When aiming at an Ethereal with the last shot of your turn, it will reflect it.
    • Especially if that soldier has only 1 HP.
  • If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.
  • Your soldier will always have the exact amount of health for a vehicle to blow him up.
  • You will always reveal new enemies on your last move of the turn.
    • Who will then take up flanking positions behind anyone who dashed.
  • The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.
    • Soldiers who hit the alien will barely kill the alien.
      • The alien, in turn, will kill your highest-ranking soldier.
        • After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.
  • When you have your whole squad on overwatch they will all shoot one floater.
    • And then all die to his Chryssalid buddy.
  • Your Revive spec medic will always be the one critically wounded.
  • When trying to capture a commander with one stunner, he will be the one MCed,
  • Aliens will always hit soldier's hunkering down behind high cover.
    • The alien will do just enough damage to not kill him, but to cause him to panic.
      • The panicking soldier will kill a soldier and start a panic chain.
  • If a soldier can panic, it will.
    • Soldiers that panic will aim for the highest ranking officer he can see.
      • Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the "protected" Colonel.
  • Rockets will always fly off target.
    • ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.
  • Aliens will position themselves right outside the radius of a grenade throw.
    • If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.
  • When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.
  • When it is time to face Muton Elites, your psionics will not be with you.
  • Your soldiers are always one grid point away from moving to safely flank an alien.
  • When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.
  • When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can't seem to hit.
  • Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.
  • You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster. But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.
  • The Overseer will only appear when you have no Firestorms.
    • When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in