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:What I mean is that it randomizes damage on a hit, not by difficulty, just a bit of basic randomizing so that things aren't always the same. Sorry for being unclear. [[User:Arrow Quivershaft|Arrow Quivershaft]] 02:23, 7 November 2012 (EST) | :What I mean is that it randomizes damage on a hit, not by difficulty, just a bit of basic randomizing so that things aren't always the same. Sorry for being unclear. [[User:Arrow Quivershaft|Arrow Quivershaft]] 02:23, 7 November 2012 (EST) | ||
+ | ::I've switched my game settings to show the alien's health bars (so far I was developing this model based on the results from hits to my soldiers. Yesterday I saw an Alloy Cannon dealing 22 damage points to a Sectopod so the basic assumption, game damage = (base damage roll) + (critical damage roll) is correct. The question is how the critical damage roll is distributed: on Base Damage the deviation seems to be slight (the values displayed on the Armory correspond to average base damage, while on missions the damage displayed while firing is the maximum base damage. On critical damage the distribution of results seems to follow a growing pattern: the bigger the critical damage inflicted the lesser the chance you'll get that result.[[User:Hobbes|Hobbes]] 08:57, 14 November 2012 (EST) | ||
==Game Files Info== | ==Game Files Info== | ||
* [[XCOMGAME.UPK (EU2012)|XCOMGAME.UPK]] | * [[XCOMGAME.UPK (EU2012)|XCOMGAME.UPK]] |
Revision as of 13:57, 14 November 2012
Soldier Management
- Use the first 3 missions to bring all the 12 initial soldiers and reveal their classes.
- The focus is on building a poll of soldiers - it should be around 10-12 soldiers being rotated on missions, plus a number of replacements.
- A basic setup is to have 2-3 officers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, plus an alternative build for more specialized missions.
- To get the Squad Size increase, you can get later a Sergeant as a reward in an abduction mission.
- Try to get as soldiers as rewards during Abduction missions (although you may lose countries) - money and resources are easy to get, high rank soldiers take a lot of time to build up. Even if you have already 2 officers from that class
- Usually the distribution of classes will not be balanced. Use Abduction missions to make up with any shortfalls.
1) Maps 2) Type and number of aliens.
The first criteria is if XCOM or the aliens are capable of killing their opponents with 1 shot. At the beginning the aliens will have the upper hand, specially in Classic/Impossible but that will keep changing back and forward as XCOM deploys new tech and the aliens bring more races. There's something of a ratio: if you're facing 3 lesser opponents or 2 similar ones or 1 superior alien you're outnumbered and your soldiers can be severely injured or killed.
With this in mind you may face three types of scenarios everytime you'll go on an Abduction/Terror/UFO missions. Council missions are predictable since you'll be facing always Sectoids or Thin Men.
Class/Type | Corporal | Sergeant | Lieutenant | Captain | Colonel | Notes |
---|---|---|---|---|---|---|
Support (Medic) | Sprinter Covering Fire |
Field Medic | Revive | Dense Smoke Combat Drugs |
Savior | |
Support (Scout) | Sprinter | Smoke and Mirrors | Rifle Suppression | Dense Smoke | Sentinel | |
Support (Rifleman) | Covering Fire | Field Medic Smoke and Mirrors |
Rifle Suppression | Dense Smoke Combat Drugs |
Sentinel | |
Assault | Aggression | Close and Personal | Rapid Fire | Bring 'Em On | Killer Instinct | |
