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	<updated>2026-05-03T18:07:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Types_(UFO2000)&amp;diff=9214</id>
		<title>Weapon Types (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Types_(UFO2000)&amp;diff=9214"/>
		<updated>2006-11-11T13:38:38Z</updated>

		<summary type="html">&lt;p&gt;Lysander: redundancies ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General purpose weapons===&lt;br /&gt;
&lt;br /&gt;
General purpose weapons usually fall into 3 categories: pistols, rifles and heavy rifles. &lt;br /&gt;
Their accuracy can vary from low/medium to high and they make up most of a squad&#039;s equipment because of their versatility and their ability to be used at all ranges. &lt;br /&gt;
&lt;br /&gt;
- In general pistols are less expensive than rifles and can be fired more during a turn but their accuracy is worse than rifles.&lt;br /&gt;
- Rifles possess auto fire capability but their power is lower than heavy rifles. &lt;br /&gt;
- Plasma is the best non-explosive weapon in the game. Unfortunately it is also the most expensive and the ammo load can be limited (although it might not be necessary to bring extra clips if you manage to conserve its ammo).&lt;br /&gt;
- Laser is cheaper and has unlimited shots. But it is less powerful and has worse accuracy than plasma weapons.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sniper weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Area weapons===&lt;br /&gt;
&lt;br /&gt;
Area weapons are any firing weapon which discharges a High Explosive/Incendiary/Smoke round. They include cannons, grenade and rocket launchers.&lt;br /&gt;
&lt;br /&gt;
Area weapons should be used for 3 purposes: &lt;br /&gt;
# soften up an enemy&#039;s armor (by close-by hits)&lt;br /&gt;
# destroy its cover (to allow for the general purpose weapons to hit without being stopped)&lt;br /&gt;
# create smoke to cover the movement of your units. &lt;br /&gt;
&lt;br /&gt;
It can be difficult to kill an armored enemy by simply using area weapons, depending on the weapons&#039; accuracy and the target&#039;s armor. &lt;br /&gt;
&lt;br /&gt;
* Rocket Launcher is very powerful but the rockets are very expensive. And a Large Rocket will usually NOT ensure a kill if the target has undamaged power or fly armor. &lt;br /&gt;
* Auto Cannon vs. Heavy Cannon. 1) AC has auto ability, poor accuracy and lower power but it costs less. 2) HC has no auto ability and is more expensive but has better accuracy and power.&lt;br /&gt;
* AC is good for firing blindly into an area, without mattering if it scores a direct hit or not. It is also good for close range fighting (a 3 shot auto burst of AP shells will kill a power suit) but unless you equip your assault guys with it you won&#039;t need any AP shells. 4) HC fires fewer shots than AC on a turn (due to lack of auto fire) but you will be able to direct better your fire. Also, 3 direct hits will kill a power suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Grenades and Explosives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Stun Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hand to Hand (HTH) Weapons===&lt;br /&gt;
&lt;br /&gt;
 [[Category:UFO2000]]&lt;br /&gt;
 [[Category:UFO2000 Quick Start Guide]]&lt;br /&gt;
 [[Category:UFO2000 Weapons Sets]]&lt;/div&gt;</summary>
		<author><name>Lysander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9213</id>
		<title>Military Intelligence (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9213"/>
		<updated>2006-11-11T13:30:48Z</updated>

		<summary type="html">&lt;p&gt;Lysander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intelligence==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather information about your opponent&#039;s squad and his plan of attack:&lt;br /&gt;
* Pay attention to his soldiers&#039; names. Players tend to give names or add abbreviations to make it easier to know the function of that precise soldier and/or his race/armor. While you are at the mission planner take a few seconds to go through the list of his soldiers to get an idea of what type of units he can bring along. &lt;br /&gt;
* Look at the number of units he&#039;s bringing and the total points of the game. If a player brings 15 units for a 15k game, he will have to choose between armor and expensive weapons. If he only brings 10 units for 15k then he most likely will be heavily armored and with a lot of firepower. &lt;br /&gt;
