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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MythrilZenith</id>
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	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43591</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43591"/>
		<updated>2013-01-08T21:13:07Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Builds ==&lt;br /&gt;
*2/2/1/1&lt;br /&gt;
**Well-balanced, providing for decent flexibility for whatever mission type you&#039;re on.&lt;br /&gt;
**1 sniper for more mobility, or 2 snipers for smaller, open maps (like extraction missions). The rest is interchangeable.&lt;br /&gt;
&lt;br /&gt;
*3/1/1/1&lt;br /&gt;
**Decent balance, with plenty of uses of the 3-man abilities.&lt;br /&gt;
**3 snipers works on open missions with good visibility, but drags you down in up-close situations like terror missions or small UFOs.&lt;br /&gt;
**3 heavies gives plenty of explosives and shreds cyberdisks and sectopods, but explosives don&#039;t give weapon fragments.&lt;br /&gt;
**3 supports gives you plenty of medkit and smoke grenade uses, but limits firepower.&lt;br /&gt;
**3 assaults gives you great mobility and firepower, but can lead to your squad getting split because of their lack of decent range.&lt;br /&gt;
&lt;br /&gt;
*3/2/1&lt;br /&gt;
**A not-so-balanced team setup. Has good general usage (especially if you really like one class type), but limited versatility.&lt;br /&gt;
**Possibly good for 3 sniper, 2 assault and 1 support, to scout out enemies then snipe them from long-range (but again, difficult for close-quarters maps).&lt;br /&gt;
&lt;br /&gt;
*3/3&lt;br /&gt;
**Very focused, elite specialist team.&lt;br /&gt;
**3 sniper and 3 support, or 3 sniper and 3 assault, for same strategy as above.&lt;br /&gt;
&lt;br /&gt;
*4/1/1&lt;br /&gt;
**If you REALLY like one class a lot, maybe for high numbers of snipers or heavies.&lt;br /&gt;
**usually 4 sniper or heavy and 1 support, 1 assault.&lt;br /&gt;
&lt;br /&gt;
*4/2&lt;br /&gt;
**Same as above, but with 2 support or 2 assault.&lt;br /&gt;
&lt;br /&gt;
*5/1&lt;br /&gt;
**5 snipers, 1 assault/support? Maybe 1 sniper and 5 assault/support. Either maximize mobility with 1 sniper, or range with 1 scout.&lt;br /&gt;
&lt;br /&gt;
*6/0&lt;br /&gt;
**Not recommended, except maybe for fun. 6 heavies blows up everything with rockets, 6 snipers is useless (no scouts, unless you put up some as snap shot), 6 support has effectively infinite medkits, and 6 assault just run-&amp;amp;-gun&#039;s across the entire map.&lt;br /&gt;
&lt;br /&gt;
*Shivs:&lt;br /&gt;
I feel that shivs are more of an emergency-replacement unit, but it is possible to build a squad around one. Throw one or 2 in to replace an assault or support, use them as forward scouts for snipers, or pair one up with a sniper for free mobile cover (if alloy) and some decent close-range protection or suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor &amp;amp; Equipment ==&lt;br /&gt;
Ghost armor is definitely the best armor, giving bonus movement, a grapple, 4 uses of stealth for each mission, 6 HP, AND 20 bonus defense. Based on situations, though, Titan Armor and Psi Armor are still competitive. Psi Armor is necessary for the endgame, and the +20 will bonus makes psionic abilities almost guaranteed to work against all but the strongest ethereals and sectoid commanders. Titan armor slows down units, but the Assault class gains extra bonus HP for wearing heavy armor, so a titan Assault with chitin plating is the most HP one of your units can get, easily topping 20+.&lt;br /&gt;
*Then again, much can be said about a squad-sight sniper in archangel armor. Fly them to a clear position, scout &amp;amp; destroy with the rest of your squad, and then just snipe key targets from the air. Even without DGG it is very effective. This is only possible because hovering in the same spot doesn&#039;t require fuel, so long as you have at least 1 extra to perform a move.&lt;br /&gt;
&lt;br /&gt;
As for other equipment, grenades are pretty good overall, especially when you get alien grenades. Nanofiber vests are decent, but taking up an item slot for only 2 hp is frustrating. Chitin Plating, on the other hand, is amazing. 4 HP and 50% less damage from melee is perfect for assaults, helping you stay alive after an unlucky miss. Scopes are amazing, especially for snipers or for training recruits. Medkits are a must-have for any support. Arc Throwers should be held by assaults or supports, since they tend to be the ones closest to the front line. Combat Stims take time to use, and you may not remember you have them, but they are one of the best items, especially for a Titan-armor assault, as it halves ALL damage taken (including melee, weapons, explosives AND mindfray/psi lance), increases will (less likely to panic and more resistant to psionic), and increases move by 2-3.&lt;br /&gt;
&lt;br /&gt;
For weapons, you don&#039;t have much choice. Light Plasma Rifle&#039;s +10 aim is good on rookies or lower-rank supports, and can be a decent assault weapon before you get a scatter laser or alloy cannon. Laser rifles aren&#039;t much use in making if you can get a fast enough LPR, as the damage difference between them and lower assault rifles is minimal. Make enough good pistols for your snipers and assaults, so your assaults can have decent accuracy at mid-range. Plasma pistol is a must-have for gunslinger Snipers, and is still a good weapon regardless, for either chipping down enemy HP for stuns, or as a backup if you&#039;re low on ammo.&lt;br /&gt;
&lt;br /&gt;
== Assault Ability Choices ==&lt;br /&gt;
*Tactical Sense vs Aggression&lt;br /&gt;
**Tactical Sense is a safe choice, +5 defense for every alien can add up, and help keep you alive when you run&amp;amp;gun into a room, then find 5 more mutons hiding in the corner. Aggression is good for quick kills on heavy enemies, like Muton Elites or Cyberdisks. +30% Crit is the same bonus as headshot, and should not be overlooked.&lt;br /&gt;
&lt;br /&gt;
*Lightning Reflexes vs Close &amp;amp; Personal&lt;br /&gt;
**Lightning Reflexes is just good in general. Sweeping for Overwatch, breaking Suppression, a free dodge is always nice. Close &amp;amp; Personal is a little more situational, but combined with Aggression and a good shotgun, you can get critical hits on just about every attack.&lt;br /&gt;
&lt;br /&gt;
*Flush vs Rapid Fire&lt;br /&gt;
