Difference between revisions of "Stun Raid"

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= STUN GRAPPLE RAIDS =
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For the original written mostly in 2006-2007, see [[Talk:Stun_Raid|discussion]] page.
  
==== What is it? ====
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=In General=
A stun grapple raid is where your agents are armed ONLY with stun grapples (purchased from Megapol) for the intent of looting (raiding) an organisation of all available personal armaments '''WITHOUT KILLING ANYONE'''.
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A stun raid is just a normal [[Tactical_Combat_Missions_(Apocalypse)#Raid|raid]] but instead of destruction, X-Com targets the defence forces of any <u>non-hostile</u> organisation to steal their weapons, ammunition, devices and any exotic equipment by '''not killing anyone''', not damaging anything, and not doing anything to cause hostility. ...''because, why pay for something when you can '''steal it'''!''<br>
 
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The three things to use in stun raiding:
==== How? ====
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* [[Megapol_Stun_Grapple|Stun Grapples]]
*Remove '''all''' armour (yes, that's correct) and equipment from (approximately) 12 of your agents and then equip them with only a stun grapple each (medikit is optional). Equip a Valkyrie Interceptor craft with a passenger module (so the craft can hold 12 agents) and one cargo module (you don't need two). Assign your 12 agents to the craft as you would normally do.
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* [[Megapol_Stun_Grenade|Stun Grenades]]<br>
IMPORTANT: Browse your Corporation Tabs and find out which corporations are hostile to Xcom. DO NOT raid these corporation(s) unless you want a fire fight. Aliens will be present if that company is under Alien control. Don't forget the bio-transport module if you want to recover aliens.
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and if your hybrid agents are good enough:
*Find a corporation that is neutral or better (gang based slums are the best) and then go and order your Valkyrie craft (with 12 troops on board) to land at this building you have choosen. Don't attack the building with you craft, just land there! Once it lands, click on the building and you'll find four buttons on the top right of the screen with your Valkyrie craft and personel loadout displayed as well. Click on your craft to automatically select 12 agents, then click on the RAID button (the second button down).
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* [[Mind_Bender|Mind Benders]].<br>
*Why 12 agents? Usually, the tactical battles are generated from tilesets particular to the type of building. The battlescape may be larger if you use more than 12 agents, although its entirely your choice how many to use. Since the Slum maps don't use tilesets but one whole map by itself, sometimes you'll find that the map has generated two slums, instead of the usual singular one. The '''Railway Station''' slum building is typical of this.
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==Preparation==
 
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* Agents do not need to wear armor (except to [[Agents_Armor_(Apocalypse)#Marsec_Armor|fly]]), and don't need a [[Medi-Kit_(Apocalypse)|medikit]].
==== Starting the Tactical Raid ====
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* Ten agents [[Starting_a_Mission_(Apocalypse)|can fit]] into the initial [[Valkyrie_Interceptor_(Apocalypse)|Valkyrie]].
Typically against slum buildings, but you can raid ANYONE if you want (including the government).
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* Dual-wield stun grapples for rapid fire.
 
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* Stun grenades on belt, loot in the backpack.  
*REAL TIME works best.
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* The mind bender can be used to stun or mind control.
*IMPORTANT: You are not to bunch up your agents, you must spread them around the map to stand next to the exit points.
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==Tactics==
*Save your game.
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* Spread agents around the battlescape to steal spawned items.
*Slum buildings will have only three main exit points. You MUST cover these points if you want you raid to be worthwhile. However, there will be five exit points if its a double size map.
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* Disable [[Controls_(Apocalypse)#Shot_Types|fire at will]] for any agent holding an offensive weapon (it will be reloaded if you have the ammo for it).
*Set all your agent's attitude to agressive. Set them all to RUN mode. You do not want your agents to be cautious.
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* Use the grapple at close range as to not miss, pick up loot ...next!
*Switch to overhead view and then run two agents to the west corner, run two agents to the east corner and run three agents down to the south corner. Be careful that they don't exit the tactical map. Stand a soldier next to the exit points and make them face into the middle of the tactical map. (obviously if double size map appears, then place two agents at each middle exit point).
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* Position agents loosely around a group of neutrals, throw stun grenades in a cluster bomb fashion, they will run from the gas and into grapple range if done right.  
*Place you agents against the very edge of the map. It will help to space them apart just enough so that they cannot shoot each other, yet the range of the stun grapples slightly overlaps. (stun range = 6, so place the guys approx 9 cells apart)
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* Convince neutrals it is past their bedtime, then help yourself!
 