* During the game pay close attention to what he is doing. Look for thrown/dropped objects, holes in walls, the incoming direction of shots, etc. &lt;br /&gt;
* The initial turns are crucial to determine his strategy: is he advancing or waiting for you to come? If he&#039;s advancing are his attacks spread around the entire frontline or is he concentrating his attack into one side and leaving the other apparently quiet? If you can figure out what he&#039;s doing while keeping him on the dark about your intentions you have an advantage over him.&lt;br /&gt;
* If you have scouts remember that they are meant to be your eyes, not your muscle. NEVER reveal a hidden scout&#039;s position by firing (unless you are desperate), especially if your scout can see the enemy and not be noticed. You will have a good chance that your opponent will think that no one is there (&amp;quot;no one has fired from that house so it must be empty&amp;quot;), allowing you to reacquire the enemy on the next turn and kill it with your other units.&lt;br /&gt;
&lt;br /&gt;
==Counter-intelligence==&lt;br /&gt;
&lt;br /&gt;
* Always use smoke and cover to move your units. If an enemy unit can see your troops while you are moving it is better to step away from his vision (if your unit can&#039;t see it, he can&#039;t as well) or to create smoke to obscure your movement, denying him information about where you moved your units. &lt;br /&gt;
* Distract his attention. If you are going to blast a hole in a wall or throw something that you don&#039;t want him to see it is better to either do it at the beginning of the turn or to make some noise in another part of the battlefield. &lt;br /&gt;
* Hide any dropped/thrown objects behind walls or bodies. This particularly applies to proximity mines or booby trap grenades with a delayed timer (if he&#039;s close to the grenade when it goes off, well bad luck). This also applies to empty weapons: if he sees a rocket launcher on the ground he will know that you won&#039;t use that weapon anymore. &lt;br /&gt;
* Proximity and timed, conventional, grenades used to block your enemy&#039;s movements don&#039;t have to be actually armed. If you&#039;re in a hurry, you can just throw (or drop!) them. Sometimes it&#039;s enough if it &amp;lt;i&amp;gt;looks&amp;lt;/i&amp;gt; dangerous. &lt;br /&gt;
* Don&#039;t be totally obvious when naming your troops. Try to use unique names for each unit that only you know the significance of its name. &lt;br /&gt;
* Don&#039;t assume anything about the enemy&#039;s position or intentions. Just because one side of the battlefield has been left untouched with no enemy fire coming from there that doesn&#039;t mean that there aren&#039;t enemy units there. &lt;br /&gt;
&lt;br /&gt;
==How to mind control your opponent without psi-amps==&lt;br /&gt;
&lt;br /&gt;
* As you may have noticed by now, intelligence and counter-intelligence are both sides of the same coin but their logic can be self-defeating. If you know that the opponent can do X and your opponent knows that you know that he can do X, then he might do Y. The best way to avoid this logical trap (&amp;quot;I know that you know that I know...&amp;quot;) is to be creative and use your imagination to do unexpected things. &lt;br /&gt;
* Deception and diversions can really pay off. Example: if you are planning to attack but he attacks first, you can pretend to be using a defensive strategy for a couple of turns and then launch a massive counterattack into an undefended position of his. &lt;br /&gt;
* When players start thinking that they are winning (i.e. killing more enemy units than they are losing) they tend to become careless and make more mistakes. Use this tendency for your advantage. &lt;br /&gt;
* If you want to increase tension postpone your attack a couple of turns. There are few things more disconcerting than an enemy that can&#039;t be seen and whose intentions are unclear. &lt;br /&gt;
* Suicidal units can be quite unnerving. Pack a low cost unit with primed explosives and use cover to get really close to the adversary before it explodes, causing a lot of injuries/deaths and smoke. Unless you are fighting on open ground it can be difficult to prevent that kind of attacks. &lt;br /&gt;
* Suppressive fire can also break your opponent&#039;s spirit. If you have a lot of firepower available (several rockets, cannons, automatic weapons) concentrate it all on a known or suspected enemy position. Even if it fails to kill anyone he most likely will start worrying about where you will fire on your next turn instead of paying attention to his own plan.&lt;br /&gt;
