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XCOMUFO & Xenocide

Maximum Mc?


Yoni

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In ufo the highest psi I can remember was somewhere around 120-130. I don't remember if that was the limit or I just stopped there.

 

My best guys at the moment in TFTD are approaching 80. Those guys almost have 100% success in controlling any alien that can carry guns. Only my best mc'er is reliable for controlling hallucinoids. Any attempts, even with my best soldiers, to panic a tentaculat failed. Are these creatures (and others) immune to mc, or does it just require a very high score?

What's the highest possible mc score?

Do all the aliens who lack mc skill have a hidden mc strength? If so, does anyone know these values?

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Yes, all aliens have a MC Strength of some level. MC Strength is always hidden when your MC Skill is 0.

 

In UFO, 100 Psi Skill is your upper limit that can be earned through the battlescape, but it's almost unlimited if left to train through the labs (or more to the point, it can potentially hit 255 before repeating from 0). In TFTD, you can earn up to 100 psi skill through combat, but I don't know if you can continue to earn skill through the M.C.-Labs.

 

The strength of your attack is based on a combination of your strength and skill. So the higher both stats are, the easier it will be to mind control your enemies. If you're having trouble mind controlling a certain alien, try again later with a soldier with a much higher MC strength level. Note that none of your MC attacks that fail will go to waste. They're worth 1/3rd the experience of a successful attack, so you still have the potential for earning more MC skill at the end of the mission.

 

From experience, in TFTD, I've seen all the aliens get mind controlled on superhuman difficulty. About the only unit I cannot truly remember about regarding MC is the tentaculat zombie. As I don't have access to TFTD at this time, I really cannot comment on it.

 

- NKF

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Yes, I was able to mind control tentaculats before, but not zombies.

I tried to MC zombies to see which side the tentaculats are when the zombies are shot while MCed.

Besides the zombies, anything else can be MCed, the effectiveness dependind on both MC strength and MC skill of the MC disruptor user.

There's a bug while MCing 4 tile aliens, though.

The training soldiers receive from MC labs at the begining of the month is quite dependent on the previous MC skill, at 0 the increase is 16-24, while at 40 is 0-3.

The increases a soldier get at the end of the battle are 1 to 6 if the soldier used repeatedly the MC disruptor on several aliens during the battle. The MC strength is 0-100 and the MC skill can go up above 100 (with my TFTD version), but by that time, it doesn't matter anymore if it's 100 or 120.

I select all my soldiers to have 90+ MC strength, by building multiples MC labs (2-3 at each base) and sacking all inadequate ones.

I hope this helps :)

Edited by dan2
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  • 3 weeks later...

At least at the veteran level, I've had no problem controlling Zombies. It takes some of my best MC folks, but they can do it.

 

If you do so, you'll see that zombies have the same icon bug that civlians do -- their 8 pictures are in reverse order, so that as they turn left they look like they are turning right.

 

There's another topic that talks a bug with MC'd Zombies: if you MC a Zombie that is killed, the Tentaculut that spawns from its corpse is permanently part of your team. It doesn't switch back to the aliens ever, and if it dies it counts as a loss for your team. (You lose less than 20 points for it. Probably the same score that a Tentaculut is worth.) I haven't tried taking it through to the second part of a base attack scenario.

 

The bug is probably caused by the same logic that causes MC'd civilians to become evil. (Although I once found a very legitimate reason for MC'ing a civilian when I needed some cannon fodder.)

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