Difference between revisions of "Talk:Mind Control"

From UFOpaedia
Jump to navigation Jump to search
(Heck, removed colon formatting.)
Line 23: Line 23:
 
----
 
----
 
Well, aliens which you MC'd in your turn have the same stats you left them with during your next turn (like BB mentioned). If the aliens reactions are high enough, they might pass the reaction formula and fire on your guys if they (soldiers) move in X-COM's turn. However, when the aliens turn arrives again, it's stats are all reset back to what is saved in unitref.dat. Usually (barring Fatals or massive wounds), the alien will get full TU's back for it's trun making them dangerous. So basically you have a 1 turn grace period after MC for stats to be reset. (The first aliens turn, MC'd units lose their ability to do anything other than reaction fire, and only in the next round will things return to normal). Make sense? --[[User:Zombie|Zombie]] 19:02, 14 October 2007 (PDT)
 
Well, aliens which you MC'd in your turn have the same stats you left them with during your next turn (like BB mentioned). If the aliens reactions are high enough, they might pass the reaction formula and fire on your guys if they (soldiers) move in X-COM's turn. However, when the aliens turn arrives again, it's stats are all reset back to what is saved in unitref.dat. Usually (barring Fatals or massive wounds), the alien will get full TU's back for it's trun making them dangerous. So basically you have a 1 turn grace period after MC for stats to be reset. (The first aliens turn, MC'd units lose their ability to do anything other than reaction fire, and only in the next round will things return to normal). Make sense? --[[User:Zombie|Zombie]] 19:02, 14 October 2007 (PDT)
 +
 +
:It's interesting to note that you retain a tiny modicum of "control" (or at least benefit) from aliens you MCed the previous turn - from their [[Night_Missions#Personal_lighting|Personal_lighting]]. But this is probably an oversight in how viewscape updating or personal lighting checks are done, nothing more. - [[User:MikeTheRed|MikeTheRed]] 18:54, 17 October 2007 (PDT)

Revision as of 01:54, 18 October 2007

Would someone test it please:

You can stop you mind controlled unit from attacking itself by orientating the mind controlled quarter to be topmost. That is, turn your unit on the spot until it does not see itself! You can move only upwards (not vertical) along the map. If you move when the alien can see itself, then it will almost alway reaction fire as itself (if it fire). Turning on the spot does not trigger reaction fire in your own turn.

USE: sometimes (read: rarely) the controlled quarter will shoot at aliens in the aliens turn as you would commonly expect, but if it has turned by a quarter movement then it can then see itself and sometimes, attack itself with its own reaction shots.

Note: I think this is the only time that reaction shots are triggers by turning on the spot. Its a bit vague, but my memory is like a sieve (just look at all the minor edits i do to my pages!! )

If you decide to integrate it into the main article, you don't need to sign me to my words.

--EsTeR 13:28, 27 April 2007 (PDT)


Given some recent events I've seen in the game, I believe that aliens that come off of Mind Control(at the beginning of the X-COM turn) are granted their full allotment of Time Units when returned to alien control. This would make aliens you mind controlled last turn EXTREMELY dangerous(they have all their TUs available to take potshots at you.) Zombie, you be willing to test this a bit? Arrow Quivershaft 18:16, 14 October 2007 (PDT)


I'd always thought they got their full TUs back. A quick test with a mind probe shows otherwise; they keep whatever you left them with.

- Bomb Bloke 18:46, 14 October 2007 (PDT)


Well, aliens which you MC'd in your turn have the same stats you left them with during your next turn (like BB mentioned). If the aliens reactions are high enough, they might pass the reaction formula and fire on your guys if they (soldiers) move in X-COM's turn. However, when the aliens turn arrives again, it's stats are all reset back to what is saved in unitref.dat. Usually (barring Fatals or massive wounds), the alien will get full TU's back for it's trun making them dangerous. So basically you have a 1 turn grace period after MC for stats to be reset. (The first aliens turn, MC'd units lose their ability to do anything other than reaction fire, and only in the next round will things return to normal). Make sense? --Zombie 19:02, 14 October 2007 (PDT)

It's interesting to note that you retain a tiny modicum of "control" (or at least benefit) from aliens you MCed the previous turn - from their Personal_lighting. But this is probably an oversight in how viewscape updating or personal lighting checks are done, nothing more. - MikeTheRed 18:54, 17 October 2007 (PDT)