* Hide the number of attackers. If you&#039;ve spotted an enemy and you&#039;re shooting from long distance, don&#039;t waste all the TUs of a soldier before switching to the next; alternate shots between snipers. Not only most of them will still be able to move after killing your target, but your adversary will think he&#039;s been attacked by more soldiers. The same soldier shooting from different positions also helps.&lt;/div&gt;</summary>
		<author><name>Lysander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9212</id>
		<title>Military Intelligence (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9212"/>
		<updated>2006-11-11T13:29:00Z</updated>

		<summary type="html">&lt;p&gt;Lysander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intelligence==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather information about your opponent&#039;s squad and his plan of attack:&lt;br /&gt;
* Pay attention to his soldiers&#039; names. Players tend to give names or add abbreviations to make it easier to know the function of that precise soldier and/or his race/armor. While you are at the mission planner take a few seconds to go through the list of his soldiers to get an idea of what type of units he can bring along. &lt;br /&gt;
* Look at the number of units he&#039;s bringing and the total points of the game. If a player brings 15 units for a 15k game, he will have to choose between armor and expensive weapons. If he only brings 10 units for 15k then he most likely will be heavily armored and with a lot of firepower. &lt;br /&gt;
* During the game pay close attention to what he is doing. Look for thrown/dropped objects, holes in walls, the incoming direction of shots, etc. &lt;br /&gt;
* The initial turns are crucial to determine his strategy: is he advancing or waiting for you to come? If he&#039;s advancing are his attacks spread around the entire frontline or is he concentrating his attack into one side and leaving the other apparently quiet? If you can figure out what he&#039;s doing while keeping him on the dark about your intentions you have an advantage over him.&lt;br /&gt;
* If you have scouts remember that they are meant to be your eyes, not your muscle. NEVER reveal a hidden scout&#039;s position by firing (unless you are desperate), especially if your scout can see the enemy and not be noticed. You will have a good chance that your opponent will think that no one is there (&amp;quot;no one has fired from that house so it must be empty&amp;quot;), allowing you to reacquire the enemy on the next turn and kill it with your other units.&lt;br /&gt;
* Proximity and timed, conventional, grenades used to block your enemy&#039;s movements don&#039;t have to be actually armed. If you&#039;re in a hurry, you can just throw (or drop!) them. Sometimes it&#039;s enough if it &amp;lt;i&amp;gt;looks&amp;lt;/i&amp;gt; dangerous. If you&#039;re setting traps you can combine them with smoke grenades, but they work best when thrown over corpses. Looting is a common practice; a few explosions can make your opponent think twice before trying it.&lt;br /&gt;
&lt;br /&gt;
==Counter-intelligence==&lt;br /&gt;
&lt;br /&gt;
* Always use smoke and cover to move your units. If an enemy unit can see your troops while you are moving it is better to step away from his vision (if your unit can&#039;t see it, he can&#039;t as well) or to create smoke to obscure your movement, denying him information about where you moved your units. &lt;br /&gt;
* Distract his attention. If you are going to blast a hole in a wall or throw something that you don&#039;t want him to see it is better to either do it at the beginning of the turn or to make some noise in another part of the battlefield. &lt;br /&gt;
* Hide any dropped/thrown objects behind walls or bodies. This particularly applies to proximity mines or booby trap grenades with a delayed timer (if he&#039;s close to the grenade when it goes off, well bad luck). This also applies to empty weapons: if he sees a rocket launcher on the ground he will know that you won&#039;t use that weapon anymore. &lt;br /&gt;
* Don&#039;t be totally obvious when naming your troops. Try to use unique names for each unit that only you know the significance of its name. &lt;br /&gt;
* Don&#039;t assume anything about the enemy&#039;s position or intentions. Just because one side of the battlefield has been left untouched with no enemy fire coming from there that doesn&#039;t mean that there aren&#039;t enemy units there. &lt;br /&gt;
&lt;br /&gt;
