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

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==Impossible Weapons Kill Table==
 
==Impossible Weapons Kill Table==
 
{| class="wikitable" width="100%"  
 
{| class="wikitable" width="100%"  
|-  
+
|- align="center"
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Maximum Damage (Base + Crit)? !! Sectoid !! Outsider !! Thin Man<br>Floater !! Drone !! Chryssalid !! Muton<br>Zombie !! Sectoid Commander !! Heavy Floater !! Muton Elite !! Cyberdisk !! Bezerker<br>Ethereal !! Sectopod
+
! width="50px" | !! !! Sectoid (E/N/C)<br>Outsider (E/N)<br>Thin Man (E/N)<br>Floater (E)<br>Drone (E/N) !! Sectoid (I)<br>Thin Man (C)<br>Floater (N/C)<br>Seeker (E) !! Outsider (C/I)<br>Drone (C)<br>Seeker (N/C) !! Thin Man (I)<br>Floater (I)<br>Seeker (I) !! Drone (I) !! Chryssalid<br>Muton (E/N/C)<br>Sectoid Commander (E/N) !! Zombie (E/N/C)<br>Muton (I)!!Heavy Floater (E/N)!! Zombie (I)<br>Sectoid Commander (C/I)<br>Heavy Floater (C) !! Cyberdisc (E/N)<br>Heavy Floater (I)<br>Muton Elite (E/N/C)<br>Mechtoid (E) !! Cyberdisc (C/I)<br> Berserker (E/N/C)<br>Muton Elite (I)<br>Ethereal (E/N/C)<br>Mechtoid (N) !! Berserker (I)<br>Ethereal (I)<br>Uber Ethereal (E/N/C) !! Sectopod
|-  
+
|- align="center"
! width=""50px" align="center" | !! !! !! !! !! 4 !! 5 !! 6 !! 7 !! 8 !! 10 !! 14 !! 16 !! 18 !! 20 !! 25 !! 30
+
! width="50px" | Weapon !! ''Base Damage''<br>Crit Damage !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 10 !! 12 !! 14 !! 16 !! 20 !! 25 !! 30
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
|-
+
|-align="center"
| align="center" |[[Pistol (EU2012)|Pistol]] || align="center" | 1 || align="center" | 1 || align="center" | 0 || align="center" | 2 || align="center" |  || align="center" |  || align="center" |  || align="center" |  || align="center" |  || align="center" |  || align="center" |  || align="center" |
+
| [[Pistol (EU2012)|Pistol]] || ''1-2''<br> 2 or '''3''' || ''0%''<br>66% || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL ||   NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL
|-
+
|- align="center"
| align="center" |[[Laser Pistol (EU2012)|Laser Pistol]]<br>[[Laser Pistol (EU2012)|Laser Pistol (I)]]|| align="center" | 2 || align="center" | 3 || align="center" | 10<br>30 || align="center" | 5 || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" | || align="center" | || align="center" | || align="center" | || align="center" |
+
| [[Laser Pistol (EU2012)|Laser Pistol]] || ''1-3''<br>'''3''' or 4 || ''33%''<br>100% || ''0%''<br>33%  || NO KILL || NO KILL || NO KILL || NO KILL  || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL
|-
+
|- align="center"
| align="center" |[[Laser Pistol (EU2012)|Laser Pistol (I & III)]]|| align="center" | 3 || align="center" | 3 || align="center" | 30 || align="center" | 6 || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" | || align="center" | || align="center" |   || align="center" | || align="center" | 
+
| [[Plasma Pistol (EU2012)|Plasma Pistol]]<br>[[Assault Rifle (EU2012)|Assault Rifle]]||  ''2-4''<br>4 or '''6''' || ''66%''<br>100% || ''33%''<br>100%  || ''0%''<br>66%  || ''0%''<br>66% || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL ||  NO KILL || NO KILL || NO KILL
|-
+
|- align="center"
| align="center" |[[Plasma Pistol (EU2012)|Plasma Pistol]]<br>[[Assault Rifle (EU2012)|Assault Rifle]]<br>[[Plasma Pistol (EU2012)|Plasma Pistol (I)]] || align="center" | 3 || align="center" | 4 || align="center" | 0<br>10<br>20 || align="center" | 7 || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" |  || align="center" |  || align="center" | || align="center" |
+
| [[LMG (EU2012)|LMG]]<br>[[Sniper Rifle (EU2012)|Sniper Rifle]]<br>[[Shotgun (EU2012)|Shotgun]]|| ''3-5''<br>'''6''' or 7 || KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>33% || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL
|-
+
|- align="center"
| align="center" |[[Plasma Pistol (EU2012)|Plasma Pistol (I & III)]] || align="center" | 4 || align="center" | 4 || align="center" | 20 || align="center" | 8 || align="center" | BASE || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" |  || align="center" | || align="center" | 
+
| [[Laser Rifle (EU2012)|Laser Rifle]]<br>[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]<br>[[Minigun (EU2012)|Minigun]]|| ''4-6''<br>7 or '''9''' || KILL || KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>66% || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL
|-
+
|- align="center"
| align="center" |[[LMG (EU2012)|LMG]]<br>[[Sniper Rifle (EU2012)|Sniper Rifle]]<br>[[Shotgun (EU2012)|Shotgun]]|| align="center" | 4 || align="center" | 6 || align="center" | 0<br>25<br>20 || align="center" | 10 || align="center" | BASE || align="center" | BASE || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" | || align="center" | || align="center" |  
+
| [[Heavy Laser (EU2012)|Heavy Laser]]<br>[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]<br>[[Laser Scatter (EU2012)|Laser Scatter]]|| ''5-7''<br>'''9''' or 10 || KILL || KILL || KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>33% || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL  || NO KILL
|-
+
|- align="center"
| align="center" |[[Laser Rifle (EU2012)|Laser Rifle]]<br>[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align="center" | 5  || align="center" | 7 || align="center" | 10 || align="center" | 12 || align="center" | BASE || align="center" | BASE || align="center" | BASE || align="center" | CRIT || align="center" | CRIT || align="center" | || align="center" | || align="center" |
+
| [[Plasma Rifle (EU2012)|Plasma Rifle]]<br>[[Railgun (EU2012)|Railgun]]||  ''6-8''<br>10 or '''12''' || KILL || KILL || KILL || KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>66% || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL
|-
+
|- align="center"
| align="center" |[[Heavy Laser (EU2012)|Heavy Laser]]<br>[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]<br>[[Laser Scatter (EU2012)|Laser Scatter]]|| align="center" | 6 || align="center" | 9 || align="center" | 10<br>30<br>20 || align="center" | 15 || align="center" | BASE || align="center" | BASE || align="center" | BASE || align="center" | CRIT || align="center" | CRIT || align="center" | || align="center" | || align="center" |
+
| [[Heavy Plasma (EU2012)|Heavy Plasma]]<br>[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]<br>[[Alloy Cannon (EU2012)|Alloy Cannon]]|| ''8-10''<br>13 or '''15''' || KILL || KILL || KILL || KILL || KILL || KILL || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>66% || NO KILL || NO KILL || NO KILL || NO KILL
|-
+
|- align="center"
| align="center" |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align="center" | 7 || align="center" | 10 || align="center" | 10 || align="center" | 17 || align="center" | BASE || align="center" | BASE || align="center" | BASE || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" | || align="center" | 
+
| [[Particle Cannon (EU2012)|Particle Cannon]]|| ''9-11''<br>'''15''' or 17|| KILL || KILL || KILL || KILL || KILL || KILL || ''66%''<br>100% || ''0%''<br>100% || ''0%''<br>100% || ''0%''<br>33% || NO KILL || NO KILL || NO KILL
|-
 