**In this case, I like the &amp;quot;offensive&amp;quot; option a lot better in most cases. Rapid Fire allows you to do more single-target damage in one turn than any other class, except for a Double-Tap Sniper or a Bullet Swarm heavy. Flush is nice for weakening opponents before a stun, or just guaranteed damage, but you&#039;ll usually need to have another squadmate to finish the job.&lt;br /&gt;
&lt;br /&gt;
*Close Combat Specialist vs Bring &#039;Em On&lt;br /&gt;
**Close Combat Spec. is just amazing. It helps kill enemies trying to flank you, berserkers charging after getting hit, and surprise aliens coming around corners. Bring &#039;Em On, however, adds up to 5 bonus damage to every critical hit, so when combined with Aggression and Close &amp;amp; Personal you&#039;ll be doing much more damage for each shot than ever before.&lt;br /&gt;
&lt;br /&gt;
*Resilience vs Killer Instincts&lt;br /&gt;
**Resilience is nice. It&#039;s like a warranty against all the cheap-shots XCOM throws at you. Then again, it is completely pointless if you use Combat Stims. Killer Instincts is amazing, turning flank-shots into almost guaranteed insta-kills.&lt;br /&gt;
&lt;br /&gt;
*Crit Build: Aggression, Close &amp;amp; Personal, Rapid Fire, Bring &#039;Em On and Killer Instincts.&lt;br /&gt;
**With this build, your assault will almost always get the 1-hit kills it needs. With Aggression and Close &amp;amp; Personal, you even have a high critical chance on Hardened enemies, like Ethereals, Sectopods and Closed Cyberdisks. Rapid Fire is for enemies that don&#039;t go down in one hit.&lt;br /&gt;
**This build focuses on maximum offensive power. It is a high-risk, high-reward set. If you get flanked or have your cover blown, you&#039;ll have no defensive abilities to fall back on, and you may have difficulty breaking Suppression or flanking past Overwatch without Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heavy Ability Choices ==&lt;br /&gt;
*Bullet Swarm vs Holo-Targeting&lt;br /&gt;
**Bullet Swarm is amazing. Firing twice per turn, firing then throwing a grenade, firing then moving, firing then suppressing, firing then reloading... You get the point. It gives the Heavy one of the highest damage potentials of all units, from the very start of the game! Holo-targeting is nice for support, helping to hit heavy-cover enemies with snipers or other units that can&#039;t get in close enough to flank, but Bullet Swarm is really difficult to give up.&lt;br /&gt;
&lt;br /&gt;
*Shredder Rocket vs Suppression&lt;br /&gt;
**A very difficult decision. Shredder Rockets can take down weaker enemies in one hit, and allow stronger enemies to be dealt with in only 1-2 more shots. Suppression helps pin down key enemy targets, protect units that get surrounded or flanked. Mayhem also stacks well with Suppression, adding between 1-3 free points of damage in addition to the aim penalty and free reaction shot. Both are viable choices for any build.&lt;br /&gt;
&lt;br /&gt;
*HEAT Ammo vs Rapid Reaction&lt;br /&gt;
**Heat ammo is incredibly effective against Cyberdisks and Sectopods, two of the toughest enemy units in the game. Double damage is amazing, especially since it also doubles the damage of free-aiming weapons like rockets or grenades. Having two possible reaction shots is nice in theory, but more often than not you will either miss the target you get a reaction shot on, or it will deal enough damage to kill it outright, unless it&#039;s a heavy enemy like a muton elite or cyberdisk, and then you&#039;re already getting double damage in the case of the cyberdisk, without having to spend double the ammo and hope the RNG gives you two hits in a row.&lt;br /&gt;
&lt;br /&gt;
*Grenadier vs Danger Zone&lt;br /&gt;
**This is a decision between more explosives vs effectiveness of explosives. Danger Zone rockets have an enormous AoE, and Danger Zone suppression also suppresses adjacent enemies. Grenadier lets you carry 2 grenades, however, which are very useful in chipping damage or blowing away cover. It&#039;s your choice between several small explosives or a few larger ones.&lt;br /&gt;
&lt;br /&gt;
*Rocketeer vs Mayhem&lt;br /&gt;
**An extra rocket is nice. Having up to 3 rockets in each mission just feels broken at times. Then again, Mayhem rockets hit for up to 3 more damage per target, and Mayhem suppression is a potentially unlimited source of guaranteed damage. Like the above, it comes down to the effectiveness of AoE vs the amount of AoE.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43455</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43455"/>
		<updated>2013-01-04T21:18:08Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: /* Class Ability Choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Builds ==&lt;br /&gt;
*2/2/1/1&lt;br /&gt;
**Well-balanced, providing for decent flexibility for whatever mission type you&#039;re on.&lt;br /&gt;
**1 sniper for more mobility, or 2 snipers for smaller, open maps (like extraction missions). The rest is interchangeable.&lt;br /&gt;
&lt;br /&gt;
*3/1/1/1&lt;br /&gt;
**Decent balance, with plenty of uses of the 3-man abilities.&lt;br /&gt;
**3 snipers works on open missions with good visibility, but drags you down in up-close situations like terror missions or small UFOs.&lt;br /&gt;
**3 heavies gives plenty of explosives and shreds cyberdisks and sectopods, but explosives don&#039;t give weapon fragments.&lt;br /&gt;
**3 supports gives you plenty of medkit and smoke grenade uses, but limits firepower.&lt;br /&gt;
**3 assaults gives you great mobility and firepower, but can lead to your squad getting split because of their lack of decent range.&lt;br /&gt;
&lt;br /&gt;
*3/2/1&lt;br /&gt;
**A not-so-balanced team setup. Has good general usage (especially if you really like one class type), but limited versatility.&lt;br /&gt;
**Possibly good for 3 sniper, 2 assault and 1 support, to scout out enemies then snipe them from long-range (but again, difficult for close-quarters maps).&lt;br /&gt;
&lt;br /&gt;
*3/3&lt;br /&gt;
**Very focused, elite specialist team.&lt;br /&gt;
**3 sniper and 3 support, or 3 sniper and 3 assault, for same strategy as above.&lt;br /&gt;
&lt;br /&gt;
*4/1/1&lt;br /&gt;
**If you REALLY like one class a lot, maybe for high numbers of snipers or heavies.&lt;br /&gt;
**usually 4 sniper or heavy and 1 support, 1 assault.&lt;br /&gt;
&lt;br /&gt;
*4/2&lt;br /&gt;
**Same as above, but with 2 support or 2 assault.&lt;br /&gt;
&lt;br /&gt;
*5/1&lt;br /&gt;
**5 snipers, 1 assault/support? Maybe 1 sniper and 5 assault/support. Either maximize mobility with 1 sniper, or range with 1 scout.&lt;br /&gt;
&lt;br /&gt;
