Difference between revisions of "Talk:Alien movement patterns"

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There are quite a few different movement patterns amongst the different aliens. One of the most noticable difference is how they use their elevation. Walking aliens will leave the upper floors of buildings and get onto the ground or roof. Flying aliens will lurk on the upper floor and ambush soldiers later, so you can counter this by removing a wall and exposing the upper floor. Flying aliens are generally more capable with grenades as they have more geometry available to them.
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There are quite a few different movement patterns amongst the different aliens. One of the most noticable difference is how they use their elevation. Walking aliens will leave the upper floors of buildings and get onto the ground or roof. Flying aliens will lurk on the upper floor and ambush soldiers later, so you can counter this by removing a wall and exposing the upper floor. Flying aliens are generally more capable with grenades as they have more geometry available to them. There are also blind spots due to elevation when an alien at a higher level can see your soldier while you cannot see them, so make sure your next soldier approaches from a better angle.  
  
 
Sectoids and reapers run about all over the place. Snakemen seem more willing to wait in ambush. Crysallids will run quickly but then slow down on later turns as they run out of stamina. They are most dangerous after standing still for a few turns in panic, recovering their stamina.
 
Sectoids and reapers run about all over the place. Snakemen seem more willing to wait in ambush. Crysallids will run quickly but then slow down on later turns as they run out of stamina. They are most dangerous after standing still for a few turns in panic, recovering their stamina.

Revision as of 15:55, 13 September 2006

There are quite a few different movement patterns amongst the different aliens. One of the most noticable difference is how they use their elevation. Walking aliens will leave the upper floors of buildings and get onto the ground or roof. Flying aliens will lurk on the upper floor and ambush soldiers later, so you can counter this by removing a wall and exposing the upper floor. Flying aliens are generally more capable with grenades as they have more geometry available to them. There are also blind spots due to elevation when an alien at a higher level can see your soldier while you cannot see them, so make sure your next soldier approaches from a better angle.

Sectoids and reapers run about all over the place. Snakemen seem more willing to wait in ambush. Crysallids will run quickly but then slow down on later turns as they run out of stamina. They are most dangerous after standing still for a few turns in panic, recovering their stamina.

A common point for aliens to stop is outside a farm doorway, especially on the edge of the map. This sometimes hides them behind the door. Always make sure you approach these points with good visibility. Some paddocks can be fully enclosed with fences or walls so expect to see walking aliens trapped in there, even when the surrounding countryside seems safe.

The last alien alive will typically stand still and stop moving. This will make it more dangerous as it doesn't show up on motion scanners and has all its time units left for reaction shots. Cyberdiscs often stop moving for long periods and wait in ambush.

If there are plenty of aliens alive then even the most reluctant will eventually leave safety behind and come looking for soldiers. At times though they can suddenly move out in dangerously large groups which dramatically increases their threat. Keep an eye out for that happening.

- Egor