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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:41:47Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56096</id>
		<title>Talk:Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56096"/>
		<updated>2014-03-20T16:29:09Z</updated>

		<summary type="html">&lt;p&gt;Red Earth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve seen +§7/month and +§200 month with New Economy activated. While I can&#039;t confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)&lt;br /&gt;
:I&#039;ve seen Brazil with §310 a month.--[[User:Red Earth|Red Earth]] ([[User talk:Red Earth|talk]]) 12:29, 20 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
This patch isn&#039;t listed as DLC in steam library properties, wouldn&#039;t it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)&lt;br /&gt;
:Everyone else seems to call it a DLC from what I&#039;ve read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn&#039;t a &#039;pack&#039; that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it &#039;DownLoadable Content&#039;? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)&lt;br /&gt;
:: Well, &#039;patch&#039;? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)&lt;br /&gt;
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there&#039;s no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)&lt;br /&gt;
:::: I added that line because many people said explosives will do random damage too, which isn&#039;t the case in the official 2nd wave. But I think you&#039;re right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Seems like no site I&#039;ve seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault&#039;s abilites; Aggression, and moreso, Close &amp;amp; Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run &amp;amp; Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I&#039;ll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make &#039;farming&#039; for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS&#039;s New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I&#039;ve seen mismatches as bad as 29/89 and 71/51, and what I call &amp;quot;Uber&amp;quot; potential with 72/89, and ending with +120/+120 stats (highest Will I&#039;ve gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was thinking the same thing, having already listed out strategic changes for Damage Roulette on a message board before. I wasn&#039;t sure how best to enter the information, if I should just add more bullet points or if there should be a section for strategy changes, or a section of bullet points with a header withing the sections for each option. I suppose I could just start entering them as bullet points with the existing information and if someone else has a better way of formatting it they could establish that afterwards. --[[User:Red Earth|Red Earth]] ([[User talk:Red Earth|talk]]) 02:24, 18 March 2014 (EDT)&lt;br /&gt;
::My suggestion would be to add the strategic changes to Damage Roulette on the [[Strategy (EU2012)#Second Wave|Strategy]] guide, since there&#039;s a section for Second Wave there. But if you feel you&#039;ve got a lot of info/tips, it may be better yet to create a specific page(s) for the option (s), like the already existing [[Training Roulette (EU2012)|Training Roulette]] page and put the appropriate links here. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:53, 18 March 2014 (EDT)&lt;br /&gt;
:::I was just editing the [[Arc_Thrower_(EU2012)|Arc Thrower]] page; idea: any places where the bullet points have become a [[Seeker_(EU2012)|laundry list]], notes for &amp;quot;technical&amp;quot; info/programming analysis, that sort of thing, and &amp;quot;Tactics&amp;quot; for &#039;tips for in the field&#039;.  --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 07:01, 19 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Marathon and XP requirements==&lt;br /&gt;
I&#039;ve just noticed that this line of text was removed:&lt;br /&gt;
** Can make game easier because you&#039;ll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game.  &lt;br /&gt;
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)&lt;br /&gt;
*Moyag&#039;s the one that deleted it, so dunno, but my guess is that the wording wasn&#039;t clear to him. Lemme think..... ok, how&#039;s that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Results Driven ==&lt;br /&gt;
&lt;br /&gt;
Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn&#039;t seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)&lt;br /&gt;
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)&lt;br /&gt;
::No, I&#039;m only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding &amp;lt;$40 due to New Economy, as well.--[[User:DracoGriffin|DracoGriffin]] 02:33, 28 November 2013 (EST)&lt;br /&gt;
