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Xcom 2 unconscious unit
Xcom 2 unconscious unit









xcom 2 unconscious unit

Aliens who fall unconscious will be completely and permanently disarmed, as aliens never pick up items. An unconscious unit will drop all items in its inventory, which will have to be picked up again.

xcom 2 unconscious unit

A shortcut to unconsciousness is to have friends lightly wound the alien to reduce its health (eg with a few pistol rounds) before or after hitting it with your stun weapon.If that space is occupied then the unit will attempt to appear in the next tile in a clockwise direction until a free location is encountered. Instead, they will often wake up one tile to the north. Units cannot wake up on the same tile as the person applying the medication. You need to manually force a battlescape update by selecting another soldier, then come back to the medic.

xcom 2 unconscious unit

The medic who revives the alien will not see the revived alien, even if it's standing right in front of them. If terrain blocks the view of the medic's feet so that you can't see if the unit is still there, check the medic's inventory. If not, you may needlessly use up TUs and stimulants even though the unit is already awake. You will need to visually check after each stimulant dose is applied to see if the alien or soldier has awakened. The medikit will not inform you when you have revived the unit. This is helpful when reviving aliens so you can stun them again, more deeply. A unit (soldier or alien) will have full TUs if it recovers naturally, and no TUs if it was revived with Stimulants.

xcom 2 unconscious unit

The revived unit will be standing nearby without any equipment. To revive an unconscious unit, stand on the square where their body is lying and use the medikit repeatedly, checking after each stimulant use to see if the unit has woken up (see below). Medi-Kit stimulants will counteract stun damage by 4 pts/application. When stun damage falls below health the unit will wake up. This is true for conscious or unconscious soldiers or aliens.

  • The Thermal Shok Launcher is the TFTD version of the Small Launcher, dealing an impressive 60-180 pts of stun at Ground Zero.
  • The Thermal Tazer melee weapon with freezing effect of 40-120 pts (TFTD).
  • The Small Launcher, which fires area-effect Stun Bombs (Does between 0-180 pts stun at GZ).
  • Will not affect sealed Flying Suits, Power Suits, robots (X-COM or alien) or any alien-controlled unit.
  • Smoke inhalation, 1-3 pts/round (observation from 1500+ trials), e.g.
  • Does between 0-130 pts stun and aliens with high Health may require quite a few pokes to knock out.
  • The Stun Rod is a highly accurate hand-to-hand combat weapon, although few soldiers will gladly accept the chance to poke a dangerous alien with a stick.










  • Xcom 2 unconscious unit