==How to mind control your opponent without psi-amps==&lt;br /&gt;
&lt;br /&gt;
* As you may have noticed by now, intelligence and counter-intelligence are both sides of the same coin but their logic can be self-defeating. If you know that the opponent can do X and your opponent knows that you know that he can do X, then he might do Y. The best way to avoid this logical trap (&amp;quot;I know that you know that I know...&amp;quot;) is to be creative and use your imagination to do unexpected things. &lt;br /&gt;
* Deception and diversions can really pay off. Example: if you are planning to attack but he attacks first, you can pretend to be using a defensive strategy for a couple of turns and then launch a massive counterattack into an undefended position of his. &lt;br /&gt;
* When players start thinking that they are winning (i.e. killing more enemy units than they are losing) they tend to become careless and make more mistakes. Use this tendency for your advantage. &lt;br /&gt;
* If you want to increase tension postpone your attack a couple of turns. There are few things more disconcerting than an enemy that can&#039;t be seen and whose intentions are unclear. &lt;br /&gt;
* Suicidal units can be quite unnerving. Pack a low cost unit with primed explosives and use cover to get really close to the adversary before it explodes, causing a lot of injuries/deaths and smoke. Unless you are fighting on open ground it can be difficult to prevent that kind of attacks. &lt;br /&gt;
* Suppressive fire can also break your opponent&#039;s spirit. If you have a lot of firepower available (several rockets, cannons, automatic weapons) concentrate it all on a known or suspected enemy position. Even if it fails to kill anyone he most likely will start worrying about where you will fire on your next turn instead of paying attention to his own plan.&lt;br /&gt;
* Hide the number of attackers. If you&#039;ve spotted an enemy and you&#039;re shooting from long distance, don&#039;t waste all the TUs of a soldier before switching to the next; alternate shots between snipers. Not only most of them will still be able to move after killing your target, but your adversary will think he&#039;s been attacked by more soldiers. The same soldier shooting from different positions also helps.&lt;/div&gt;</summary>
		<author><name>Lysander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9211</id>
		<title>Military Intelligence (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9211"/>
		<updated>2006-11-11T13:27:57Z</updated>

		<summary type="html">&lt;p&gt;Lysander: /* Intelligence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intelligence==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather information about your opponent&#039;s squad and his plan of attack:&lt;br /&gt;
* Pay attention to his soldiers&#039; names. Players tend to give names or add abbreviations to make it easier to know the function of that precise soldier and/or his race/armor. While you are at the mission planner take a few seconds to go through the list of his soldiers to get an idea of what type of units he can bring along. &lt;br /&gt;
* Look at the number of units he&#039;s bringing and the total points of the game. If a player brings 15 units for a 15k game, he will have to choose between armor and expensive weapons. If he only brings 10 units for 15k then he most likely will be heavily armored and with a lot of firepower. &lt;br /&gt;
* During the game pay close attention to what he is doing. Look for thrown/dropped objects, holes in walls, the incoming direction of shots, etc. &lt;br /&gt;
* The initial turns are crucial to determine his strategy: is he advancing or waiting for you to come? If he&#039;s advancing are his attacks spread around the entire frontline or is he concentrating his attack into one side and leaving the other apparently quiet? If you can figure out what he&#039;s doing while keeping him on the dark about your intentions you have an advantage over him.&lt;br /&gt;
* If you have scouts remember that they are meant to be your eyes, not your muscle. NEVER reveal a hidden scout&#039;s position by firing (unless you are desperate), especially if your scout can see the enemy and not be noticed. You will have a good chance that your opponent will think that no one is there (&amp;quot;no one has fired from that house so it must be empty&amp;quot;), allowing you to reacquire the enemy on the next turn and kill it with your other units.&lt;br /&gt;
