Difference between revisions of "Psionics"

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(→‎Kill the puppetmaster.: As far as I know, both Sectoid Leaders and Ethereals carry weapons, and will often psi while carrying weapons)
(Restructure, added new (correct) formulas. Will work more on it later.)
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== Psionic Combat ==
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== Psionic Aliens ==
 
[[Sectoid]] Leaders, [[Sectoid]] Commanders, and all [[Ethereal]]s, have Psionic abilities to create Panic (reduce [[Morale]]) or attempt [[Mind Control]]. Be very wary. Murphy's Law says the first soldier to succumb to Mind Control will be in the perfect position to shoot your squad in the back with a [[Rocket Launcher]].
 
[[Sectoid]] Leaders, [[Sectoid]] Commanders, and all [[Ethereal]]s, have Psionic abilities to create Panic (reduce [[Morale]]) or attempt [[Mind Control]]. Be very wary. Murphy's Law says the first soldier to succumb to Mind Control will be in the perfect position to shoot your squad in the back with a [[Rocket Launcher]].
  
If an alien spots any member of your squad, even the tank, during the alien turn, the squad is at risk of attack.  The weak soldiers will be targeted most often, and will likely be nicknamed "psi-puppets" by their teammates, if anyone survives.  
+
If an alien spots any member of your squad, even the tank, during the alien turn, the squad is at risk of attack.  The weak soldiers will be targeted most often, and will likely be nicknamed "psi-puppets" by their teammates, if anyone survives. Any soldiers found to be psi-weak should be taken off the combat roster and given base-defense duty -- or just fired outright.
 
 
''[[User:Jasonred|Jasonred]] : If anyone who is psi-attacked survives, just fire them. It's for the best, trust me.''
 
 
 
You won't know exactly what your soldiers' psionic resistance or skills are until you build a [[Psionic Laboratory|Psi Lab]] and run them through a screening process (in batches of 10). Talented soldiers (80% plus) should be trained further; they need a month of training to show improvement and probably shouldn't be in the front line missions during this time, as the training is so valuable.
 
 
 
''[[User:Jasonred|Jasonred]] : Sending them on actual missions doesn't detract from their actual psi training. Just don't get them killed. I'm not sure whether soldiers who are still injured at the end of the month get training though.''
 
 
 
To get Psi experience QUICK, you can equip one guy with a [[Psi-Amp]], leave him in the [[Skyranger]], and have him attempt to panic units every chance he gets.
 
 
 
=== Zombie's Psionic Formulas ===
 
'''Psionic Combat Strength = PCS = (Psi Strength) * (Psi Skill)
 
'''Panic Defense          = PAD = [ (Psi Strength) + (Psi Skill/5) ] + 10
 
'''Mind Control Defense    = MCD = [ (Psi Strength) + (Psi Skill/5) ] + 30
 
 
'''Panic Base Chance = Attacker PCS - Target PAD
 
    '''MC Base Chance = Attacker PCS - Target MCD
 
 
 
The formulas were provided by [[User:Zombie|Zombie]] and [[User:Danial|Danial]] from OSG. However, so far, no one has tested them in depth, and they don't seem to make sense on the surface. Example: A Psi Str 95, Skill 16 soldier vs. a Muton soldier (Psi Str 25, Skill 0) should have a success rate of approx. 1500%(?!) based on the equations, but the actual success rate is ~50%.
 
 
 
It's also known that distance <i>does</i> matter, but not how much. The stated example was done with target right next to soldier... Perhaps distance introduces a significant reduction or divisor. This also means that beyond a certain distance, aliens can only panic certain units, not mind-control them.  Anyone who wants to test, be our guest!
 
 
 
Regardless, it's clear that [[Psi Strength]] plays the greatest factor in defense. Also, Panic Attacks are more likely to succeed. But Mind Control is much more... useful.
 
 
 
Against Ethereals, 80 Psi Strength seems to confer total immunity to all Psionic attacks, although this has only been tested on the Easy difficulty setting.
 
