User blog:Monkey Doctor 33/Demons (Doom 2016) vs Aliens (XCOM: Enemy Unknown)



Hey guys, it's MD 33, and I am bringing you the third battle of my Season 3. Yeah, I know, my third Season 3 battle's supposed to be Onyx Guard vs CELL. But then for some reason I can't explain, I cannot focus on making the battle, and as such, I changed my idea, and here I am, with my most impossible idea I have ever made. I've seen the 2016 E3, a lot of good previews, and one of the things there is one of the reasons I make this battle. What is it? It's because of Quake Champions by id Software, the same company that made Doom. And coincidentally, I've finished watching Doom walkthroughs, and then I thought that the demons there could be a good match for another force similar to them. But then, I am not using any Star Wars elements, and as such, I go back to my previous battle, First Order vs ADVENT, and there, I found the match for the demons: the aliens from XCOM 1. Why can't I use XCOM 2's aliens? Because I think that the aliens are gonna STOMP really hard. Even XCOM 2 Sectoid can considerably f*ck the demons during the start of the battle with their mind control ability, panic, and others. Anyways, without further due, let's just get into the battle!

Demons (Doom 2016), the forces of Hell that ravaged and invaded the UAC colony on Mars, with forces unlike anything mankind has ever seen, eliminating anyone in their way with their grotesque acts and weapons!

VS

Aliens (XCOM: Enemy Unknown), the invaders of Earth, that rendered the planet's military forces obsolete, and drove the formation of XCOM, which they face with their lethal plasma weapons and technology!

Hell creatures vs extra-terrestrial creatures...

Magic vs technology....

In this battle between bizarre and deadly invaders...

Which is DEADLIEST?

Demons (Doom 2016)


"We were standing on the edge of discovery. A powerful technology with infinite possibilities. Instead, we let them in. Fused an unholy union of flesh and metal. And now this brave new world has gone to Hell."

- Narrator The Demons are the main enemies of the rebooted version of the iconic, classic FPS game, Doom. In the reboot of Doom, the demons are brought to Mars using a portal, and some of them possessed advanced technology with the help of some corrupt UAC elements, specifically, Dr. Olivia Pierce. For the game, the demons have been drastically changed in terms of appearance for the audiences, and they can be "executed" by the protagonist, the Doomguy. In the game, the demons can pose a serious threat to the protagonist, even if he's faster than all the demons there. The demons keep getting stronger as the game progresses. From the small, fragile Imps, to the titanic final boss, the Spider Mastermind. The demons may be formidable, and can overcome much of the UAC's forces within a short amount of time, but due to the Doomguy's intervention, most of their forces are wiped out.

Aliens (XCOM: Enemy Unknown)


"... alien life on Earth... we're witnessing something never before seen in recorded history!"

- Dr. Vahlen 'The Aliens' are the primary antagonists of the game XCOM: Enemy Unknown. They invaded Earth under the command of the "Uber-Ethereal" in the year of 2015. Their technology renders Earth's most advanced technologies obsolete, until XCOM reverse-engineered most of their technology, attacking them with their own weapons. Not only did they use plasma weapons, they use other powerful weapons, such as hand-claws for the Berserker, cluster bombs and laser cannons for the Sectopod, even biological weapons like the Chryssalid and psionics like the Ethereals. Although XCOM gave the aliens a good fight for Earth's control, XCOM failed to fend them off Earth eventually, and they finally took control of Earth in the future. However, the aliens are once again defeated in XCOM 2, by an underground resistance version of XCOM.