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* Prevent neutrals from escaping the battle by standind near exit-tiles.
==== Fighting with Stun Grapples ====
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* X-Com agents increase their [[Agents_Stats_(Apocalypse)|accuracy and reactions]] faster by shooting something rather than [[Training_Area_(Apocalypse)|training]] back at base. The only standard equipment available that shoots and does not injure, is a [[Megapol_Stun_Grapple|Stun Grapple]].
*When an 'enemy' approaches the exit point they will be knocked unconscious. Don't move your agent from the position, but use a different agent to go and pick up all the equipment that this enemy soldier just dropped.
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==End==
*IMPORTANT: DO NOT place a weapon which can be fired into the hands of the your agent. DO NOT fire any weapons except the stun grapple. Place any projectile weapons into the backpack. You can disable an agent's Fire At Will command by clicking the cross if you have no choice but to carry a weapon (typically Heavy Launcher) in their hands, but this leaves them unable to fire the Stun Grapple as well. Spread your loot around if you want to spread the weight.
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To limit tactical mission [[Tech_Levels_(Apocalypse)|score]]:<br>
*As you can now understand, your stunning the enemy to steal their stuff. Use your agents which are not in position guarding the exits to run around the map and stun enemy agents with wild abandon. Try to stun everyone if you can do so since it may complete the mission. if you cannot do so, pick up the stuff they dropped.
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* Escape (blue exit tiles) instead of completing the raid.
*If your agent is full of loot, just swap the guarding agents with the fully laden agent and continue your stunning. (walk the heavy troop back to the exit - but don't exit - THEN swap agents. Don't leave a gap for enemy agents to escape). Its preferred you don't remove the overburdened agent from the map since an enemy does not know if they have a valid Fire At Will (aimed, snap etc.) The enemy combatants will just stand around and watch you. Leaving a gap gives them reason to approach the exit.
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* Terminate the battle early to save time! At any time, press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely end the raid. Avoid leaving agents behind since they are 'missing in action'. To not lose agents, they must be far away from neutrals.
 
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* Stolen ammunition of these weapons: [[Agents_Equipment_(Apocalypse)|Law Pistol, M4000, Sniper Rifle, Autocannon]], do not contribute to score, <u>everything else</u> does!
==== Loaded Down With Loot - What Now? ====
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* Grenades, devices, weapons should only be stolen if they are needed.
*If the tactical battle does not end because all hostiles have been neutralised, you'll need to exit the battle manually. Just make all your troops walk over the blue exit tiles to end the tactical mission. It might take a while for a heavy laden agent to walk back to the exit. Just be patient.
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To raid in quick succession:<br>
*Pressing the ''escape'' key gives you an option to exit as well. This isn't the prefered method because if your agents aren't near the exits, the game will count as some troops as MIA.
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* Airbourne craft have a slight delay before flying off from a launch tube. Start another raid as usual before the craft has cleared the tube.
 
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* Ground vehicles or troops must be directed back to the building to start another raid.
==== Advanced Tactics ====
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==Advanced==
*If you raid a slum often, you'll eventually start to understand the layouts on offer (SEE BELOW). There are items laying on the ground which you can pick up. Common items are Psiclones (more common than Cult of Sirius raiding), Marsec armour (chest pieces as well), Elerium, and unloaded weapons.
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Battlescape size is dependant on the quantity of units.
*Layouts are identical for positions of item to pick up, but the items will be different each time. Get to know them when dealing with slums. Pick them up before the enemy does.
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* Using many agents may increase the size of the generated battlescape and allow more spawn locations.
*If you decide to cut away a staircase, just be sure not to kill anyone from the fall.
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* Using too many agents may decrease the quantity of neutrals.  
*See "FAQ in General" below for more.
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* Defence Forces will acquire alien technology as the weeks progress.
 
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* Spawned items do not change with technology level (score is irrelevant).
==== Quirks ====
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* Ammunition scarcity will force X-Com to depend on the marketplace (if you still use such weapons).
*You'll probably see enemy agents playing a game of "Pass the Parcel" ... with a live prox-mine!
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* Stun grapple projectiles are blocked by [[Personal_Disruptor_Shield|personal shields]], stun gas passes through.
*Random rocket firings can sometimes happen when the gang members get itchy trigger fingers.
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Generated battlescape segments are randomly selected from a group, specific to the building.
*Hostiles do like to throw AC-AP clips as well.
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* Segment properties (walls, features, layout, spawn locations, etc.) are not changed, only final placement.
 