 
 
== Field Manual Addendum: February 2000: Psionics ==
 
 
 
=== A brief working theory: ===
 
 
 
The psionic research group has theorized a "conchfield", or field of consciousness, is put forth by all sentient beings. The scientists speculate that this field exists as an energy on a plane coexistant with our own space but undetectable by Earth technology. They refer to this as "conchspace".
 
 
 
Normally the patterns of a conchfield are individual and isolated. They rise and fall with the electrical brain waves we can measure. No two conchfields can physically superimpose because they are tied to separate minds and bodies in our own space which cannot superimpose. However, there is also some energy which can travel freely in this conchspace and interact with conchfields. Whether by some geometry of conchspace or of our own space, if this energy is continually exchanged between two conchfields, the conchfields start to synchronize patterns.
 
 
 
It is speculated that occasionally this "standing wave" effect occurs naturally, and this has given rise to limited and fleeting psychic phenomena dismissed as superstition.
 
 
 
However the alien technology gives the additional power and control to turn this phenomena into a useful tactical advantage.
 
 
 
=== [[Mind Probe]]: ===
 
 
 
These allow an impression of a subject conchfield to be briefly superimposed on the operator. The transmission is mostly one-way and usually the subject has a brief sensation of an altered state or a wider consciousness but is not otherwise affected. The information gathered is stored in the mind probe until accessed. This can convey information as general as a feeling of high morale to as specific as the subject's last assessment of their armour. The operator must know the physical location of the subject to within a meter. The probe takes several seconds (50% TU) to perform its scan so patience is required. No psychic strength or training is required to use this unique device.
 
 
 
Squads report successfully approaching and capturing an alien with no resistance after first determining its fatigued state with a mind probe.
 
 
 
=== Psionic Amplifiers: ===
 
 
 
The "[[Psi-Amp]]" or psionic amplifier can set up a feedback loop between two conchfields so that the operator can attempt to tranfer thought between their own mind and the target. The physical location of the target must be known to within a meter. The operator must be trained and powerful enough to overcome psychic resistance of the target.
 
 
 
The amplifier is geared for two forms of psionic attack, the first a projected feeling of fear, apprehension, or panic and the second a near-total control of the subject's mind and body. (See [[Mind Control]].) The subject usually perceives this as a change in their instincts or low-level desires that leads them to change their higher-level behavior, similar to hypnosis. The subject may be behaving completely counter to the norm, such as preparing to fire on their own forces, but as their own sense of self is being suppressed, they may not even be aware they are behaving strangely. The subject's companions, on the other hand, can recognize the change almost immediately. Symptoms include vacant stares, inappropriate emotions or lack of emotion, and unresponsiveness.
 
 
 
The subject's perceptions are also fed back to the user, allowing them in effect to look out through the subject's eyes. This on its own gives the user a tactical advantage if they can gain knowledge of how their opponent has deployed their forces, and also allows them to locate and choose additional subjects.
 
 
 
The aliens have implants that perform the role of the Psi-Amp so this item must be manufactured rather than recovered from the battlefield.
 
 
 
=== Training: ===
 
 
 
The psionic training facility uses "ganzfield" sensory blockers, a sensitive psionic receiver, and a fixed version of the psiamp. The electronics recognize the projection of a trainee and provide auditory feedback through the headset. The trainee attempts to project their impressions of this tone along with their other thoughts. The stronger the feedback loop, the stronger the audio tone. Half of this feedback loop is thus psionic and the return half electronic.
 
 
 
Training consists of both projecting and resisting - projecting is attempting to establish a feedback loop with a remote field, and resisting is attempting to break a feedback loop initiated by a remote field. In combat this corresponds to attack and defence. Psionic skill in attacking is also developed by moving the target, which forces the trainee to be effective in rapidly translating between normal space and consciousness space and performing the projection accurately. Defence depends mainly on psionic strength, a passive ability.
 