*6/0&lt;br /&gt;
**Not recommended, except maybe for fun. 6 heavies blows up everything with rockets, 6 snipers is useless (no scouts, unless you put up some as snap shot), 6 support has effectively infinite medkits, and 6 assault just run-&amp;amp;-gun&#039;s across the entire map.&lt;br /&gt;
&lt;br /&gt;
*Shivs:&lt;br /&gt;
I feel that shivs are more of an emergency-replacement unit, but it is possible to build a squad around one. Throw one or 2 in to replace an assault or support, use them as forward scouts for snipers, or pair one up with a sniper for free mobile cover (if alloy) and some decent close-range protection or suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor &amp;amp; Equipment ==&lt;br /&gt;
Ghost armor is definitely the best armor, giving bonus movement, a grapple, 4 uses of stealth for each mission, 6 HP, AND 20 bonus defense. Based on situations, though, Titan Armor and Psi Armor are still competitive. Psi Armor is necessary for the endgame, and the +20 will bonus makes psionic abilities almost guaranteed to work against all but the strongest ethereals and sectoid commanders. Titan armor slows down units, but the Assault class gains extra bonus HP for wearing heavy armor, so a titan Assault with chitin plating is the most HP one of your units can get, easily topping 20+.&lt;br /&gt;
*Then again, much can be said about a squad-sight sniper in archangel armor. Fly them to a clear position, scout &amp;amp; destroy with the rest of your squad, and then just snipe key targets from the air. Even without DGG it is very effective. This is only possible because hovering in the same spot doesn&#039;t require fuel, so long as you have at least 1 extra to perform a move.&lt;br /&gt;
&lt;br /&gt;
As for other equipment, grenades are pretty good overall, especially when you get alien grenades. Nanofiber vests are decent, but taking up an item slot for only 2 hp is frustrating. Chitin Plating, on the other hand, is amazing. 4 HP and 50% less damage from melee is perfect for assaults, helping you stay alive after an unlucky miss. Scopes are amazing, especially for snipers or for training recruits. Medkits are a must-have for any support. Arc Throwers should be held by assaults or supports, since they tend to be the ones closest to the front line. Combat Stims take time to use, and you may not remember you have them, but they are one of the best items, especially for a Titan-armor assault, as it halves ALL damage taken (including melee, weapons, explosives AND mindfray/psi lance), increases will (less likely to panic and more resistant to psionic), and increases move by 2-3.&lt;br /&gt;
&lt;br /&gt;
For weapons, you don&#039;t have much choice. Light Plasma Rifle&#039;s +10 aim is good on rookies or lower-rank supports, and can be a decent assault weapon before you get a scatter laser or alloy cannon. Laser rifles aren&#039;t much use in making if you can get a fast enough LPR, as the damage difference between them and lower assault rifles is minimal. Make enough good pistols for your snipers and assaults, so your assaults can have decent accuracy at mid-range. Plasma pistol is a must-have for gunslinger Snipers, and is still a good weapon regardless, for either chipping down enemy HP for stuns, or as a backup if you&#039;re low on ammo.&lt;br /&gt;
&lt;br /&gt;
== Assault Ability Choices ==&lt;br /&gt;
*Tactical Sense vs Aggression&lt;br /&gt;
**Tactical Sense is a safe choice, +5 defense for every alien can add up, and help keep you alive when you run&amp;amp;gun into a room, then find 5 more mutons hiding in the corner. Aggression is good for quick kills on heavy enemies, like Muton Elites or Cyberdisks. +30% Crit is the same bonus as headshot, and should not be overlooked.&lt;br /&gt;
*Lightning Reflexes vs Close &amp;amp; Personal&lt;br /&gt;
**Lightning Reflexes is just good in general. Sweeping for Overwatch, breaking Suppression, a free dodge is always nice. Close &amp;amp; Personal is a little more situational, but combined with Aggression and a good shotgun, you can get critical hits on just about every attack.&lt;br /&gt;
*Flush vs Rapid Fire&lt;br /&gt;
**In this case, I like the &amp;quot;offensive&amp;quot; option a lot better in most cases. Rapid Fire allows you to do more single-target damage in one turn than any other class, except for a Double-Tap Sniper or a Bullet Swarm heavy. Flush is nice for weakening opponents before a stun, or just guaranteed damage, but you&#039;ll usually need to have another squadmate to finish the job.&lt;br /&gt;
*Close Combat Specialist vs Bring &#039;Em On&lt;br /&gt;
**Close Combat Spec. is just amazing. It helps kill enemies trying to flank you, berserkers charging after getting hit, and surprise aliens coming around corners. Bring &#039;Em On, however, adds up to 5 bonus damage to every critical hit, so when combined with Aggression and Close &amp;amp; Personal you&#039;ll be doing much more damage for each shot than ever before.&lt;br /&gt;
*Resilience vs Killer Instincts&lt;br /&gt;
**Resilience is nice. It&#039;s like a warranty against all the cheap-shots XCOM throws at you. Then again, it is completely pointless if you use Combat Stims. Killer Instincts is amazing, turning flank-shots into almost guaranteed insta-kills.&lt;br /&gt;
&lt;br /&gt;
*Crit Build: Aggression, Close &amp;amp; Personal, Rapid Fire, Bring &#039;Em On and Killer Instincts.&lt;br /&gt;
**With this build, your assault will almost always get the 1-hit kills it needs. With Aggression and Close &amp;amp; Personal, you even have a high critical chance on Hardened enemies, like Ethereals, Sectopods and Closed Cyberdisks. Rapid Fire is for enemies that don&#039;t go down in one hit.&lt;br /&gt;
**This build focuses on maximum offensive power. It is a high-risk, high-reward set. If you get flanked or have your cover blown, you&#039;ll have no defensive abilities to fall back on, and you may have difficulty breaking Suppression or flanking past Overwatch without Lightning Reflexes.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43451</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43451"/>
		<updated>2013-01-04T20:08:32Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Builds ==&lt;br /&gt;
*2/2/1/1&lt;br /&gt;
**Well-balanced, providing for decent flexibility for whatever mission type you&#039;re on.&lt;br /&gt;
**1 sniper for more mobility, or 2 snipers for smaller, open maps (like extraction missions). The rest is interchangeable.&lt;br /&gt;
&lt;br /&gt;
