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?
Warrior Group Information[]
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
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” |
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
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” |
'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.
The Forces of the Demons (Doom 2016)[]
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.
- 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.
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.
- 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.
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.
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).
- 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).
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.
One of the classic demons re-introduced in Doom 2016, the Mancubus retains its ugliness devastating capability of bombarding enemies and Doomguy with its dual bio-cannons. Yes, the cannons are part of the Mancubus' physiology. The Mancubus ia a unique demon. While it looks fat (of course it is slow) and seems to be able to take a lot of punishment, it seems like that the Mancubus got a low health pool because of its considerably large weak point that can be exploited easily to take it down, which is its stomach. The Mancubus' innards are volatile, however, and when it dies when it's shot in the stomach to death, the Mancubus will explode, dealing an explosive damage to anyone around the demon. Still, if it is not shot in the stomach several times, the Mancubus is capable of taking a large amount of punishment, or, let's just say moderate. The Mancubus' bio-cannons are also unique, serving as the demon's flamethrower and grenade launcher-esque weapon.
- Primary Weapon:
- Bio-Cannons: Demons in Doom 4 are grotesque, and the Mancubus gets into this category. The Mancubus' body is very strange, when they've reached adulthood, their arms somehow form an organic "barrel", and the flesh inside decomposes. And as an effect, the Mancubus is able to use its "new arms" as a pair of grenade launcher, but it shoots goo-like decomposing flesh that also explodes on impact. The explosion isn't too big as a, let's just say, modern-day grenades. Let's just say (again), nearly as big as it. But then, it's still deadly if someone got hit right in the face, and it explodes. While the demon is slow, the grenade launcher covers a remarkable distance, in other words, it possesses an incredible range. Another function of these cannons is the flamethrower function. While rarely used, the flamethrower is used to keep enemies away from the Mancubus, dealing damage over time, so when the enemies are away, the Mancubus can rain them down with more volatile goos once again. As in XCOM, most aliens, unless "tougher ones", are capable of being scattered around (panicked) from fire, so the Mancubus' flamethrower may can cause panic among the aliens.
- Special:
- Vent Attack: Oh, forgot to mention one thing. The Mancubus'"grenade launcher" is capable of overheating, and the Mancubus got a way to cool its disgusting barrels down, while also trying to kill its enemies. How is it? The vent attack is the answer. What is the vent attack? Well, it is pretty weird, but, it is what it is. To do this "vent attack", the Mancubus slams down its dual bio-cannons to the ground, and when it reaches the ground, an explosion happens around the fatty's (not striking that one) body, which knocks back everyone around it, dealing great damage, too, and leaves an area of goo around the Mancubus' body. This is particularly good when the Mancubus got overheated, enemies are trying to get a close range attack on it, then it wants them to
f*ck themselvesget back and enjoy the taste of the demon's goos.
- Vent Attack: Oh, forgot to mention one thing. The Mancubus'"grenade launcher" is capable of overheating, and the Mancubus got a way to cool its disgusting barrels down, while also trying to kill its enemies. How is it? The vent attack is the answer. What is the vent attack? Well, it is pretty weird, but, it is what it is. To do this "vent attack", the Mancubus slams down its dual bio-cannons to the ground, and when it reaches the ground, an explosion happens around the fatty's (not striking that one) body, which knocks back everyone around it, dealing great damage, too, and leaves an area of goo around the Mancubus' body. This is particularly good when the Mancubus got overheated, enemies are trying to get a close range attack on it, then it wants them to
What's better than an already-uglydeadly, fat demon capable of launching volatile goos? An upgraded fat demon, enhanced with UAC's cybernetics and a more advanced armor. There are some drastic differences that are changed to the original Mancubus to make this even-more-awesome super-Mancubus. First, the disgusting chitinous plating that forms up the original bio-cannons' barrel is replaced by a rifling barrel, courtesy of the UAC, which allows the Mancubus to launch its goo at a longer range like a sniper, but it's not volatile once again. In other words, not explosive. But then, there's a bonus. The Cyber Mancubus' goo is now toxic AKA poisonous to the targets, except the Thin Men, that are naturally immune to poison, as they themselves are poisonous. They're also harder to be taken down, and it unfortunately, got no flamethrowers... but the good thing is that the Cyber Mancubus is built on the legendary BFG9000. Yup, the one iconic gun across the gaming franchise. It can take a large amount of punishment, with less-exposed stomach. And it even takes several missile shots from a rocket launcher to take down this beast.