 
 
Each station is screened from the others. The headset also muffles external noise. Special goggles flood the eyes with a soft red light. It is in this sensory deprived trance state that projection comes most easily. As the trainee becomes more skilled at initiating and establishing an interface with the psiamp, the sensory deprivation equipment can be reduced and eventually removed. Soldiers are then able to go into this trance state without aid in the field.
 
 
 
This training serves to both screen soldiers for latent psionic ability and to exercise that ability. For several weeks, even the best soldiers may not be able to grasp what is asked of them, so a full month is required for proper evaluation.
 
Psionically gifted soldiers are of course extremely valuable assets. Due to the high casualty rate of XCOM, commanders have recommended that the soldiers undergoing training should be given less hazardous duties or taken off active duty for that month, until at least a preliminary screening report is available.
 
 
 
== Deployment: ==
 
 
 
Psionically strong but unskilled soldiers can be used in any scouting or fire support role. As per standard doctrine, they should relay all information about the position of the enemy as efficiently as possible; this allows both support fire and psionic attacks to be brought to bear.
 
 
 
Psionically skilled and strong soldiers should be kept out of direct combat to allow them to concentrate on using the psionic amplifier. They do not need to leave the landing craft to carry out their duties, so leave them here unless the craft is under attack.
 
 
 
It may be useful to assign them an aide who can evaluate targets with the Mind Probe and help determine the best use of a psionic attack. It's strategically better to have a strong operator with a good chance of [[Mind Control]] rather than bothering with panic attacks by weaker operators - unless you have the psi-amps to spare.
 
 
 
Preferred targets would be higher-ranking units, psychically capable units, or heavy weapons units. It is possible to control any alien, including the psionically controlled robotic units. Some skilled psionic operators have had success with simply attempting control of every alien encountered and disarming them, then using the controlled alien as a scout to determine the next target unit, then taking the next target unit and leaving the previous unit for a mop-up squad.[1]
 
 
 
Easiest actions with a controlled unit are movement and firing or dropping the held weapon. It is possible but tricky to do more. (see Alien Inventory Bug under [[Exploits]].)
 
 
 
[1] A bunch of unarmed aliens released in front of a firing squad is ideal for [[Reaction Training]]. For best results, give the firing squad the weakest gun possible - the pistol (26 AP damage). Or laser pistol (46 laser damage), if you don't want to mess with ammo (and the 80-item limitation).
 
  
 
== Countering psionic attacks and tactics: ==
 
== Countering psionic attacks and tactics: ==
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''-[[User:NKF|NKF]]: " Just to add to this, a laser pistol, with 46 laser, does between 0 - 92 damage (See: [[Damage]]). Therefore, only your front plates will be truly invulnerable to laser pistol damage. On the other hand, you have a chance of being damaged from pretty much ''every other direction'', and you cannot always guarantee that you'll be facing your attacker at all times.<br><br>The only real consolation is that laser pistols won't kill you outright for each hit, but lots of little hits can indeed build up to a lot of damage. I'd much rather recommend an autocannon/HE or the standard pistols/rifles for this exercise. Direct hits from the ACHE can probably cause a tiny amount of damage, but the ammo will not be unlimited like the laser pistol, and the autocannon is also the slowest burst weapon in the game, despite its name, which gives you time to get away and seek cover. Another bonus is that it works a lot better on superhuman ethereals than the pistol/rifle! " ''
 
