Difference between revisions of "Talk:Silacoid"

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m (Moved discussion of Model. Monospaced text as per MTR's suggestion.)
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  RocketSm      227
 
  RocketSm      227
 
  Stun Bmb      258
 
  Stun Bmb      258
  LaserR         275
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  LaserR        275
 
  Grenade        319
 
  Grenade        319
 
  PlasmaP        325
 
  PlasmaP        325
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  HC - AP        731
 
  HC - AP        731
 
  AC - AP      1381
 
  AC - AP      1381
  Rifle       9120
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  Rifle         9120
 
  Pistol      177840
 
  Pistol      177840
  
 
[[User:Spike|Spike]] 21:21, 27 February 2009 (CST)
 
[[User:Spike|Spike]] 21:21, 27 February 2009 (CST)
  
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:Very cool, Spike! Can you say more about your modelling or method? All explosives are presumed to be at ground zero, yes?
 
:Very cool, Spike! Can you say more about your modelling or method? All explosives are presumed to be at ground zero, yes?
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[[User:Spike#Tactical_Firepower_Model|Model Description]]
 
[[User:Spike#Tactical_Firepower_Model|Model Description]]
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 +
:Nice! I really like how you used % TUs for FA 50 - it's easier for seeing what will take a target down faster (or slower) than [[Kill_Modelling|my]] stuff. I should've revisited my model to post results for when you ''want'' to kill something (not train experience), but I doubt I'll ever get around to it (sigh). That's a lot of work, in your spreadsheet... how did you handle the issue of whether front, side, or rear armor was hit? (for non-explosives)
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:-[[User:MikeTheRed|MikeTheRed]] 18:19, 2 March 2009 (CST)

Revision as of 00:19, 3 March 2009

how do you get these things to attack while mind-controlled? same with chryssilaids?--(name here) 20:01, 23 December 2007 (PST)

Aside from exploiting a programming oversight, you can't. This means that Mind Control on Silacoids is limited mainly to using them as scouts or fire decoys. Same with Chryssalids, but given the high threat posed by the Chryssalid, mind controlling them is valuable in and of itself because it makes them non-dangerous; the Silacoid isn't that dangerous to begin with. Arrow Quivershaft 20:23, 23 December 2007 (PST)

Weapon Rankings Vs Silacoids

%TUs per kill (average; FA=50).

NB you don't really want to kill Silacoids, you want to use them for reaction fire and target practice, using Snap or Aimed fire with AC-Incendiary rounds that don't harm them at all. Or you could use Pistols - on average it will take nearly 2,000 soldier x turns of firing before the Silacoid is put out of its misery by Pistol fire. You'll almost certainly run out of ammo before then.

Blast Bmb       46
HE Pack(XCU)    70
HvyPlas         76
PlasmaR        132
HE Pack        132
HvyLas (XCU)   133
Stun Rod       139
Alien Grd      164
RocketLg       165
AC - HE        201
Prox Grd       217
HC - HE        218
RocketSm       227
Stun Bmb       258
LaserR         275
Grenade        319
PlasmaP        325
HvyLas         355
LaserP         708
HC - AP        731
AC - AP       1381
Rifle         9120
Pistol      177840

Spike 21:21, 27 February 2009 (CST)


Very cool, Spike! Can you say more about your modelling or method? All explosives are presumed to be at ground zero, yes?
Very cool! - MikeTheRed 21:44, 27 February 2009 (CST)
P.S. There's no telling what wikis or browsers will do with Tab characters - suggest using spaces instead.

Thanks Mike. Yes sorry I should've put a description.

Description of the model used for Weapon Rankings has been moved to here:

Model Description

Nice! I really like how you used % TUs for FA 50 - it's easier for seeing what will take a target down faster (or slower) than my stuff. I should've revisited my model to post results for when you want to kill something (not train experience), but I doubt I'll ever get around to it (sigh). That's a lot of work, in your spreadsheet... how did you handle the issue of whether front, side, or rear armor was hit? (for non-explosives)
-MikeTheRed 18:19, 2 March 2009 (CST)