*3/1/1/1&lt;br /&gt;
**Decent balance, with plenty of uses of the 3-man abilities.&lt;br /&gt;
**3 snipers works on open missions with good visibility, but drags you down in up-close situations like terror missions or small UFOs.&lt;br /&gt;
**3 heavies gives plenty of explosives and shreds cyberdisks and sectopods, but explosives don&#039;t give weapon fragments.&lt;br /&gt;
**3 supports gives you plenty of medkit and smoke grenade uses, but limits firepower.&lt;br /&gt;
**3 assaults gives you great mobility and firepower, but can lead to your squad getting split because of their lack of decent range.&lt;br /&gt;
&lt;br /&gt;
*3/2/1&lt;br /&gt;
**A not-so-balanced team setup. Has good general usage (especially if you really like one class type), but limited versatility.&lt;br /&gt;
**Possibly good for 3 sniper, 2 assault and 1 support, to scout out enemies then snipe them from long-range (but again, difficult for close-quarters maps).&lt;br /&gt;
&lt;br /&gt;
*3/3&lt;br /&gt;
**Very focused, elite specialist team.&lt;br /&gt;
**3 sniper and 3 support, or 3 sniper and 3 assault, for same strategy as above.&lt;br /&gt;
&lt;br /&gt;
*4/1/1&lt;br /&gt;
**If you REALLY like one class a lot, maybe for high numbers of snipers or heavies.&lt;br /&gt;
**usually 4 sniper or heavy and 1 support, 1 assault.&lt;br /&gt;
&lt;br /&gt;
*4/2&lt;br /&gt;
**Same as above, but with 2 support or 2 assault.&lt;br /&gt;
&lt;br /&gt;
*5/1&lt;br /&gt;
**5 snipers, 1 assault/support? Maybe 1 sniper and 5 assault/support. Either maximize mobility with 1 sniper, or range with 1 scout.&lt;br /&gt;
&lt;br /&gt;
*6/0&lt;br /&gt;
**Not recommended, except maybe for fun. 6 heavies blows up everything with rockets, 6 snipers is useless (no scouts, unless you put up some as snap shot), 6 support has effectively infinite medkits, and 6 assault just run-&amp;amp;-gun&#039;s across the entire map.&lt;br /&gt;
&lt;br /&gt;
*Shivs:&lt;br /&gt;
I feel that shivs are more of an emergency-replacement unit, but it is possible to build a squad around one. Throw one or 2 in to replace an assault or support, use them as forward scouts for snipers, or pair one up with a sniper for free mobile cover (if alloy) and some decent close-range protection or suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor &amp;amp; Equipment ==&lt;br /&gt;
Ghost armor is definitely the best armor, giving bonus movement, a grapple, 4 uses of stealth for each mission, 6 HP, AND 20 bonus defense. Based on situations, though, Titan Armor and Psi Armor are still competitive. Psi Armor is necessary for the endgame, and the +20 will bonus makes psionic abilities almost guaranteed to work against all but the strongest ethereals and sectoid commanders. Titan armor slows down units, but the Assault class gains extra bonus HP for wearing heavy armor, so a titan Assault with chitin plating is the most HP one of your units can get, easily topping 20+.&lt;br /&gt;
*Then again, much can be said about a squad-sight sniper in archangel armor. Fly them to a clear position, scout &amp;amp; destroy with the rest of your squad, and then just snipe key targets from the air. Even without DGG it is very effective. This is only possible because hovering in the same spot doesn&#039;t require fuel, so long as you have at least 1 extra to perform a move.&lt;br /&gt;
&lt;br /&gt;
As for other equipment, grenades are pretty good overall, especially when you get alien grenades. Nanofiber vests are decent, but taking up an item slot for only 2 hp is frustrating. Chitin Plating, on the other hand, is amazing. 4 HP and 50% less damage from melee is perfect for assaults, helping you stay alive after an unlucky miss. Scopes are amazing, especially for snipers or for training recruits. Medkits are a must-have for any support. Arc Throwers should be held by assaults or supports, since they tend to be the ones closest to the front line. Combat Stims take time to use, and you may not remember you have them, but they are one of the best items, especially for a Titan-armor assault, as it halves ALL damage taken (including melee, weapons, explosives AND mindfray/psi lance), increases will (less likely to panic and more resistant to psionic), and increases move by 2-3.&lt;br /&gt;
&lt;br /&gt;
For weapons, you don&#039;t have much choice. Light Plasma Rifle&#039;s +10 aim is good on rookies or lower-rank supports, and can be a decent assault weapon before you get a scatter laser or alloy cannon. Laser rifles aren&#039;t much use in making if you can get a fast enough LPR, as the damage difference between them and lower assault rifles is minimal. Make enough good pistols for your snipers and assaults, so your assaults can have decent accuracy at mid-range. Plasma pistol is a must-have for gunslinger Snipers, and is still a good weapon regardless, for either chipping down enemy HP for stuns, or as a backup if you&#039;re low on ammo.&lt;br /&gt;
&lt;br /&gt;
== Class Ability Choices ==&lt;br /&gt;
*Assault&lt;br /&gt;
**Tactical Sense vs Aggression&lt;br /&gt;
***Tactical Sense is a safe choice, +5 defense for every alien can add up, and help keep you alive when you run&amp;amp;gun into a room, then find 5 more mutons hiding in the corner. Aggression is good for quick kills on heavy enemies, like Muton Elites or Cyberdisks. +30% Crit is the same bonus as headshot, and should not be overlooked.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43450</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43450"/>
		<updated>2013-01-04T20:04:42Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Builds ==&lt;br /&gt;
*2/2/1/1&lt;br /&gt;
**Well-balanced, providing for decent flexibility for whatever mission type you&#039;re on.&lt;br /&gt;
**1 sniper for more mobility, or 2 snipers for smaller, open maps (like extraction missions). The rest is interchangeable.&lt;br /&gt;
&lt;br /&gt;
*3/1/1/1&lt;br /&gt;
**Decent balance, with plenty of uses of the 3-man abilities.&lt;br /&gt;
**3 snipers works on open missions with good visibility, but drags you down in up-close situations like terror missions or small UFOs.&lt;br /&gt;
**3 heavies gives plenty of explosives and shreds cyberdisks and sectopods, but explosives don&#039;t give weapon fragments.&lt;br /&gt;
**3 supports gives you plenty of medkit and smoke grenade uses, but limits firepower.&lt;br /&gt;
**3 assaults gives you great mobility and firepower, but can lead to your squad getting split because of their lack of decent range.&lt;br /&gt;
&lt;br /&gt;
*3/2/1&lt;br /&gt;