''-[[User:NKF|NKF]]: " Just to add to this, a laser pistol, with 46 laser, does between 0 - 92 damage (See: [[Damage]]). Therefore, only your front plates will be truly invulnerable to laser pistol damage. On the other hand, you have a chance of being damaged from pretty much ''every other direction'', and you cannot always guarantee that you'll be facing your attacker at all times.<br><br>The only real consolation is that laser pistols won't kill you outright for each hit, but lots of little hits can indeed build up to a lot of damage. I'd much rather recommend an autocannon/HE or the standard pistols/rifles for this exercise. Direct hits from the ACHE can probably cause a tiny amount of damage, but the ammo will not be unlimited like the laser pistol, and the autocannon is also the slowest burst weapon in the game, despite its name, which gives you time to get away and seek cover. Another bonus is that it works a lot better on superhuman ethereals than the pistol/rifle! " ''
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== Psionic Soldiers ==
 +
 +
You won't know exactly what your soldiers' psionic resistance or skills are until you build a [[Psionic Laboratory|Psi Lab]] and run them through a screening process (in batches of 10).  Soldiers  with a high [[Psi Strength]] (80% or higher) should be trained further and kept in the "rear guard" during combat.  Do ''not'' use them as scouts, or front line troops -- they will soon become your most valuable soldiers.
 +
 +
After a month or two of Psi training, your best soldiers will be able to mind-control weaker aliens, such as [[Muton]]s.  Your soldiers' Psi Skill can be increased very quickly by equipping them with [[Psi-Amp]]s, leaving them in the [[Skyranger]], and having them attempt to panic units every chance they get.  See [[Experience Training#Psionic Skill training]] for more details.
 +
 +
Some skilled psionic operators have had success with simply attempting control of every alien encountered and disarming them, then using the controlled alien as a scout to determine the next target unit, then taking the next target unit and leaving the previous unit for a mop-up squad.
 +
 +
Easiest actions with a controlled unit are movement and firing or dropping the held weapon. It is possible but tricky to do more (see [[Known Bugs#Alien Inventory Trick]].)  Disarmed aliens make for excellent [[Experience Training]] fodder.
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== Psionic Formulas ==
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 +
'''Psionic Attack Strength (PAS) = (Psi Strength) * (Psi Skill) / 50'''
 +
'''Psionic Defense = (Psi Strength) + (Psi Skill/5)'''
 +
 
 +
'''Panic Base Chance = 44% + Attacker PAS - Target Defense'''
 +
    '''MC Base Chance = 24% + Attacker PAS - Target Defense'''
 +
 +
These formulas differ slightly from the ones that appear in the [[Links#X-COM:_General|Official Strategy Guide]], but have been discovered through testing and are believed to be correct.
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 +
The further away a target is from its attacker, the lower the chance an attack will succeed.  The above formulas only apply in cases where the attacker is adjacent to the target.  This also means that beyond a certain distance, aliens can only panic certain units, not mind-control them.  The exact influence of distance on psionic attacks is not yet known.
 +
 +
Overall, it's clear that [[Psi Strength]] plays the greatest factor in defense, and that Panic Attacks are more likely to succeed. But Mind Control is much more... useful.
  
 
==Summary of Alien Psionic resistance==
 
==Summary of Alien Psionic resistance==
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  '''Sectopod:'''  Extremely High
 
  '''Sectopod:'''  Extremely High
  
<nowiki>* Wanna bet the psionic ones are harder to mind control?</nowiki>
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<nowiki>* Sectoid Leaders and Commanders are Above Average</nowiki>
  
 
==See Also==
 
==See Also==
[[Psionic Laboratory|Psi-Lab]]
 
 
[[Psi-Amp]]
 
 
[[Mind Shield]]
 
 
[[Mind Probe]]
 
 
[[Experience]]
 
 
[[Training]]
 
  
[[Molecular Control]]
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*[[Field Manual: Psionics]]
 +
*[[Psionic Laboratory|Psi-Lab]]
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*[[Psi-Amp]]
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*[[Mind Shield]]
 +
*[[Mind Probe]]
 +
*[[Experience]]
 +
*[[Experience Training]]
 +
*[[Molecular Control]]
  
 
[[Category:Soldiers]]
 
[[Category:Soldiers]]

Revision as of 02:32, 28 May 2006

Psionic Aliens

Sectoid Leaders, Sectoid Commanders, and all Ethereals, have Psionic abilities to create Panic (reduce Morale) or attempt Mind Control. Be very wary. Murphy's Law says the first soldier to succumb to Mind Control will be in the perfect position to shoot your squad in the back with a Rocket Launcher.