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* Slum battlescapes do not use a segments but one whole map (larger battlescapes will generate two different whole-maps or one...).
=Slum Building Item Spawn Spots=
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==Oddities and Quirks==
There are seven slum buildings generated in the game. This next section lists where the item spawns are located using a very simple (but tedious) method of direction. The isometric map has a corner at each compass point. The most obvious way to describe the map would be as the top most corner being North, the leftmost corner being West, etc. Also, each sqaure of the map is called a cell. A cell is a square/diamond which makes up the map at the most smallest part. One cell is the size of the cursor (only the base of the rectangular box, actually).
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Neutrals may throw ammunition, fire off rockets, play with primed grenades, pick up spawned items and escape.
 
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=Spawned Items=
== Locations ==
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The numbers indicate quantity.<br>
HINT: The items '''will''' appear. If they are missing from their spawn location, then you are either using too many agents (over 28) for that map or they have been picked up by a hostile.
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Note: terse
 
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{| {{StdCenterTable}}
NOTE: directions are given as absolute north of the map, being '''Cell 1,1'''.
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|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]
*eg: '''Lev 05 - 23SW, 18SE''' means that the item is on Level 5 of the map and is how many cells you must count in that compass direction from the most northern cell.
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|-
*Elevator = Gravlift.
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|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
 
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|-
SPECIAL NOTE: Raid the gangs for the best money making stuff. Raid the Marsec Arms Factory for Mind Shields and to get Power Swords early. Forget raiding a Mutant Alliance slum, and forget about Cult of Sirius!
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|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1
 
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|-
====Grasslands====
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|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
A map which has only trees, grass, and some building rubble. The most obvious feature is the grass the is covering part of the road in the southwestern part of the map. (weird: there is a door that still works!).
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|-
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|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
 +
|-
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|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1
 +
|-
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|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1
 +
|-
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|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||||||||||||||||||||||||||||||||||1||||1||||||
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|-
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|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1
 +
|-
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|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||
 +
|-
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|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||
 +
|-
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|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||
 +
|-
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|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||
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|-
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|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8
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|-
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|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||
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|-
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|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||
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|}
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=Slums=
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Slum building battlescapes are unique in that they are generated as whole maps and not from segments. Spawn locations relevant to the seven slum maps do not change: (''whole map'' <s>segment</s> properties (walls, features, layout, spawn locations, etc.) are static.
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==Slum Spawns==
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=====Orientation=====
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The spawn locations are listed by using a simple (tedious) co-ordinates system.
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* The isometric view of the battlescape has a corner at each compass point, hence, the top corner being North, the left corner being West, etc.
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* The cursor (a rectangular box) is one cell in size.<br>
 +
Directions are given from the absolute north of the map, being cell '''1,1'''.
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*eg: '''Lev 05 - 23SW, 18SE''' means that the item is on Level 5 of the map and is how many cells you must count in that compass direction from 1,1.
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===Grasslands===
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A map with trees, grass, and some building rubble. Grass has overgrown the road in the south.
 
*Lev 01 - 20SW,16SE - on ground next to I-beam rubble.
 
*Lev 01 - 20SW,16SE - on ground next to I-beam rubble.
 
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===The Bridge===
====The Bridge====
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A map with a large bridge over a road. Building rubble is underneath the arch.
A map which has a large bridge crossing over a road. Lots of building rubble in northern part of the map.
 
 
*Lev 01 - 25SW,10SE - on ground near blue arcade machine.
 
*Lev 01 - 25SW,10SE - on ground near blue arcade machine.
 
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===Drug Plantation===
====Drug Plantation====
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A map with a plantation of trees near the west and a large multistorey building with seperate gravlift structure.
A map that contains a plantation of trees near the west corner. There is a large multistorey building which has an elevator shaft external to the main superstructure.
 
 
*Lev 01 - 26SW,14SE - on floor inside the garden shed inside the plantation.
 
*Lev 01 - 26SW,14SE - on floor inside the garden shed inside the plantation.
 
*Lev 01 - 28SW,25SE - on floor inside the garden shed, inside the rubble area, opposite the plantation.
 
*Lev 01 - 28SW,25SE - on floor inside the garden shed, inside the rubble area, opposite the plantation.
 
