Difference between revisions of "User:Hobbes/Sandbox page"

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| colspan="2" align="center" style="background:#f0f0f0;"|'''Impossible'''
 
| colspan="2" align="center" style="background:#f0f0f0;"|'''Impossible'''
 
|-
 
|-
| ||Mission Difficulty||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''
+
! ||Mission Difficulty||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''
|-
+
|- align="center"
 
| '''Abductions'''||1st Mission||2||'''4'''||2||'''4'''||3||'''6'''||3||'''8'''
 
| '''Abductions'''||1st Mission||2||'''4'''||2||'''4'''||3||'''6'''||3||'''8'''
|-
+
|- align="center"
| ||Easy||2||'''4'''||2||'''4'''||2||'''4'''||N/A||N/A
+
| ||Easy||2||'''4'''||2||'''4'''||2||'''4'''||N/A||'''N/A'''
|-
+
|- align="center"
| ||Normal||3||'''6'''||3||'''6'''||3||'''6'''||N/A||N/A
+
| ||Normal||3||'''6'''||3||'''6'''||3||'''6'''||N/A||'''N/A'''
|-
+
|- align="center"
 
| ||Difficult||4||'''8'''||4||'''8'''||4||'''8'''||4||'''10'''
 
| ||Difficult||4||'''8'''||4||'''8'''||4||'''8'''||4||'''10'''
|-
+
|- align="center"
 
| ||Very Difficult||4||'''10'''||4||'''10'''||4||'''10'''||4||'''12'''
 
| ||Very Difficult||4||'''10'''||4||'''10'''||4||'''10'''||4||'''12'''
|-
+
|- align="center"
 
| '''Terror Site'''||1st Mission||3||'''6'''||3||'''6'''||3||'''6'''||3||'''9'''
 
| '''Terror Site'''||1st Mission||3||'''6'''||3||'''6'''||3||'''6'''||3||'''9'''
|-
+
|- align="center"
 
| ||Regular||3||'''8'''||4||'''10'''||5||'''12'''||5||'''15'''
 
| ||Regular||3||'''8'''||4||'''10'''||5||'''12'''||5||'''15'''
 
|-
 
|-
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| colspan="4" align="center" style="background:#f0f0f0;"|'''Impossible'''
 
| colspan="4" align="center" style="background:#f0f0f0;"|'''Impossible'''
 
|-
 
|-
| '''Council''' ||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''
+
! '''Council''' ||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''
|-
+
|- align="center"
 
| March||3||3||2||'''5'''||3||3||2||'''5'''||3||4||3||'''7'''||3||7||4||'''11'''
 
| March||3||3||2||'''5'''||3||3||2||'''5'''||3||4||3||'''7'''||3||7||4||'''11'''
|-
+
|- align="center"
 
| April||4||4||2||'''6'''||4||4||2||'''6'''||4||5||4||'''9'''||4||8||6||'''14'''
 
| April||4||4||2||'''6'''||4||4||2||'''6'''||4||5||4||'''9'''||4||8||6||'''14'''
|-
+
|- align="center"
 
| May||4||6||2||'''8'''||4||6||2||'''8'''||4||6||5||'''11'''||4||10||6||'''16'''
 
| May||4||6||2||'''8'''||4||6||2||'''8'''||4||6||5||'''11'''||4||10||6||'''16'''
|-
+
|- align="center"
 
| June||4||8||3||'''11'''||4||8||3||'''11'''||4||10||6||'''16'''||4||10||6||'''16'''
 
| June||4||8||3||'''11'''||4||8||3||'''11'''||4||10||6||'''16'''||4||10||6||'''16'''
|-
+
|- align="center"
 
| July||4||9||4||'''13'''||4||9||4||'''13'''||4||12||6||'''18'''||4||12||6||'''16'''
 