If an alien spots any member of your squad, even the tank, during the alien turn, the squad is at risk of attack. The weak soldiers will be targeted most often, and will likely be nicknamed "psi-puppets" by their teammates, if anyone survives. Any soldiers found to be psi-weak should be taken off the combat roster and given base-defense duty -- or just fired outright.

Countering psionic attacks and tactics:

Re-assign.

The former doctrine on psionically attacked soldiers also applies to soldiers who have been psionically screened. Namely, soldiers weak in psi-strength or who have become victims of psionic attack should be sacked or re-assigned at the earliest opportunity for the safety of the rest of the squad. If retained on active duty they should never be knowingly sent on missions against psionic capable aliens. Veteran soldiers who are psionically weak but otherwise worth keeping can be assigned to a secondary craft or interception base, strictly for use on missions against Mutons and other non-psionic aliens.

JellyfishGreen: I tried jotting down the names of the puppets as a reminder to fire them later, or use as decoys.

Disarm.

Some commanders forgo any chance of reaction fire, and have all soldiers drop their weapons at the end of the turn and pick them up on the next turn. Should any soldiers be mind-controlled in the intervening alien turn, at least they'll be unarmed.

Decoys.

Zombie's experimental results tell us the soldier with the lowest psi-strength is always chosen as the victim in a psionic attack, even if he's out of line-of-sight of either enemy or ally. The game AI is skipping any LOS requirement. - Psi-puppet soldiers should NOT be used as alien hunters. Disarm them as soon as possible, preferentially before the mission.

If such soldiers are deployed against psionic capable aliens, they may still have use in limited roles. Do not give them any weapons or grenades. Well, maybe smoke grenades.

  1. Unarmed medic or equipment operator. If controlled, they cannot injure other soldiers. If panicked, they'll drop the equipment.
  2. Non-lethal weaponry. Stun Rods or stun guns again prevent injury of other soldiers but the risk of control and loss of tactical advantage remains.
  3. Decoy. The unarmed soldier lets themself get mind-controlled rather than shot. If they are under mind control, the soldier will often be spared by the alien. Every mind-control attack on the "decoy" is one less attack on the rest of the squad and one more psionic alien kept busy. Note your other soldiers may shoot a controlled decoy on sight, and the aliens will shoot a panicked decoy on sight. An extremely risky tactic for the soldier but survival can be extended by blockading the decoy into a closet with other soldiers or tanks and turning your back to them.
  4. Launcher Operators. Simply a soldier with a launcher and no ammo. The soldier either stands on a pile of ammunition, or is handed the ammunition on demand in combat. Once the weapon is loaded, the round is immediately spent before the end of the turn. This way, if controlled, the soldier will have an empty weapon and thus be harmless. This allows the weak willed soldier to contribute somewhat to the fight whenever you regain control of them.

If there are two or more psionic aliens, you may need more decoys to keep them all busy.

Kill the puppetmaster.

Find and kill the alien doing the mind control. This will free those who were under its control. The mind controller is frequently the highest-ranking alien you're facing, which means you'll likely need to penetrate the command center of the structure you're facing.

Remember that killing the aliens' ranking officers imposes a major morale penalty to the invaders, another bonus that shouldn't be underestimated. Many commanders have seen a seemingly invincible, mind-controlling attack force reduced to panic in the instant their commander is shot down. Even against Ethereals, all of which have psionic capability, this tactic is useful, since it will often buy you a round or two before other units start using Psionics and can panic even them.

Must... Fight... Harder... DIE!

If you can force a very successful round of attacks, the morale penalty this imposes on the aliens may bring on panic, or at least enough disarray to bring a temporary stop to their psionic attacks. Such a round also raises the morale of your own troops, which gives them a greater degree of psionic resistance.

Roll with it.

Kamikaze tactics have also been used but cannot be recommended here.

HWP's can continue to be used in all roles against psionic capable forces as they are immune.

Heavy Support Weaponry (Blaster Launchers, Rocket Launchers) should only be assigned to soldiers with high psionic strength to prevent its counteruse.