*Lev 02 - 14SW,21SE - on floor beside coffee table.
 
*Lev 02 - 14SW,21SE - on floor beside coffee table.
 
*Lev 02 - 13SW, 9SE - on floor beside table.
 
*Lev 02 - 13SW, 9SE - on floor beside table.
 
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===Graveyard Castle===
====Graveyard Castle====
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A map with a cemetary. The large building resembles a castle.
A map that has a cemetary with names of the game makers. There also is a large building with a heli-pad on the roof.
 
 
*Lev 01 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.
 
*Lev 01 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.
 
*Lev 01 - 12SW,27SE - on ground, on top of the dirt mound of grave owner, Andy Greene.
 
*Lev 01 - 12SW,27SE - on ground, on top of the dirt mound of grave owner, Andy Greene.
 
*Lev 08 - 19SW, 7SE - on ground, on top of the castle tower which is on the right when exiting the door.
 
*Lev 08 - 19SW, 7SE - on ground, on top of the castle tower which is on the right when exiting the door.
 
*Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.
 
*Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.
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===U-shaped Hotel===
====U-shaped Hotel====
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A map with a large building and a car parking area in the center.
A map that has a typical hotel look to it. There is a car parking area in the middle section of the U shape. This building does not have a roof!
 
 
*Lev 02 -  6SW,34SE - on floor near oval table.
 
*Lev 02 -  6SW,34SE - on floor near oval table.
 
*Lev 02 - 13SW,10SE - on floor at far wall.
 
*Lev 02 - 13SW,10SE - on floor at far wall.
 
*Lev 04 - 28SW,16SE - on floor at middle of room.
 
*Lev 04 - 28SW,16SE - on floor at middle of room.
*Lev 02 - 28SE,23SE - on chair right beside door.
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*Lev 02 - 28SE,23SE - on chair next to door.
*Lev 04 - 28SW,21SE - in hand basin on the left of door.
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*Lev 04 - 28SW,21SE - in hand basin left of door.
 
*Lev 04 - 29SW,27SE - on floor near wall.
 
*Lev 04 - 29SW,27SE - on floor near wall.
 
*Lev 02 - 28SW,34SE - on coffee table.
 
*Lev 02 - 28SW,34SE - on coffee table.
 
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===Central Elevator===
====Central Elevator====
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A map with a massive building supported on eight large foundations, and an external fire escape.
A map with a large square shape building. The building has eight large foundations and an external fire escape. There is an elevator inside the core of the middle foundation.
 
 
*Lev 04 - 28SW,27SE - on large table against near wall.
 
*Lev 04 - 28SW,27SE - on large table against near wall.
 
*Lev 04 - 28SW, 5SE - on cupboard against external wall.
 
*Lev 04 - 28SW, 5SE - on cupboard against external wall.
Line 97: Line 155:
 
*Lev 06 - 12SW,21SE - in air (!) just inside doorway
 
*Lev 06 - 12SW,21SE - in air (!) just inside doorway
 
*Lev 06 -  8SW,21SE - on cupboard next to chair.
 
*Lev 06 -  8SW,21SE - on cupboard next to chair.
 
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===Railway Station===
====The Railway Station====
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A map with a railway terminal building, a car park, and an elevated railway.
A dedicated double sized map. It will sometimes appear if there are many (usually over 20) Xcom agents present in a mission. It is a rare map to play!
 
 
*Lev 01 -  2SW,16SE - in hand basin just left of door.
 
*Lev 01 -  2SW,16SE - in hand basin just left of door.
 
*Lev 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.
 
*Lev 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.
 
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.
 
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.
 +
==Slum Summary==
 +
Overhead view of the battlescape will show items as a purple dot. Spawns that are missing have been ''stolen''.
 +
====Quick Method====
 +
X-Com agents needed (#) to get the items in the shortest time:<br>
 +
* Grasslands - ('''1''') in the middle.
 +
* The Bridge - ('''1''') underneath westside blue box.
 +
* Drug Plantation - ('''1''') tree shed, ('''1''') rubble shed, ('''1''') two rooms (lowest balconies) inside living.
 +
* Graveyard Castle - ('''1''') grave and shed, ('''1''') towers on building (prefer flying agent).
 +
* U-Shaped Hotel - ('''3''') three doors agent each south west side level two, both, level four, ('''1''') first door other side level two, ('''1''') middle right door level two far wall (need overhead view to see most).
 +
* Central Elevator - ('''1''') level four, west corner, ('''1''') level four south corner middle, ('''1''') level six east corner, ('''1''') level six north corner.
 +
* Railway Station - ('''1''') car park ticket booth, ('''1''') terminal toilet back north corner, ('''1''') chainlink fence farside carpark trainline above (prefer flying agent).
  
