Difference between revisions of "Talk:Combat Stims (EU2012)"

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(Unlimited Combat Stims)
(Correction with more testing)
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::During a landed UFO mission, I was able to continually use the Combat Stims. Strangely they don't show usage like Medikits and Ghost Armor but rather like a skill. This is on Xbox 360, Slingshot DLC and latest patch installed.--[[User:DracoGriffin|DracoGriffin]] 13:32, 7 October 2013 (EDT)
 
::During a landed UFO mission, I was able to continually use the Combat Stims. Strangely they don't show usage like Medikits and Ghost Armor but rather like a skill. This is on Xbox 360, Slingshot DLC and latest patch installed.--[[User:DracoGriffin|DracoGriffin]] 13:32, 7 October 2013 (EDT)
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:::Looks like savescumming causes some kind of glitch to allow multiple uses. After some other missions, looks like true limit is two uses; still doesn't show uses left like Medikits or Ghost Armor. Four uses if Support with Deep Pockets equips two Stims.--[[User:DracoGriffin|DracoGriffin]] 23:01, 7 October 2013 (EDT)

Revision as of 03:01, 8 October 2013

Do combat stims really have infinite uses? I've only been able to get 2 uses per mission. Perhaps the timing matters somehow? - dec 3 2012

I've never run into a limit. The game says the limit is one, and that sure isn't the case, whether intentionally or not. Arrow Quivershaft 03:39, 4 December 2012 (EST)
During a landed UFO mission, I was able to continually use the Combat Stims. Strangely they don't show usage like Medikits and Ghost Armor but rather like a skill. This is on Xbox 360, Slingshot DLC and latest patch installed.--DracoGriffin 13:32, 7 October 2013 (EDT)
Looks like savescumming causes some kind of glitch to allow multiple uses. After some other missions, looks like true limit is two uses; still doesn't show uses left like Medikits or Ghost Armor. Four uses if Support with Deep Pockets equips two Stims.--DracoGriffin 23:01, 7 October 2013 (EDT)