- Primary Weapon:
- Cannons: The Cyber Mancubus retains its dual cannons, but it is no longer organic. Now, it is already replaced with a real weapon. Technically, only the barrel is replaced, which makes most of the bio-cannons, so, yeah. Because of the rifling tech applied to the new barrel of the Cyber Mancubus, this Mancubus is able to fire its goo longer than a normal Mancubus. It is no longer explosive, though. But it can poison enemies now. It deals more damage than the bio-cannons, too, even if the flamethrower's not there. Doomguy even can get damaged a lot by the cannons. But remember, the Cyber Mancubus is still as slow as its un-upgraded version. Oh, and on another note, the Cyber Mancubus can't do a vent attack, as the advanced rifling allows it to not overheat while firing, allowing it to "infinitely fire disgusting goos".
First of all, I know that I went for the Hell Knights initially for the Berserkers category. But I decided to use the Baron of Hell for this one because well, being killed by a Super Shotgun in two shots... compare it to the Berserkers from XCOM, that are capable of withstanding shots from rocket launchers, multiple shotgun blasts, even from the Scatter Laser, some Particle Cannon blasts, if lucky, as well as the Alloy Cannon. Anyways, skipping to the details. While we only have seen at least one Baron of Hell in the game, there are some hints in this demon's database that says that there are more than one Barons of Hell (HOLD IT, after looking back, there are more than one Barons of Hell in the game). But, putting that one aside, the Barons of Hell are high-ranking demons, with ferocious blood-lust, tremendous durability, and twice as big as their lesser cousins, the Hell Knights. The Baron can easily rip off the Doomguy's limbs when it got the chance too. It can endure many weapons that the Doomguy possess, and most of them are extremely powerful, even some Super Shotgun blasts, and chainsaw, but it has one main weakness, which is the head. The Barons take more damage when they're shot in the head, and they're pretty... idiots either, in combat. Sorta. Instead of dodging, they rarely do so, and they RUN THROUGH projectiles that are going to hit them. Dang demons. Still, they're strong enough to be a threat to the Doomguy.
- Weapons:
- Brute Strength: The Barons of Hell possess a tremendous amount of strength, even greater than the Hell Knights, and arguably, Doomguy. The Barons are capable of ripping limbs off with little difficulty, and can deal a great amount of damage with its swiped to Doomguy. It can also cause damage by doing a ground-pound, which shatters the ground beneath the Baron. It is also known to be able to leap to the target's location to close in and kill them. Logically, too, the horns of the Barons of Hell are capable of being used as a weapon, though they never use it in the game. Their leap can also cause damage to anyone near the leaping's area of landing.
- Fireballs: The Barons of Hell are also capable of throwing green fireballs to enemies, that can deal moderate damage. It can't be charged up like the Imps' fireballs, but the Barons' fireball can still be a threat to minor enemies and deal moderate damage to enemies similar to themselves.
A true boss in nature, the Cyberdemon has been in Doom throughout the game's existence, and it has returned in Doom 4. In the game, the Cyberdemon itself is a boss in the level "Lazarus Labs". The Cyberdemon originally was a seemingly powerful demon, classified as a "Baalgar Demon". The remnants of this demon was found, then it's enhanced/recovered with powerful cybernetics, even weapons are added to this demon. But the demon's very tough that it must be kept in a permanent state of suspended animation, until it happened to be unleashed upon the Doomguy, and killed in Hell by getting decapitated. But how can Doomguy kill him? There is a way of "killing" the Cyberdemon, which is by removing the Argent Accumulator on his chest. See that round thing on the demon's chest? That's the Argent Accumulator. It is very durable, and it does fill in the criteria of being a game boss. It's two times bigger than the Barons of Hell, it can withstand an INSANE amount of punishment, requiring the Doomguy to put A LOT of effort in taking it down. Rocket launchers, micro-bombs, Super Shotgun blasts, even more explosions... those can put the Cyberdemon down in the game, but in an extremely large scale. And even when the HP of the Cyberdemon is down, he's actually JUST WEAKENED, and the Doomguy takes the chance of removing the Argent Accumulator, which teleports him to Hell, and the Cyberdemon returns once again, fighting Doomguy, until he's truly killed.