| July||4||9||4||'''13'''||4||9||4||'''13'''||4||12||6||'''18'''||4||12||6||'''16'''
 +
|- align="center"
 +
| August||4||10||6||'''16'''||4||10||6||'''16'''||||||||||||||||
 +
|}
 +
 +
====UFOs====
 +
On UFO missions the game will introduce the Commander type aliens, deployed as a single Pod (usually located at the bridge of the UFO, although its location can vary.
 +
 +
{| class="wikitable" width="100%"
 +
| align="center" style="background:#f0f0f0;"|'''Difficulty'''
 +
| colspan="3" align="center" style="background:#f0f0f0;"|'''Easy'''
 +
| colspan="3" align="center" style="background:#f0f0f0;"|'''Normal'''
 +
| colspan="3" align="center" style="background:#f0f0f0;"|'''Classic'''
 +
| colspan="3" align="center" style="background:#f0f0f0;"|'''Impossible'''
 
|-
 
|-
| August||4||10||6||'''16'''||4||10||6||'''16'''||||||||||||||||
+
! ||align="center" | Total Pods|| align="center" | Pod Aliens||Bridge Pod||Total Pods||Pod Aliens||Bridge Pod||Total Pods||Pod Aliens||Bridge Pod||Total Pods||Pod Aliens||Bridge Pod
 +
|- align="center"
 +
| Small Scout Crashed||3 Soldier||4||1-3||3 Soldier||4||1-3||3 Soldier||4||1-3||3 Soldier||6||1-3
 +
|- align="center"
 +
| Small Scout Landed||3 Soldier||9||1-3||3 Soldier||9||1-3||3 Soldier||9||1-3||3 Soldier||12||1-3
 +
|- align="center"
 +
| Large Scout Crashed||4 Soldier||7-9||1-3||4 Soldier||7-9||1-3||4 Soldier||7-9||1-3||4 Soldier||||1-3
 +
|- align="center"
 +
| Large Scout Landed||4 Soldier||10||1-3||4 Soldier||10||1-3||4 Soldier||10||1-3||4 Soldier||12||1-3
 +
|- align="center"
 +
| Abductor Crashed||3 Soldier<br>1 Secondary||9||2-3||3 Soldier<br>1 Secondary||9||2-3||3 Soldier<br>1 Secondary||9||2-3||3 Soldier<br>1 Secondary||9||2-3
 +
|- align="center"
 +
| Abductor Landed||3 Soldier<br>1 Secondary||12||2-3||3 Soldier<br>1 Secondary||12||2-3||3 Soldier<br>1 Secondary||12||2-3||3 Soldier<br>1 Secondary||12||2-3
 +
|- align="center"
 +
| Supply Crashed||4 Soldier<br>3 Secondary||9-15||2-3||4 Soldier<br>3 Secondary||9-15||2-3||4 Soldier<br>3 Secondary||9-15||2-3||4 Soldier<br>3 Secondary||10-18||2-3
 +
|- align="center"
 +
| Supply Landed||4 Soldier<br>3 Secondary||16||2-3||4 Soldier<br>3 Secondary||16||2-3||4 Soldier<br>3 Secondary||16||2-3||4 Soldier<br>3 Secondary||21||2-3
 +
|- align="center"
 +
| Battleship||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||20||2-3||7 Soldier<br>4 Secondary||26||2-3
 +
|- align="center"
 +
| Overseer||||||||||||||||||||||||
 
|}
 
|}
 +
 
====Pod Species====
 
====Pod Species====
 
When choosing between the alien species the game will create a pool of potential alien species to assign to pods each month where each species will have a certain weight or probability of being chosen. On the next month the game will add new species to the pool and recalculate their probabilities of being chosen. There are defined limits on the number of pods of specific species that can be encountered during a mission. On the Impossible difficulty levels the limits seem to be disregarded (to be confirmed).
 
When choosing between the alien species the game will create a pool of potential alien species to assign to pods each month where each species will have a certain weight or probability of being chosen. On the next month the game will add new species to the pool and recalculate their probabilities of being chosen. There are defined limits on the number of pods of specific species that can be encountered during a mission. On the Impossible difficulty levels the limits seem to be disregarded (to be confirmed).

Revision as of 16:53, 29 December 2013

Strategy

User:Hobbes/Sandbox_page/Strategy


Alien Deployment

There are four types of aliens present in the game: Commanders, Soldiers, Secondaries and Roaming. Commanders will only appear on UFO missions, Soldiers can appear on Abductions, Council and UFO missions, and Secondaries will appear in UFO and Terror Site missions. All of these three types can also be present in Storyline missions. The type of aliens apply only to Drones and those are only deployed as escorts to larger robotic units or by themselves during the Alien Base mission.


