False. A pistol of the tier available to xcom by default in newcom1 cannot kill a thinman if the shot crits. 3 damage crit barring additional perks to increase damage. Which caps out at a 4 damage crit if they have the ranger perk to raise damage by 1. (Still not enough to kill.) Keep in mind that the default pistol fires three shots in a single attack and does total 2 damage in said attack. The cumulative effort of all three bullets is 2 damage. Which isn't even half the health of a default thinmint. Keep in mind that the weapons xcom has available to it lorewise by default are Top Of The Line. The best of the best. A civilian weapon would not compare, although it would probably still be able to kill with sufficient subsequent shots. In Xcom 2, the weapons xcom has available to it are more advanced, that revolver that sharpshooters get that does 4 damage? That's not a thing right now in this armsrace. Xcom 2 ballistics are Definitely flat better than the default ballistics in xcom 1 and that is due to tech advancement.
Again I'm going off of xcom 2, and your big thing with that is that its xcom 2 so
clearly the technology of gunpowder ballistics's has improved...
Yeah I highly doubt that...Considering advent rigged everything they had to blow up, and trying to use an advent mag rifle would result in you blowing up unless you are an advent soldier, and how the only humans to have gunpowder weapons would be rebels and those outside city centers I highly doubt much in the way of arms technology would be better then modern day tech. This is especially obvious considering the rifles used by resistance soldiers in the new terror missions only do 2 damage or 3 on a crit, less then the bloody revolver and what really puts the nail in the coffen for this is the simple fact that it's specifically mentioned the weapons you start out with are
"leftover weapons from the original war" so calling it a weapon they don't have now is not exactly true. Also, you just proved my point, thinmen in normal unmodified xcom have 3 health on normal, and 4 on hard, which means that you can kill them with a pistol, easily when you have that ranger perk.
Also if we're talking about making a unit that can get shot and not care about being shot, we should be turning off pain or alternatively using robots. If a thinman gets shot, it'll be in pain, if a snek gets shot, it'll be in pain.
We aren't we are talking about that, we are talking about making a snek that can get shot and be in pain vs a thinmint that can be shot and fall over dead...
Vipers are bigger than the average human, they need larger organs than a comparative thinmint. The likely location of most of said organs is certainly armored but they're still a significantly larger target. And the number of unarmored locations is.. Substantial if we're talking about armor. Thinmints do not by default have armor, however if they received armor, they would likely be about as durable as you'd expect an armored human combatant to be and then a bit more. Unarmored thinmints are equivalent in durability to an armored human.
Considering the average human can survive getting shot five times with a rifle while a thinman can die from three pistol shots, or one leftover from the original war revolver bullet on anything but the hardest difficulty without mods, I would say that's frankly not true...
I will note that Vipers do have substantially different physiology compared to a human. Know those tails? That's all muscles and tendons and arteries. Imagine how having multiple bullet wounds inside your leg would feel? Imagine that, but you only have one big leg.
And I didn't take this into account when I mentioned that most of the unarmored bits would just be their stomach and, at the front near the armour they have, the liver? Getting shot anywhere is bad, we get that and its bound to happen, but considering such a large target has the reflexes to partially dodge bullets, gauss, and plasma, I feel as if being a larger target isn't
too much of a trade off for not crumpling over due to a single revolver shot... Besides, if you get shot anywhere, the stomach is the place you are most likely going to want to be hit to survive...or just the skin as a glancing shot...
Depends on the location. Some countries yes, some no, larger buildings normally don't. And scaling a fire escape takes a.. Fair bit longer than just leaping a building. Seconds matter in combat.
It is unlikely for em to jump up to the top of a highrise. They could totally jump through a window in a highrise though.
Yeah, I expect something like that. And I know that seconds matter in combat, but really the trade off to be able to jump fairly high isn't worth it in my opinion. Besides, if we really want, we can just add a little tweak to our vipers and give them a boost in their tail mussles, after all, snakes can jump fairly high for their size, and considering nothing looking like a human should realistically have the ability to jump up even half the height thinmen can, I don't think it will be much of an issue.
We do not currently have anything that permits leveling a military complex's walls. Though I will note that we should look into conventional artillery and ground air support. Also note that leveling the walls isn't always advantageous.
Glances to the plasma cannon we have on all of our UFO's Uhhmmmmmmm....Well, I wanted a bomber anyway....though Im sure a strafe with our current fighter would do well enough...
Xcom 2 Pectoids are sectoids whom have been receiving repeated and substantial tweaks for the better part of 20 years. Xcom 2's sectoids certainly have 8 hp, but ours do not. We haven't had 'twenty years' to tweak em. We've had a month.
I addressed the revolver earlier. Xcom2 revolvers are not available at the current time because they do not exist yet. Their current pistol is a 2 damage for 3 shots.
Thinmints are definitely not particularly durable compared to xcom 2 xenos for sure. Keep in mind though that xcom 2 xenos have had over two decades to be tweaked.
Well, thats obvious. If they where exact copies, they would be able to raise the dead with mind powers and mind control or induce panic into our enemy. But, we gave them only the physical attributes to humans. I would expect they would at least be
somewhat more durable then they would be without the little upgrade we gave them... I addressed how you are wrong with the revolvers. I don't care what you say about them, if the Xcom 2 lore says its from the old war, its from the old war damnit! And, lastly, I do believe the Vipers are the least genetically changed in Xcom 2, considering how they are 100% extra terrestrial and not related to earth snakes at all despite the similarities...