:::Phew, looks like I was right after all. Russia&#039;s funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--[[User:DracoGriffin|DracoGriffin]] 04:26, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Itchy Trigger Tentacle Unlock ==&lt;br /&gt;
&lt;br /&gt;
Does anyone actually have this because it does not appear on mine currently.--[[User:Ditto51|Ditto51]] 09:57, 28 November 2013 (EST)&lt;br /&gt;
:I have. You need to win the game on Impossible (I think) to unlock it. There&#039;s an easier way to unlock it that has been posted at the Nexusforums. [[User:Hobbes|Hobbes]] 10:41, 28 November 2013 (EST)&lt;br /&gt;
::I got it after completing Classic on XBOX360. Maybe different for PC?--[[User:DracoGriffin|DracoGriffin]] 13:54, 28 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--[[User:Ditto51|Ditto51]] 14:07, 28 November 2013 (EST)&lt;br /&gt;
::::I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) [[User:Hobbes|Hobbes]] 18:01, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Itchy Trigger Tentacle Mechanics ===&lt;br /&gt;
Has anyone had an alien fire on a soldier after revealing themselves (edge of view or sometimes &amp;quot;paths&amp;quot; into soldiers)? For a long time, I never saw any aliens open fire when revealing themselves, so I figured it must be on soldier reveals only. However, had an Abduction mission where I was fighting Mutons and Cyberdisk/Drone group pathed into the fight and Cyberdisk unfolded and blasted one of the two nearest soldiers, which was a huge surprise to me. It might be something worth mentioning even if it is extremely rare; just need some further validation since only happened to me once (even then, when soldiers reveal alien pods, Itchy Trigger Tentacle doesn&#039;t seem to &amp;quot;proc&amp;quot; as much as the percentage suggests).&lt;br /&gt;
&lt;br /&gt;
Just to clarify:&lt;br /&gt;
&lt;br /&gt;
Non Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier; non-cover aliens go into Overwatch&lt;br /&gt;
&lt;br /&gt;
Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch or open fire on visible soldier&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier;&lt;br /&gt;
** Non-cover aliens go into Overwatch (99% this is what happened in my experience)&lt;br /&gt;
** Non-cover aliens open fire on nearest/visible/flanked(?) soldier (happened to me once)&lt;br /&gt;
&lt;br /&gt;
At the beginning of the alien turn, the reveal scene happened and the Cyberdisk/drone pod popped up in front of two soldiers. The Cyberdisk immediately unfolded and fired. Drone merely moved into flanking position, typical of standard reveal movement and did not shoot. So the pod was not activated earlier or anything like that. --[[User:DracoGriffin|DracoGriffin]] 13:31, 13 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Absolutely Critical and EXALT ==&lt;br /&gt;
&lt;br /&gt;
I noticed while playing with this option turned on that EXALT Units that are flanking me don&#039;t always get critical hits against my soldiers, could it not work for EXALT possibly?--[[User:Ditto51|Ditto51]] 12:33, 3 December 2013 (EST)&lt;br /&gt;
:Nevermind, my soldier has Relieiance...--[[User:Ditto51|Ditto51]] 12:38, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aiming Angles ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how &amp;quot;Aiming Angles&amp;quot; option actually work?--[[User:PavelB|PavelB]] 04:52, 6 December 2013 (EST)&lt;br /&gt;
:Closer you are to flanking, the more +Aim% increases up until you ARE flanking, at which point you gain the usual +Aim% and +Crit%. It is a nice Second Wave, as it is rewarding as you attempt to flank (closer to &amp;quot;reality&amp;quot;) but it DOES work for enemies as well, just like Absolutely Critical.--[[User:DracoGriffin|DracoGriffin]] 12:51, 6 December 2013 (EST)&lt;br /&gt;
::Thank you. I&#039;ve almost completed a compaign with this option enabled. And yes, it is great. But it would be interesting to know the formalas, how these &amp;quot;cover penalties&amp;quot; are calculated. [[User:PavelB|PavelB]] 04:28, 9 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hidden potential MEC trooper&#039;s aim gain ==&lt;br /&gt;
Does anyone know the data how much aim stat growth the MEC troopers have. My last play-through my MEC ended up at 105 base aim as col. It was a converted support squaddie. Is it bugged or does the second wave works as intended. I can see the data it would never get even close to that aim. So I think second wave HP is bugged. Anyone know ? --[[User:Sunesha|Sunesha]] 17:11, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Red Earth</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=56072</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=56072"/>
		<updated>2014-03-18T19:05:39Z</updated>

