Difference between revisions of "User:Hobbes/Sandbox page"
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+ | :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. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:41, 6 November 2012 (EST) |
Revision as of 23:41, 6 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 | |
' |
Classic Weapons Kill Table
Weapon | Base Damage | Crit Damage | Critical Chance | Maximum Damage | 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 | 2 | 3 | 10 | 5 | CRIT | CRIT | CRIT | |||||
Plasma Pistol Assault Rifle |
3 | 4 | 0 10 |
7 | 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 |
- 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. Arrow Quivershaft 18:41, 6 November 2012 (EST)