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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Silacoid&amp;diff=22839</id>
		<title>Talk:Silacoid</title>
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		<updated>2009-09-23T03:59:18Z</updated>

		<summary type="html">&lt;p&gt;Gyrobot: &lt;/p&gt;
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&lt;div&gt;how do you get these things to attack while mind-controlled? same with chryssilaids?--[[User:(name here)|(name here)]] 20:01, 23 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Aside from [[Item_Stacking_Bug#Effects_of_stacked_items_in_hand_slots|exploiting a programming oversight]], you can&#039;t.  This means that Mind Control on Silacoids is limited mainly to using them as scouts or fire decoys.  Same with Chryssalids, but given the high threat posed by the Chryssalid, mind controlling them is valuable in and of itself because it makes them non-dangerous; the Silacoid isn&#039;t that dangerous to begin with. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:23, 23 December 2007 (PST)&lt;br /&gt;
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== Weapon Rankings Vs Silacoids ==&lt;br /&gt;
&lt;br /&gt;
%TUs per kill (average; FA=50).&lt;br /&gt;
&lt;br /&gt;
NB you don&#039;t really want to kill Silacoids, you want to use them for reaction fire and target practice, using Snap or Aimed fire with AC-Incendiary rounds that don&#039;t harm them at all. Or you could use Pistols - on average it will take nearly 2,000 soldier x turns of firing before the Silacoid is put out of its misery by Pistol fire. You&#039;ll almost certainly run out of ammo before then. &lt;br /&gt;
&lt;br /&gt;
 Blast Bmb       46&lt;br /&gt;
 HE Pack(XCU)    70&lt;br /&gt;
 HvyPlas         76&lt;br /&gt;
 PlasmaR        132&lt;br /&gt;
 HE Pack        132&lt;br /&gt;
 HvyLas (XCU)   133&lt;br /&gt;
 Stun Rod       139&lt;br /&gt;
 Alien Grd      164&lt;br /&gt;
 RocketLg       165&lt;br /&gt;
 AC - HE        201&lt;br /&gt;
 Prox Grd       217&lt;br /&gt;
 HC - HE        218&lt;br /&gt;
 RocketSm       227&lt;br /&gt;
 Stun Bmb       258&lt;br /&gt;
 LaserR         275&lt;br /&gt;
 Grenade        319&lt;br /&gt;
 PlasmaP        325&lt;br /&gt;
 HvyLas         355&lt;br /&gt;
 LaserP         708&lt;br /&gt;
 HC - AP        731&lt;br /&gt;
 AC - AP       1381&lt;br /&gt;
 Rifle         9120&lt;br /&gt;
 Pistol      177840&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 21:21, 27 February 2009 (CST)&lt;br /&gt;
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----&lt;br /&gt;
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:Very cool, Spike! Can you say more about your modelling or method? All explosives are presumed to be at ground zero, yes?&lt;br /&gt;
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:Very cool! - [[User:MikeTheRed|MikeTheRed]] 21:44, 27 February 2009 (CST)&lt;br /&gt;
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:P.S. There&#039;s no telling what wikis or browsers will do with Tab characters - suggest using spaces instead.&lt;br /&gt;
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Thanks Mike. Yes sorry I should&#039;ve put a description. &lt;br /&gt;
&lt;br /&gt;
Description of the model used for Weapon Rankings has been moved to here:&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Tactical_Firepower_Model|Model Description]]&lt;br /&gt;
&lt;br /&gt;
:Nice! I really like how you used % TUs for FA 50 - it&#039;s easier for seeing what will take a target down faster (or slower) than [[Kill_Modelling|my]] stuff. I should&#039;ve revisited my model to post results for when you &#039;&#039;want&#039;&#039; to kill something (not train experience), but I doubt I&#039;ll ever get around to it (sigh). That&#039;s a lot of work, in your spreadsheet... how did you handle the issue of whether front, side, or rear armor was hit? (for non-explosives)&lt;br /&gt;
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:-[[User:MikeTheRed|MikeTheRed]] 18:19, 2 March 2009 (CST)&lt;br /&gt;
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Thank you! For armour facing for direct fire weapons, I just use the worst case - front armour. I wondered long and hard if I should use the &#039;modal&#039; value which would probably be side armour. Without producing 3-4 sets of stats, there&#039;s no easy answer. [[User:Spike|Spike]] 19:14, 2 March 2009 (CST)&lt;br /&gt;
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:Nods... sounds like the best assumption to me, for simplicity&#039;s sake. One could&#039;ve tried a bunch of modeled results from various sides along the lines of what I did, but it has the disadvantages that 1) it&#039;d be arbitrary and challenging to decide how the facings are (randomly) hit, 2) the results are little less straightforward to understand (simlicity is a virtue), while 3) of course, it&#039;d be a lot more work. Front armor is fine... sort of a worst case scenario, while at the same time, the most important time to know how good your guns are (while the target is facing you and may fire back). -[[User:MikeTheRed|MikeTheRed]] 17:53, 3 March 2009 (CST)&lt;br /&gt;
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== Their true purpose ==&lt;br /&gt;
&lt;br /&gt;
Very few people know this, but the Silacoid wasn&#039;t originally designed as a weapon. The hungry aliens (especially the meat-loving Mutons) wanted to bring a &#039;&#039;portable barbecue&#039;&#039; on their Harvester missions. See also [[Mutton]]. :) --[[User:JellyfishGreen|JellyfishGreen]] 06:42, 3 April 2009 (EDT)&lt;br /&gt;
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But due to clerical error, Silacoids don&#039;t get to attend barbecue... i mean Harvester missions. .. [[User:Jasonred|Jasonred]] 08:31, 3 April 2009 (EDT)&lt;br /&gt;
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Ever wonder if the seemingly harmless Silacoids are the &#039;&#039;real&#039;&#039; power behind the invasion? Controlling Ethereals with the smell of delicious steak? Don&#039;t know if this is bad form but FIRST EDIT. --[[User:Cadmus|Cadmus]] 19:12, 3 April 2009 (EDT)&lt;br /&gt;
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Er, wait... suddenly occured to me. Do the silacoids serve as barbecue or Hot Plate style cooking? I mean... it&#039;s cooking meat on hot stone surface, right? [[User:Jasonred|Jasonred]] 20:14, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Two fold actually: harvesting of all minerals and alloys in the area and to consume all humans and wildlife. Since the mutons are so good at killing, these things are their ground holders&lt;/div&gt;</summary>
		<author><name>Gyrobot</name></author>
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