Assault (Scout) | Tactical Sense | Lightning Reflexes | Rapid Fire Flush |
Close Combat Specialist | Resilience | |
Sniper | Squad Sight | Gunslinger Damn Good Ground |
Disabling Shot | Opportunist | Double Tap In The Zone | |
Sniper (Scout) | Snap Shot | Gunslinger Damn Good Ground |
Battle Scanner | Executioner | Double Tap In The Zone | |
Heavy | Bullet Swarm | Shredder Rocket | HEAT Ammo | Grenadier Danger Zone |
Rocketeer Mayhem | |
Heavy (Rifleman) | Holo-Targeting | Suppression | Rapid Reaction | Grenadier Danger Zone |
Rocketeer Mayhem | |
' |
Normal Weapons Kill Table
Weapon | Base Damage | Crit Damage | Critical Chance | Maximum Damage (Base + Crit)? | Sectoid Thin Man Outsider Drone |
Floater | Muton Chryssalid |
Zombie Sectoid Commander |
Heavy Floater | Muton Elite | Cyberdisk | Bezerker Ethereal |
Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 8 | 10 | 12 | 14 | 16 | 20 | 30 | |||||
Pistol | 1 | 1 | 0 | 2 | |||||||||
Laser Pistol Laser Pistol (I) |
2 | 3 | 10 30 |
5 | CRIT | CRIT | |||||||
Laser Pistol (I & III) | 3 | 3 | 30 | 6 | BASE | CRIT | |||||||
Plasma Pistol Assault Rifle Plasma Pistol (I) |
3 | 4 | 0 10 20 |
7 | BASE | CRIT | |||||||
Plasma Pistol (I & III) | 4 | 4 | 20 | 8 | BASE | BASE | CRIT | ||||||
LMG Sniper Rifle Shotgun |
4 | 6 | 0 25 20 |
10 | BASE | BASE | CRIT | CRIT | |||||
Laser Rifle Plasma Light Rifle |
5 | 7 | 10 | 12 | BASE | BASE | BASE | CRIT | CRIT | ||||
Heavy Laser Laser Sniper Rifle Laser Scatter |
6 | 9 | 10 30 20 |
15 | BASE | BASE | BASE | CRIT | CRIT | CRIT | |||
Plasma Rifle | 7 | 10 | 10 | 17 | BASE | BASE | BASE | CRIT | CRIT | CRIT | CRIT | ||
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
9 | 13 | 10 35 20 |
22 | BASE | BASE | BASE | BASE | CRIT | CRIT | CRIT | CRIT |
Classic Weapons Kill Table
Weapon | Base Damage | Crit Damage | Critical Chance | Maximum Damage (Base + Crit)? | Sectoid | Thin Man Floater |
Outsider Drone |
Chryssalid | Muton Zombie |
Heavy Floater Muton Elite Sectoid Commander |
Cyberdisk Bezerker Ethereal |
Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 5 | 8 | 10 | 14 | 20 | 30 | |||||
Pistol | 1 | 1 | 0 | 2 | ||||||||
Laser Pistol Laser Pistol (I) |
2 | 3 | 10 30 |
5 | CRIT | CRIT | CRIT | |||||
Laser Pistol (I & III) | 3 | 3 | 30 | 6 | BASE | CRIT | CRIT | |||||
Plasma Pistol Assault Rifle Plasma Pistol (I) |
3 | 4 | 0 10 20 |
7 | BASE | CRIT | CRIT | |||||
Plasma Pistol (I & III) | 4 | 4 | 20 | 8 | BASE | BASE | CRIT | CRIT | ||||
LMG Sniper Rifle Shotgun |
4 | 6 | 0 25 20 |
10 | BASE | BASE | CRIT | CRIT | CRIT | |||
Laser Rifle Plasma Light Rifle |
5 | 7 | 10 | 12 | BASE | BASE | BASE | CRIT | CRIT | |||
Heavy Laser Laser Sniper Rifle Laser Scatter |
6 | 9 | 10 30 20 |
15 | BASE | BASE | BASE | CRIT | CRIT | |||
Plasma Rifle | 7 | 10 | 10 | 17 | BASE | BASE | BASE | CRIT | CRIT | CRIT | ||
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
9 | 13 | 10 35 20 |
22 | BASE | BASE | BASE | BASE | CRIT | CRIT | CRIT |
Impossible Weapons Kill Table
Weapon | Base Damage | Crit Damage | Critical Chance | Maximum Damage (Base + Crit)? | Sectoid | Outsider | Thin Man Floater |
Drone | Chryssalid | Muton Zombie |
Sectoid Commander | Heavy Floater | Muton Elite | Cyberdisk | Bezerker Ethereal |
Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 5 | 6 | 7 | 8 | 10 | 14 | 16 | 18 | 20 | 25 | 30 | |||||
Pistol | 1 | 1 | 0 | 2 | ||||||||||||
Laser Pistol Laser Pistol (I) |
2 | 3 | 10 30 |
5 | CRIT | CRIT | CRIT | |||||||||
Laser Pistol (I & III) | 3 | 3 | 30 | 6 | CRIT | CRIT | CRIT | |||||||||
Plasma Pistol Assault Rifle Plasma Pistol (I) |
3 | 4 | 0 10 20 |
7 | CRIT | CRIT | CRIT | CRIT | ||||||||
