A quick update while I figure out the difficulty bug some more. I call it...
BETTER KNOW A UFO
One of the keys to success in X-Com is knowing your enemy, and one of the biggest constants that will help determine success is by studying the enemy aircraft. UFOs of a particular type will have the exact same weapon systems, floor layout, and a particular spread of enemy numbers.
Below are images of every enemy ship layout save for the "Extra Small" alien ship, the small scout. Small scouts are rare, and single-occupancy craft, worth little (although the alien who uses will always carry a Mind Probe, worth $300k).
Each image is marked with salient points or tips to remember when assaulting them. Additionally, the following information is presented:
Ship Size: as identified via visual and radar data on the Geoscape. Will help narrow down what the ship's capabilities are, and potentially it's purpose. Note that yes, "Medium" and "Large" scouts are both considered "small" ships.
Weapons Range: the range of the ship's weapons; with proper armament, X-Com craft can use a longer range weapon to take down a craft safely by switching between Aggressive and Disengage maneuvers.
Salvage Value: how much the ship - minus it's valuable Elerium - is worth if completely intact. Value will fluctuate as modules are destroyed by gunfire.
[B]Alien Capacity:[B] Numbers of aliens, by difficulty. (Beginner + Expert) / (Veteran + Genius) / (Superhuman)
[B]Other:[B] Extra notes about the ship, potential adversaries, etc.
Thanks to the UFOpaedia for images and information!
Medium Scout
(1) Watch out for aliens hiding behind the Power Core; this is true for all ships, but a particular problem on both Scout Ships.
Ship Size: Small
Weapons Range: 15km
Salvage Value: $481,500
[B]Alien Capacity:[B] 3-6 / 4-7 / 6-9 Aliens
Large Scout
(1) Out of the two doors leading to the cockpit/UFO Power Source, the one on the left is generally safer, given it's better defensive position.
(2) If you have a Heavy Plasma weapon, it has about a 10% chance of being able to shoot through this type of wall. It can be a good way of ambushing aliens inside.
(3) Like the Medium Scout, make sure there's no aliens hiding behind the Power Source.
Ship Size: Small
Weapons Range: 34km
Salvage Value: $637,500
[B]Alien Capacity:[B] 3-10 / 4-11 / 6-13 Aliens
Abductor Ship
(1) A very straight forward ship, but note that this passage leads to a dead end. You can however, shoot the tiles with the computer terminals out with a Plasma Rifle, for a quick entrance into the main room.
Ship Size: Medium
Weapons Range: 22
Salvage Value: $1,391,000
[B]Alien Capacity:[B] 9-14 / 11-16 / 13-18 Aliens
[B]Other:[B] Note that if a Sectoid Ship, it will have a Leader capable of using Psionic attacks.
Harvester Ship
(1) Of the two doors, this is the only one that leads upstairs... at least, without a Flying Suit.
(2) There's a gap above the dead cow that one can use a Flying Suit to gain access to the second and third floors. Aliens can use this too! Particularly watch out for Floaters.
(3) If looking to blast one's way in with a Blaster Bomb, this is my personal favorite spot. It will gain you access to at least one (usually both) elevators, and usually with few aliens.
(4) Of the two doors, this one offers the best protection, as there is a dead-end preventing an ambush from behind.
(5) Aliens love to hide in these Food Modules; be careful.
(6) Of the two elevators to the third floor, this is the better one to take. The other is usually guarded.
Ship Size: Medium
Weapons Range: 20km
Salvage Value: $2,304,500
[B]Alien Capacity:[B] 10-15 / 12-17 / 16-21 Aliens.
[B]Other:[B] Note, that if a Sectoid ship, there will be 1 to 2 Leaders who can use Psionic Attacks.
Supply Ship
(1) Aliens sometimes hide in the core; the best way to assault this room is to send in a soldier from each entrance at the same time.
(2) This elevator leads to the third floor. It's the priority on a Sectoid ship to take out the Psionic aliens.
(3) This elevator leads to the second floor. If short on manpower, keep a couple of soldiers guarding this lift.
(4) As these Food Modules are next to the elevator, they can sometimes hide aliens. Be careful!
(5) This corner often has a Leader alien crouched behind it, ready to Reaction Fire your ass. Approach it from the other side, or know where the "computer" panels are, and shoot through them.
Ship Size: Large
Weapons Range: 34m
Salvage Value: $2,162,500
[B]Alien Capacity:[B] 9-16 / 10-17 / 14-21 Aliens
[B]Other:[B] If a Sectoid ship, this ship will have 1 - 2 Sectoid Leaders that can use Psionic attacks. This ship usually does one of two missions: create a base, or supply a base. If you see one, check the area it lands in for an existing alien base.
Terror Ship
(1) These entrances can fit a X-Com tank; they're good units to draw fire with.
(2) Watch out; there are ledges above that aliens can fire/drop down from. Always keep them covered. You can assault them with Flying Suits, although the elevator is more practical. Watch out for Floaters in particular.
(3) Note there are holes here leading below.
(4) If you've got Flying Suits and Blaster Launcher ammo to spare, plant a missile here to assault the base quickly.
Ship Size: Large
Weapons Range: 42km
Salvage Value: $2,398,000
[B]Alien Capacity:[B] 10-14 / 13-17 / 18-23 Aliens
[B]Other:[B] If a Sectoid ship, there will be one Sectoid Leader capable of using Psionic Attacks. This ship will contain the following terror units (counted in the numbers above): 2-5 / 4-7 / 6-10 terror units.
Battleship
(1) This is the "normal" entrance into the alien battleship. Note that a X-Com tank can fit in either door, and makes a good unit to spot for initial defenders.
(2) These cores are usually only accessible from inside, but sometimes contain units. A Blaster Bomb - at the risk of the Power Source - can get you another route into the ship.
(3) During the initial ship assault, you should have enough TUs to move units up the elevator into either of these rooms, away from alien sight.
(4) This room houses the other elevator up to the third floor, and normally is guarded. Bring at least two soldiers to assault this direction.
(5) While there's little cover on this floor, this dead end is a helpful place to hide.
Ship Size: Very Large
Weapons Range: 65km
Salvage Value: $3,301,500
[B]Alien Capacity:[B] 9-15 / 14-20 / 22-28 Aliens
[B]Other:[B] If a Sectoid ship, this craft will have a Sectoid Leader and Commander capable of using Psionic Attacks. This ship may contain the following terror units (counted in the numbers above): 0-2 / 2-4 / 4-6 terror units.
Note the extreme weapons range makes attacking a Battleship on the Geoscape very difficult; only one weapon in the game can match the Battleships's range. It's advised to not try shooting them down.
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