		<summary type="html">&lt;p&gt;Red Earth: /* Hover S.H.I.V. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a Minigun by default.  The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §100 and takes 7 days to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §150 and requires 10 Engineers and 40 Alien Alloys, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §200 and requires 20 Engineers and 60 Alien Alloys and 40 Elerium, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +10 Aim.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. Does not require the Laser project to be completed first. +15 aim.  (Stacks with S.H.I.V. Laser aim bonus.)&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - Robotic version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - For the Hover S.H.I.V. only: doubles fuel duration.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes and bombs. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Red Earth</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56059</id>
		<title>Talk:Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56059"/>
		<updated>2014-03-18T06:24:51Z</updated>

		<summary type="html">&lt;p&gt;Red Earth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve seen +§7/month and +§200 month with New Economy activated. While I can&#039;t confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)&lt;br /&gt;
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This patch isn&#039;t listed as DLC in steam library properties, wouldn&#039;t it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)&lt;br /&gt;
:Everyone else seems to call it a DLC from what I&#039;ve read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn&#039;t a &#039;pack&#039; that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it &#039;DownLoadable Content&#039;? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)&lt;br /&gt;
:: Well, &#039;patch&#039;? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)&lt;br /&gt;
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there&#039;s no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)&lt;br /&gt;
:::: I added that line because many people said explosives will do random damage too, which isn&#039;t the case in the official 2nd wave. But I think you&#039;re right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)&lt;br /&gt;
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Seems like no site I&#039;ve seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault&#039;s abilites; Aggression, and moreso, Close &amp;amp; Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run &amp;amp; Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I&#039;ll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make &#039;farming&#039; for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS&#039;s New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I&#039;ve seen mismatches as bad as 29/89 and 71/51, and what I call &amp;quot;Uber&amp;quot; potential with 72/89, and ending with +120/+120 stats (highest Will I&#039;ve gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)&lt;br /&gt;
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:I was thinking the same thing, having already listed out strategic changes for Damage Roulette on a message board before. I wasn&#039;t sure how best to enter the information, if I should just add more bullet points or if there should be a section for strategy changes, or a section of bullet points with a header withing the sections for each option. I suppose I could just start entering them as bullet points with the existing information and if someone else has a better way of formatting it they could establish that afterwards. --[[User:Red Earth|Red Earth]] ([[User talk:Red Earth|talk]]) 02:24, 18 March 2014 (EDT)&lt;br /&gt;
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==Marathon and XP requirements==&lt;br /&gt;
I&#039;ve just noticed that this line of text was removed:&lt;br /&gt;
** Can make game easier because you&#039;ll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game.  &lt;br /&gt;
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)&lt;br /&gt;
*Moyag&#039;s the one that deleted it, so dunno, but my guess is that the wording wasn&#039;t clear to him. Lemme think..... ok, how&#039;s that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)&lt;br /&gt;
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== Results Driven ==&lt;br /&gt;
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Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn&#039;t seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)&lt;br /&gt;
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)&lt;br /&gt;
::No, I&#039;m only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding &amp;lt;$40 due to New Economy, as well.--[[User:DracoGriffin|DracoGriffin]] 02:33, 28 November 2013 (EST)&lt;br /&gt;
:::Phew, looks like I was right after all. Russia&#039;s funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--[[User:DracoGriffin|DracoGriffin]] 04:26, 28 November 2013 (EST)&lt;br /&gt;