Commanders (type 1)

Roaming (type 3)

Pod Composition

The aliens deploy their units in pods of 1-3 aliens, usually made of the same species. In the case of some specific aliens their pods can contain 1 unit of the pod species type, plus 1-2 escorts from another alien species:

  • Berserkers (with Mutons as escorts)
  • Cyberdiscs (Drones)
  • Mechtoids (Sectoids or Sectoid Commanders)
  • Sectopods (Drones)
  • Ethereals (Muton Elites)

The composition and number of aliens on each pod depend on 3 main factors: the difficulty level, the type of mission and the month.

Abductions and Terror Sites

On the case of Abductions the difficulty level of the mission displayed on the Mission Control selection screen will also determine the number of aliens present during tactical missions.

Aliens on Abductions will consist only of Soldier types, while on Terror Sites the pods will be only of Secondary alien types.

' ' Easy Normal Classic Impossible
Mission Difficulty Total Pods Total Aliens Total Pods Total Aliens Total Pods Total Aliens Total Pods Total Aliens
Abductions 1st Mission 2 4 2 4 3 6 3 8
Easy 2 4 2 4 2 4 N/A N/A
Normal 3 6 3 6 3 6 N/A N/A
Difficult 4 8 4 8 4 8 4 10
Very Difficult 4 10 4 10 4 10 4 12
Terror Site 1st Mission 3 6 3 6 3 6 3 9
Regular 3 8 4 10 5 12 5 15

Council missions

Council missions introduce another type of alien deployment besides pods, which is dynamic aliens, or the aliens who fall down from the sky during the mission. Assault type missions will not contain any dynamic aliens.

Easy Normal Classic Impossible
Council Total Pods Pod Aliens Dynamic Aliens Total Aliens Total Pods Pod Aliens Dynamic Aliens Total Aliens Total Pods Pod Aliens Dynamic Aliens Total Aliens Total Pods Pod Aliens Dynamic Aliens Total Aliens
March 3 3 2 5 3 3 2 5 3 4 3 7 3 7 4 11
April 4 4 2 6 4 4 2 6 4 5 4 9 4 8 6 14
May 4 6 2 8 4 6 2 8 4 6 5 11 4 10 6 16
June 4 8 3 11 4 8 3 11 4 10 6 16 4 10 6 16
July 4 9 4 13 4 9 4 13 4 12 6 18 4 12 6 16
August 4 10 6 16 4 10 6 16

UFOs

On UFO missions the game will introduce the Commander type aliens, deployed as a single Pod (usually located at the bridge of the UFO, although its location can vary.

Difficulty Easy Normal Classic Impossible
Total Pods Pod Aliens Bridge Pod Total Pods Pod Aliens Bridge Pod Total Pods Pod Aliens Bridge Pod Total Pods Pod Aliens Bridge Pod
Small Scout Crashed 3 Soldier 4 1-3 3 Soldier 4 1-3 3 Soldier 4 1-3 3 Soldier 6 1-3
Small Scout Landed 3 Soldier 9 1-3 3 Soldier 9 1-3 3 Soldier 9 1-3 3 Soldier 12 1-3
Large Scout Crashed 4 Soldier 7-9 1-3 4 Soldier 7-9 1-3 4 Soldier 7-9 1-3 4 Soldier 1-3
Large Scout Landed 4 Soldier 10 1-3 4 Soldier 10 1-3 4 Soldier 10 1-3 4 Soldier 12 1-3
Abductor Crashed 3 Soldier
1 Secondary
9 2-3 3 Soldier
1 Secondary
9 2-3 3 Soldier
1 Secondary
9 2-3 3 Soldier
1 Secondary
9 2-3
Abductor Landed 3 Soldier
1 Secondary
12 2-3 3 Soldier
1 Secondary
12 2-3 3 Soldier
1 Secondary
12 2-3 3 Soldier
1 Secondary
12 2-3
Supply Crashed 4 Soldier
3 Secondary
9-15 2-3 4 Soldier
3 Secondary
9-15 2-3 4 Soldier
3 Secondary
9-15 2-3 4 Soldier
3 Secondary
10-18 2-3
Supply Landed 4 Soldier
3 Secondary
16 2-3 4 Soldier
3 Secondary
16 2-3 4 Soldier
3 Secondary
16 2-3 4 Soldier
3 Secondary
21 2-3
Battleship 7 Soldier
4 Secondary
20 2-3 7 Soldier
4 Secondary
20 2-3 7 Soldier
4 Secondary
20 2-3 7 Soldier
4 Secondary
26 2-3
Overseer

