Colonel_Krukov
🖖 Live long and prosper
He/HimVS Battles
FC/OC VS Battles
Bureaucrat
Administrator
Image Helper
- 8,626
- 10,802
Speed
Since this blog is available (Kudos goes to those who helped make it) I was wondering if we are able to change the reaction speed for all current and future profiles of any XCOM character.
Lasers
Here are our rules regarding lasers (Kudos to those that made this):
IMHO, I do not think these count as proper lasers. What are other peoples thoughts?
Concrete Evidence
Dodging Machine gun fire - Example 1, Example 2
Various dodging
AR dodging time stamp: 0:57 Here it says the calibre of ammunition used which is "5.56mm NATO rounds".
Unlikely
Enemies can also dodge Railgu attacks. (Although it's difficult for me to find such precise things on YT)
According to Wikipedia, Railgun projectiles move at 8600 kilometres per hour which is just under Mach 7 (Hypersonic)
This ability called "Lightning Reflexes" allows any trooper who has it, can guarantee dodge the first shot that is fired upon them. I'm assuming that this is just game mechanics though.
AP/Durability
Here's the changes I propose and why I think they should be implemented:
The XCOM EW/EU Sectopod should have Building level AP via the main cannon for being able to seriously damage XCOM troops with late game armour. Said armour is barely affected by attacks from Sectoids who have Small Building level AP. This should also apply to the other version of Sectopod.
Ethereal's should be slightly below a Sectopod in terms of durability (Building level should be fair). They also share some of the abilities from The Commander (XCOM) such as the Dimensional rift which can insta-kill a Sectopod (Although, as with all psionic attacks, it's weaker on those with a stronger will). They can also reflect some damage towards enemies. There natural AP should be 8-C (About equal to a Sectopods AP)
Notices
P.S: I have asked for calculations for this in the past, but since there is something to go off now, without the need for calculations, I have created this thread. If someone does want to do calculations, please leave a message.
P.P.S: All dodging feats should scale to any unit in the game.
Since this blog is available (Kudos goes to those who helped make it) I was wondering if we are able to change the reaction speed for all current and future profiles of any XCOM character.
Lasers
Here are our rules regarding lasers (Kudos to those that made this):
- The beam refracts in a new material, such as a liquid or...
- The beam reflects off a material that it can be expected to, such as a non-magical mirror
- The beam is called lightspeed by credible scientific sources
- It is stated to be made of photons or light itself, again by a credible scientific source
- It has its origin at a realistic source of light, such as a camera.
- "The alien weaponry appears to use a series crystalline lenses to increase the power output of their weapons." Source
- Weapons testing
- Firing upon target
IMHO, I do not think these count as proper lasers. What are other peoples thoughts?
Concrete Evidence
Dodging Machine gun fire - Example 1, Example 2
Various dodging
AR dodging time stamp: 0:57 Here it says the calibre of ammunition used which is "5.56mm NATO rounds".
Unlikely
Enemies can also dodge Railgu attacks. (Although it's difficult for me to find such precise things on YT)
According to Wikipedia, Railgun projectiles move at 8600 kilometres per hour which is just under Mach 7 (Hypersonic)
This ability called "Lightning Reflexes" allows any trooper who has it, can guarantee dodge the first shot that is fired upon them. I'm assuming that this is just game mechanics though.
AP/Durability
Here's the changes I propose and why I think they should be implemented:
The XCOM EW/EU Sectopod should have Building level AP via the main cannon for being able to seriously damage XCOM troops with late game armour. Said armour is barely affected by attacks from Sectoids who have Small Building level AP. This should also apply to the other version of Sectopod.
Ethereal's should be slightly below a Sectopod in terms of durability (Building level should be fair). They also share some of the abilities from The Commander (XCOM) such as the Dimensional rift which can insta-kill a Sectopod (Although, as with all psionic attacks, it's weaker on those with a stronger will). They can also reflect some damage towards enemies. There natural AP should be 8-C (About equal to a Sectopods AP)
Notices
P.S: I have asked for calculations for this in the past, but since there is something to go off now, without the need for calculations, I have created this thread. If someone does want to do calculations, please leave a message.
P.P.S: All dodging feats should scale to any unit in the game.