Imp (Demons)


Imps are the first Hell monsters Doomguy encounters in the game, and the most common demon in the game. While Imps are pretty weak compared to Doomguy himself, Imps are ferocious and agile. In Hell, during battles, they're usually used in the front lines as harasser units, or cannon fodders. Even if they're weak in terms of durability/defense, they still can tank a few energy pistol shots, and even, if lucky, some shotgun blasts. The Imps' main attack method is by hurling a ball of hell energy, or known as "fireballs", even if they don't really look like fireballs. They can throw their fireballs quickly, after winding it up for a while. They can also charge up their fireball into a more concentrated one, and hurls it at Doomguy, which can deal even more damage to him. Their agility is also impressive, able to hang on pillars and walls, grab onto poles and collumns. On another note, the Imps are capable of doing melee attacks, but only if they need to, example: when their enemies are close to them.
 * Primary Weapon:
 * Fireballs: As mentioned previously, the Imps' main attack method is by hurling fireballs. The fireballs' power is pretty questionable. In normal mode, it can't truly give the Doomguy trouble. But in Insane mode, it takes 60 points of health away from him. But still, fireballs can damage Doomguy, who is armed with an advanced, hell-made armor. Before truly launching the fireball, the Imp had a wind-up time that leaves them vulnerable for a while. They can also charge up their fireball, albeit with a slower time in terms of winding-up, to deal more damage.

Also on another note, the Imp's UAC Report File said that the Imps are able to feed off their victims when they're hungry.
 * Special:
 * Strength: While the Imp seems to be obsolete in terms of strength compared to the Doomguy, who is extremely strong and capable of dislocating demon limbs, including the Imps themselves, the Imps are capable of ripping out Doomguy's guts if he's weakened (or in other words in the game, reached 0 HP), and ripping out his left arm as well. But still, when the enemy's in their prime (depending on their size), the Imps can be considered "weak".
 * Agility: As mentioned previously, the Imps are pretty agile, and can sometimes move twice as fast as Doomguy, who in the game is designed to be faster than any types of demons in this game. The Imps themselves are capable of leaping to their targets' location in order to attack them. They can hang on walls and pillars, run fast, and jump onto poles and collumns.

Sectoid (Aliens)


Sectoids, like their match in this battle, are the first type of alien XCOM encounters in the game. They're also the cannon fodders of the alien invaders, and can be deadly in numbers. 3 Sectoids can already pose a threat to several XCOM rookies, with their Mind Merge and plasma pistols. While they're physically fragile (only being able to survive some conventional pistol and assault rifle bullets), they're smart enough to utilize cover and know how to flank, as well as using their Mind Merge at the right time. They can even supress enemies with their plasma pistols. While the multiplayer version of the Sectoids need to reload their plasma pistols after some times of use, we will be using the single player version of these aliens, in which their plasma pistols possess infinite ammo.
 * Primary Weapon:
 * Plasma Pistol: The main weapon for the Sectoids is a forearm-mounted plasma pistol. They may look smaller than XCOM's own plasma pistols (which are reverse-engineered from the Sectoids' plasma pistols), but they retain their lethality. To XCOM rookies wearing kevlar armor, the Sectoids' plasma pistols may spell a certain doom for them. Sometimes, the plasma pistol isn't capable of harming a human being wearing kevlar armor. But when the plasma pistol's projectile hits, the results are pretty random. At times, they can just inflict "minor" damage straight to the armor, but at times, they can also downright nearly kill an XCOM soldier wearing kevlar armor. When in XCOM's hands, the reverse-engineered plasma pistol without any upgrades itself can actually harm something like the big Mutons, that are used in front-line combat. Like any other alien weapons, the plasma pistol explodes into several fragments when the wielder dies.
 * Special:
 * Mind Merge: One of the most iconic aspects of a Sectoid is its ability to "Mind Merge". With Mind Merge, they can increase the capability (such as health/endurance/attack) of another Sectoid. Yes, another Sectoid. Only Sectoids can perform Mind Merge on other Sectoids. In other words, a Sectoid can't Mind Merge with another alien species. The Mind Merge can also increase the accuracy of a Sectoid's aiming capability. This ability's weakness is that if the Mind Merge initiator dies, the Mind Merged Sectoid will also die.

