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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krikit386</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krikit386"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Krikit386"/>
	<updated>2026-05-01T04:44:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldier_Skills_%26_Equipment_Guide_(EU2012)&amp;diff=40074</id>
		<title>Talk:Soldier Skills &amp; Equipment Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldier_Skills_%26_Equipment_Guide_(EU2012)&amp;diff=40074"/>
		<updated>2012-10-22T02:26:27Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Multiple POVs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very through information, but please keep it with a Neutral Point of View, because there&#039;s a lot that I disagree (not the stats or the explanations) like your personal premise that Lethality is the most important issue regarding perk selection, or that you should choose Bullet Swarm over Holo-Targeting at the beginning, when to me Holo-Targeting is crucial to help rookies (and the whole squad) get kills and promotions. Some other things are incorrect/missing (Mayhem also increases damage from explosives) or it&#039;s just a matter of personal playstyle - I love Snap Shot snipers because of their ability to move and fire, it works great on the big UFOs and city maps with a lot of buildings but I also have a Sniper with Squad Sight for some maps.&lt;br /&gt;
I think it would be much more useful to have a Guide about when/how to use each perk and let the player decide. Otherwise it&#039;s just a matter of personal opinion and that won&#039;t be much useful. My suggestion would be to have this content either reworked or moved to another page. And there&#039;s also the matter of what this Beginner Guide should have besides perk selection. [[User:Hobbes|Hobbes]] 07:33, 21 October 2012 (EDT)&lt;br /&gt;
: Certainly has room for improvement on the NPOV side, but I think that&#039;s fine as starting point for an article. It can be reworked. However, I recommend adding a suffix to the page, otherwise it could be a beginner guide for any one of the many games if you came in here through a Google search or via another page. -[[User:NKF|NKF]] 07:37, 21 October 2012 (EDT)&lt;br /&gt;
:: I like the stats analysis very much (I haven&#039;t had time to do it myself so it&#039;s a great read) I just think it needs a more neutral analysis. Some perks are essential like Field Medic, Revive and Savior to have Support Medic right away, I think that one everybody should agree, but as for the rest it&#039;s really a matter of playstyle. [[User:Hobbes|Hobbes]] 07:49, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple POVs ==&lt;br /&gt;
&lt;br /&gt;
While this is a great guide, I feel that this guide is good only for a specific playstyle-IE, an aggressive one. If you want to be aggressive then that&#039;s all well and good, but many people would prefer a more subtle or defensive approach, approaches which are almost completely disregarded in this guide. Perhaps if we had multiple guides, one for each style (I believe this is already in place-isn&#039;t there an entire page dedicated to listing all the different guides for the original?) I don&#039;t think I would be a good example, but if everyone would like I could make a guide for my style, which is three supports-one a rifleman, two field medics, a heavy, and an assualt (the second field medic can be switched out for a squadsight sniper) -[[User:Krikit386|Krikit386]]&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Krikit386&amp;diff=40073</id>
		<title>User:Krikit386</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Krikit386&amp;diff=40073"/>
		<updated>2012-10-22T02:25:55Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: Created page with &amp;quot;Hi, I&amp;#039;m the Krikit! I picked up the original in early 2012, and I loved it! I soon grabbed TFTD, loved it also but haven&amp;#039;t gotten around to finishing it. I&amp;#039;m currently on my seco...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I&#039;m the Krikit! I picked up the original in early 2012, and I loved it! I soon grabbed TFTD, loved it also but haven&#039;t gotten around to finishing it. I&#039;m currently on my second playthrough of Normal Ironman on the newest one-I know, but I find Classic to just be to ridiculous at times.&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Critical_Wounds_(EU2012)&amp;diff=39800</id>
		<title>Critical Wounds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Critical_Wounds_(EU2012)&amp;diff=39800"/>
		<updated>2012-10-19T22:56:37Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After sustaining more damage than the squadies hitpoints, the squady will either become critically wounded or die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Critically wounded ==&lt;br /&gt;
&lt;br /&gt;
When a Solider is critically wounded, you have three turns to save that Solider. Saving a Solider can be done by stabilizing or reviving the wounded Solider with a medikit or finishing the mission before the wounded solider bleeds out.&lt;br /&gt;
Each time a solider becomes critically wounded, it will receive a permanent penalty to its willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character with a medikit can stabilize a critically wounded Solider. Move into healing range and select the Stabilize action. A stabilized Solider will not die from it&#039;s current wounds (but don&#039;t play with grenades), but will not become active again for the duration of that mission. After the mission, the Solider will be gravely wounded and will take a fairly long time to become active again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reviving&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