| align="center" |[[Heavy Plasma (EU2012)|Heavy Plasma]]<br>[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]<br>[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align="center" | 9 || align="center" | 13 || align="center" | 10<br>35<br>20 || align="center" | 22 || align="center" | BASE || align="center" | BASE || align="center" | BASE || align="center" | BASE || align="center" | CRIT || align="center" | CRIT || align="center" | CRIT || align="center" |  
 
 
|-
 
|-
 
|}
 
|}

Revision as of 17:17, 26 March 2014

Tactics

User:Hobbes/Sandbox_page/Tactics

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 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
'

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

Sectoid (E/N/C)
Outsider (E/N)
Thin Man (E/N)
Floater (E)
Drone (E/N)
Sectoid (I)
Thin Man (C)
Floater (N/C)
Seeker (E)
Outsider (C/I)
Drone (C)
Seeker (N/C)
Thin Man (I)
Floater (I)
Seeker (I)
Drone (I) Chryssalid
Muton (E/N/C)
Sectoid Commander (E/N)
Zombie (E/N/C)
Muton (I)
Heavy Floater (E/N) Zombie (I)
Sectoid Commander (C/I)
Heavy Floater (C)
Cyberdisc (E/N)
Heavy Floater (I)
Muton Elite (E/N/C)
Mechtoid (E)
Cyberdisc (C/I)
Berserker (E/N/C)
Muton Elite (I)
Ethereal (E/N/C)
Mechtoid (N)
Berserker (I)
Ethereal (I)
Uber Ethereal (E/N/C)
Sectopod
Weapon Base Damage
Crit Damage
3 4 5 6 7 8 10 12 14 16 20 25 30
Pistol 1-2
2 or 3
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Laser Pistol 1-3
3 or 4
33%
100%
0%
33%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Plasma Pistol
Assault Rifle
2-4
4 or 6
66%
100%
33%
100%
0%
66%
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
LMG
Sniper Rifle
Shotgun
3-5
6 or 7
KILL 66%
100%
33%
100%
0%
100%
0%
33%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Laser Rifle
Plasma Light Rifle
Minigun
4-6
7 or 9
KILL KILL 66%
100%
33%
100%
0%
100%
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Heavy Laser
Laser Sniper Rifle
Laser Scatter
5-7
9 or 10
KILL KILL KILL 66%
100%
33%
100%
0%
100%
0%
33%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Plasma Rifle
Railgun
6-8
10 or 12
KILL KILL KILL KILL 66%
100%
33%
100%
0%
100%
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
8-10
13 or 15
KILL KILL KILL KILL KILL KILL 33%
100%
0%
100%
0%
66%
NO KILL NO KILL NO KILL NO KILL
Particle Cannon 9-11
15 or 17
KILL KILL KILL KILL KILL KILL 66%
100%
0%
100%
0%
100%
0%
33%
NO KILL NO KILL NO KILL

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


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)