LYNX Oct 14, 2012 @ 2:14pm
Mind control issue
(sry for my english) I want to mind control Muton -> to capture him alive BUT i cant target him! He is like one of my team before 3 turns run out. How can i do this?

-I cant kill him (he is non targetable)

-I cant capture him (he is non targetable)

-I cant abort mind controll!

-I cant make him loose all ammo cause no more targets left

-I can only wait till 3 turn ends AND he will fire first!

How do i target him? Shoul it be fixed?
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The Fox's Window Oct 14, 2012 @ 4:18pm 
You can't capture aliens after mind controlling them, until the mind control wears off. Seems kind of unfair, but it's part of the game for now. You can kill mind controlled units however, by using explosives and causing friendly damage. (You'll get a warning about friendly fire).
[4:20] Luxius Oct 14, 2012 @ 4:27pm 
Yeah, I thought that was kinda stupid, too. I mind-controlled a heavy floater and had him throw his grenade on himself. As soon as he got out of MC he blasted half the life out of the closest soldier, but he was surrounded and taken down without further trouble. It just seems stupid you can't MC the alien, walk it over to your team and then blast it. Also, this particular heavy floater was the last one on the map, yet it didn't result in a capture or mission completion. Had it been my last soldier under MC I would have lost ...
Quilbo Oct 14, 2012 @ 4:32pm 
Should definetly be fixes. No real reason for that, and if there are they are stupid reasons.

Mind Control must let you do what the heck you want with that CONTROLLED alien. If not so, don't call it "mind control" but "mind interference with normal behavior"
deaconw Oct 14, 2012 @ 5:24pm 
I agree...the fact that you can't even mind-control the enemy to even drop their weapon is simply poor game design and a huge departure from the original. Hope there is a patch.
LYNX Oct 15, 2012 @ 8:24am 
I threw a granade.. and guess what.

My sniper went panic! She realy liked that Muton i can say.. so.. Panicked and killed my medic instead
Xiane [dBs] Oct 15, 2012 @ 8:26am 
yeah you have to wait for the mind control to end, until the effect terminates the squad will see it as an ally and react accordingly.
cookiecutter Oct 15, 2012 @ 8:29am 
Yeah, the options of what you can do with mind controlled enemies are a bit limited sadly. it should 'remove' them from the alien count temporarily too, so you can complete a mission by mindcontrolling the last one, and bring him back alive. The weapons the aliens use are grafted onto their bodies ( check their cinematic shots ), so they cant'drop them. They also shouldn't generate panic etc. if they die.
After all they're the enemy anyway.
Paul Dec 10, 2012 @ 6:20pm 
Worst with all this, is the final mission. I M'd a heavy floater, and had him basicely lift off beyond the doors, and he lost control of him a few turns of scouting later. Lost control of him, He never came back, door never opened, had to reload, sadly.
Voldepreuss Jan 23, 2013 @ 8:46am 
I agree. That should definately be fixed. I can heal the enemy while he is mind controlled, but I should also be allowed to shoot him. I was in a situation, where the mind controlled elite muton was the last standing enemy and I wanted to kill it but noticed I couldn't. I used his own grenade against him, but he had health left, so I positioned my soldiers around him in cover positions and on overwatch, hoping that they would shoot him as soon as he turned. But when it was the aliens turn he just shot my medic who had full health and killed him with a critical shot. My soldiers couldn't use the overwatch ability because he didn't move in his turn and he also didn't appear since he was already there. I was in rage because I totally should have been able to kill him and not even lose a single piece of health but because of this ♥♥♥♥♥♥♥♥ I lost a full fledged colonel. They should definately fix it since it makes no sense.
Aegix Drakan Jan 23, 2013 @ 10:17am 
On one hand, being able to shoot/tase them while MCd would make the skill horribly broken...

On the other hand, treating them like teammates is also broken.

My suggested fixes:
- They should not generate panic on death (It's an ALIEN YOU GUYS, why are you so attached to it?!)
- if the last enemy on the map is MC'd, he should do the "mind merge feedback" animation and outright die, giving you the victory. In multiplayer, having the last enemy MC'd is a win, so why not here?!
- grenades and psychic attacks should be usable on MC'd enemies to damage them.
- As soon as they exit mind control, it should immediately trigger reaction fire from anything that's on overwatch. That way, as you wait for MC to finish, you put your whole squad on watch, and as it wakes up, you have 6 guys putting him down. This also allows for some rare situations where the enemy will survive, which adds a bit of interest instead of "MC enemy, he's as good as dead, no problem".
Bindal Jan 23, 2013 @ 10:41am 
Originally posted by Aegix Drakan:
- As soon as they exit mind control, it should immediately trigger reaction fire from anything that's on overwatch. That way, as you wait for MC to finish, you put your whole squad on watch, and as it wakes up, you have 6 guys putting him down. This also allows for some rare situations where the enemy will survive, which adds a bit of interest instead of "MC enemy, he's as good as dead, no problem".
That I am against. No problem with the rest (tho 'no panic' for having the Alien shot isn't a good idea - a very minor chance should be given. Mindcontrolled alien or no - in that situation, it is an ally), but instant-trigger of overwatch? No. Mostly because Overwatch is supposed to react on movement of enemies, not on existence of line-of-sight.
Instead, just don't allow them to shoot when loosing mind-control or dash UNLESS they were released forcefully (aka the controller got killed) - in that case, allow them the full range of their movements.
Thanter Jan 23, 2013 @ 10:58am 
MC needs some work. But if the ability was just MC - target- kill, rinse and repeat, then it becomes overpowered. 6 psionics armor and mind shields = gameover (I know, as if it isn't already)

my suggested fixes:
1 - MC should be treated as a long term investment. The goal is to keep the creature MC'd and treat it as an asset. Mechanics should be changed to allow the controller to refresh the control, requiring LOS and costing a full turn every two or three turns.

2 - On MC death, the controller suffers the will penalty, not the entire team. Makes keeping the MC alive a higher priority, future MC's become more difficult for the affected psionic if they are inside a creatures mind when it dies. If the player decides to take the easy kill while an alien is MC'd, there should be a consequence.

3 - Seems obvious the mission should be a win if remaining aliens are all MC'd. It should count as a live captures for interogations and weapons. You probably have all the captures done by this point anyway, but it's an option vs taking arc throwers late game for last needed live captures.

4 - No auto reaction fire on loss of MC. If you fail to maintain MC then you should have to deal with the aliens position when you lose MC.





Stardustfire Jan 23, 2013 @ 11:46am 
with all the things u demmand, will u give the AI than the same options for there mind controlling too?
The only Option that is needed for MC is that a controlled Unit CANT Grenade or blast itself because MC or not there must be a glimpse of selfawareness and a will for survival.
Zaxx Jan 23, 2013 @ 12:01pm 
Well that's why I always use mind control in the middle of a fight, than send that muton in as live cover for my men. Suffering panic because the death of an alien is kinda stupid though (luckily this never happened to me) and I think we should be able to kill the MCd unit, doesn't really matter that much.
raptoru Apr 13, 2013 @ 9:49pm 
Gah, I got kind of used to making MC'd enemies drop their weapns and go to my crew ready to be captured alive in ufoeu. Can't do that here. That's... stupid.
Last edited by raptoru; Apr 13, 2013 @ 9:50pm
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Date Posted: Oct 14, 2012 @ 2:14pm
Posts: 16