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Talk:Silacoid: Difference between revisions

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Aside from [[Item_Stacking_Bug#Effects_of_stacked_items_in_hand_slots|exploiting a programming oversight]], you can't.  This means that Mind Control on Silacoids is limited mainly to using them as scouts or fire decoys.  Same with Chryssalids, but given the high threat posed by the Chryssalid, mind controlling them is valuable in and of itself because it makes them non-dangerous; the Silacoid isn't that dangerous to begin with. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:23, 23 December 2007 (PST)
Aside from [[Item_Stacking_Bug#Effects_of_stacked_items_in_hand_slots|exploiting a programming oversight]], you can't.  This means that Mind Control on Silacoids is limited mainly to using them as scouts or fire decoys.  Same with Chryssalids, but given the high threat posed by the Chryssalid, mind controlling them is valuable in and of itself because it makes them non-dangerous; the Silacoid isn't that dangerous to begin with. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:23, 23 December 2007 (PST)
== Weapon Rankings Vs Silacoids ==
%TUs per kill (average; FA=50).
NB you don't really want to kill Silacoids, you want to use them for reaction fire and target practice, using Snap or Aimed fire with AC-Incendiary rounds that don't harm them at all. Or you could use Pistols - on average it will take nearly 2,000 soldier x turns of firing before the Silacoid is put out of its misery by Pistol fire. You'll almost certainly run out of ammo before then.
Blast Bmb 46
HE Pack(XCU) 70
HvyPlas 76
PlasmaR 132
HE Pack 132
HvyLas (XCU) 133
Stun Rod 139
Alien Grd 164
RocketLg 165
AC - HE 201
Prox Grd 217
HC - HE 218
RocketSm 227
Stun Bmb 258
LaserR         275
Grenade 319
PlasmaP 325
HvyLas         355
LaserP         708
HC - AP 731
AC - AP 1381
Rifle         9120
Pistol       177840
[[User:Spike|Spike]] 21:21, 27 February 2009 (CST)

Revision as of 03:21, 28 February 2009

how do you get these things to attack while mind-controlled? same with chryssilaids?--(name here) 20:01, 23 December 2007 (PST)

Aside from exploiting a programming oversight, you can't. This means that Mind Control on Silacoids is limited mainly to using them as scouts or fire decoys. Same with Chryssalids, but given the high threat posed by the Chryssalid, mind controlling them is valuable in and of itself because it makes them non-dangerous; the Silacoid isn't that dangerous to begin with. Arrow Quivershaft 20:23, 23 December 2007 (PST)

Weapon Rankings Vs Silacoids

%TUs per kill (average; FA=50).

NB you don't really want to kill Silacoids, you want to use them for reaction fire and target practice, using Snap or Aimed fire with AC-Incendiary rounds that don't harm them at all. Or you could use Pistols - on average it will take nearly 2,000 soldier x turns of firing before the Silacoid is put out of its misery by Pistol fire. You'll almost certainly run out of ammo before then.

Blast Bmb	 46
HE Pack(XCU)	 70
HvyPlas	 76
PlasmaR	132
HE Pack	132
HvyLas (XCU)	133
Stun Rod	139
Alien Grd	164
RocketLg	165
AC - HE	201
Prox Grd	217
HC - HE	218
RocketSm	227
Stun Bmb	258
LaserR	        275
Grenade	319
PlasmaP	325
HvyLas	        355
LaserP	        708
HC - AP	731
AC - AP	1381
Rifle	        9120
Pistol	      177840


Spike 21:21, 27 February 2009 (CST)