Pod Species

When choosing between the alien species the game will create a pool of potential alien species to assign to pods each month where each species will have a certain weight or probability of being chosen. On the next month the game will add new species to the pool and recalculate their probabilities of being chosen. There are defined limits on the number of pods of specific species that can be encountered during a mission. On the Impossible difficulty levels the limits seem to be disregarded (to be confirmed).

Pod Mission Assignment

Abduction missions will only have present type 0 (Soldier) aliens, while Terror Sites will only have type 2 (Secondary) aliens. Council missions will consist mainly of type 1 aliens, with several exceptions on Slingshot and EW. Small and Large Scouts UFOs will have only type 0 pods, along with a type 1 pod of alien UFO commanders. Larger UFOs and the alien base will have pods of both early types plus a single type 1 pod consisting of the alien craft's command crew. The Tutorials (Regular and Meld), along with the first Abductions, Terror Site and UFO missions have predetermined alien pod numbers and species.

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 Builds
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 (Charger) Aggression Close and Personal Rapid Fire Bring 'Em On Killer Instinct
Assault (Flanker) Tactical Sense Lightning Reflexes Rapid Fire
Flush
Close Combat Specialist Resilience
Assault (Rifleman) Tactical Sense Lightning Reflexes
Close And Personal
Rapid Fire
Flush
Bring 'Em On 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 (Support) Holo-Targeting Shredder Rocket HEAT Ammo Grenadier Rocketeer Demolition/Squad Support
Heavy (Rifleman) Bullet Swarm Suppression Rapid Reaction Danger Zone Mayhem Requires a lot of ammo.
Heavy (Antiarmor) Bullet Swarm Shredder Rocket HEAT Ammo Danger Zone Rocketeer
Heavy (Grenadier) Bullet Swarm Shredder Rocket HEAT Ammo Grenadier Mayhem
'

Class Builds

Each class has been designed with two main builds, Alpha (left side) and Beta (right side). Although experienced players will design soldiers according to their own preferences, this article will focus on the basic builds available to each class.

Class Builds


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)
Regarding zombie HP, I edited it because I saw 10hp zombie in impossible, but was a bug like 3hp thin man in impossible. 14 is right :) - Moyang

Alien Types Distribution Table

Mission Sectoid Thin Man Outsider Drone Floater Muton Chryssalid Sectoid Commander Heavy Floater Muton Elite Cyberdisk Bezerker Ethereal Sectopod
Abductions YES YES NO YES YES YES YES NO YES ? YES YES NO ?
Terror Site NO NO NO YES YES YES YES NO YES NO YES YES NO YES
UFO Crash Site YES YES YES YES YES YES YES YES YES YES YES YES YES YES
UFO Landing Site YES YES YES YES YES YES YES YES YES YES YES YES YES YES
Council YES YES NO NO NO NO NO YES NO NO NO NO NO NO

Alien Numbers Distribution Table

Mission # Alien Packs # Aliens Alien Species
Abductions ? 2-12* ALL
Terror Site ? 6-12* YES
Crashed Small Scout 3 5-8 YES
Crashed Large Scout ? 8-12 YES
Crashed Abductor ? 12? YES
Crashed Supply Barge ? ? YES
Crashed Battleship ? 23 YES
Crashed Overseer ? 8-12? YES
Landed Small Scout 4 6-10 YES
Landed Large Scout ? 8-12? YES
Landed Abductor ? 23 YES
Landed Supply Barge ? ? YES
Council ? ? YES

Game Files Info

AI Behaviour

Moving vs static packs

  • Moving packs will roam the battlefield until spotting XCOM or civilian units.
  • Static packs will be hunkered down and waiting for enemy units to be seen.
  • Ambush packs are aliens that will appear active but on Overwatch.
  • The AI will 'teleport' either type of packs from one map location to the other, if they are still 'unactivated' (haven't seen XCOM units)

Active vs passive aliens

  • Active aliens are alerted to XCOM's presence and will take action immediately upon sight.
  • Aliens can be activated in 3 ways:
    • By spotting XCOM units - the run for cover animation will be played - this requires for the XCOM unit to move into a visible square. However due to Line of Sight mechanics it is possible to spot a group of passive aliens while moving diagonally without activating them.
    • By being activated by other already active aliens - the individual alien seems to emit a specific sound that can activate passive packs without the 'run for cover' animation.
    • By firing and hitting any of the aliens with indirect fire by using Rocket Launchers, Squad Sight snipers, etc.