- Weapons:
- Rocket Launcher: The Cyberdemon is capable of launching many small missiles at enemies, that can surely insta-kill minor ones. The small-missiles themselves can nearly kill Doomguy when all of them hits him. Not enough? There's another seemingly "hidden" rocket launcher on the demon's back that can be used to bombard the entire arena/area with multiple bombs that can deal awesome damage. Theoretically, the rocket launchers are powerful enough to decimate metal walls, and other conventional materials, if it's not for the game's boss fight, where the missiles can't destroy walls.
- Laser: The Cyberdemon can charge up its cannon and shoot a massive, strong laser at enemies. Remember, this is a LASER, and it's seriously painful and devastating to be hit by a laser. It can be said that the laser is capable of damaging extremely durable materials, such as the Aliens' space-ship hulls, possibly, for this battle.
- Fire Walls: For this battle, the Cyberdemon will be able to do the extra attack method that the demon does in Hell, which is sending walls of fire at Doomguy. Walls of fire can be tactically advantageous and tricky, as it may can block escape paths, temporarily, and deal tremendous amount of damage when it hits, as the walls are made of HELLfire, and it's known to be freaking hot.
The Forces of the Aliens (XCOM: Enemy Unknown)[]
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.
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.
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 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.
When the aliens need a type of frontline fighters that can resist a lot of pain, know how to handle weapons, and know battle tactics, as well, the Mutons are the answer. Generally, they're freaking idiots. But in combat, they're tactically smart. They know various tactics, from suppressing the enemy, to hurling grenades to flush out enemies and damage a cluster of enemies, and flanking enemies. In the game, they wield two weapons, the light plasma rifle and its larger cousin. For this battle, they'll use the larger one, the plasma rifle, to pair up with the Mancubus' grenade launcher and flamethrower. If that's not enough, the Mutons are also capable of letting out a blood-curling roar that can intimidate enemies when they're damaged. Thing is, are the Demons of Doom gonna be scared of the Mutons? Still not enough of the intimidating roar? The Mutons are capable of boosting other Mutons (Berserkers, Muton Elites and normal Mutons) using a "blood call", which improves their movement speed and precision when aiming. Plus, it makes them a bit stronger and more enduring, too. STILL NOT ENOUGH?! The Mutons also got an alien grenade.
- Primary Weapon:
- Plasma Rifle: In a short explanation, the Muton's plasma rifle is technically the same as the Heavy Floater's plasma rifle, so for more details, read the Heavy Floater section. The plasma rifle is dominantly powerful, the strongest rifle known in XCOM 1, capable of harming even mechanical units/aliens, such as XCOM's advanced MECs, which are essentially robotic warriors, standing taller than most normal humans, the Sectopod, the Mechtoid, and even other Mutons got a chance of being insta-killed by this weapon. NORMAL Mutons.
- Special:
- Alien Grenade: Also the same as the Heavy Floater's alien grenade. Standard-issue among "higher-tier" aliens. The alien grenade is capable of making a truck's engine explode, after burning for a while, and can even critically harm a body armor comparable to kevlar. Plus, XCOM rookies with insufficient equipment can be threatened by this weapon, in the fact that the grenade can grievously harm them.
- Blood Call: As mentioned previously, the Muton is capable of unleashing a roar, which is also accompanied by the Muton pounding its chest, that boosts the capability of other Mutons, such as movement speed and precision when aiming down the sights of their weapons... if the rifles got any sights. Overall, the blood call increases the attributes of other Mutons present in the battlefield, making them even more dangerous.
I do not list the intimidation ability, or intimidation roar, because, well, much of it has already been explained in the Muton's description above.
