Jump to content

S.H.I.V. (LWR): Difference between revisions

From UFOpaedia
Ucross (talk | contribs)
No edit summary
Pathologic (talk | contribs)
Updated for LWR
Line 1: Line 1:
[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]


!! NOT UPDATED TO LWR YET !!
[[File: Soldiers_SHIVS.png|left|160px|]]
 
While Long War set out to enhance the '''Super-Heavy Infantry Vehicle''' to make it a more viable replacement for soldiers, Long War Rebalance takes a different approach. Only one S.H.I.V. can be controlled at any time during a mission, making them a special kind of unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. In addition to being stronger overall, all S.H.I.V. units can now be used as partial cover, rather than just the Alloy S.H.I.V. Moreover, the basic S.H.I.V. is now available from the beginning of the campaign, including the first mission. They can not be rebuilt if destroyed.


[[File: Soldiers_SHIVS.png|left|160px|]]
<div style="float:right">{{Header (Long War)}}__TOC__</div>
Just as the main Enemy Within DLC set out to enhance the '''Super-Heavy Infantry Vehicle''' to make it a more viable option, so too does Long War. This is especially important, since MEC units require a much greater investment of time and resources to obtain. S.H.I.V. units, in contrast, are much easier to obtain, do not suffer from fatigue like infantry and MEC operators, and can even be restored to full combat functionality after being destroyed. Not only that, but they can now install an array of new modules that can grant them additional Perks and other features (such as increased health), on top of the usual Foundry Projects to enhance their performance.


{| class="wikitable" width="25%"  
{| class="wikitable" width="25%"  
Line 13: Line 12:
! colspan="8" | '''SHIV Types'''
! colspan="8" | '''SHIV Types'''
|- align="center"
|- align="center"
! Type !! Base HP !! Armor HP !! Aim !! Defense !! Damage Resistance !! Mobility !! Flying (Y/N)
! Type !! Base HP !! Armor HP !! Aim !! Defense !! Damage Resistance !! Mobility !! Item Slots
|- align="center"
|- align="center"
|Regular || 12 || 10
|Regular || 12 || 10 || 55 || 0 || 3 || 6.8 || 4
|- align="center"
|- align="center"
|Alloy || 16 || 18
|Alloy || 16 || 18 || 55 || 0 || 4 || 8.1 || 4
|- align="center"
|- align="center"
|Hover || 14 || 14
|Hover || 14 || 14 || 55 || 20 || 3 || 8.7 || 4
|- align="center"
|- align="center"
|}
|}


One final major note about their outfitting; unlike vanilla where their armaments are replaced on an arsenal-wide basis by R&D, Long War S.H.I.V platforms must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.
Like other units, S.H.I.V platforms must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.


S.H.I.V.s, like most mechanized units in Long War, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and with 'abilities' swappable as equip-able modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.
S.H.I.V.s, like most mechanized units, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and with 'abilities' swappable as equip-able modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.


It is advisable to have at least a small pool of S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely "Fatigue", and to deal with smaller crashed UFOs that you still may want to gather materials from, instead of sending soldiers that may not get any kills for Experience.
It is advisable to have at least a small pool of S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely "Fatigue", and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.

Revision as of 05:21, 15 July 2020

Back To Main Page

While Long War set out to enhance the Super-Heavy Infantry Vehicle to make it a more viable replacement for soldiers, Long War Rebalance takes a different approach. Only one S.H.I.V. can be controlled at any time during a mission, making them a special kind of unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. In addition to being stronger overall, all S.H.I.V. units can now be used as partial cover, rather than just the Alloy S.H.I.V. Moreover, the basic S.H.I.V. is now available from the beginning of the campaign, including the first mission. They can not be rebuilt if destroyed.


SHIV Types
Type Base HP Armor HP Aim Defense Damage Resistance Mobility Item Slots
Regular 12 10 55 0 3 6.8 4
Alloy 16 18 55 0 4 8.1 4
Hover 14 14 55 20 3 8.7 4

Like other units, S.H.I.V platforms must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.

S.H.I.V.s, like most mechanized units, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and with 'abilities' swappable as equip-able modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.

It is advisable to have at least a small pool of S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely "Fatigue", and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.