* Hide the number of attackers. If you&#039;ve spotted an enemy and you&#039;re shooting from long distance, don&#039;t waste all the TUs of a soldier before switching to the next; alternate shots between snipers. Not only most of them will still be able to move after killing your target, but your adversary will think he&#039;s been attacked by more soldiers. The same soldier shooting from different positions also helps.&lt;br /&gt;
* Proximity and timed, conventional, grenades used to block your enemy&#039;s movements don&#039;t have to be actually armed. If you&#039;re in a hurry, you can just throw (or drop!) them. Sometimes it&#039;s enough if it &amp;lt;i&amp;gt;looks&amp;lt;/i&amp;gt; dangerous. If you&#039;re setting traps you can combine them with smoke grenades, but they work best when thrown over corpses. Looting is a common practice; a few explosions can make your opponent think twice before trying it.&lt;br /&gt;
&lt;br /&gt;
==Counter-intelligence==&lt;br /&gt;
&lt;br /&gt;
* Always use smoke and cover to move your units. If an enemy unit can see your troops while you are moving it is better to step away from his vision (if your unit can&#039;t see it, he can&#039;t as well) or to create smoke to obscure your movement, denying him information about where you moved your units. &lt;br /&gt;
* Distract his attention. If you are going to blast a hole in a wall or throw something that you don&#039;t want him to see it is better to either do it at the beginning of the turn or to make some noise in another part of the battlefield. &lt;br /&gt;
* Hide any dropped/thrown objects behind walls or bodies. This particularly applies to proximity mines or booby trap grenades with a delayed timer (if he&#039;s close to the grenade when it goes off, well bad luck). This also applies to empty weapons: if he sees a rocket launcher on the ground he will know that you won&#039;t use that weapon anymore. &lt;br /&gt;
* Don&#039;t be totally obvious when naming your troops. Try to use unique names for each unit that only you know the significance of its name. &lt;br /&gt;
* Don&#039;t assume anything about the enemy&#039;s position or intentions. Just because one side of the battlefield has been left untouched with no enemy fire coming from there that doesn&#039;t mean that there aren&#039;t enemy units there. &lt;br /&gt;
&lt;br /&gt;
==How to mind control your opponent without psi-amps==&lt;br /&gt;
&lt;br /&gt;
* As you may have noticed by now, intelligence and counter-intelligence are both sides of the same coin but their logic can be self-defeating. If you know that the opponent can do X and your opponent knows that you know that he can do X, then he might do Y. The best way to avoid this logical trap (&amp;quot;I know that you know that I know...&amp;quot;) is to be creative and use your imagination to do unexpected things. &lt;br /&gt;
* Deception and diversions can really pay off. Example: if you are planning to attack but he attacks first, you can pretend to be using a defensive strategy for a couple of turns and then launch a massive counterattack into an undefended position of his. &lt;br /&gt;
* When players start thinking that they are winning (i.e. killing more enemy units than they are losing) they tend to become careless and make more mistakes. Use this tendency for your advantage. &lt;br /&gt;
* If you want to increase tension postpone your attack a couple of turns. There are few things more disconcerting than an enemy that can&#039;t be seen and whose intentions are unclear. &lt;br /&gt;
* Suicidal units can be quite unnerving. Pack a low cost unit with primed explosives and use cover to get really close to the adversary before it explodes, causing a lot of injuries/deaths and smoke. Unless you are fighting on open ground it can be difficult to prevent that kind of attacks. &lt;br /&gt;
* Suppressive fire can also break your opponent&#039;s spirit. If you have a lot of firepower available (several rockets, cannons, automatic weapons) concentrate it all on a known or suspected enemy position. Even if it fails to kill anyone he most likely will start worrying about where you will fire on your next turn instead of paying attention to his own plan.&lt;/div&gt;</summary>
		<author><name>Lysander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9210</id>
		<title>Military Intelligence (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Military_Intelligence_(UFO2000)&amp;diff=9210"/>
		<updated>2006-11-11T13:16:31Z</updated>

