Difference between revisions of "Titan Armor (EU2012)"
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+ | {{Ref Open | title =Project Golem Results }}[[File:Titan Armor Research (EU2012).png|right|100px|]] |
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− | ==Description== |
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⚫ | Among the heaviest of our body armor prototypes, the "Titan" armor makes use of the alien element known as [[Elerium (EU2012)|Elerium]] to provide a continual powered assist to the operator of this suit as they move through the battlefield. With the element in short supply, we've tried to find the most efficient means to utilize it in our development programs. In this case, the Elerium power cell is used to fuel an integrated cooling system designed to minimize fatigue by regulating the operator's body temperature. This system gives the Titan Armor the added benefit of increased resistance to environmental hazards, particularly fire and poison damage. |
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− | '''Engineering Description:''' |
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+ | {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}} |
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+ | <br> |
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+ | {{Ref Open | title =Project Results (EW DLC)}}[[File:Titan Armor Research (EU2012).png|right|100px|]] |
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− | Among the heaviest of our body armor prototypes, the "Titan" armor makes use of the alien element known as Elerium to provide a continual powered assist to the operator of this suit as they move through the battlefield. With the element in short supply, we've tried to find the most efficient means to utilize it in our development programs. |
+ | Among the heaviest of our body armor prototypes, the "Titan" armor makes use of the alien element known as [[Elerium (EU2012)|Elerium]] to provide a continual powered assist to the operator of this suit as they move through the battlefield. With the element in short supply, we've tried to find the most efficient means to utilize it in our development programs. In this case, the Elerium power cell is used to fuel an integrated cooling system designed to minimize fatigue by regulating the operator's body temperature. This system gives the Titan Armor the added benefit of increased resistance to environmental hazards, particularly fire and poison damage. We will also be able to incorporate the Titan technology into our MEC designs, permitting us to upgrade our MEC-2 suits into the new MEC-3 configuration. |
+ | {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} |
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+ | <br> |
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+ | {{Ref Open | title = Description }} [[Image:TITAN ARMOR (EU2012).png|right|100px|Titan Armor]] |
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− | ==Stats== |
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+ | *Heavy armor |
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− | {| class="wikitable" width="25%" |
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+ | *Sealed: internal air supply and recycling systems provide the wearer immunity to poison |
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− | |+ '''Item Name''' |
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+ | *Flame Resistant: cooling systems and alien alloy construction confer immunity to environmental fire damage |
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− | |- |
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+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} |
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− | ! width="30px" align="center" | Property !! Info |
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− | |- style="vertical-align:top;" |
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− | |- |
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− | | align="center" | Requires: || align="center" | Carapace Armor<br> Elerium |
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− | |- |
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− | | align="left" | Cost: || align="center" | §xx <br>Alloy:23<br>Elerium:6<br>Min. Engineers:25 |
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− | |- |
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− | | align="center" | Health Points Bonus || align="center" | 10 |
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− | |- |
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− | | align="center" | Abilities || align="center" | Immunity: Fire/Toxin |
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− | |- |
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==Notes== |
==Notes== |
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+ | [[Image:titan_deco_1.jpg|150px|right]] |
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− | * By the time this armor can be regularly equipped, Thin Men and Chryssalids will be in very short supply. Other armors might be more suited for certain classes. (Archangel for flight or ghost for stealth/grapple) |
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+ | {{Armor Data Box (EU2012) |
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− | * With Chitin Plating, a soldier wearing this armor gets 14 bonus health points(even more if an Assault with Extra Conditioning) and gives them great survivability. Even a rookie stands a good chance of coming back from a mission without needing to go to the hospital. |
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+ | |requires=Titan Armor |
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+ | |costs=§150<br>35 [[Alien Alloys (EU2012)|Alloys]]<br>10 [[Elerium (EU2012)|Elerium]]<br>25 Engineers |
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− | * A less obvious downside to an armor with this much of a health bonus is that the default medikit can rarely keep up with such a large health pool. |
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+ | |health=+10 |
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+ | |defense=0 |
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+ | |movement=0 |
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+ | |abilities=Immunity to Fire/Poison |
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+ | * Other armors might be more suited for certain classes: [[Archangel Armor (EU2012)|Archangel]] for flight ([[Sniper (EU2012)|Snipers]]) or [[Ghost Armor (EU2012)|Ghost]] for stealth/grapple [[Support (EU2012)|Support]]/[[Assault (EU2012)|Assault]] Scouts. |
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+ | * While this armor gives the most HP, it does not give any Defence bonus such as is found on Ghost and [[Psi Armor (EU2012)|Psi Armor]]. This means that while Titan is generally the best for overall survivability due to the increase in Health Points (HPs), wearing Ghost and Psi armors reduces the chance that an enemy shot will hit and remove HPs. |
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+ | * Titan armor also doesn't give any bonus to the movement of any soldier wearing it, unlike most of the advanced armors ([[Skeleton Suit (EU2012)|Skeleton Suit]], Archangel, Ghost and Psi). |