Swarming

  • The AI seems to respond to scouts by pulling back some units to 'alert' other alien packs and/or 'teleporting' aliens closer to the position of last seen XCOM units. If those aliens are already activated this will result in very nasty surprises for XCOM.
  • This can be visible on the amount of packs that are teleported and activated in terror/abduction missions in the first turns.

Tutorial/Council/Temple Ship Missions

  • All packs are static or ambush
  • Active aliens will not activate passive packs
  • No teleporting

Abduction/UFOs/Alien Base Missions

  • Moving/Static packs
  • Active aliens will not activate passive packs
  • Teleporting

Terror Missions

  • Moving/Static packs
  • Active aliens can activate passive packs
  • Teleporting

Damage Values

Damage Values

Assault Damage Values

Weapon Base Damage Crit Damage Base (Bring 'Em On) Crit (Bring 'Em On) Base (Killer Instinct) Crit (Killer Instinct) Base (Shredder) Crit (Shredder)
Pistol
Pistol (III)
Laser Pistol
1 2
Pistol
Pistol (III)
Assault Rifle
Laser Pistol
Laser Pistol (III)

Plasma Pistol
2 3
Pistol (III)
Assault Rifle
Shotgun
Laser Pistol
Laser Pistol (III)

Plasma Pistol
Plasma Pistol (III)

3 4
Assault Rifle
Shotgun
Laser Pistol (III)
Laser Rifle

Plasma Pistol
Plasma Pistol (III)
Plasma Light Rifle
4 6
Shotgun
Laser Rifle
Laser Scatter

Plasma Pistol (III)
Plasma Light Rifle
5 7
Laser Rifle
Laser Scatter

Plasma Light Rifle
Plasma Rifle
6 9
Laser Scatter
Plasma Rifle
7 10
Plasma Rifle
Alloy Cannon
8 12
Alloy Cannon 9 13
Alloy Cannon 10 15

Heavy Damage Values

Weapon Base Damage Crit Damage HEAT Ammo Mayhem Shredder Rocket
LMG 3 4
LMG 4 6
LMG
Heavy Laser
5 7
Rocket Launcher
Heavy Laser
6 9
Heavy Laser 7 10
Heavy Plasma 8 12
Heavy Plasma
Blaster Launcher
9 13
Heavy Plasma 10 15

Sniper Damage Values

Weapon Base Damage Crit Damage Headshot Gunslinger Shredder Rocket
Pistol
Pistol (III)
Laser Pistol
1 2 NA +2
Pistol
Pistol (III)
Laser Pistol
Laser Pistol (III)

Plasma Pistol
2 3 NA +2
Pistol (III)
Sniper Rifle
Laser Pistol
Laser Pistol (III)

Plasma Pistol
Plasma Pistol (III)

3 4 +2 +2
Sniper Rifle
Laser Pistol (III)
Plasma Pistol
Plasma Pistol (III)
4 6 +2 +2
Sniper Rifle
Laser Sniper Rifle
Plasma Pistol (III)
5 7 +2
+4
+2
Laser Sniper Rifle 6 9 +4 NA
Laser Sniper Rifle 7 10 +4 NA
Plasma Sniper Rifle 8 12 +6 NA
Plasma Sniper Rifle 9 13 +6 NA
Plasma Sniper Rifle 10 15 +6 NA

Support Damage Values

Weapon Base Damage Crit Damage Base (Shredder) Crit (Shredder)
Pistol
Pistol (III)
Laser Pistol
1 2 1 2
Pistol
Pistol (III)
Assault Rifle
Laser Pistol
Laser Pistol (III)

Plasma Pistol
2 3 2 4
Pistol (III)
Assault Rifle
Laser Pistol
Laser Pistol (III)

