Thursday, March 21, 2013

Sorry

I am so sorry for not keeping up with the blog for a while My computer's Power supply went so for 4 days I could not do my blog.  Yes I do have a laptop but it is a very odd model and can only do little things I will also be taking a 2 days off this blog during Spring Recess so that i can relax




Please Let me know what you want me to talk about next

TTYL

Saturday, March 16, 2013

Explation of each group of solders and what is unique about them

There are 56 "Class Abilities" For the Assault class: They are Aggression Which Confers +10 Critical Hit chance per enemy in sight (Max +30%), Bring Em On adds 1 damage on critical hits for each enemy the squad can see (max 5) Close and Personal Confer +30% Critical Chance against adjacent targets - bonus declines with distance from target. Close Combat Specialist Confers a reaction shot against any enemy who closes to within 4 tiles Does not require Overwatch. Flush fires a shot that will make enemies run out of cover you do not have to hit in order for flush Killer Instinct: Activating Run & Gun (will be explained later) now also grants +50% critical Damage for the rest of the turn. Lighting Reflexes: Forces the first reaction shot against this unit each turn to miss.  Rapid Fire: Take two shots against a single target in quick succession Warning Each shot carries a -15 penalty to Aim. Resilience Confers immunity to critical Hits (pretty nice right ):) Run & Gun Lets you use you gun or overwatch after sprinting Tactical Sense Confers +5 Defense per enemy in sight
     For The Sniper Class there is Battle Scanner which creates a new source of vision for 2 turns Can only be used 2 times per battle.Damn Good Ground confers +10 Aim and +10 Defense against enemies at lover elevation in addition to the usual elevation Disabling Shot allows the sniper to a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot can't inflict a critcal hit 2 turn cool-down. Double Tap allows both actions of the sniper to be used for Standard Shot Head-shot or Disabling Shot but no moves can be made The second shot must be taken immediately after the first 1 turn cool-down  Executioner Confers +10 Aim against targets with less than 50% health Gunslinger confers 2 bonus damage with pistols.Headshot fire a shot with +30 critical chance and extra damage on critical damage on critical hits based on tech level of the sniper rifle 2 turn cool down In The Zone Killing a flanked or uncovered target with the sniper rifle does not cost a action Low Profile Makes partial cover count as full (When Possible to get this GET THIS IT WILL MAKE YOUR SNIPER(S) LIVE MORE) Opportunist: Eliminates the Aim penalty on reaction shots and allows reaction shots to cause critical hits Snap Shot: Removes the sniper rifle's restriction and Overwatch after moving. ANY SHOTS TAKEN SUFFER A -20 AIM PENALTY Squadsight: Allows firing at targets in an ally's sight radius Good so that your sniper can stay out of the way while another soldier closes in the bad guy and you can attack him across the map
      For the psionic class there is the Mind Control: Seize control of an enemy for 4 turns. Mindfray Launch a damaging mental attack against the target. Deals 5 damage and inflicts penalties to Aim, Will and mobility for 2 turns ROBOTIC ENEMIES ARE IMMUNE Telekinetic Field: Creates a immobile telekinetic field that lasts through the enemy turn The field distorts and deflects incoming attack granting +40 Defense for both allies and enemies that are in the field 4 turn cooldown. Psi-Inspiration Removes Mindfray and panic from all nearby allies and boost their Will Psi Panic Force a target to panic unless they pass a Will test.
      For the Support class there is: Combat Drugs Smoke Grenades now contain powerful stimulants that grads+20 will and +10 critical change for units in the cloud. Covering Fire Allows reaction shots to trigger on enemy attacks not just movement. Deep Pockets Confers an additional item slot in inventory. Dense Smoke: Smoke Grenades have increased area of effect and further increase units Defense by +20. Field medic Allows Medkits to be used 3 times per battle instead of once. Revive: Allows Medkits to revive critically wounded soldiers at 33% of max health instead of just stabilizing them. Rifle Sippression: Fire a barrage that pins down a target granting reaction fire against it and imposing a -30 penalty to aim. Savior: Medkits restore 4 more health per use. Sentinel Allows two reaction shots during Over-watch instead of one. Smoke Grenade Deploy a smoke grenade once per mission. The smoke confers +20 Defense to all units and lasts through the enemy turn.  Smoke and Mirrors Allows 1 additional use of Smoke Grenade each mission.  Sprinter Allows the support to move 3 additional tiles
     For the Heavy class there is Bullet Swarm Firing the primary weapon as the first action no longer ends the turn. Danger Zone Increases AoE on Suppression and all rocket attack by 2 tiles. Fire Rocket Fire a rocket using an equipped launcher. This ability cannot be used after moving or mire than once per mission Grenadier Allows two grenades in a single inventory slot. HEAT Ammo  Confers +100% damage against robotic enemies. Holo-Targeting  Shooting at or Suppressing enemies also confers +10 Aim to any allies attacks on those enemies. Mayhem Confers additional damage based in weapon tech level to Suppression and all area effect abilities. Rapid Reaction Confers a second reaction shot if on Overwatch and the first reaction shot is a hit. Rocketeer Allows 1 additional standard rock to be fired per battle. Shredder Rocket  Fire a rocket that causes all enemies hit to take +33 damage from all sources for the next 4 turns. However, this rocket has a weaker blast compared to a normal one. Suppression Can fire a special shot that grants reaction direat a single target if it moves while suppressed. The target also suffers a -30 Aim penalty. Ammo consumption is twice of that of standard fire. Will to Survive Reduces normal damage taken by 2 if in cover and not flanked.

Thursday, March 7, 2013

Types of Armor


There is 6 armors you can research but your X-Com solders start out with the default armor called Body Armor which is very weak.The second one is the Carapace Armor which is a Medium Armor and gives you +4 HP Another one is the Skeleton Suit which allows the wearer to use a grappling hook and it gives the wearer +3HP and +10 Defense and is a medium armor. The Titan Armor is a Heave Armor that Gives +10 HP and immunity to fire and poison Archangel Armor is a heavy Armor Gives +8HP and allows 6 total moves of flight you can upgrade to allow for more fuel per mission. The Psi Armor is the last armor given in the game and only can be used by solders who have Psi-Abilities. It gives +6 HP it increases Will by 20 instead of what of the in-game description also the armor has a hidden +10 Defense bonus Chitin plating



Archangel Armor

Ghost Armor

Nano-fiber Vest

Carapace Armor

Skeleton Suit

Body Armor

Psi Armor

Titan Armor