
Soldier Attributes
#1
Posted 13 July 2003 - 08:03 AM
#2
Posted 13 July 2003 - 03:07 PM
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#3
Posted 13 July 2003 - 05:54 PM
1. Bravery
2. Reaction (it sucks when a popper runs around the corner and soldiers are too lame to shoot the bastard) :psychosanta:
3. Strength (my AutoCannon with IN ammo is heavy!) :crazy:
4. Stamina
5. Accuracy
6. Speed
7. Health (Who cares about that anyway? I have a nice sickbay and a good chef) :

8. 9. 10 PSI (absolutely useless for me...) I burn every PSI slimebug away... :flame:
Cool vote, by the way.

Edited by BurnThemALL, 13 July 2003 - 05:55 PM.
#4
Posted 15 July 2003 - 02:52 AM
#5
Posted 15 July 2003 - 02:59 AM



"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#6
Posted 22 July 2003 - 03:18 PM
#7
Posted 22 July 2003 - 06:38 PM
Like BTA said, bravery s the most important.. i go with that. if i have a last survivor, i just want him to go rambo style or make him flee( depeding on his health).
reason i chose bravery is because i think its the most important at the begining of a new game.You do lose alot of soldiers. i just dont want them to panic right away.
So:
1:Bravery
2:Reactions
3:Accuracy
4:Speed
5:health
and at last Psi.
Welcome back JWH ( mmbr#2 )

Edited by Mark0, 22 July 2003 - 06:39 PM.
#8
Posted 25 July 2003 - 08:03 AM
Your list makes interesting reading. I see that both you and BTA both place bravery at the top. I place bravery a bit lower but thats because none of my soldiers has panicked as yet.
I haven't been playing long enough to be an authority but my list right now is:-
1. Reactions
2. Accuracy
3. Speed
4. Bravery
5. Strength
6. Stamina
7. PSI defense
8.Health
This might change as i play the game more. I have a feeling that PSI defense might move up in the rankings once i start suffering from PSI attacks.
However, in the first two weeks of my present game ( which happens to be my first full game) Ihave been hiring soldiers willy nilly as I just want about 20 -30 agents as quickly as possible. After i get that amount i will start filtering.
Miceless, any idea now about how you would vote? now that youve been playing an additional few days?
#9
Posted 25 July 2003 - 04:34 PM
Believe me, burning aliens won't even think about PSI attacks! :psychosanta:I have a feeling that PSI defense might move up in the rankings once i start suffering from PSI attacks.

I think your list is very good.

I'm curious: What about my fellows... Do you rename your soldiers to give them own names to personalize them like I do?


BurnThemALL :flame: :crazy:
#10
Posted 25 July 2003 - 05:48 PM
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#11
Posted 26 July 2003 - 06:45 AM

#12
Posted 26 July 2003 - 10:55 AM
never !!Believe me, burning aliens won't even think about PSI attacks! :psychosanta:I have a feeling that PSI defense might move up in the rankings once i start suffering from PSI attacks.
![]()
I think your list is very good.![]()
I'm curious: What about my fellows... Do you rename your soldiers to give them own names to personalize them like I do?Thanks!
![]()
BurnThemALL :flame: :crazy:
you know me, a ww2 lover

i name my soldiers after ww2 PAnzer Aces
#13
Posted 26 July 2003 - 04:58 PM
I'm only in the Xcom 3 folder, never was at Xcom 1. That answer could have been from a bureaucrat.There's a thread about that in one of the Xcom1 forums. If you want to know about xcom3 specifically, why don't you start a new poll here then?



Mark0: Nice idea! Storm the room Guderian! :crazy:


#14
Posted 26 July 2003 - 08:43 PM
psi attack oriented aliens i'll try your advice and shoot them)or burn) them as quickly as possible.
BTW, i'm curious in xcom one many persons claimed that soldiers with high bravery colud withstand PSI panic attacks better than cowards. Now I never reallly proved this for myself and I have my doubts about this theory. I found that once his/her psi strength was low even the bravest soldier could be panicked by a PSI attack.
Does this theory apply to apocalpyse as well/ Do the breaver soldiers withstand psi induced panic attacks better than the more timid brothers? or does it all boil down to psi defense?
I have started some tentative renaming of soldiers according to their attributes.
#15
Posted 27 July 2003 - 01:41 PM

My experiences with PSI attacks in Apocalypse are:
You can hear when PSI aliens are present because PSI attacks generate a special sound, so you are warned. Now I keep all my soldiers together and go to the UFO door to storm the ship.
One soldier runs to the door, opens it and steps aside, now my Herbert Herbizid (the IN Auto Cannon guy, my best man) shoots into the UFO like there is no tomorrow and sets all up in flames. :flame: :psychosanta: Now you'll notice that the PSI attacks generally stop and the burning aliens start running in the ship.
This is the time to storm the ship!


