Difference between revisions of "Talk:Cyberdisc"

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:: Though, by the time you have an Avenger and deadly Psi-corps, 26 soldiers is pretty much overkill... if I'm careful and really lucky, I can win it with just 1 man. But a 3 man psi-elite team is enough to beat any map. [[User:Jasonred|Jasonred]] 21:20, 1 March 2009 (CST)
 
:: Though, by the time you have an Avenger and deadly Psi-corps, 26 soldiers is pretty much overkill... if I'm careful and really lucky, I can win it with just 1 man. But a 3 man psi-elite team is enough to beat any map. [[User:Jasonred|Jasonred]] 21:20, 1 March 2009 (CST)
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:Agreed, but redundancy is good.  I usually stack 10 men in the Avenger and 4 Plasma hovertanks.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:23, 1 March 2009 (CST)

Revision as of 03:23, 2 March 2009

Stun Bombs vs. Detonation

Zombie, just a thought on your recent edit. Can we get a few more tests on the stun bombs against cyberdisc detonation? It's just that I caused a Cyberdisc to explode while testing the stun bombs for the stun/flare gun while running a test on my all-pistol mod.

I suppose I should test the small launcher and see if that gives me different results. The possibilities that I can see are:

  • Stun bombs don't always work
  • It's an obdata slot-specific trait
  • It's Dos vs. CE edition difference

There's also the possibility that the cyberdisc's damage may have had something to do with it.

-NKF 22:45, 22 November 2008 (CST)

Hmm, it seems as though partially-to-fully MC'd Cyberdiscs do not explode when stunned with the Stun Bomb. However, a fully controlled alien Cyberdisc will explode. Nice catch. Don't know about the Stun Rod, though it should follow the same mechanics. May need to do a rewrite of the article then. --Zombie 23:18, 22 November 2008 (CST)

MCed Cyberdisc MAD suggestion

I just think it should be noted that the Cyberdisc, with a Psi Strength of 100 in Beginner difficulty, is one of the two toughest units in the game to successfully mind control(tied with the Sectopod). If you have Psi-troops capable of successfully MCing even 1 quarter of a Cyberdisc, the sectiods accompanying it (indeed, the Cyberdisc itself!) should pose little trouble. In addition, it may be more effective to just tell the MCed component to shoot one of the other three components. They'll likely reaction-fire the MCed area, and the whole thing will explode. Arrow Quivershaft 13:00, 24 November 2008 (CST)

Weapon Rankings Vs. Cyberdiscs

Average %TUs per kill (at Firing Accuracy=50):

Blast Bmb        38
HE Pack(XCU)     59
HvyPlas          67
Stun Bmb        101
Stun Rod        102
PlasmaR         106
HvyLas (XCU)    119
HE Pack         187
LaserR          192
PlasmaP         204
RocketLg        273
HvyLas          291
Alien Grd       333
LaserP          391
HC - AP         765
RocketSm        769
Prox Grd        962
AC - AP        1219
Rifle          3918
HC - HE        5027
Grenade        9154
Pistol        10371
AC - HE       16837


Spike 00:53, 1 March 2009 (CST)

Cyberdisc vs. Tanks

Regarding the previous edit, I've always said that the Rocket tank is not good against the Cyberdisc. This was mainly from an ammo-efficiency point of view. One rocket tank has to expend a lot of rockets just to knock down a Cyberdisc - which is extremely prominent on Superhuman.

A handheld rocket launcher and HE packs are always the better answer to Cyberdiscs, but between the two starting tanks, if you had to go up against a Cyberdisc with a tank due to some desperate circumstance, I believe the cannon tank would be a slightly better choice.

It would be just as bad in that it would need about 3 - 4 hits to knock a Cyberdisc down. Since it has more ammo it can continue fighting well past the first Cyberdisc. The rocket tank on the other hand would be no more than an expensive scout/decoy after the second Cyberdisc - assuming every shot connected.

The laser, plasma and fusion tanks on the other hand are always good against Cyberdiscs. However, by the time you have access to them, you'll have plenty counter-Cyberdisc measures available to you.

-NKF 02:52, 1 March 2009 (CST)

Of course, I've always been of the opinion that tanks are almost necessary on an Avenger because 80 items split among 26 soldiers means no one gets much gear. Using tanks alleviates this somewhat. Also, tanks make great expendable scouts, especially for a Psi Ops team, since you probably don't want your carefully cultivated 99 Psi Strength trooper shot by a Muton who was around the corner. This doesn't really change your base point, it just comments that tanks in the late game are great for anti-Cyberdisc purposes. Arrow Quivershaft 19:28, 1 March 2009 (CST)
Though, by the time you have an Avenger and deadly Psi-corps, 26 soldiers is pretty much overkill... if I'm careful and really lucky, I can win it with just 1 man. But a 3 man psi-elite team is enough to beat any map. Jasonred 21:20, 1 March 2009 (CST)
Agreed, but redundancy is good. I usually stack 10 men in the Avenger and 4 Plasma hovertanks. Arrow Quivershaft 21:23, 1 March 2009 (CST)