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		<id>https://temp.ufopaedia.org/index.php?title=Talk:Cyberdisc&amp;diff=22282</id>
		<title>Talk:Cyberdisc</title>
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		<updated>2009-08-15T03:07:34Z</updated>

		<summary type="html">&lt;p&gt;Ikanreed: New section: You can capture cyberdiscs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stun Bombs vs. Detonation == &lt;br /&gt;
&lt;br /&gt;
Zombie, just a thought on your recent edit. Can we get a few more tests on the stun bombs against cyberdisc detonation? It&#039;s just that I caused a Cyberdisc to explode while testing the stun bombs for the stun/flare gun while running a test on my all-pistol mod. &lt;br /&gt;
&lt;br /&gt;
I suppose I should test the small launcher and see if that gives me different results. The possibilities that I can see are: &lt;br /&gt;
&lt;br /&gt;
* Stun bombs don&#039;t always work&lt;br /&gt;
* It&#039;s an obdata slot-specific trait &lt;br /&gt;
* It&#039;s Dos vs. CE edition difference &lt;br /&gt;
&lt;br /&gt;
There&#039;s also the possibility that the cyberdisc&#039;s damage may have had something to do with it. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 22:45, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Hmm, it seems as though partially-to-fully MC&#039;d Cyberdiscs do not explode when stunned with the Stun Bomb. However, a fully controlled alien Cyberdisc will explode. Nice catch. Don&#039;t know about the Stun Rod, though it should follow the same mechanics. May need to do a rewrite of the article then. --[[User:Zombie|Zombie]] 23:18, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Seems as though the Stun Rod prevents a Cyberdisc from using it&#039;s auto-destruct sequence. These tests were conducted on Cyberdiscs in Mountainous terrain from a Supply Ship while on the ground (L0). The Cyberdiscs themselves were &amp;lt;b&amp;gt;never&amp;lt;/b&amp;gt; mind controlled, but I did edit their integrated weapon to hold 0 shots to make it safer for my troops to approach. ;) MC status doesn&#039;t matter though, because my soldier tried it by MCing one section and still no explosion. As always, I&#039;m using the Collector&#039;s Edition version. --[[User:Zombie|Zombie]] 22:40, 24 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, a partially MC&#039;d Cyberdisc does explode with a Stun Bomb. So will a full alien controlled Cyberdisc. However, a fully MC&#039;d Cyberdisc will not explode when it is stunned with a Stun Bomb. So there you go. Some odd stuff going on with stunning, but at least we have an answer. --[[User:Zombie|Zombie]] 22:55, 24 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==MCed Cyberdisc MAD suggestion==&lt;br /&gt;
&lt;br /&gt;
I just think it should be noted that the Cyberdisc, with a Psi Strength of 100 in &#039;&#039;&#039;Beginner&#039;&#039;&#039; difficulty, is one of the two toughest units in the game to successfully mind control(tied with the [[Sectopod]]).  If you have Psi-troops capable of successfully MCing even 1 quarter of a Cyberdisc, the sectiods accompanying it (indeed, the Cyberdisc itself!) should pose little trouble.  In addition, it may be more effective to just tell the MCed component to shoot one of the other three components.  They&#039;ll likely reaction-fire the MCed area, and the whole thing will explode.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:00, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Weapon Rankings Vs. Cyberdiscs ==&lt;br /&gt;
&lt;br /&gt;
Average %TUs per kill (at Firing Accuracy=50):&lt;br /&gt;
&lt;br /&gt;
 Blast Bmb        38&lt;br /&gt;
 HE Pack(XCU)     59&lt;br /&gt;
 HvyPlas          67&lt;br /&gt;
 Stun Bmb        101&lt;br /&gt;
 Stun Rod        102&lt;br /&gt;
 PlasmaR         106&lt;br /&gt;
 HvyLas (XCU)    119&lt;br /&gt;
 HE Pack         187&lt;br /&gt;
 LaserR          192&lt;br /&gt;
 PlasmaP         204&lt;br /&gt;
 RocketLg        273&lt;br /&gt;
 HvyLas          291&lt;br /&gt;
 Alien Grd       333&lt;br /&gt;
