r/Xcom • • 1d ago

TFTD BS -- Aliens seeing you & Mind Control

Trying Superhuman out

Is there a bug in OXE where mind controlled ppl get new TU, even tho I left their turn with Zero? or is this working as intended--that's some bs if so?

also, i heard that they can only start doing MC if they "see" you? so, as long as one sees you, the dudes with disruptors can try from across the map, afaik...

can they "see" further than we can See in full daylight conditions? Currently attempting an Artefact site, and staved off MC by not leaving Triton. But killed a few who got close by, but they were facing away from me so, they should not have "seen" me? Then they started MC after that...

But, again, Idk how it works

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5

u/Kaymazo 1d ago edited 1d ago

I don't think that's a bug, mind-control in UFO Defense and molecular control in TFTD giving full TU as if it's the start of the turn is fully intended I am pretty sure. Same as why they remain unavailable to you in your next turn, even though they are "freed" at the next alien turn.

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u/fppfpp 11h ago

maybe im just salty bc it's too recent, but that seems too fucked up and too dispropportiantely overpowered

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u/Kaymazo 11h ago

Not really. Not refreshing TU would make it kinda pointless. Then it would at most be a counter to reaction fire, which would make the "ultimate power" that you are facing in difficult missions with Ethereals or Tasoth kinda weak.

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u/fppfpp 10h ago

i guess yr right.

it's just too recent to not feel frustrated by it lol

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u/By-Other-Means 1d ago

Pretty sure the aliens have better sight than the player controlled units, and the thing about MC has been around since the original UFO: Defense/Enemy Unknown.

Edit to add: I think it has to do with the computer detecting where a shot comes from and from that it gets the location of your unit, without "seeing" them.

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u/Nerro_ 22h ago

Regarding your edit:
The IA will see your soldier if the shot hit.
If it misses, the soldier will not be revealed to the AI.

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u/fppfpp 11h ago

OOOOOOHHHHHH,,,,,oookaaaayy.... interesting

this is extremely helpful knowing how it works, instead of being such a goddamn mystery.

i have to trust you know, bc it sounds like you know what yr talking about

so, is there a way to fool the ai? what if you throw a bomb at them? and maybe it lands on a nearby tile instead of right on them?

but i dont thnk anyone gave any convincing reply on the being seen part as far as just "eyesight". tho yr reply does answer the being "seen" from the other POV of the AI when you take out an alien who isnt physically able to see you in their FOV.

although the AI seeing you without their alien eyeballs seeing you might answer that question too by transitive property? maybe they can see the same distance in daylight as we can, but the AI doing the extra work in "seeing" you when you target an alien facing away from you enhances their eyesight distance?

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u/SCameraa 1d ago

If aliens see just one of your troops they effectively see all of then and aliens see stats so they will target your soldier(s) with weak psy def/Mc def.

You can use this to your advantage though. The best tactic i found is move your troops slowly and have troops drop their equipment under them. Once you get hit with Mc attacks use those troops as lightning rods for Mc attacks. They just stand around and eat the attacks while the rest of your troops move up. Just make sure to move the bait troops up as psy attacks get stronger the closer the psy/Mc alien is and most importantly dont take grenades.

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u/fppfpp 11h ago

ok, thx....so, i think at least half of my ppl are weak to MC but, they have so far started with one or two guys. now that i disarmed those two youre saying you would ignore these MC'd guys and just move the rest 'slowly'? then if there's a turn i regain control, youre saying to move those guys AHEAD of the remaining crew? or they dont have to be ahead, just closer?

..and, they dont then start to MC the rest of your squad too tho? when you say "use them" as lightining rods, it makes it sound like we have a choice in who they decide to control.. (;_;

only one problem [i currently have] with dropping things is having some live grenades in the inventory. ive sorta (not well tho) solved it by holding inert things in both hands for ppl who carry live grenades, or dropping the weapon for those with no bombs bc MC can reload empty weapons (ugh).

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u/SCameraa 11h ago

The grenades specifically i wouldnt be taking in a mission where you know there will be MC alien, though the gill men leaders with psionics are such a joke. Maybe one smoke grenade but TFTD you can abuse doors to make sure your troops aren't getting shot turn 1.

Ill be honest the advice I gave is more for ufo defense considering you typically have to bag a psionic alien on a supply ship mission which requires moving along a huge amount of open terrain and getting to the ship bridge where the leader typically is.

For TFTD the way I got MC was on an artifact mission. I had my troops inside the Triton. Would open the door and waited with nothing on the troops. Then got lucky and saw a tasoth. Picked up a stun rod, knocked em out, threw em in the Triton and aborted the mission.

Otherwise any other mission with MC aliens you can typically skip but with exception of a base invasion from Aquatoids or Tasoth/mixed comp missions if later on in the game. The tactic of identifying the MC vulnerable troops should still work but youll want to either have explosives but make sure your troops dont have em in your inventory or steal some from aliens you end up killing. That and having a couple of gas cannon Coelacanth will help on these missions for holding the front line since u cant rely on overwatch.

Lastly to answer your question specifically youll have to control the troops when the aliens fail their MC attacks, which can also happen if aliens start to panic from low morale. Youll want to move them up just so that theyre closer to the MC alien(s) not necessarily in front of your troops. Aliens will sometimes shift attacks but that depends on distance and how many attacks they get. If youre interested here's how psi attacks are calculated.

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u/MarsMissionMan 11h ago

The "Psionic Line of Sight" setting in OXCE exists for a reason.

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u/fppfpp 11h ago

well, not everyone can be aware of every setting that exists. let alone ppl who just heard OXCE existed two weeks ago--like me.

how does it work?

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u/MarsMissionMan 11h ago

Basically it disables the line of code that allows PSI abilities (panic and mind control) as well as Mind Probes/M.C Readers to be used without line of sight.

I consider it required to have any kind of streamlined experience with the original X-COMs, as it removes a few annoying things.

  1. It nerfs the aliens, and makes races like Ethereals actually able to be fought, improving gameplay variety.

  2. It nerfs X-COM's endgame, meaning your soldiers actually have to face the aliens instead of hiding in the Skyranger and daisy-chaining mind controls through a network of unwilling alien puppets.

  3. It removes the need to tediously PSI-screen, since PSI attacks will be far rarer. This in turn means when you are attacked with PSI, it's more impactful as your soldiers will be more prone to it and in the frontline, where they might actually achieve something instead of bullying some poor psychic lightning rod crying in some backend corner of the map.

It doesn't really work with mods, as psychic enemies in those tend to use their own code that isn't affected, but if you're playing stock UFO Defence/TFTD it works wonders at making the game playable.