**A not-so-balanced team setup. Has good general usage (especially if you really like one class type), but limited versatility.&lt;br /&gt;
**Possibly good for 3 sniper, 2 assault and 1 support, to scout out enemies then snipe them from long-range (but again, difficult for close-quarters maps).&lt;br /&gt;
&lt;br /&gt;
*3/3&lt;br /&gt;
**Very focused, elite specialist team.&lt;br /&gt;
**3 sniper and 3 support, or 3 sniper and 3 assault, for same strategy as above.&lt;br /&gt;
&lt;br /&gt;
*4/1/1&lt;br /&gt;
**If you REALLY like one class a lot, maybe for high numbers of snipers or heavies.&lt;br /&gt;
**usually 4 sniper or heavy and 1 support, 1 assault.&lt;br /&gt;
&lt;br /&gt;
*4/2&lt;br /&gt;
**Same as above, but with 2 support or 2 assault.&lt;br /&gt;
&lt;br /&gt;
*5/1&lt;br /&gt;
**5 snipers, 1 assault/support? Maybe 1 sniper and 5 assault/support. Either maximize mobility with 1 sniper, or range with 1 scout.&lt;br /&gt;
&lt;br /&gt;
*6/0&lt;br /&gt;
**Not recommended, except maybe for fun. 6 heavies blows up everything with rockets, 6 snipers is useless (no scouts, unless you put up some as snap shot), 6 support has effectively infinite medkits, and 6 assault just run-&amp;amp;-gun&#039;s across the entire map.&lt;br /&gt;
&lt;br /&gt;
*Shivs:&lt;br /&gt;
I feel that shivs are more of an emergency-replacement unit, but it is possible to build a squad around one. Throw one or 2 in to replace an assault or support, use them as forward scouts for snipers, or pair one up with a sniper for free mobile cover (if alloy) and some decent close-range protection or suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor &amp;amp; Equipment ==&lt;br /&gt;
Ghost armor is definitely the best armor, giving bonus movement, a grapple, 4 uses of stealth for each mission, 6 HP, AND 20 bonus defense. Based on situations, though, Titan Armor and Psi Armor are still competitive. Psi Armor is necessary for the endgame, and the +20 will bonus makes psionic abilities almost guaranteed to work against all but the strongest ethereals and sectoid commanders. Titan armor slows down units, but the Assault class gains extra bonus HP for wearing heavy armor, so a titan Assault with chitin plating is the most HP one of your units can get, easily topping 20+.&lt;br /&gt;
*Then again, much can be said about a squad-sight sniper in archangel armor. Fly them to a clear position, scout &amp;amp; destroy with the rest of your squad, and then just snipe key targets from the air. Even without DGG it is very effective. This is only possible because hovering in the same spot doesn&#039;t require fuel, so long as you have at least 1 extra to perform a move.&lt;br /&gt;
&lt;br /&gt;
As for other equipment, grenades are pretty good overall, especially when you get alien grenades. Nanofiber vests are decent, but taking up an item slot for only 2 hp is frustrating. Chitin Plating, on the other hand, is amazing. 4 HP and 50% less damage from melee is perfect for assaults, helping you stay alive after an unlucky miss. Scopes are amazing, especially for snipers or for training recruits. Medkits are a must-have for any support. Arc Throwers should be held by assaults or supports, since they tend to be the ones closest to the front line. Combat Stims take time to use, and you may not remember you have them, but they are one of the best items, especially for a Titan-armor assault, as it halves ALL damage taken (including melee, weapons, explosives AND mindfray/psi lance), increases will (less likely to panic and more resistant to psionic), and increases move by 2-3.&lt;br /&gt;
&lt;br /&gt;
For weapons, you don&#039;t have much choice. Light Plasma Rifle&#039;s +10 aim is good on rookies or lower-rank supports, and can be a decent assault weapon before you get a scatter laser or alloy cannon. Laser rifles aren&#039;t much use in making if you can get a fast enough LPR, as the damage difference between them and lower assault rifles is minimal. Make enough good pistols for your snipers and assaults, so your assaults can have decent accuracy at mid-range. Plasma pistol is a must-have for gunslinger Snipers, and is still a good weapon regardless, for either chipping down enemy HP for stuns, or as a backup if you&#039;re low on ammo.&lt;br /&gt;
&lt;br /&gt;
== Class Ability Choices ==&lt;br /&gt;
-- sniper --&lt;br /&gt;
-- assault --&lt;br /&gt;
-- support --&lt;br /&gt;
-- heavy --&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43449</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43449"/>
		<updated>2013-01-04T20:01:49Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: /* Armor &amp;amp; Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Builds ==&lt;br /&gt;
*2/2/1/1&lt;br /&gt;
**Well-balanced, providing for decent flexibility for whatever mission type you&#039;re on.&lt;br /&gt;
**1 sniper for more mobility, or 2 snipers for smaller, open maps (like extraction missions). The rest is interchangeable.&lt;br /&gt;
&lt;br /&gt;
*3/1/1/1&lt;br /&gt;
**Decent balance, with plenty of uses of the 3-man abilities.&lt;br /&gt;
**3 snipers works on open missions with good visibility, but drags you down in up-close situations like terror missions or small UFOs.&lt;br /&gt;
**3 heavies gives plenty of explosives and shreds cyberdisks and sectopods, but explosives don&#039;t give weapon fragments.&lt;br /&gt;
**3 supports gives you plenty of medkit and smoke grenade uses, but limits firepower.&lt;br /&gt;
**3 assaults gives you great mobility and firepower, but can lead to your squad getting split because of their lack of decent range.&lt;br /&gt;
&lt;br /&gt;
*3/2/1&lt;br /&gt;
**A not-so-balanced team setup. Has good general usage (especially if you really like one class type), but limited versatility.&lt;br /&gt;
**Possibly good for 3 sniper, 2 assault and 1 support, to scout out enemies then snipe them from long-range (but again, difficult for close-quarters maps).&lt;br /&gt;
&lt;br /&gt;
*3/3&lt;br /&gt;
**Very focused, elite specialist team.&lt;br /&gt;
**3 sniper and 3 support, or 3 sniper and 3 assault, for same strategy as above.&lt;br /&gt;
&lt;br /&gt;
*4/1/1&lt;br /&gt;
**If you REALLY like one class a lot, maybe for high numbers of snipers or heavies.&lt;br /&gt;
**usually 4 sniper or heavy and 1 support, 1 assault.&lt;br /&gt;
&lt;br /&gt;
*4/2&lt;br /&gt;
**Same as above, but with 2 support or 2 assault.&lt;br /&gt;
&lt;br /&gt;
*5/1&lt;br /&gt;
**5 snipers, 1 assault/support? Maybe 1 sniper and 5 assault/support. Either maximize mobility with 1 sniper, or range with 1 scout.&lt;br /&gt;
&lt;br /&gt;