Plasma Pistol
Plasma Pistol (III)

3 4 4 5
Assault Rifle
Laser Pistol (III)
Laser Rifle

Plasma Pistol
Plasma Pistol (III)
Plasma Light Rifle
4 6 5 7
Laser Rifle
Plasma Pistol (III)
Plasma Light Rifle
5 7 6 9
Laser Rifle'
Plasma Light Rifle
Plasma Rifle
6 9 8 12
Plasma Rifle 7 10 9 13
Plasma Rifle 8 12 10 16

Classes Tables

KEYCHART
RANK COLONEL1.png RANK COLONEL2.png ABILITY UNKNOWN20.png ABILITY OVERWATCH.png ABILITY MOVE.png ABILITY GRENADE.png ABILITY AIM.png ABILITY HUNKERDOWN.png ALIEN CLUSTERBOMB.png ABILITY HARDENED.png
Left Side Abilities Right Side Abilities Additional Shot Improves Reaction Extra Movement Additional Equipment Change Unit Aim Decrease Enemy Aim Increase Damage Given Decrease Damage Taken

Assault

Assault Ability/Rank Tree
Assault Action Aim Damage Alpha Build Beta Build Notes
SquaddieRun & Gun SLSL SL SL
  • Allows firing after the 2nd action
  • 2 turn cooldown
CorporalTactical Sense A5~20 A5~20
  • +5 Defense for every enemy in sight (max +20)
CorporalAggression +10~30CA +10~30CA
  • +10% Critical chance per enemy on sight (max 30%)
SergeantLightning Reflexes -A100L -A100L
  • First reaction shot fired at this unit always misses
SergeantClose & Personal +30CAL +30CAL
  • Bonus declines with distance from the target
LieutenantFlush +30A +=4D +30A+=4D
  • Allows a shot that forces target to leave cover
  • Shot has +30 Aim and deals fixed 4 points damage
LieutenantRapid Fire S -15A S-15A
  • Allows to fire 2 shots with 1 Action
  • Reduced accuracy (-15 Aim)
CaptainClose Combat Specialist RL RL
  • Gives a single shot enemy that approaches within 4 tiles
  • Applies to both the player and the enemy's turn
CaptainBring 'Em On +1~5DC +1~5DC
  • +1 Damage for each enemy within the squad's vision (max 5)
MajorExtra Conditioning -TDL-TDL -TDL -TDL
  • Heavier armor increases the bonus
ColonelResillience -D100%C -D100%C
  • Immunity to Critical Hits
ColonelKiller Instinct +50%CDL +50%CDL
  • Activating Run & Gun will give the unit +50% in Critical Damage

Heavy

Heavy Ability/Rank Tree
Heavy Action Aim Damage Alpha Build Beta Build Notes
SquaddieFire Rocket II +TDL+TDL I+TDL I+TDL
CorporalBullet Swarm S S
  • Allows for two shots, or to move after firing
CorporalHolo-Targeting +10AL +10AL
  • Gives +10 Aim to any squad members firing at the same enemy
SergeantShredder Rocket +D33%L +D33%L
  • Shredder Rocket deals 4 points damage (6 Blaster Launcher)
SergeantSuppression R -A30 R-A30
LieutenantHEAT Ammo +D100%L +D100%L
LieutenantRapid Reaction RL RL
CaptainGrenadier I I
CaptainDanger Zone D D
MajorWill To Survive -2DL-2DL -2DL -2DL
ColonelRocketeer I I
ColonelMayhem +1TD +1TD

Sniper

Sniper Ability/Rank Tree
Sniper Action Aim Damage Alpha Build Beta Build Notes
SquaddieHeadshot +30CA+30CA +TCDL+TCDL +30CA+TCDL +30CAL+TCDL
  • 3 turn cooldown
CorporalSnap Shot S -20A S-20A
CorporalSquad Sight AL AL
SergeantGunslinger +2DL +2DL
  • Only applies to pistols
SergeantDamn Good Ground +10ALA-10L +10ALA-10L
  • Adds upon other aiming bonuses, including flying with Archangel armor
LieutenantDisabling Shot -10A -100CDL -10A-100CDL
LieutenantBattle Scanner AL AL
  • Can be used combined with Squad Sight
CaptainExecutioner +10AL +10AL
CaptainOpportunist RC +20A RC+20A
  • The normal Overwatch aim penalty is -30
MajorLow Profile -A20-A20 -A20 -A20
ColonelIn The Zone SL SL
  • Can only be used once with pistols
  • Can be combined with Snap Shot
  • 2 turn cooldown
ColonelDouble Tap S SL
  • Can be used with pistols
  • Cannot be combined with Snap Shot