		<summary type="html">&lt;p&gt;Lysander: /* Intelligence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intelligence==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather information about your opponent&#039;s squad and his plan of attack:&lt;br /&gt;
* Pay attention to his soldiers&#039; names. Players tend to give names or add abbreviations to make it easier to know the function of that precise soldier and/or his race/armor. While you are at the mission planner take a few seconds to go through the list of his soldiers to get an idea of what type of units he can bring along. &lt;br /&gt;
* Look at the number of units he&#039;s bringing and the total points of the game. If a player brings 15 units for a 15k game, he will have to choose between armor and expensive weapons. If he only brings 10 units for 15k then he most likely will be heavily armored and with a lot of firepower. &lt;br /&gt;
* During the game pay close attention to what he is doing. Look for thrown/dropped objects, holes in walls, the incoming direction of shots, etc. &lt;br /&gt;
* The initial turns are crucial to determine his strategy: is he advancing or waiting for you to come? If he&#039;s advancing are his attacks spread around the entire frontline or is he concentrating his attack into one side and leaving the other apparently quiet? If you can figure out what he&#039;s doing while keeping him on the dark about your intentions you have an advantage over him.&lt;br /&gt;
* If you have scouts remember that they are meant to be your eyes, not your muscle. NEVER reveal a hidden scout&#039;s position by firing (unless you are desperate), especially if your scout can see the enemy and not be noticed. You will have a good chance that your opponent will think that no one is there (&amp;quot;no one has fired from that house so it must be empty&amp;quot;), allowing you to reacquire the enemy on the next turn and kill it with your other units.&lt;br /&gt;
* Hide the number of attackers. If you&#039;ve spotted an enemy and you&#039;re shooting from long distance, don&#039;t waste all the TUs of a soldier before changing to the next; alternate shots between snipers. Not only most of them will still be able to move after killing your target, but your adversary will think he&#039;s been attacked by more soldiers. Shooting with the same soldier from different positions also helps.&lt;br /&gt;
&lt;br /&gt;
==Counter-intelligence==&lt;br /&gt;
&lt;br /&gt;
* Always use smoke and cover to move your units. If an enemy unit can see your troops while you are moving it is better to step away from his vision (if your unit can&#039;t see it, he can&#039;t as well) or to create smoke to obscure your movement, denying him information about where you moved your units. &lt;br /&gt;
* Distract his attention. If you are going to blast a hole in a wall or throw something that you don&#039;t want him to see it is better to either do it at the beginning of the turn or to make some noise in another part of the battlefield. &lt;br /&gt;
* Hide any dropped/thrown objects behind walls or bodies. This particularly applies to proximity mines or booby trap grenades with a delayed timer (if he&#039;s close to the grenade when it goes off, well bad luck). This also applies to empty weapons: if he sees a rocket launcher on the ground he will know that you won&#039;t use that weapon anymore. &lt;br /&gt;
* Don&#039;t be totally obvious when naming your troops. Try to use unique names for each unit that only you know the significance of its name. &lt;br /&gt;
* Don&#039;t assume anything about the enemy&#039;s position or intentions. Just because one side of the battlefield has been left untouched with no enemy fire coming from there that doesn&#039;t mean that there aren&#039;t enemy units there. &lt;br /&gt;
&lt;br /&gt;
==How to mind control your opponent without psi-amps==&lt;br /&gt;
&lt;br /&gt;
* As you may have noticed by now, intelligence and counter-intelligence are both sides of the same coin but their logic can be self-defeating. If you know that the opponent can do X and your opponent knows that you know that he can do X, then he might do Y. The best way to avoid this logical trap (&amp;quot;I know that you know that I know...&amp;quot;) is to be creative and use your imagination to do unexpected things. &lt;br /&gt;
* Deception and diversions can really pay off. Example: if you are planning to attack but he attacks first, you can pretend to be using a defensive strategy for a couple of turns and then launch a massive counterattack into an undefended position of his. &lt;br /&gt;