Hell Razer (Demons)


A new addition to the franchise, the Hell Razers are armed with a type of energy cannon that shoots out a stream of energy beam of hell energy. They resemble Imps somehow in many aspects, but their energy cannon sets them apart from the Imps. The Razers are pretty tough themselves, more durable than their smaller Imp cousins. They're capable of withstanding 2-5 combat shotgun blasts, as well as several energy pistol shots. The Hell Razer as seen in the picture actually isn't supposed to be what it is. The Hell Razer starts out as a parasite, which then finds a suitable host, and mutates the host's right arm into a beam weapon. The host itself is capable of withstanding the extreme temperatures generated during the rapid accumulation of hell energy, which in fact, is the energy beam itself.
 * Ranged Weapon:
 * Energy Beam: As said previously, the Razer is capable of firing a concentrated energy beam composed of extremely-high-temperature hell energy through its arm-like protrusion (in other words, "right hand energy cannon"). The extremely-high-temperature hell energy itself is felt by the Razer, but it means nothing to the Razer. The Razer begins to fire the beam when it's in a good firing range/distance. When it's far enough, they'll begin to charge their right arms up, and fires the hell energy beam. It's capable of harming Doomguy himself (who, as said previously, possesses a considerably strong armor).
 * Oh, and not to screw up anything, but after seeing the Hell Razer directly in the game, the Razer actually doesn't shoot out direct energy beams like the Spartan Laser or so, but it fires a barrage of energy balls at the enemy at a fast rate, and can also be charged for a bigger damage (like the Imp's charged fireballs).

Thin Man (Aliens)


If you want something more annoying than a group of Sectoids together, concentrating fire on one of your worst XCOM rookies, the Thin Man is the answer. They're the aliens' infiltration unit on Earth, but maybe they won't work because they're unnaturally tall. They're actually reptillians (as revealed in XCOM 2, where the Vipers are in fact, the Thin Men's true form), and when they're in combat, they're armed with light plasma rifles. Even if the light plasma rifle is a mid-tier rifle, it is a nightmare for any XCOM operatives, even if they're wearing advanced armor. What makes the Thin Man truly dangerous and annoying is that the Thin Man's aim is unnaturally high for an alien. The light plasma rifle is an accurate weapon. Add that with the Thin Man's amazing ability to aim, they nearly never miss their targets. If that's not enough, they're also capable of spitting out poison and leaping onto elevated surfaces.
 * Ranged Weapon:
 * Light Plasma Rifle: As said, the light plasma rifle is the Thin Men's primary weapon. Also as said previously, the Thin Man is capable of firing this weapon at a near-miss accuracy level. In the game, they're known for that (their accuracy). While the light plasma rifle is weaker than its bigger version, the plasma rifle, it carries an aim bonus (which is one of the factors why Thin Men nearly never miss in their aiming/firing phase), and is powerful enough to kill a human being (particularly civilians) in one shot, and even damage stronger enemies like Mutons, or give grievous injuries to XCOM soldiers with any kind of medium/light armor.
 * Special:
 * Leap: A special ability the Thin Man possesses. With their natural physiology, strength, and long limbs, the Thin Man is capable of leaping onto elevated places for an even higher chances of hitting the target from a higher vantage point. This is advantageous for the Thin Man to increase the chances of neutralizing the target.
 * Poison Spit: The Thin Man is capable of spitting a cloud of poison over great distances. When the Thin Man spits, a cloud of poisonous air will surround the area around the place where the spit's targeted on. It is actually powerful enough to slowly kill an XCOM operative without appropriate equipments. In other words, the poison spit can also poison the demons in this battle, as they don't have the "appropriate equipments" (no demons in the Doom franchise are capable of resisting poison, as usually there're no poisonous weapons in Doom). Another thing to note is that when the Thin Man dies, the alien's body will leave a similar poison cloud around the dead body's area, making the Thin Man lethal to be taken down at close range.