=FAQ for Slum Designs=
+
[[Tactical_Combat_Missions_(Apocalypse)#Raid|Return to Raid]]<br>
*Do I have to count the cells each time I start a new raid?
+
[[Tactics_(Apocalypse)|Return to Start]]
** NO! Due to the static shape of the slum buildings, each and every type of building will be the same with regards to where the spawn loactions are situated. Once you know where the spawn is located after counting out the map cells for just one time, you'll won't need to do it again (unless you forget!).
 
 
 
*How do I do multiple raids in quick succession?
 
** If you use an air vehicle, immediately after a mission, you can click on the building and find that the craft is not yet airbourne. Within this very short time frame, you can raid (or search) the organisation again. Also, this means that you do not need to go back to base after every single mission. Obviously if you troops inventory if full of loot, then it may be wise to offload back at base once every third mission, or so. This does not work with ground vehicles or walking troops unless you redirect them back towards the building after every mission.
 
 
 
*Why do you think slums are better than Cult of Sirius raids?
 
** (1) The only items that will spawn in a '''gang''' slum are: Psiclones, Marsec armour, weapons ('''only''' M4000, Laser, Autocannon) and Elerium. You will NEVER get AP-grenades, Hi-Ex, stun grenades, or other ordinary low level junk. Also, the gang members never carry rubbish like the lawpistol. Mutant alliance and SELF are not gangs, but do have Psiclone spawning within their slums (and possibly their HQ or office buidling).
 
** (2) The buildings are easily defendable (exit points will be EXACTLY in the same spot - no guessing!). The slum shape is indentical each time (no dynamic generating of the map grid). It means that as soon as the map loads you'll know immediately where the items are situated for that given slum shape.
 
** (3) The gangs are NEVER hostile at the start of a new game. Cultists can be. If there are hostile, then CoS stun raiding is now DEADLY and absolutely pointless.
 
** (4) Gang slums usually generate psiclones at an approximate 50% to 75% quantity versus available spawn quantity. If a building has 9 spawn spots then many spawn spots will contain a Psiclone. If a building has one spawn spot, then it will usually be a Psiclone.
 
 
 
==An Example And Result==
 
A new superhuman game using 12 agents + 12 stun grapples raiding a Diablo slum (always and only: '''Central Elevator'''). Realtime gameplay.
 
 
 
After 10 raids one after the other in the '''first 2 minutes of a new game''' (90 spawn spots in total):
 
 
 
* 11 x Marsec chest
 
* 3 x Marsec helmet
 
* 20 x Elerium pods (equals 3000 elerium)
 
* 48 x psiclones
 
 
 
TOTAL = 82. leaving only 8 spawn spots for unloaded weapons.
 
 
 
This above example has a Psiclone ratio of 53%. If you keep doing stun-raids regularly throughout the whole game (although you should (will) taper off since your score will be something you'd like to limit) you will notice the ratio will slowly start to change so that Psiclones may become more frequent (and enemy agents carrying alien technology such as Disruptor Shields). This is due to Xcom starting to use alien weaponry for craft loadouts and not Elerium based weapons which fall out of favour, hence, the value of Elerium to a player diminishes.
 
 
 
Extra: To get the particular map to spawn each and every time, remove the other map-series from the maps folder ('''only''' do this for slums).
 
<br>EG: "Central Elevator" map is the '''01''' series (eg: ''28sec01'') contained within ''maps\28slums'' folder.
 
  
= FAQ in General =
+
[[Category: Apocalypse]]
* If I raid a non gang building, will I get more Elerium Pods spawning since Psiclones are not spawned?
 
Sometimes, however, the spawn spots will be taken up by the complete range within the arsenal. You will have AP-Grenades, Stun Grenades, Law Pistol (unloaded), Hi-Ex, etc. included with the staples which are the Laser Rifle, M4000 etc. Doing enough raids will give you the indication that Elerium Pods will roughly be the same quantity across the cityscape when raiding any building you choose. You will also start getting Alien items the further you progress through the game. It may be quite helpful to visit once in a while with a backpack full of Stun Grenades once Disruptor Shields are common (but your running low).
 