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+ | * All-in-All, Titan Armor isn't very attractive, even when compared to Skeleton Suits, and in most cases, you're probably better off just sitting in your Skeleton Suits until you can get Ghost and Archangel Armor. There are however, a couple of places where the Titan Armor shines. |
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+ | ** If, for some reason, you haven't researched "New Guy" yet at the [[Officer Training School (EU2012)|OTS]], Titan Armor is good for your Rookies. The HP will give them good survivability while leaving their Backpack free for a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] If you then give them a [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], they should be able to hit and take hits pretty well. |
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+ | ** For most Council [[Missions (EU2012)|Missions]] which consist entirely of [[Thin Man (EU2012)|Thin Men]], having your entire squad outfitted with Titan Armor will render the Thin Man's Poison Spit useless. As long as you stay in good cover (which you should be doing anyways), the Thin Men will have a hard time doing any kind of damage to your troops, and if they DO get hit, the whopping +10 health should be enough to keep them out of the Infirmary. |
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+ | * Research benefits from the following [[Research (EU2012)#Research Credits|Research Credit]]: Armor Technology. |
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+ | * The '''Extra Conditioning''' [[Abilities (EU2012)|ability]] gives +4 HPs when wearing this armor. |
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+ | * Gains quite a bit of use in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]]. With some Gene Mods taking the place of or mimicking the effects of other late game armors, Titan Armor can be a viable piece of equipment on a heavily modded soldier. |
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+ | * On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] it also allows to build the [[MEC-3 Paladin (EU2012)|MEC-3 Paladin]] MEC Suit at [[Engineering (EU2012)|Engineering]]. |
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+ | <br clear="all"> |
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==See Also== |
==See Also== |
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+ | {{Equipment (EU2012)}} |
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− | ''Place here internal links to wiki pages that might be relevant to the topic of the page'' |
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⚫ | |||
[[Category: Enemy Unknown (2012)]] |
[[Category: Enemy Unknown (2012)]] |
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+ | [[Category: Research (EU2012)]] |
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+ | [[Category: Equipment (EU2012)]] |
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+ | [[Category: Armor (EU2012)]] |
Latest revision as of 03:32, 31 January 2014
Project Golem Results |
Among the heaviest of our body armor prototypes, the "Titan" armor makes use of the alien element known as Elerium to provide a continual powered assist to the operator of this suit as they move through the battlefield. With the element in short supply, we've tried to find the most efficient means to utilize it in our development programs. In this case, the Elerium power cell is used to fuel an integrated cooling system designed to minimize fatigue by regulating the operator's body temperature. This system gives the Titan Armor the added benefit of increased resistance to environmental hazards, particularly fire and poison damage. |
Source: XCOM: Enemy Unknown (2012) Research Archives
|
Project Results (EW DLC) |
Among the heaviest of our body armor prototypes, the "Titan" armor makes use of the alien element known as Elerium to provide a continual powered assist to the operator of this suit as they move through the battlefield. With the element in short supply, we've tried to find the most efficient means to utilize it in our development programs. In this case, the Elerium power cell is used to fuel an integrated cooling system designed to minimize fatigue by regulating the operator's body temperature. This system gives the Titan Armor the added benefit of increased resistance to environmental hazards, particularly fire and poison damage. We will also be able to incorporate the Titan technology into our MEC designs, permitting us to upgrade our MEC-2 suits into the new MEC-3 configuration. |
Source: XCOM: Enemy Within DLC
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Description |
This Titan Armor is among our heaviest designs, enhancing our soldier's protection from weapons fire, while also providing immunity to fire and toxins.
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Source: XCOM: Enemy Unknown (2012)
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Notes
Research Required | Titan Armor |
Base Costs | §150 35 Alloys 10 Elerium 25 Engineers |
Health | +10 |
Defense | 0 |
Movement | 0 |
Abilities | Immunity to Fire/Poison |
- Other armors might be more suited for certain classes: Archangel for flight (Snipers) or Ghost for stealth/grapple Support/Assault Scouts.
- Aside from the increased health and poison/fire immunity, provides no usable abilities.
- While this armor gives the most HP, it does not give any Defence bonus such as is found on Ghost and Psi Armor. This means that while Titan is generally the best for overall survivability due to the increase in Health Points (HPs), wearing Ghost and Psi armors reduces the chance that an enemy shot will hit and remove HPs.
- Titan armor also doesn't give any bonus to the movement of any soldier wearing it, unlike most of the advanced armors (Skeleton Suit, Archangel, Ghost and Psi).
- All-in-All, Titan Armor isn't very attractive, even when compared to Skeleton Suits, and in most cases, you're probably better off just sitting in your Skeleton Suits until you can get Ghost and Archangel Armor. There are however, a couple of places where the Titan Armor shines.
- If, for some reason, you haven't researched "New Guy" yet at the OTS, Titan Armor is good for your Rookies. The HP will give them good survivability while leaving their Backpack free for a S.C.O.P.E. If you then give them a Light Plasma Rifle, they should be able to hit and take hits pretty well.
- For most Council Missions which consist entirely of Thin Men, having your entire squad outfitted with Titan Armor will render the Thin Man's Poison Spit useless. As long as you stay in good cover (which you should be doing anyways), the Thin Men will have a hard time doing any kind of damage to your troops, and if they DO get hit, the whopping +10 health should be enough to keep them out of the Infirmary.
- Research benefits from the following Research Credit: Armor Technology.
- The Extra Conditioning ability gives +4 HPs when wearing this armor.
- Gains quite a bit of use in Enemy Within. With some Gene Mods taking the place of or mimicking the effects of other late game armors, Titan Armor can be a viable piece of equipment on a heavily modded soldier.
- On the Enemy Within DLC it also allows to build the MEC-3 Paladin MEC Suit at Engineering.
See Also
XCOM: Enemy Unknown (2012): Research | |||||||||||||
Initial: | Xeno-Biology • Alien Materials • Weapon Fragments • Meld Recombination (EW DLC) | ||||||||||||
Advanced: |
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Other: | Research Credits • Research Codenames |