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== Itchy Trigger Tentacle Unlock ==&lt;br /&gt;
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Does anyone actually have this because it does not appear on mine currently.--[[User:Ditto51|Ditto51]] 09:57, 28 November 2013 (EST)&lt;br /&gt;
:I have. You need to win the game on Impossible (I think) to unlock it. There&#039;s an easier way to unlock it that has been posted at the Nexusforums. [[User:Hobbes|Hobbes]] 10:41, 28 November 2013 (EST)&lt;br /&gt;
::I got it after completing Classic on XBOX360. Maybe different for PC?--[[User:DracoGriffin|DracoGriffin]] 13:54, 28 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--[[User:Ditto51|Ditto51]] 14:07, 28 November 2013 (EST)&lt;br /&gt;
::::I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) [[User:Hobbes|Hobbes]] 18:01, 28 November 2013 (EST)&lt;br /&gt;
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=== Itchy Trigger Tentacle Mechanics ===&lt;br /&gt;
Has anyone had an alien fire on a soldier after revealing themselves (edge of view or sometimes &amp;quot;paths&amp;quot; into soldiers)? For a long time, I never saw any aliens open fire when revealing themselves, so I figured it must be on soldier reveals only. However, had an Abduction mission where I was fighting Mutons and Cyberdisk/Drone group pathed into the fight and Cyberdisk unfolded and blasted one of the two nearest soldiers, which was a huge surprise to me. It might be something worth mentioning even if it is extremely rare; just need some further validation since only happened to me once (even then, when soldiers reveal alien pods, Itchy Trigger Tentacle doesn&#039;t seem to &amp;quot;proc&amp;quot; as much as the percentage suggests).&lt;br /&gt;
&lt;br /&gt;
Just to clarify:&lt;br /&gt;
&lt;br /&gt;
Non Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier; non-cover aliens go into Overwatch&lt;br /&gt;
&lt;br /&gt;
Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch or open fire on visible soldier&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier;&lt;br /&gt;
** Non-cover aliens go into Overwatch (99% this is what happened in my experience)&lt;br /&gt;
** Non-cover aliens open fire on nearest/visible/flanked(?) soldier (happened to me once)&lt;br /&gt;
&lt;br /&gt;
At the beginning of the alien turn, the reveal scene happened and the Cyberdisk/drone pod popped up in front of two soldiers. The Cyberdisk immediately unfolded and fired. Drone merely moved into flanking position, typical of standard reveal movement and did not shoot. So the pod was not activated earlier or anything like that. --[[User:DracoGriffin|DracoGriffin]] 13:31, 13 December 2013 (EST)&lt;br /&gt;
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== Absolutely Critical and EXALT ==&lt;br /&gt;
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I noticed while playing with this option turned on that EXALT Units that are flanking me don&#039;t always get critical hits against my soldiers, could it not work for EXALT possibly?--[[User:Ditto51|Ditto51]] 12:33, 3 December 2013 (EST)&lt;br /&gt;
:Nevermind, my soldier has Relieiance...--[[User:Ditto51|Ditto51]] 12:38, 4 December 2013 (EST)&lt;br /&gt;
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== Aiming Angles ==&lt;br /&gt;
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Does anyone know how &amp;quot;Aiming Angles&amp;quot; option actually work?--[[User:PavelB|PavelB]] 04:52, 6 December 2013 (EST)&lt;br /&gt;
:Closer you are to flanking, the more +Aim% increases up until you ARE flanking, at which point you gain the usual +Aim% and +Crit%. It is a nice Second Wave, as it is rewarding as you attempt to flank (closer to &amp;quot;reality&amp;quot;) but it DOES work for enemies as well, just like Absolutely Critical.--[[User:DracoGriffin|DracoGriffin]] 12:51, 6 December 2013 (EST)&lt;br /&gt;
::Thank you. I&#039;ve almost completed a compaign with this option enabled. And yes, it is great. But it would be interesting to know the formalas, how these &amp;quot;cover penalties&amp;quot; are calculated. [[User:PavelB|PavelB]] 04:28, 9 December 2013 (EST)&lt;br /&gt;
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== Hidden potential MEC trooper&#039;s aim gain ==&lt;br /&gt;
Does anyone know the data how much aim stat growth the MEC troopers have. My last play-through my MEC ended up at 105 base aim as col. It was a converted support squaddie. Is it bugged or does the second wave works as intended. I can see the data it would never get even close to that aim. So I think second wave HP is bugged. Anyone know ? --[[User:Sunesha|Sunesha]] 17:11, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Red Earth</name></author>
	</entry>
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