* What other buildings give items other than typical spawns?
 
You can raid every single building in the game although some are not really worth the effort. Marsec buildings will spawn the rare and much valued Mind Shield. Power Swords and Marsec Armour are typical inside the weapon/arms factories whereas a slight increase in Elerium will spawn within Megapol or Marsec Flyer Factory. The general trend is that the increase is so slight that it may be worthwhile '''not''' to raid just for the sake of it since you'd want to limit your Score. Raiding a Megapol building will generate Megapol armour pieces instead of Marsec armour. Stun Grapples will spawn at a Megapol Police Station. Warehouse buildings can spawn Psiclones if the building is owned by gangs. Sometimes this gets messed up and a legal corporation will have Psiclones. Experiment by visiting each and every bulding in the game.
 
* Why guard the exits?
 
Money! The reason you are making a raid against someone is to either cause damage (which is utterly pointless in Battlescape since it can make a company hostile by accidently killing someone) or to make money. You can acquire weapons by killing the guards and increasing hostility (and injury or death versus experience) or you can exploit a weakness in the game by stunning (and still get experience). The reason to guard exits is to limit your money and equipment loss. The enemy agent will often make a dash for freedom and you position your squad to stop that (although its not their preferred action since they need to defend the building). As already mentioned, the easiest map to guard are Slum buildings since they are static in shape. Unless you are willing to allow someone to escape with that Minilauncher or Plasma Pistol (and three clips) then block and stun (and steal).
 
* Its tedious to pick up all the items. Is there a quicker or easier way?
 
You could use the overhead map to find items to save time since they show up as purple markers and you could scoot a lone agent quickly around the map on overhead to pick up the stuff, however, you still are filling up your inventory. The preferred method is to neutralise everyone which then causes a Mission Complete (which recovers all items automatically). Stunning everyone can be easily achieved if you bait the combatants into coming within range of your Stun Grapples by using a piece of equipment as a lure. If you have a stunned enemy first off, you won't need to use the bait method since defenders will come to his location to help out their 'fallen' friend. Once you have a pile of snoring agents at your feet, cue Mission Complete.
 
<br>NOTE: The items appear to use ownership flags to an agent. If you knock someone out, the defender usually won't pick up their friend's stuff (although they may help themselves to an item or three). When that guy does eventually wake up he can re-equip. If you use you own equipment as a lure you may see the enemy throw a grenade into the (your ownership item) pile. To make the best trap, you'd knockout a lone agent and eventually you'll get the enemy to swarm nearby. If you happen to knock the same agent out, he sometimes forget what he was carrying. His items now act as a bait trap.
 
* Help! I don't have enough agents in the mission to guard all the exits. What can I do to maximise profits?
 
If you stun someone you can stand on their body (you cannot pick up a body) to prevent them ever getting up. Using an Agressive setting will stop the agent moving (unless its gas or fire). Dual wielding Stun Grapples will give you rapid fire speed if you have one agent stunning a bunch of enemy next to him since you don't have enough guys to stand on each body. You could also use a staircase to good effect since tight corners and single file walkways limit the spread of the enemy. Cutting away parts of a building (with explosives or other) is a valid tactic to imprison the enemy if you are desperate since this angers the corp. through buidling damage and has the very real possibility that you may kill someone (or yourself) when the section(s) collapse.
 
* I got killed by a Prox Mine. Why?
 
The enemy do that sometimes. Amusement factor? The occasional problem when stun raiding is that since you don't need to wear armour (no comabt!) when you do set off an explosive you'll merely drop dead or be heavily injured with many critical wounds. If you didn't bother carrying a medkit (you brought to the mission with your trusty ''money-maker''! ) your only option is to remove the agent from current play by making them exit the map. Typically since prox mines are so deadly, the agent dies mid step before getting anywhere and may be a problem if over encumbered. If you only use the overhead map to run your agents around, you cannot discern what that puprple dot actually is until you look at it in isometic view. Do this before you approach an unknown placement. (see above of spawn item locations so that you know what should be where).
 
* Whoa!! Aliens kill me quick on in second week. Why?
 
Points. You have aquired many points from many stun raids and depending on the difficulty level of your game, the game scales the enemy strength on how many points you have at the end of the week, thus, this will influence the enemy loadout and ship type for the new week! What?? You think stun raid was cheating? Mess with the bull and you'll get the horn.
 