Support

Support Ability/Rank Tree
Support Action Aim Damage Alpha Build Beta Build Notes
SquaddieSmoke Grenade II -A20-A20 I-A20 I-A20
CorporalSprinter M M
CorporalCovering Fire R R
SergeantField Medic I -4D -4DI
SergeantSmoke & Mirrors I -A20 -A20I
LieutenantRevive =33%D =33%D
LieutenantRifle Suppression R -A30 R-A30
CaptainDense Smoke -A40 -A40
CaptainCombat Drugs +10CA -DP20 +10CA-DP20
MajorDeep Pockets II I I
ColonelSavior -4D -4D
ColonelSentinel R R

Squad Roles

There are 3 squad roles that each soldier can assume during a fight to achieve its tactical objectives, regardless of their class and/or abilities. They are:

  • Maneuver - the capacity for the squad to move and reach favorable positions during your turn;
    • Move/Dash - usual game actions;
    • This role involves detecting the enemy (scouting), retreating and/or outflanking it;
    • It also involves dislodging enemies from their own positions during your turn.
  • Fire - to weaken and/or eliminate enemy targets during your turn;
  • Fire/Throw - usual game actions.
    • This role also involves removing enemy cover or boosting up a soldier's Aim/Critical Chance stats.
  • Security - to prevent enemy actions during your and their turns.
    • Cover/Overwatch/Suppress/Hunker Down - usual game actions;
    • Security also involves healing wounds since they prevent KIAs.

The 3 roles are tightly interlinked together. A soldier moving to outflank an alien will increase squad security since it may force it to withdrawal from its position.

General vs Specialized Soldiers

Some soldiers are more inclined for specific squad roles than others due to their stats, class/abilities and equipment carried. The trade-off when selecting a soldier is between generality (for instance, a Rookie) and specialization (i.e. a Colonel). The more specialization, the better a soldier will be able to perform that specific role but if it is absent due to injury or incapacitated/killed, then your game play may be affected. In contrast, a more generic soldier will not be as effective in a specific role but it can more easily be replaced.

The choice between both types of soldier also reflects itself on the choice of class abilities at each rank. Each class is designed to favor 1 or more roles and the individual abilities reflect that design. Some abilities may also apply to two roles.

Assault

  • Maneuver (Run & Gun, Lightning Reflexes, Flush)
  • Security (Tactical Sense, Close Combat Specialist, Extra Conditioning, Resilience)
  • Fire (Aggression, Close And Personal, Rapid Fire, Bring 'Em On, Killer Instinct)

Heavy

  • Maneuver/Fire (Bullet Swarm)
  • Security (Suppression, Rapid Reaction, Will To Survive)
  • Security/Fire (Danger Zone, Mayhem)
  • Fire (Fire Rocket, Holo-Targeting, Shredder Rocket, HEAT Ammo, Grenadier, Rocketeer)

Sniper

  • Maneuver (Snap Shot, Battle Scanner)
  • Maneuver/Fire (In The Zone)
  • Security (Disabling Shot, Opportunist, Low Profile)
  • Security/Fire (Damn Good Ground)
  • Fire (Headshot, Squad Sight, Gunslinger, Executioner, Double Tap)

Support

  • Maneuver (Sprinter)
  • Security (Covering Fire, Field Medic, Revive, Rifle Suppression, Dense Smoke, Sentinel, Savior)
  • Security/Fire (Smoke Grenade, Smoke & Mirrors)
  • Fire (Combat Drugs)
  • All (Deep Pockets)

Items

  • Fire/Security (S.C.O.P.E, Mind Shield, Arc Thrower)
  • Fire (Frag Grenade, Alien Grenade)
  • Maneuver/Security (Combat Stims)
  • Security (Nano-Fiber Vest, Chitin Plating, Mind Shield)