night Posted March 25, 2011 Report Share Posted March 25, 2011 i just got my first batch of psi trained guys Murphy's Laws (X-COM)Quote "When you build the Psi Lab you will always discover that your officers are psi weaklings" night looks at the psychic strength level for his officers Vader: NOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!! Looks like my officers are on muton hunting duty except one who will be the psi decoy still i wanted to ask what is an acceptable level of psychic strength (except for the decoy) when choosing which guys to send against psychic aliens Link to comment Share on other sites More sharing options...
Blackstar Posted March 25, 2011 Report Share Posted March 25, 2011 I will never send people with less than 80 Psi Strength against Ethereals. I must have been incredibly lucky, as all my Rambo officials (the only survivors from the original team) are! I mean, what are the chances of that? Link to comment Share on other sites More sharing options...
yarrow Posted March 28, 2011 Report Share Posted March 28, 2011 (edited) as for starting team psi strengthfor range you mentioned ( 80-100 ) you can expect 20% ( 1 out of 5 ) of your soldiers to be in this rangeso ... out of starting 8 soldiers 1-2 can be 'your belowed sweety' ( I mean 80-100 ) as for sending 80+ psi soldiers against ethereals ( or sectoid leaders )well ... it depends if you just want to be mind control immuneyou have no other choice than 80-100 psi strength, period otherwise ... read on the rest of this post psi attack/defence depends on 2 major factors:a.) range from the targetb.) soldier psi strength AND psi skill abilities a.)ask yourself this question:how many times did you failed to mind control that alien in the far away corner of the map?even with your super trooper ... ha, got you b.)even if your soldier HAVE 100 psi strengthwith psi skill less than say 40, you have troubles to mind controlalmost any time ... ha, got you second time another example ( related to both a.) and b.) )sectoid leader standing next to the soldierwhich was not trained yet ( technically psi skill 0 )CAN ... repeat CAN !!!... panic even 97 psi strength trooper( find sectoid base and find it out for yourself if you want ) but after it gains its very first 16-24 psi skill increase ( fresh out of psi-lab )sectoid leader can kiss his assss good bye moral is:do not auto-sell 'panickers' ( panicking soldiers ), only mind controlled onesif you dont know their psi strength as for etherealssimply put ... they are just more capable then sectoid leadersbut ... you can use this to YOUR advantage, like to train YOUR soldier bravery ( If I play to maximize stats I do this even with sectoid leaders )note must be taken that ethereal commanders can panic even 100 psi strength and 80 psi skill soldier( at range 1, see sectoid example ) so ... choices for your soldiers are:( I am depending only on psi strength => skill can be trained ) <1> if less than 70 psi strenght ( range 0-69 ):A.) use them as expendables to be shot and die ... and save more valuable troopers in that way( yes I know, its not pretty, but so is war isnt it? )B.) sack immediately ( and don't forget to remove armor!!! ... and yes ... I do forget sometimes that too ) personally I prefer ( and strongly recommend ) method Ayou dont just throw money away with this method <2> if strength is not known, and soldier become mind controlledmark this soldier out if he survives the mission ( you have proof that he can be mind controlled )for your preferred method of utilizing such troopers ( I use minus sign at the end of name, any mark will do ) <3> between 80-100 => yummy == ooohhhh YEEESSS take special care of them, and 'psi train' them in every combat ( they will give you golden eggs!! )tip: in the begining ( skill less than 40 ) its better to do 6 turns of panic ( 2 times per turn )this gives you max psi skill stat increase per combat( range is 2-6 per mission, rest of the details can be found on www.ufopaedia.org )they will be your elite, and most precious troopers ( 'my precioussss' ) <4> 70-79this is special case, since they CAN be mind controlled by aliens ( this is their main disadvantage )but ... if you train them to 50+ skill they can mind control aliens too ( just like your 80+ psi strength troopers )and their resistance to mind control is quite good, when they reach 80+ psi skillrepeat again ... they are NOT mind control immune!! my advice is to use them as expendables ( see <1> ) if you want to be sureor ... try them in this method once FOR YOURSELF, and your point of view will change ( my did ) another thing which you must consider is, that aliens DO two forms of psi attackA.) mind controlB.) panic attacks both cases can be devastating ( if unprepared ), or just harmless and delaying/annoying A.)mind control is devastating if your soldier is armed and can do harm to your other soldiers- like holding grenades in soldiers belt ( or any other place in inventory )- like with heavy plasma or blaster launcher ( even small launcher can be disasterous ) but ... as sun tzu wrote in art of war ( written more than 2000 years ago !!! )'use enemy tactics against him' so .... this time YOU let aliens to mind control psi weak AND unarmed soldierif you give him power suit you can even TRAIN other soldiers firing accuracy just shoot him with standard pistol and you wont do ANY harm to him remember ... any attack against this psi weakling 'unarmed walking bait' ... is ONE LESS against the otherssun tzu, quote would be: do not attack on prepared enemy positions, or you will loose the warso your unarmed psi weak soldier is 'your prepared position' for that purpose ( some people calls it 'psi sponge tactics' ) B.)panic attacks can do 4 things B1.)your soldiers drops weapons which is devastating if he held armed grenade ( like high explosive )otherwise its just a skip turn for your soldier, just pick dropped items in the next turn B2.)drop items and run away, its like 2 turns skip ( one for return for dropped items, second for pick them up )the only danger is when he runs into alien firing zone ( yes, shiiiit happens ) B3.)your trooper may start to berserk, and shootting here and therewich can be really painful, if he was 'heavy plasmer' and started to shot in the back of his team-mates B4.)just turn arround in place, waste all his time units, which is like another turn skip so ... as you can see ... it ALL depends yarrow PS.I need a glass of white wine combined with sectoid alien base missionand I am in 'Good psychic strength level'buhahaha :D :D :D Edited March 28, 2011 by yarrow Link to comment Share on other sites More sharing options...
[stewart] Posted April 8, 2011 Report Share Posted April 8, 2011 All enemy mind control means is you lose reaction fire since you stop-drop-and kneal at the end of each turn. Don't get me wrong its inconvienent and such missions are better avoided but if one is forced on you, there are ways to cope. Link to comment Share on other sites More sharing options...
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