 LaserP          391&lt;br /&gt;
 HC - AP         765&lt;br /&gt;
 RocketSm        769&lt;br /&gt;
 Prox Grd        962&lt;br /&gt;
 AC - AP        1219&lt;br /&gt;
 Rifle          3918&lt;br /&gt;
 HC - HE        5027&lt;br /&gt;
 Grenade        9154&lt;br /&gt;
 Pistol        10371&lt;br /&gt;
 AC - HE       16837&lt;br /&gt;
&lt;br /&gt;
Heavy Weapon Platforms (at standard HWP FA)&lt;br /&gt;
&lt;br /&gt;
 Tk Cannon       549&lt;br /&gt;
 Tk Rocket       287&lt;br /&gt;
 Tk Laser        168&lt;br /&gt;
 Tk Plasma        90&lt;br /&gt;
 Tk Fusion        78&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible that Incendiary weapons are comparatively effective vs Cyberdiscs, since they ignore armour and &#039;&#039;may&#039;&#039; cause multiple damage to large units. However the mechanics of Incendiaries are not yet well enough understood to do exact modelling. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:00, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Cyberdisc vs. Tanks ==&lt;br /&gt;
&lt;br /&gt;
Regarding the previous edit, I&#039;ve always said that the Rocket tank is not good against the Cyberdisc. This was mainly from an ammo-efficiency point of view. One rocket tank has to expend a lot of rockets just to knock down a Cyberdisc - which is extremely prominent on Superhuman. &lt;br /&gt;
&lt;br /&gt;
A handheld rocket launcher and HE packs are always the better answer to Cyberdiscs, but between the two starting tanks, if you had to go up against a Cyberdisc with a tank due to some desperate circumstance, I believe the cannon tank would be a slightly better choice. &lt;br /&gt;
&lt;br /&gt;
It would be just as bad in that it would need about 3 - 4 hits to knock a Cyberdisc down. Since it has more ammo it can continue fighting well past the first Cyberdisc. The rocket tank on the other hand would be no more than an expensive scout/decoy after the second Cyberdisc - assuming every shot connected. &lt;br /&gt;
&lt;br /&gt;
The laser, plasma and fusion tanks on the other hand are always good against Cyberdiscs. However, by the time you have access to them, you&#039;ll have plenty counter-Cyberdisc measures available to you. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 02:52, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Of course, I&#039;ve always been of the opinion that tanks are almost necessary on an Avenger because 80 items split among 26 soldiers means no one gets much gear.  Using tanks alleviates this somewhat.  Also, tanks make great expendable scouts, especially for a Psi Ops team, since you probably don&#039;t want your carefully cultivated 99 Psi Strength trooper shot by a Muton who was around the corner.  This doesn&#039;t really change your base point, it just comments that tanks in the late game are great for anti-Cyberdisc purposes.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:28, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Though, by the time you have an Avenger and deadly Psi-corps, 26 soldiers is pretty much overkill... if I&#039;m careful and really lucky, I can win it with just 1 man. But a 3 man psi-elite team is enough to beat any map. [[User:Jasonred|Jasonred]] 21:20, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Agreed, but redundancy is good.  I usually stack 10 men in the Avenger and 4 Plasma hovertanks.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:23, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve heard that if you mind control them and keep them until the end of the battle, you can get a live Specimen  ([[User talk:Urailar|Urailar]])&lt;br /&gt;
&lt;br /&gt;
== You can capture cyberdiscs. ==&lt;br /&gt;
&lt;br /&gt;
If a cyberdisk is hovering when you stun bomb it, it&#039;s explosion will not usually kill it, as the explosion happens on the level above where the &amp;quot;corpse&amp;quot; falls.  One sectoid terror mission is usually enough to capture one if you&#039;ve using stun launchers.&lt;/div&gt;</summary>
		<author><name>Ikanreed</name></author>
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