The Demi-Godly One Posted September 17, 2002 Share Posted September 17, 2002 I just thought I'd say that I know how to get a cryssalid on your team(Only forthe battle though).If you get it and keep it to the end of the battle you get yourunit back, but I don't know what happens if it was a civillian. Anyways what youdo is:1. Find a zombie2. Take it over3. Shoot it so it is a cryssalid(it will say it is a enemy but ignore that)4. Wait a turnThat's it, the only problem is when it picks up a weapon it somehow gets reallyshort range. Also I just thought I'd mention that when an alien picks up a humanweapon, lets say a laser rifle, it will know how to use it but amazingly it will actuallyso it carrying that weapon, without any graphic errors. Link to comment Share on other sites More sharing options...
NKF Posted September 17, 2002 Share Posted September 17, 2002 I posted something about this on the old forum, I think. Intersting stuff really. Pity you can't use its impregnation attack. Instant kills all the way. It's funny when Chryssalids are firing lasers. Gives you the impression that lightning bolts are being emitted from their teeth. A killing smile for sure. (ting). The bastards! Arm them with laser pistols. They're fast and very cheap on TU consumption, and when used up close, even 0% accuracy means little. Grenades don't even need to be accurate to work, so converted chrysslids make great grenadiers too. Stun rods! Your shock sticks don't need no stinking accuracy modifier! One more interesting trait about converted Chryssalids is that they get turned into Zombies when attacked by other Chryssalids. Ordinary Chryssalids under mind control will just die when attacked by their companions. A rather interesting way of rejuvinating your Chryssalid, although each time its zombified, it counts as losing one X-Com unit and your troops will suffer morale loss. Heh, you'd end up arriving at a mission with 10 soldiers, only to leave with 9 soldiers and 6 casualties. - NKF Link to comment Share on other sites More sharing options...
InsaneLapin Posted September 18, 2002 Share Posted September 18, 2002 im too cautious to lose a soldier in a mission by chryssalidsflying suit power ! Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted September 18, 2002 Share Posted September 18, 2002 funny. so far, i have only seen cryssalids only twice(as in two missions). Link to comment Share on other sites More sharing options...
The Veteran Posted September 18, 2002 Share Posted September 18, 2002 You don't need to use an XCom soldier that's just dumb. Use civvie zombies and then you get to use the Chrysallid as a scout with 110 TUs! Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted September 18, 2002 Author Share Posted September 18, 2002 I know that you can use a civillain it's just that I couldn'tfind one and I was just experementing and it's faster to useyour own unit. Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted September 19, 2002 Share Posted September 19, 2002 too bad cryssalids only kill tanks. otherwise, we could get 4 cryssalids from a tank! ahhhh.....i love that smilie... :inlove: Link to comment Share on other sites More sharing options...
Cadmus Posted December 10, 2002 Share Posted December 10, 2002 Chrysalids, what TUs did they have again, I think I once worked it out as having a foot speed of 60mph Link to comment Share on other sites More sharing options...
Solfius Posted December 10, 2002 Share Posted December 10, 2002 one chrysallid mission, but thats cause I'm begginner, still a line of 20 soldiers, all with 50-60 TUs spare and laser rifles soon sort them out Link to comment Share on other sites More sharing options...
BladeMaster Posted December 12, 2002 Share Posted December 12, 2002 That works, most of the time. I once had a line up like that, except with Heavy Plasmas... my weopon of choice. A 2 Cryssalids snuck up behind my guys and zombified my good soildier's, mind you I restarted my game because I was lucky enough to save after every turn, expecially in a Cryssalid fight. Just saying that Cryssalids always have a funny way of laughing in your face and bitting you in the ass. I say kill em all, and let the Brain sort them out!!!! Link to comment Share on other sites More sharing options...
JellyfishGreen Posted December 13, 2002 Share Posted December 13, 2002 Chrysalids, what TUs did they have again, I think I once worked it out as having a foot speed of 60mphYes, what we really want to know is, What's the ground speed of an unladen Chrysallid? And how many coconuts could they carry? (Ni!)JFG Link to comment Share on other sites More sharing options...
Alan Posted December 13, 2002 Share Posted December 13, 2002 african or european? or more to the point, ufo or enforcer? and probably two, one speared on each claw... Link to comment Share on other sites More sharing options...
mirage Posted December 14, 2002 Share Posted December 14, 2002 I'll have to remember all this next time I play... I think I have a snakeman base waiting around. Link to comment Share on other sites More sharing options...
Solfius Posted December 14, 2002 Share Posted December 14, 2002 I do, I kept it for the supply ships (remember my elrium shortage, I've never made a flying suit since ) and an etheral *shudders* I'm doing psy training as we speak, I'll sort em out good Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted December 16, 2002 Share Posted December 16, 2002 say one square is one meter, then do the math(s). dunno. how did you figure out how fast they were? Link to comment Share on other sites More sharing options...