Latest revision as of 10:39, 1 December 2023

For the original written mostly in 2006-2007, see discussion page.

In General

A stun raid is just a normal raid but instead of destruction, X-Com targets the defence forces of any non-hostile organisation to steal their weapons, ammunition, devices and any exotic equipment by not killing anyone, not damaging anything, and not doing anything to cause hostility. ...because, why pay for something when you can steal it!
The three things to use in stun raiding:

and if your hybrid agents are good enough:

Preparation

  • Agents do not need to wear armor (except to fly), and don't need a medikit.
  • Ten agents can fit into the initial Valkyrie.
  • Dual-wield stun grapples for rapid fire.
  • Stun grenades on belt, loot in the backpack.
  • The mind bender can be used to stun or mind control.

Tactics

  • Spread agents around the battlescape to steal spawned items.
  • Disable fire at will for any agent holding an offensive weapon (it will be reloaded if you have the ammo for it).
  • Use the grapple at close range as to not miss, pick up loot ...next!
  • Position agents loosely around a group of neutrals, throw stun grenades in a cluster bomb fashion, they will run from the gas and into grapple range if done right.
  • Convince neutrals it is past their bedtime, then help yourself!
  • Prevent neutrals from escaping the battle by standind near exit-tiles.
  • X-Com agents increase their accuracy and reactions faster by shooting something rather than training back at base. The only standard equipment available that shoots and does not injure, is a Stun Grapple.

End

To limit tactical mission score:

  • Escape (blue exit tiles) instead of completing the raid.
  • Terminate the battle early to save time! At any time, press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely end the raid. Avoid leaving agents behind since they are 'missing in action'. To not lose agents, they must be far away from neutrals.
  • Stolen ammunition of these weapons: Law Pistol, M4000, Sniper Rifle, Autocannon, do not contribute to score, everything else does!
  • Grenades, devices, weapons should only be stolen if they are needed.

To raid in quick succession:

  • Airbourne craft have a slight delay before flying off from a launch tube. Start another raid as usual before the craft has cleared the tube.
  • Ground vehicles or troops must be directed back to the building to start another raid.

Advanced

Battlescape size is dependant on the quantity of units.

  • Using many agents may increase the size of the generated battlescape and allow more spawn locations.
  • Using too many agents may decrease the quantity of neutrals.
  • Defence Forces will acquire alien technology as the weeks progress.
  • Spawned items do not change with technology level (score is irrelevant).
  • Ammunition scarcity will force X-Com to depend on the marketplace (if you still use such weapons).
  • Stun grapple projectiles are blocked by personal shields, stun gas passes through.

Generated battlescape segments are randomly selected from a group, specific to the building.

  • Segment properties (walls, features, layout, spawn locations, etc.) are not changed, only final placement.
  • Slum battlescapes do not use a segments but one whole map (larger battlescapes will generate two different whole-maps or one...).

Oddities and Quirks

Neutrals may throw ammunition, fire off rockets, play with primed grenades, pick up spawned items and escape.

Spawned Items

The numbers indicate quantity.
Note: terse

Apoc govt icon.png Apoc megapol icon.png Apoc sirius icon.png Apoc marsec icon.png Apoc sd icon.png Apoc gm icon.png Apoc cyberweb icon.png Apoc ts icon.png Apoc solmine icon.png Apoc sensovision icon.png Apoc lifetree icon.png Apoc nutrivend icon.png Apoc evonet icon.png Apoc sanctuary icon.png Apoc nanotech icon.png Apoc energen icon.png Apoc synthemesh icon.png Apoc gravball icon.png Apoc psyke icon.png Apoc diablo icon.png Apoc osiron icon.png Apoc self icon.png Apoc mutant icon.png Apoc extropians icon.png Apoc technocr icon.png
AP Gren 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Stun Gren 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Prox Mine 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Hi-X 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Lawpistol 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
M4000 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Laser Rifle 1 1 1
Autocannon 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1
Plasma 1
Hvy Launch 1
Mini Launch 1
Grapple 1
Sword 1
Mind Shield 1
Mind Bender 1
Medikit 1
Motion Scan 1
Psiclone 10 10 10 10 6 6
Elerium 8 3 1 8 8 8 8 15 8 8 8 8 8 8 8 8 8 2 2 2 2 2 8 8
Meg.Head 1
Meg.Chest 1
Meg.Left Arm 1
Meg.Right Arm 1
Meg.Legs 1
Mar.Head 1 1
Mar.Chest 1 1 1
Mar.Left Arm 1 1
Mar.Right Arm 1 1
Mar.Legs 1 1

Slums

Slum building battlescapes are unique in that they are generated as whole maps and not from segments. Spawn locations relevant to the seven slum maps do not change: (whole map segment properties (walls, features, layout, spawn locations, etc.) are static.