If all forces are equipped with Power Suit, which is proof against light ballistic weaponry, standard rifles and pistols can be freely issued with little risk of lethality even if counterused. Note Ethereals are less affected by these weapons than Sectoids. For them, we recommend the Auto Cannon/HE.


- JFG, with credits to the adventurous NKF-sensei whose field reports I freely draw from. --JellyfishGreen 14:50, 19 Apr 2005 (BST)

-Jasonred: In fact, you can safely issue them Laser Pistols if you're all armed with Flying Suits, possibly Powered Armor is enough. And as duly noted, Laser Weapons are Not Too Shabby.

-MikeTheRed: In my experience, laser pistols can hurt you in flying suits. Specifically, if you're shot in the back. So they are great for "firing squads" (all your guys facing MC'd aliens), but not when aliens might MC you. (And don't turn your back when doing a firing squad!)


-NKF: " Just to add to this, a laser pistol, with 46 laser, does between 0 - 92 damage (See: Damage). Therefore, only your front plates will be truly invulnerable to laser pistol damage. On the other hand, you have a chance of being damaged from pretty much every other direction, and you cannot always guarantee that you'll be facing your attacker at all times.

The only real consolation is that laser pistols won't kill you outright for each hit, but lots of little hits can indeed build up to a lot of damage. I'd much rather recommend an autocannon/HE or the standard pistols/rifles for this exercise. Direct hits from the ACHE can probably cause a tiny amount of damage, but the ammo will not be unlimited like the laser pistol, and the autocannon is also the slowest burst weapon in the game, despite its name, which gives you time to get away and seek cover. Another bonus is that it works a lot better on superhuman ethereals than the pistol/rifle! "

Psionic Soldiers

You won't know exactly what your soldiers' psionic resistance or skills are until you build a Psi Lab and run them through a screening process (in batches of 10). Soldiers with a high Psi Strength (80% or higher) should be trained further and kept in the "rear guard" during combat. Do not use them as scouts, or front line troops -- they will soon become your most valuable soldiers.

After a month or two of Psi training, your best soldiers will be able to mind-control weaker aliens, such as Mutons. Your soldiers' Psi Skill can be increased very quickly by equipping them with Psi-Amps, leaving them in the Skyranger, and having them attempt to panic units every chance they get. See Experience Training#Psionic Skill training for more details.

Some skilled psionic operators have had success with simply attempting control of every alien encountered and disarming them, then using the controlled alien as a scout to determine the next target unit, then taking the next target unit and leaving the previous unit for a mop-up squad.

Easiest actions with a controlled unit are movement and firing or dropping the held weapon. It is possible but tricky to do more (see Known Bugs#Alien Inventory Trick.) Disarmed aliens make for excellent Experience Training fodder.

Psionic Formulas

Psionic Attack Strength (PAS) = (Psi Strength) * (Psi Skill) / 50
Psionic Defense = (Psi Strength) + (Psi Skill/5)
 
Panic Base Chance = 44% + Attacker PAS - Target Defense
   MC Base Chance = 24% + Attacker PAS - Target Defense

These formulas differ slightly from the ones that appear in the Official Strategy Guide, but have been discovered through testing and are believed to be correct.

The further away a target is from its attacker, the lower the chance an attack will succeed. The above formulas only apply in cases where the attacker is adjacent to the target. This also means that beyond a certain distance, aliens can only panic certain units, not mind-control them. The exact influence of distance on psionic attacks is not yet known.

Overall, it's clear that Psi Strength plays the greatest factor in defense, and that Panic Attacks are more likely to succeed. But Mind Control is much more... useful.

Summary of Alien Psionic resistance

Resistance to panic and mind control:

Muton:      Very Low
Floater:    Low
Reaper:     Low
Sectoid:    Average* 
Chryssalid: Average
Celatid:    Above Average
SnakeMan:   High
Silacoid:   High
Ethereal:   Very High
Cyberdisc:  Extremely High
Sectopod:   Extremely High

* Sectoid Leaders and Commanders are Above Average

See Also