PSI never was a real problem in Apocalypse. I can't remember a game where I even had to reload a savedgame because of this.
In XCOM Enemy Unknown I still remember PSI to be a big problem, but in Apocalypse you can do more damage - so it is no problem.

Good luck and tell us how your first PSI combat went for you.

BURN EM! Make us proud. :flame: :psychosanta:
#16
Posted 29 July 2003 - 11:37 AM
i have got 1 ro 2 soldiers psied once thats the max, but i didnt shoot them and after a while they became under my command
everything you said is true, psi is nothing in apoc, its not worth of training soldiers for that.
best thing is to make them improve what you want
you know i never tried flamign a ufo.. dunnoo why

but when ill have some time, itl be doen with pleasure :psychosanta:
ill let you know bout that

#17
Posted 29 July 2003 - 01:15 PM
My friend, if you never set a UFO on fire by shooting 10 - 20 bullets of IN AutoCannon inside, then you haven't played and enjoyed Apocalypse.you know i never tried flamign a ufo.. dunnoo why
![]()
but when ill have some time, itl be doen with pleasure :psychosanta:
ill let you know bout that
Best thing is when you hear them start running and burning! :crazy:
When you now storm the ship, the aliens are doomed! :psychosanta:
I look forward to read your war report on this Mark0!

#18
Posted 23 August 2003 - 11:58 AM
I gues it has changed. In UFO they were using panic first, and then MC. In apoc they just MC. You can see you soldiers PSI defense too.Well BTA When I start seeing psimorphs and other
psi attack oriented aliens i'll try your advice and shoot them)or burn) them as quickly as possible.
BTW, i'm curious in xcom one many persons claimed that soldiers with high bravery colud withstand PSI panic attacks better than cowards. Now I never reallly proved this for myself and I have my doubts about this theory. I found that once his/her psi strength was low even the bravest soldier could be panicked by a PSI attack.
Does this theory apply to apocalpyse as well/ Do the breaver soldiers withstand psi induced panic attacks better than the more timid brothers? or does it all boil down to psi defense?
I have started some tentative renaming of soldiers according to their attributes.
#19
Posted 27 August 2004 - 12:59 AM
#21
Posted 12 November 2004 - 03:59 PM
#22
Posted 12 November 2004 - 04:18 PM
Psimorphs and Micronoids are a lot less common than Anthropods and Skeletoids, and I always used Mind Shields when I got them, so psi defense isn't too much of an issue. Psi strength and attack are useful (strength more than attack), but far from essential.
My soldiers never seem to panic or anything (due to my "a good tactician never accepts casualties" policy), so bravery isn't important to me.
In RT mode, speed is essential, but useless without stamina. Strength is also important, because too little of it can render all the speed and stamina in the world useless. That and the fact that I am a grenade freak in Apoc.
Did I miss any stats? I think I got them all.
edit: as long as you have >60 health points, health is virtually irrelevant. The armor you get in Apoc can stand up to much more than it could in the first two games. With Megapol/Disruptor (perhaps coupled w/ Marsec chest units) armor, your health should never drop more than 20%.
Edited by Tsereve, 12 November 2004 - 04:21 PM.
Take one more step, and I swear, I will kill you so hard you will die to death.
#23
Posted 12 November 2004 - 06:13 PM
Lots of health is always nice.
Accuracy isn't that important because most of the weapons I use are either spray-and-pray (when used in close proximity, who needs accuracy?), guided (any rockets - no accuracy needed), thrown (ditto - but strength is) or short range weapons (swords and stun grapples). But mind you, accuracy is useful in long range combat with limited ammo weapons. But accuracy builds up easily, and there are many ways to approach combat, so one needn't always rely on using long range pot-shots to kill off the aliens, which is standard practice in UFO/TFTD.
Reactions are also not that high a priority as they only affect how slow the AI tells your soldiers to start firing once they see an enemy. If you manually have your soldiers attack, they'll start pointing their guns ready for firing immediately. On the other hand, I'd rate it higher than firing accuracy nontheless. It's always nice to have your soldiers start acting on their own a lot quicker if you're not keeping an eye on them.
Psi - well, as psionic are a bit watered down in this game, they're not that important. They are important for specialised psi-troopers who specialise in disarming shields or detonating grenades on aliens. For androids, they're not even considered at all. For humans, why bother? The trick to avoiding stun or panic (which I find to be quite common, by the way) is to run out of sight of the attacker or to kill off the attacker post haste.
Bravery? Can't really say I care about it. Probably the least of my concerns in terms of stats.
So I guess, for me, in summary, it's
Physical stats (Because they all work together as a whole)
Health
Reactions
Accuracy
Bravery
The psi disciplines can go anywhere in the list depending on the role of the soldier.
I rate psi by:
Energy
Skill
Defense
Energy is obvious. Without energy, you cannot use your psi attacks. And they are so costly to use and then maintain and energy takes forever to recharge. Skill's useful but not too important, as the only units that are worth controlling are simple enough to control. Defense.... well, there are means and ways of dealing with psi aliens. Not to mention, psi aliens have limited psi energy as well, so they cannot go on controlling or stunning/panicking units unscrupulously like the aliens in UFO/TFTD.
- NKF
Number of members: 1
#24
Posted 23 December 2004 - 02:17 PM
#25
Posted 23 September 2005 - 01:15 AM
Edited by GreySouIe, 23 September 2005 - 01:20 AM.
#26
Posted 14 January 2007 - 07:11 PM
#27
Posted 14 January 2007 - 11:11 PM
I decided to investigate using Midnight Editor, and found out. The Higher your reaction time, the sooner the aliens come into view. thus the earlier you can shoot at them