Revenant (Demons)


Doom's most celebrated demon, or at least, in the rebooted game, the Revenant is a deadly aerial threat to anyone who dares to engage this demon. One of Doom's most classic demons, the Revenant retains its skeletal bodily features and its deadly shoulder-mounted rocket launchers. But the Revenant's rocket launcher here is no ordinary rocket launcher. It is a Multiple Launch Rocket Battery, or known as MLRB. The rocket launcher fires a barrage of rockets to its targets, multiple rockets, and there are 2 MLRBs that the Revenant possesses. It is faster than most other demons, like Imps, and theh MLRB rockets are much stronger than the rocket launcher Doomguy possesses in the game. Physically, they're also strong, even if they're just like a flying skeleton, well, at least when it is using its jetpack. They're capable of withstanding super shotgun blasts (which essentially is a double-barrelled shotgun) and some chaingun shots. However, a disadvantage of the Revenant is also present, which also is one of the reasons why the Revenant is pretty scary. Standing over 3 meters, with an evenly big jetpack, the Revenant is a big target.
 * Ranged Weapon:
 * Dual Multiple Launch Rocket Batteries: As said, the Revenant possesses two MLRBs (can be seen in the picture above) that is powerful enough to decimate the Doomguy, and is stronger than Doomguy's own rocket launcher, which is capable of harming the Cyberdemon partially, and the Spider Mastermind. And both are immensely huge demons. The blast radius is pretty much similar to Doomguy's rocket launcher, and an unusual aspect is that the Revenant is pretty accurate in terms of using this weapon. The MLRBs are mounted on the Revenant's jetpack.
 * Flight Mode:
 * Jetpack: As seen in the picture above, the Revenant possesses a jetpack that allows it to fly for a short amount of time. The jetpack essentially has no other capabilities other than giving the Revenant the power of flight. And it also has a weakness. The jetpack is capable of being disabled for a short amount of time by conventional weapons, until it is able to be used again.

Heavy Floater (Aliens)


First of all, I want to explain why I don't use the normal Floater for this battle. Just a simple reason: Floaters won't be able to survive even a single shot from the Revenant's MLRBs, let alone just one missile. In the game, Floaters are very easy to kill with the rocket launcher from the heavy class. So to make it fair, I use the Heavy Floater, which can soak up more damage than the normal Floater. Anyways, the Heavy Floater is an extreme upgrade over the Floaters, who are supposed to be Mutons at first, but failed, and finally got cybernetic enhancements. The Heavy Floaters got even more upgrades, and became what could be described as mobile, flying tanks. Armed with an alien grenade, a jetpack not unlike their lesser brothers, and a plasma rifle, the Heavy Floater poses a threat to anything that comes within its line of sight.
 * Ranged Weapon:
 * Plasma Rifle: The main weapon for much of the invading forces after months of facing XCOM and using light plasma rifles, the plasma rifle is the strongest rifle the aliens possess, but not the strongest energy weapon they got. Still, the plasma rifle is strong enough to get a potential to one-shot, one-kill an XCOM operative with only a kevlar body armor. Under XCOM's hands, the plasma rifle (which is technically the same as the Heavy Floater's plasma rifle) is capable of harming the massive Sectopod war machine that possesses a durability level comparable to MBTs (Main Battle Tanks, like M1 Abrams), or even greater. Even XCOM's toughest armor, the Titan armor can be damaged intensively by the plasma rifle.
 * Alien Grenade: A plasma rifle is of course, not enough for the Heavy Floater. They're armed with one alien grenade, and can throw it over considerably long distances. It is stronger than the humans' fragmentation grenade, but still retains its attributes, such as detonation time and blast radius. The alien grenade however, explodes after a "beeping noise" happens for about 4 times or more. Each beeps get faster, and finally, it explodes. It's powerful enough to also harm other aliens and XCOM troopers with armor that is made with reverse-engineered alien tech.
 * Flight Mode:
 * Jetpacks: The Heavy Floater possesses twin jetpacks, like its predecessor, to maneuver around the battlefield. Like the Revenant, the Heavy Floater is capable of flying/hovering for a limited amount of time around the area. Even when they're naturally moving and utilizing cover, they're technically still flying. When they're airborne, they're harder to hit. They can also launch themselves to the air, and reappear somewhere in the battlefield, either behind enemy lines to flank, or in an attempt to escape. However, the Heavy Floaters can't "launch" in an indoor area.