*6/0&lt;br /&gt;
**Not recommended, except maybe for fun. 6 heavies blows up everything with rockets, 6 snipers is useless (no scouts, unless you put up some as snap shot), 6 support has effectively infinite medkits, and 6 assault just run-&amp;amp;-gun&#039;s across the entire map.&lt;br /&gt;
&lt;br /&gt;
*Shivs:&lt;br /&gt;
I feel that shivs are more of an emergency-replacement unit, but it is possible to build a squad around one. Throw one or 2 in to replace an assault or support, use them as forward scouts for snipers, or pair one up with a sniper for free mobile cover (if alloy) and some decent close-range protection or suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor &amp;amp; Equipment ==&lt;br /&gt;
Ghost armor is definitely the best armor, giving bonus movement, a grapple, 4 uses of stealth for each mission, 6 HP, AND 20 bonus defense. Based on situations, though, Titan Armor and Psi Armor are still competitive. Psi Armor is necessary for the endgame, and the +20 will bonus makes psionic abilities almost guaranteed to work against all but the strongest ethereals and sectoid commanders. Titan armor slows down units, but the Assault class gains extra bonus HP for wearing heavy armor, so a titan Assault with chitin plating is the most HP one of your units can get, easily topping 20+.&lt;br /&gt;
*Then again, much can be said about a squad-sight sniper in archangel armor. Fly them to a clear position, scout &amp;amp; destroy with the rest of your squad, and then just snipe key targets from the air. Even without DGG it is very effective. This is only possible because hovering in the same spot doesn&#039;t require fuel, so long as you have at least 1 extra to perform a move.&lt;br /&gt;
&lt;br /&gt;
As for other equipment, grenades are pretty good overall, especially when you get alien grenades. Nanofiber vests are decent, but taking up an item slot for only 2 hp is frustrating. Chitin Plating, on the other hand, is amazing. 4 HP and 50% less damage from melee is perfect for assaults, helping you stay alive after an unlucky miss. Scopes are amazing, especially for snipers or for training recruits. Medkits are a must-have for any support. Arc Throwers should be held by assaults or supports, since they tend to be the ones closest to the front line. Combat Stims take time to use, and you may not remember you have them, but they are one of the best items, especially for a Titan-armor assault, as it halves ALL damage taken (including melee, weapons, explosives AND mindfray/psi lance), increases will (less likely to panic and more resistant to psionic), and increases move by 2-3.&lt;br /&gt;
&lt;br /&gt;
For weapons, you don&#039;t have much choice. Light Plasma Rifle&#039;s +10 aim is good on rookies or lower-rank supports, and can be a decent assault weapon before you get a scatter laser or alloy cannon. Laser rifles aren&#039;t much use in making if you can get a fast enough LPR, as the damage difference between them and lower assault rifles is minimal. Make enough good pistols for your snipers and assaults, so your assaults can have decent accuracy at mid-range. Plasma pistol is a must-have for gunslinger Snipers, and is still a good weapon regardless, for either chipping down enemy HP for stuns, or as a backup if you&#039;re low on ammo.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43269</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43269"/>
		<updated>2013-01-02T21:02:31Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Builds ==&lt;br /&gt;
*2/2/1/1&lt;br /&gt;
**Well-balanced, providing for decent flexibility for whatever mission type you&#039;re on.&lt;br /&gt;
**1 sniper for more mobility, or 2 snipers for smaller, open maps (like extraction missions). The rest is interchangeable.&lt;br /&gt;
&lt;br /&gt;
*3/1/1/1&lt;br /&gt;
**Decent balance, with plenty of uses of the 3-man abilities.&lt;br /&gt;
**3 snipers works on open missions with good visibility, but drags you down in up-close situations like terror missions or small UFOs.&lt;br /&gt;
**3 heavies gives plenty of explosives and shreds cyberdisks and sectopods, but explosives don&#039;t give weapon fragments.&lt;br /&gt;
**3 supports gives you plenty of medkit and smoke grenade uses, but limits firepower.&lt;br /&gt;
**3 assaults gives you great mobility and firepower, but can lead to your squad getting split because of their lack of decent range.&lt;br /&gt;
&lt;br /&gt;
*3/2/1&lt;br /&gt;
**A not-so-balanced team setup. Has good general usage (especially if you really like one class type), but limited versatility.&lt;br /&gt;
**Possibly good for 3 sniper, 2 assault and 1 support, to scout out enemies then snipe them from long-range (but again, difficult for close-quarters maps).&lt;br /&gt;
&lt;br /&gt;
*3/3&lt;br /&gt;
**Very focused, elite specialist team.&lt;br /&gt;
**3 sniper and 3 support, or 3 sniper and 3 assault, for same strategy as above.&lt;br /&gt;
&lt;br /&gt;
*4/1/1&lt;br /&gt;
**If you REALLY like one class a lot, maybe for high numbers of snipers or heavies.&lt;br /&gt;
**usually 4 sniper or heavy and 1 support, 1 assault.&lt;br /&gt;
&lt;br /&gt;
*4/2&lt;br /&gt;
**Same as above, but with 2 support or 2 assault.&lt;br /&gt;
&lt;br /&gt;
*5/1&lt;br /&gt;
**5 snipers, 1 assault/support? Maybe 1 sniper and 5 assault/support. Either maximize mobility with 1 sniper, or range with 1 scout.&lt;br /&gt;
&lt;br /&gt;
*6/0&lt;br /&gt;
**Not recommended, except maybe for fun. 6 heavies blows up everything with rockets, 6 snipers is useless (no scouts, unless you put up some as snap shot), 6 support has effectively infinite medkits, and 6 assault just run-&amp;amp;-gun&#039;s across the entire map.&lt;br /&gt;
&lt;br /&gt;
*Shivs:&lt;br /&gt;
I feel that shivs are more of an emergency-replacement unit, but it is possible to build a squad around one. Throw one or 2 in to replace an assault or support, use them as forward scouts for snipers, or pair one up with a sniper for free mobile cover (if alloy) and some decent close-range protection or suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor &amp;amp; Equipment ==&lt;br /&gt;
Ghost armor is definitely the best armor, giving bonus movement, a grapple, 4 uses of stealth for each mission, 6 HP, AND 20 bonus defense. Based on situations, though, Titan Armor and Psi Armor are still competitive. Psi Armor is necessary for the endgame, and the +20 will bonus makes psionic abilities almost guaranteed to work against all but the strongest ethereals and sectoid commanders. Titan armor slows down units, but the Assault class gains extra bonus HP for wearing heavy armor, so a titan Assault with chitin plating is the most HP one of your units can get, easily topping 20+.&lt;br /&gt;