Plasma Pistol (I & III) | 4 | 4 | 20 | 8 | BASE | CRIT | CRIT | CRIT | CRIT | |||||||
LMG Sniper Rifle Shotgun |
4 | 6 | 0 25 20 |
10 | BASE | BASE | CRIT | CRIT | CRIT | |||||||
Laser Rifle Plasma Light Rifle |
5 | 7 | 10 | 12 | BASE | BASE | BASE | CRIT | CRIT | |||||||
Heavy Laser Laser Sniper Rifle Laser Scatter |
6 | 9 | 10 30 20 |
15 | BASE | BASE | BASE | CRIT | CRIT | |||||||
Plasma Rifle | 7 | 10 | 10 | 17 | BASE | BASE | BASE | CRIT | CRIT | CRIT | ||||||
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
9 | 13 | 10 35 20 |
22 | BASE | BASE | BASE | BASE | CRIT | CRIT | CRIT |
Notes on Damage
- BASE = alien can be killed with 1 shot; CRIT = alien requires either 2 normal shots or 1 critical hit with usually maximum critical damage.
- Regarding the different numbers seen in the Barracks info and the actual game values, one theory is that the damage range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the maximum damage before firing.
- How the critical damage is applied isn't clear/proven. The model above assumes that there are separate rolls, 1 for normal damage, then it is added the value of another roll for critical damage.
- The other model is that the maximum damage for a critical hit is the one listed but that doesn't fit with actual combat results, since I've seen Heavy Plasmas dealing 16 damage to a flanked soldier.
Discussion
- Apologies for intruding, but are we sure that Critical damage completely stacks with Base damage? So far as I've seen, critical damage OVERLAPS base damage, IE, a critical hit uses the higher "Critical damage" number in the randomizer, instead of the Baze Damage number.
- I appreciate the feedback. Good question - my current impression is that damage is dealt in two rolls, one for hit (base damage) and a 2nd one which seems to be randomized within the critical damage ability. I've made kills that also support this model, like 1 Alloy Cannon shot killing an undamaged Muton Elite that has been flanked. Hobbes 18:51, 6 November 2012 (EST)
- Also, the Base Damage, as found elsewhere, seems to be able to be modified by one (and possibly more)in either direction. So Guaranteed kills may not quite count unless the damage is high enough that even -1 is still enough to one-shot. (IE, 4 base damage LMG, -1=3: Still enough for a Sectoid) Arrow Quivershaft 18:41, 6 November 2012 (EST)
- I've checked the damage on my current Classic game. From what I've researched there's no change to it on the difficulty levels. Which makes a lot of sense since it's a lot easier to learn the game if you always play with the same weapon stats. Hobbes 18:51, 6 November 2012 (EST)
- What I mean is that it randomizes damage on a hit, not by difficulty, just a bit of basic randomizing so that things aren't always the same. Sorry for being unclear. Arrow Quivershaft 02:23, 7 November 2012 (EST)
- I've switched my game settings to show the alien's health bars (so far I was developing this model based on the results from hits to my soldiers. Yesterday I saw an Alloy Cannon dealing 22 damage points to a Sectopod so the basic assumption, game damage = (base damage roll) + (critical damage roll) is correct. The question is how the critical damage roll is distributed: on Base Damage the deviation seems to be slight (the values displayed on the Armory correspond to average base damage, while on missions the damage displayed while firing is the maximum base damage. On critical damage the distribution of results seems to follow a growing pattern: the bigger the critical damage inflicted the lesser the chance you'll get that result.Hobbes 08:57, 14 November 2012 (EST)