Cadmus Posted December 19, 2002 Share Posted December 19, 2002 I don't remember the exact calculation, but it's based on one square being one meter and an average soldier being able to move 60/4=15m per turn. Working that backwards to figure out how long a turn is and then applying that speed to the Chrysalids 120(?) tu. Link to comment Share on other sites More sharing options...
mirage Posted December 19, 2002 Share Posted December 19, 2002 so you have to figure out how many time units it takes to go one meter (y) divided by total tu's 120/y = speed? Link to comment Share on other sites More sharing options...
LTNS Posted December 19, 2002 Share Posted December 19, 2002 Hi. I'm new to these fourumns but not to UFO defence and TFTD. I seem to have found a very efective way to deal with Chyssalids! This also works on TFTD's lobster men. All you need to do is get psionic capabilities or hand to hand combat weapons. These will kill the thing in one turn. Weaker monsters are sometime not affected by it though... Link to comment Share on other sites More sharing options...
Crazy Photon Posted December 20, 2002 Share Posted December 20, 2002 Welcome to the XTC forums LTNS Aye, these monsters are VERY vulnerable to HTH weapons... you gotta love the smell of .... zzzzzzzzzzzziipp! fried lobsters :) Well, Chryssalids have a lot of bravery so they're not so vulnerable to psionics.... Link to comment Share on other sites More sharing options...
NKF Posted December 20, 2002 Share Posted December 20, 2002 Bravery does not affect how susceptible any unit is to psionics. It affects how quickly they start panicking when comrades are killed or when they are hurt. But apart from that, only psi-strength protects vs. psionic attacks. I'm not sure, but bravery may effect morale drain for panic attacks, but this generally just means one or two more panic attacks to break a unit's morale. Not much, but hey, every little bit counts eh? Chryssalid's don't exactly have very much psi strength, so, yay! Better still. Fly and watch the poor buggers run about in confusion! Doesn't apply to TFTD, of course! - NKF Link to comment Share on other sites More sharing options...
Snikers Posted December 20, 2002 Share Posted December 20, 2002 so you have to figure out how many time units it takes to go one meter (y) divided by total tu's 120/y = speed?Yes, but how long is one turn exactly? Link to comment Share on other sites More sharing options...
Crazy Photon Posted December 20, 2002 Share Posted December 20, 2002 Bravery does not affect how susceptible any unit is to psionics. It affects how quickly they start panicking when comrades are killed or when they are hurt. But apart from that, only psi-strength protects vs. psionic attacks.I'm not sure about that... it happened to me a LOT of times that I've much more difficulty in mind controlling a chryssalid than a Snakeman for example, and the difference in bravery seems to make the difference.... ditto for the other alien "tanks" Link to comment Share on other sites More sharing options...
NKF Posted December 20, 2002 Share Posted December 20, 2002 Most of the aliens have ridiculously high bravery ratings anyway, but I've only ever had difficulty using psionic attacks against aliens with high psi strengths, like the sectoids and ethereals. Terror units are rather easy in comparison. Looking at your own soldiers, very high bravery doesn't stop psi attacks from working anyway. As for the chryssalids being more resistant.... do we know what the chryssalid's and the snakemens' psi strengths are? Mind control and mind probes don't reveal these stats. I'm a bit stumped at how to find this out at the moment. - NKF Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted December 21, 2002 Author Share Posted December 21, 2002 I think bravery affects how hard mind control is for the aliens but not for you.So high bravery makes it hard to control aliens but for your people it is just the psi defence that makes the difference.(Different systems people) Link to comment Share on other sites More sharing options...
NKF Posted December 21, 2002 Share Posted December 21, 2002 Well, the success of a psi attack is related to the skill of the user against the psi strength of the target. Not sure how exactly it's calculated, but there you have it. This goes both ways, for you and for the aliens. Most of the ordinary aliens have 80 bravery. The terror units have braveries ranging from 100 to 110. Chryssalids have 100 bravery, but a soldier with 45 psi skill can easily mind control one with one or two mind control attacks. A zombie or even a cyberdisc with 110 bravery cannot be mind controlled by the same soldier. Now, an ethereal commander, who only has 80 bravery (but with psi-strength 65 and skill 50 --- these are revealed oddly enough) has to be attacked two or more times before the 45 skill soldier can mind control it. A muton or a snakeman with 80 bravery gets mind controlled with the first try. These were done on the 'experienced' difficulty level. I switched over to superhuman and got an ethereal commander with 75 psi strength and 50 skill, but it still had 80 bravery. The 45 skill soldier couldn't mind control it at all. From this, I believe the terror units just have higher psi-strength stats than the usual aliens, and that's why they're generally slightly little tougher to mind control. The high bravery's just there to make them ruthless killers that won't cower quickly even though most of their buddies are cut down. - NKF Link to comment Share on other sites More sharing options...
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