&lt;br /&gt;
As for other equipment, grenades are pretty good overall, especially when you get alien grenades. Nanofiber vests are decent, but taking up an item slot for only 2 hp is frustrating. Chitin Plating, on the other hand, is amazing. 4 HP and 50% less damage from melee is perfect for assaults, helping you stay alive after an unlucky miss. Scopes are amazing, especially for snipers or for training recruits. Medkits are a must-have for any support. Arc Throwers should be held by assaults or supports, since they tend to be the ones closest to the front line.&lt;br /&gt;
&lt;br /&gt;
For weapons, you don&#039;t have much choice. Light Plasma Rifle&#039;s +10 aim is good on rookies or lower-rank supports, and can be a decent assault weapon before you get a scatter laser or alloy cannon. Laser rifles aren&#039;t much use in making if you can get a fast enough LPR, as the damage difference between them and lower assault rifles is minimal. Make enough good pistols for your snipers and assaults, so your assaults can have decent accuracy at mid-range. Plasma pistol is a must-have for gunslinger Snipers, and is still a good weapon regardless, for either chipping down enemy HP for stuns, or as a backup if you&#039;re low on ammo.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43232</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43232"/>
		<updated>2013-01-02T17:35:31Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Builds ==&lt;br /&gt;
*2/2/1/1&lt;br /&gt;
**Well-balanced, providing for decent flexibility for whatever mission type you&#039;re on.&lt;br /&gt;
**1 sniper for more mobility, or 2 snipers for smaller, open maps (like extraction missions). The rest is interchangeable.&lt;br /&gt;
&lt;br /&gt;
*3/1/1/1&lt;br /&gt;
**Decent balance, with plenty of uses of the 3-man abilities.&lt;br /&gt;
**3 snipers works on open missions with good visibility, but drags you down in up-close situations like terror missions or small UFOs.&lt;br /&gt;
**3 heavies gives plenty of explosives and shreds cyberdisks and sectopods, but explosives don&#039;t give weapon fragments.&lt;br /&gt;
**3 supports gives you plenty of medkit and smoke grenade uses, but limits firepower.&lt;br /&gt;
**3 assaults gives you great mobility and firepower, but can lead to your squad getting split because of their lack of decent range.&lt;br /&gt;
&lt;br /&gt;
*3/2/1&lt;br /&gt;
**A not-so-balanced team setup. Has good general usage (especially if you really like one class type), but limited versatility.&lt;br /&gt;
**Possibly good for 3 sniper, 2 assault and 1 support, to scout out enemies then snipe them from long-range (but again, difficult for close-quarters maps).&lt;br /&gt;
&lt;br /&gt;
*3/3&lt;br /&gt;
**Very focused, elite specialist team.&lt;br /&gt;
**3 sniper and 3 support, or 3 sniper and 3 assault, for same strategy as above.&lt;br /&gt;
&lt;br /&gt;
*4/1/1&lt;br /&gt;
**If you REALLY like one class a lot, maybe for high numbers of snipers or heavies.&lt;br /&gt;
**usually 4 sniper or heavy and 1 support, 1 assault.&lt;br /&gt;
&lt;br /&gt;
*4/2&lt;br /&gt;
**Same as above, but with 2 support or 2 assault.&lt;br /&gt;
&lt;br /&gt;
*5/1&lt;br /&gt;
**5 snipers, 1 assault/support? Maybe 1 sniper and 5 assault/support. Either maximize mobility with 1 sniper, or range with 1 scout.&lt;br /&gt;
&lt;br /&gt;
*6/0&lt;br /&gt;
**Not recommended, except maybe for fun. 6 heavies blows up everything with rockets, 6 snipers is useless (no scouts, unless you put up some as snap shot), 6 support has effectively infinite medkits, and 6 assault just run-&amp;amp;-gun&#039;s across the entire map.&lt;br /&gt;
&lt;br /&gt;
*Shivs:&lt;br /&gt;
I feel that shivs are more of an emergency-replacement unit, but it is possible to build a squad around one. Throw one or 2 in to replace an assault or support, use them as forward scouts for snipers, or pair one up with a sniper for free mobile cover (if alloy) and some decent close-range protection or suppression.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43168</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43168"/>
		<updated>2012-12-30T05:05:22Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43167</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43167"/>
		<updated>2012-12-30T05:04:56Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*Sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43166</id>
		<title>User:MythrilZenith</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:MythrilZenith&amp;diff=43166"/>
		<updated>2012-12-30T05:04:17Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: Created page with &amp;quot;== MythrilZenith&amp;#039;s XCOM:EU Picks &amp;amp; Tips == I figured that, if there&amp;#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. Th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== MythrilZenith&#039;s XCOM:EU Picks &amp;amp; Tips ==&lt;br /&gt;
I figured that, if there&#039;s any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
*sniper&lt;br /&gt;
**A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.&lt;br /&gt;
***Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don&#039;t perform well, especially without either squad sight or snap shot.&lt;br /&gt;
**A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.&lt;br /&gt;
&lt;br /&gt;
**End Score: Situational. They&#039;re fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can&#039;t effectively lock down on one position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Support&lt;br /&gt;
**A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.&lt;br /&gt;
**It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don&#039;t be afraid to try out a smoker; the last-minute cover they provide can save your soldiers&#039; lives, particularly if they&#039;re locked down in degrading cover by sectopods, and it&#039;s preferable to avoid getting hit at all, rather than spending time healing back damage done.&lt;br /&gt;
&lt;br /&gt;
**End Score: Absolute necessity. There are few times when you won&#039;t need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.&lt;br /&gt;
&lt;br /&gt;
*Assault&lt;br /&gt;