Slum Spawns

Orientation

The spawn locations are listed by using a simple (tedious) co-ordinates system.

  • The isometric view of the battlescape has a corner at each compass point, hence, the top corner being North, the left corner being West, etc.
  • The cursor (a rectangular box) is one cell in size.

Directions are given from the absolute north of the map, being cell 1,1.

  • eg: Lev 05 - 23SW, 18SE means that the item is on Level 5 of the map and is how many cells you must count in that compass direction from 1,1.

Grasslands

A map with trees, grass, and some building rubble. Grass has overgrown the road in the south.

  • Lev 01 - 20SW,16SE - on ground next to I-beam rubble.

The Bridge

A map with a large bridge over a road. Building rubble is underneath the arch.

  • Lev 01 - 25SW,10SE - on ground near blue arcade machine.

Drug Plantation

A map with a plantation of trees near the west and a large multistorey building with seperate gravlift structure.

  • Lev 01 - 26SW,14SE - on floor inside the garden shed inside the plantation.
  • Lev 01 - 28SW,25SE - on floor inside the garden shed, inside the rubble area, opposite the plantation.
  • Lev 02 - 14SW,21SE - on floor beside coffee table.
  • Lev 02 - 13SW, 9SE - on floor beside table.

Graveyard Castle

A map with a cemetary. The large building resembles a castle.

  • Lev 01 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.
  • Lev 01 - 12SW,27SE - on ground, on top of the dirt mound of grave owner, Andy Greene.
  • Lev 08 - 19SW, 7SE - on ground, on top of the castle tower which is on the right when exiting the door.
  • Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.

U-shaped Hotel

A map with a large building and a car parking area in the center.

  • Lev 02 - 6SW,34SE - on floor near oval table.
  • Lev 02 - 13SW,10SE - on floor at far wall.
  • Lev 04 - 28SW,16SE - on floor at middle of room.
  • Lev 02 - 28SE,23SE - on chair next to door.
  • Lev 04 - 28SW,21SE - in hand basin left of door.
  • Lev 04 - 29SW,27SE - on floor near wall.
  • Lev 02 - 28SW,34SE - on coffee table.

Central Elevator

A map with a massive building supported on eight large foundations, and an external fire escape.

  • Lev 04 - 28SW,27SE - on large table against near wall.
  • Lev 04 - 28SW, 5SE - on cupboard against external wall.
  • Lev 04 - 34SW,10SE - on cupboard closer to windows.
  • Lev 04 - 26SW,12SE - on floor between beds.
  • Lev 06 - 12SW, 5SE - on coffee table near external wall.
  • Lev 06 - 5SW,32SE - on box next to window.
  • Lev 06 - 12SW,30SE - on bed.
  • Lev 06 - 12SW,21SE - in air (!) just inside doorway
  • Lev 06 - 8SW,21SE - on cupboard next to chair.

Railway Station

A map with a railway terminal building, a car park, and an elevated railway.

  • Lev 01 - 2SW,16SE - in hand basin just left of door.
  • Lev 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.
  • Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.

Slum Summary

Overhead view of the battlescape will show items as a purple dot. Spawns that are missing have been stolen.

Quick Method

X-Com agents needed (#) to get the items in the shortest time:

  • Grasslands - (1) in the middle.
  • The Bridge - (1) underneath westside blue box.
  • Drug Plantation - (1) tree shed, (1) rubble shed, (1) two rooms (lowest balconies) inside living.
  • Graveyard Castle - (1) grave and shed, (1) towers on building (prefer flying agent).
  • U-Shaped Hotel - (3) three doors agent each south west side level two, both, level four, (1) first door other side level two, (1) middle right door level two far wall (need overhead view to see most).
  • Central Elevator - (1) level four, west corner, (1) level four south corner middle, (1) level six east corner, (1) level six north corner.
  • Railway Station - (1) car park ticket booth, (1) terminal toilet back north corner, (1) chainlink fence farside carpark trainline above (prefer flying agent).

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