* When players start thinking that they are winning (i.e. killing more enemy units than they are losing) they tend to become careless and make more mistakes. Use this tendency for your advantage. &lt;br /&gt;
* If you want to increase tension postpone your attack a couple of turns. There are few things more disconcerting than an enemy that can&#039;t be seen and whose intentions are unclear. &lt;br /&gt;
* Suicidal units can be quite unnerving. Pack a low cost unit with primed explosives and use cover to get really close to the adversary before it explodes, causing a lot of injuries/deaths and smoke. Unless you are fighting on open ground it can be difficult to prevent that kind of attacks. &lt;br /&gt;
* Suppressive fire can also break your opponent&#039;s spirit. If you have a lot of firepower available (several rockets, cannons, automatic weapons) concentrate it all on a known or suspected enemy position. Even if it fails to kill anyone he most likely will start worrying about where you will fire on your next turn instead of paying attention to his own plan.&lt;/div&gt;</summary>
		<author><name>Lysander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modified_Weaponset_(UFO2000)&amp;diff=9209</id>
		<title>Modified Weaponset (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modified_Weaponset_(UFO2000)&amp;diff=9209"/>
		<updated>2006-11-11T12:58:10Z</updated>

		<summary type="html">&lt;p&gt;Lysander: /* Knife */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Field Manual 7-12M Modified X-COM Weapon Set=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
The propose of this field manual is to provide squad leaders with instructions concerning the usage and technical data of the Modified X-COM Weapon Set.&lt;br /&gt;
As determined by General Order 137, the current weaponry available to combat units has been standardized to encompass the field modifications made due to the experience amassed during the current conflict, together with other changes and additions.&lt;br /&gt;
In order to properly operate the improved equipment FM 7-12 has been updated to reflect the lastest changes, with the current version being 7-12, superseding all previous versions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Modifications==&lt;br /&gt;
&lt;br /&gt;
===Pistol (Modified)===&lt;br /&gt;
&lt;br /&gt;
In response to complaints received concerning the power of the X-COM Pistol, a new version has replaced the original handgun. The barrel of the weapon has been replaced by one of a higher caliber, resulting in an increase of power from 26 to 40. However, this increase has also resulted in a slower clip capacity in order to hold the higher caliber bullets.&lt;br /&gt;
&lt;br /&gt;
===Submachine Gun===&lt;br /&gt;
&lt;br /&gt;
The Submachine Gun has been added to the inventory to satisfy the need for a conventional weapon for close range fighting that is more powerful than the Rifle and less cumbersome than the Auto Cannon. Although its ammo possesses the same power as the Rifle, the SMG can fire 5 round bursts with accuracy excelling any other weapon on the inventory. Its main drawback is the time required to fire the weapon (60% TUs) which restricts its user mobility after firing. &lt;br /&gt;
&lt;br /&gt;
===Incendiary Grenade===&lt;br /&gt;
&lt;br /&gt;
The IN grenade uses white phosphorus to set ablaze the area where it hits. Caution must be required when using this grenade since its power (65) is bigger than the conventional grenades. &lt;br /&gt;
&lt;br /&gt;
===Smoke Rocket===&lt;br /&gt;
&lt;br /&gt;
This rocket has been added to increase the Rocket Launcher&#039;s versability. It can be used to cheaply and quickly create smoke clouds to mask large areas of the battlefield. &lt;br /&gt;
&lt;br /&gt;
===Knife===&lt;br /&gt;
The knife provides a cheap close combat weapon. Relatively fast and powerful, it&#039;s usually carried as a last resort for regular troops, or as a secondary weapon for scouts armed with pistols. When being used it limits the ability to throw grenades, which is mainly why is not generally seen in combat unless explosives are not to be used.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it&#039;s an excellent choice in fortified sceneries, where grenade use is greatly limited.&lt;br /&gt;
&lt;br /&gt;
===Heavy Cannon===&lt;br /&gt;
&lt;br /&gt;
===Auto Cannon===&lt;br /&gt;
&lt;br /&gt;
===Heavy Laser===&lt;br /&gt;
&lt;br /&gt;
===Stun Launcher===&lt;br /&gt;
&lt;br /&gt;
===Heavy Plasma===&lt;/div&gt;</summary>
		<author><name>Lysander</name></author>
	</entry>
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