reviving a Solider can only be done by a solider in the support class with the appropriate skill. A revived unit will become active again during the mission with 33% of it&#039;s maximum hitpoints (including armor or items bonus)&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
Death is permanent, once a soldier is dead, he/she is gone forever, unless you go back to an earlier save in which said soldier was still alive.&lt;br /&gt;
Every Soldier that dies will have his/her name added to the memorial wall in the Barracks, where the number of missions, the number of kills and the mission in which the soldier died is shown&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Critical_Wounds_(EU2012)&amp;diff=39799</id>
		<title>Critical Wounds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Critical_Wounds_(EU2012)&amp;diff=39799"/>
		<updated>2012-10-19T22:56:03Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After sustaining more damage than the squadies hitpoints, the squady will either become critically wounded or die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Critically wounded ==&lt;br /&gt;
&lt;br /&gt;
When a Solider is critically wounded, you have three turns to save that Solider. Saving a Solider can be done by stabilizing or reviving the wounded Solider with a medikit or finishing the mission before the wounded solider bleeds out.&lt;br /&gt;
Each time a solider becomes critically wounded, it will receive a permanent penalty to its willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character with a medikit can stabilize a critically wounded Solider. Move into healing range and select the Stabilize action. A stabilized Solider will not die from it&#039;s current wounds (but don&#039;t play with grenades), but will not become active again for the duration of that mission. After the mission, the Solider will be gravely wounded and will take a fairly long time to become active again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reviving&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
reviving a Solider can only be done by a solider in the support class with the appropriate skill. A revived unit will become active again during the mission with 33% of it&#039;s maximum hitpoints (including armor or items bonus)&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
Death is permanent, once a soldier is dead, he/she is gone forever, unless you go back to an earlier save in which said solider was still alive.&lt;br /&gt;
Every Solider that dies will have his/her name added to the memorial wall in the Barracks, where the number of missions, the number of kills and the mission in which the solider died is shown&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=39776</id>
		<title>Ghost Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=39776"/>
		<updated>2012-10-19T19:46:46Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
*&#039;&#039;&#039;Research Notes:&#039;&#039;&#039;&lt;br /&gt;
An advanced prototype based on our earlier Skeleton armor design, this variant makes use of our latest developments in the field of optical camouflage. By studying the unusual phasing behavior exhibited by the Hyperwave beacon, we&#039;ve come to understand how this device is capable of existing outside of our visible plane. With this &amp;quot;phasing&amp;quot; behavior in mind, we&#039;ve implemented several experimental metamaterials into the weave and structe of this suit&#039;s outermost layers. As a result, the &amp;quot;Ghost&amp;quot; armor provides near-invisibility to the wearer, allowing for enhanced evasion and infiltration capabilities in the field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering Notes:&#039;&#039;&#039;&lt;br /&gt;
By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | Titan Armor&amp;lt;br&amp;gt; New Fighter Craft&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | §250 &amp;lt;br&amp;gt;Alloy:40&amp;lt;br&amp;gt;Elerium:50&amp;lt;br&amp;gt;Min. Engineers:40&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities || align=&amp;quot;center&amp;quot; | Grapple&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Defense: 20&amp;lt;br&amp;gt;Movement: 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health || align=&amp;quot;center&amp;quot; | +6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Equiped || align=&amp;quot;center&amp;quot; | Body&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Unit can become invisible up to 4 times per mission and activating the stealth does not use any actions nor does it end the turn.&lt;br /&gt;
&lt;br /&gt;
*Invisibility lasts for 1 turn or until the unit fires.&lt;br /&gt;
&lt;br /&gt;
*Firing from stealth adds 100% critical chance, but against some enemies, this might not be enough to guarantee a critical.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39302</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39302"/>
		<updated>2012-10-16T20:06:19Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Supply Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39301</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39301"/>
		<updated>2012-10-16T20:05:38Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Supply Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39299</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39299"/>
		<updated>2012-10-16T19:58:35Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Supply Ships */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=38976</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=38976"/>
		<updated>2012-10-14T10:40:06Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Abductors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=38975</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=38975"/>
		<updated>2012-10-14T10:39:27Z</updated>

		<summary type="html">&lt;p&gt;Krikit386: /* Abductors */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts.&lt;/div&gt;</summary>
		<author><name>Krikit386</name></author>
	</entry>
</feed>