Accuracy can be trained using stun grapples in ally bases, its MUCH more useful to have High Reaction speed. It can only be trained in Real combat <3
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#28
Posted 14 January 2007 - 11:22 PM
The only stat that actual combat cannot raise is strength.
Reactions also seem to tell how quickly your unit will automatically react to enemies in the field of vision. This can easily be circumvented by ordering the attack yourself.
But having the enemies pop into view faster is an interesting finding. I must get that tested myself if I get a chance. Wonder what a 0 reaction stat will do? Ah well.
---
On the opposite end of accuracy is speed, high stamina and strength. These stats combined allow you to get up close and personal with your enemies. A burst of automatic fire from a few tiles away does heaps of good for your accuracy. So if you like to get up close and personal, the accuracy stat loses its importance. But if you like sniping from across the map, accuracy is very important. Can't have devestator beams miss their targets and destroy the upholstery!
- NKF
Number of members: 1
#29
Posted 15 January 2007 - 09:20 AM
255=Long range view Ahahaha..
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#30
Posted 15 January 2007 - 07:59 PM
My experience is mostly with turn based battles. A highly trained soldier in turn based can definately get some shots at a popper the instant he comes out the door. A soldier with poor reactions tends to have poppers magcially appear and blow up in their face. Even if they have time units to shoot with, the camera doesn't even show the popper until it's halfway to its target. Dunno how this works out in real time though.
Edited by Robo Dojo 58, 15 January 2007 - 08:00 PM.
#31
Posted 15 April 2007 - 01:07 PM
Also, as MOST of you SHOULD know, and Im hoping you do by now >.>
The Weapon you use also effects the accuracy of the shot, Marsec Mg's arent exactly snipers, even with aimed shots

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#32
Posted 21 June 2007 - 03:11 PM
#33
Posted 22 June 2007 - 03:29 PM
It's not just "faster", sometimes it's "at all".But having the enemies pop into view faster is an interesting finding. I must get that tested myself if I get a chance. Wonder what a 0 reaction stat will do? Ah well.
The Transporter (type III, the purple disk) has this pop-up tactical abuse in turn-based (the AI adapts quickly, but not that quickly) using the grav-lift at the center of the UFO. [Explosive ammunition for the AC goes fairly quickly at this stage, and it's hard not to catch at least one alien in insufficient cover.] Reactions definitely makes a difference in borderline cases on whether aliens are even seen through the fencing on top for shooting at, and how far one can see through not-so-heavy smoke.
This is not completely convenient, as sometimes high reactions lets you see an alien you don't really have LoF for.
#34
Posted 07 July 2007 - 09:59 AM
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#35
Posted 09 July 2007 - 08:59 AM
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--
I'm not dead! Really!
#36
Posted 09 July 2007 - 06:29 PM
Just imagine them seeing a brain sucker on the ground, running for them
Use the psi to pick them up and fling them into a wall

That would be great fun.
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#37
Posted 08 August 2009 - 06:10 PM
At the beginning of the game in turn-based, I use cover. Then when I'm close enough, I toggle run, go point-blank range and fire away with machine guns. That's why accuracy isn't important for new troops. The only ones I don't do that are multi and hyperworms. I put some distance against those. In the first 3 weeks, my accuracy for my soldiers usually go up >30 points.
#38
Posted 19 August 2009 - 12:53 PM

Otherwise I don't really care, or just check the average level of their stats when selecting soldiers. Usually I've been satisfied with the soldiers I get at the start, then I just hire some couple mutants to give me an edge at the psionic stuff. When I give the soldiers equipment, then I check closer what attributes are high. I give heavy weapons for those with high strength, etc...
#39
Posted 20 August 2009 - 12:19 AM
Well trained hybrids, and particularly androids, are your best defense. If you hear psi being used, have them take the lead. They'll just point and laugh at the helpless psi aliens.

Ah, but that's just my conclusion after years of play.
- NKF
Edited by NKF, 20 August 2009 - 02:38 AM.
Number of members: 1