**The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I&#039;m using a rifle I&#039;d rather have the utility of a support.&lt;br /&gt;
**The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.&lt;br /&gt;
***You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. You can get away without having them, but if you&#039;re in the confined spaces of a UFO or building complex you&#039;ll miss their insane damage and mobility.&lt;br /&gt;
&lt;br /&gt;
*Heavy&lt;br /&gt;
**At first glance they don&#039;t seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.&lt;br /&gt;
**Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don&#039;t shine quite as much mid-game, they still are an important asset.&lt;br /&gt;
***Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.&lt;br /&gt;
**Free-aiming abilities are a massive benefit, because if you can get close, you&#039;re almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.&lt;br /&gt;
***On the same note, heavies are even more necessary on higher difficulties, where the aliens&#039; passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.&lt;br /&gt;
&lt;br /&gt;
**End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Titan_Armor_(EU2012)&amp;diff=43161</id>
		<title>Titan Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Titan_Armor_(EU2012)&amp;diff=43161"/>
		<updated>2012-12-30T02:23:58Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:titan_deco_1.jpg|thumb|right]]&lt;br /&gt;
==Description==&lt;br /&gt;
*&#039;&#039;&#039;Engineering Description:&#039;&#039;&#039;&lt;br /&gt;
The Titan Armor is among our heaviest designs, enhancing our soldier&#039;s protection from weapons fire, while also providing immunity to fire and toxins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research Notes:&#039;&#039;&#039;&lt;br /&gt;
Among the heaviest of our body armor prototypes, the &amp;quot;Titan&amp;quot; armor makes use of the alien element known as Elerium to provide a continual powered assist to the operator of this suit as they move through the battlefield. With the element in short supply, we&#039;ve tried to find the most efficient means to utilize it in our development programs.&lt;br /&gt;
&lt;br /&gt;
In this case, the Elerium power cell is used to fuel an integrated cooling system designed to minimize fatigue by regulating the operator&#039;s body temperature. This system gives the Titan Armor the added benefit of increased resistance to environmental hazards, particularly fire and poison damage&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; | Carapace Armor&amp;lt;br&amp;gt; Elerium&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | §150 &amp;lt;br&amp;gt;Alloy:35&amp;lt;br&amp;gt;Elerium:10&amp;lt;br&amp;gt;Min. Engineers:25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health || align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities || align=&amp;quot;center&amp;quot; | Immunity: Fire/Toxin &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;
* Other armors might be more suited for certain classes. (Archangel for flight or ghost for stealth/grapple)&lt;br /&gt;
* Aside from the increased health and immunities, provides no usable abilities.&lt;br /&gt;
* While this armor gives the most HP, it does not give any Defence bonus such as is found on Ghost and Psi Armor. This means that while Titan is generally the best for overall survivability due to the increase in Health Points (HPs), wearing Ghost and Psi armors reduces the chance that an enemy shot will hit and remove HPs.&lt;br /&gt;
* Titan armor also decreases the movement range of any soldier wearing it, similar to how skeleton and ghost armor increase movement range. It isn&#039;t a large decrease, but it can make it more difficult to get to proper cover or close on an enemy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=43159</id>
		<title>Chryssalid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=43159"/>
		<updated>2012-12-29T23:37:09Z</updated>

		<summary type="html">&lt;p&gt;MythrilZenith: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Chryssalid.png|200px]]&lt;br /&gt;
|hp=8/8/8/8&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the alien forces as terror agents, though sometimes they can be seen defending structures of importance to the aliens. They are the fastest ground units in the game and they use their deadly claws to tear up your squad members. Perhaps the worst thing about them is that they can inject a venom into your operatives that effectively zombifies them, turning them into a thrall for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers. (Or civilians where present.)&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
A priority when facing Chryssalids is to stay well away. If your squad members can hear Chryssalids running around you should put your squad on Overwatch. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have heavy armour but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. However you should be sure you have enough firepower to take down the whole group, keeping up with technology will surely help you in this regard.&lt;br /&gt;
&lt;br /&gt;
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your soldiers without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits.&lt;br /&gt;
&lt;br /&gt;
As always, keep a sniper or two around to quickly finish them off when they appear.&lt;br /&gt;
&lt;br /&gt;
Note that killing zombified soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens&#039; turn and can move and attack immediately after emerging. This can be a nasty surprise if you&#039;ve not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily.&lt;br /&gt;
&lt;br /&gt;
Chryssalids are at their most dangerous in terror missions, where they can convert civilians in to zombies and if you advance too slowly you can find yourself overwhelmed by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
During missions such as larger UFO assaults or the alien base, where enemies are activated only when you get within sight range, Chryssalids can be extremely dangerous, as instead of falling back to cover, they will take their free move to surround your closest soldier, and then attack as soon as the alien turn begins.&lt;br /&gt;
&lt;br /&gt;
Chitin Plating, made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Chryssalid corpses can be used to create Chitin Plating, which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.&lt;br /&gt;
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their full glory in the 1994 original X-COM.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MythrilZenith</name></author>
	</entry>
</feed>