Like the Cyber Mancubus, the Muton Elites are a huge upgrade for the Mutons. Regular Mutons share the same physiology and strength as the Muton Elites. But that's all the differences that are left. The Muton Elites are much more durable, and tanky, capable of withstanding plasma weapons, grenade explosions, even (roughly one round of) XCOM's blaster launcher, which is essentially a rocket launcher firing an energy ball, that also explodes. The Muton Elites are incapable of doing a blood call, but they still can do the intimidation roar, as well as being boosted by the regular Mutons' blood call. They're also armed with the heavy plasma weapon, which essentially, a plasma machine gun, which can DESTROY a lot of parts of the environment, shred down some XCOM soldiers without advanced armor with some shots (you can take that on a literal sense, too), even medium-armors such as the Skeleton Armor/Suit. Higher level armors, such as the Titan Armor, or the Archange Armor, can stop the heavy plasma, at the cost of being wrecked severely.
- Primary Weapon:
- Heavy Plasma: The strongest hand-held plasma weapon in XCOM: Enemy Unknown (in the hands of the aliens on the ground), the heavy plasma is a destructive weapon, capable of wrecking trees, dealing heavy damage to Sectopods, Mechtoids and even Heavy Floaters. Essentially, imagine a plasma rifle, souped up with a light machine gun, and here it is. It is even arguably stronger than a normal rocket launcher. Although XCOM's heavy plasma fires in barrages, the Muton Elites' heavy plasma fires in three concentrated burst, and still can suppress enemies.
- Special:
- Alien Grenade: Technically the same as the other Muton's alien grenade, as well as the Heavy Floater's alien grenade. But, the Muton Elites are capable of hurling these grenades over massive distances, comparable to how a rocket launcher is shot. That means even at long range, and you're clustered together with your teammates, you're still not gonna be saved by the distance between you and the Muton Elite with the grenade.
What's more dangerous than normal Mutons and Muton Elites paired up together? A BUNCH OF BERSERKERS, if there are a pack of Berserkers. Unfortunately, Berserker packs do exist, and it spells doom to anyone that fights the pack. Berserkers are larger, and heavier than both the Mutons and the Muton Elites. Relying on its superior health and defense, the Berserkers fearlessly charge to its targets, closing in to kill them using its brute strength and hand-held claws, which can wreck a lot of things, such as advanced alien armor, and other Mutons. The Berserkers also move faster and is more enduring than normal Mutons, and when they're under the effect of the blood call, the only hope that the opposing side possesses is something that can contend these b*tches (which luckily, they got!). A more nightmarish fact about the Berserkers, is that when someone attacks the Berserker, the beast will immediately go to the location of the attacker. In other words, after getting attacked, the beast'll run to the attacker and kill the sh*t out of the attacker. It still possesses the intimidating roar ability, and can actually destroy parts of the arena, such as metal/brick walls, cars, or even trees by simply running through it, or crashing through it. They can also do a bull rush, in which the Berserker charges to the target area in a straight line, and unleashes a deadly melee attack. How durable is the Berserker? You won't believe how durable it is. One of the toughest aliens in XCOM 1, the Berserker is able to take a large amount of punishment from plasma weapons, explosions, and laser weapons. Oh, and in the game, they got a passive that reduces the chances of them getting critical hits.
- Weapons:
- Claws: It should be noted that the Berserker also got brute strength, but for this one, it counts to this part of claws. The Berserker possesses six hand claws, three on each hands, that can be used to deadly effect. Backed up with the Berserker's massive strength that can even crush conventional materials, the claws plus strength are capable of instantly killing a human being without appropriate enhancements, such as armor, gene mods, and others. Advanced armor can hold off the damage, unless the Berserker keeps on attacking as hard as hell. The claws themselves are capable of shredding through conventional metals, logically, as the Berserkers are powerful enough to even damage heavy piece of machineries, made for war, such as the SHIV (Super Heavy Infantry Vehicle) and the MECs.
- Bull Rush: Like said previously, the Berserker is capable of rushing to a target area, in a straight line, and unleashes a devastating melee attack. While charging, no matter what's in front of the Berserker, whether it is a space-ship's metal wall, brick walls, and other things, the Berserker WILL get through the obstacle and damage the target in the target area, IF IT HITS.
One of XCOM's worst nightmares is this huge, lumbering war machine of the aliens called the Sectopod. Everytime the Sectopod appears, XCOM operatives would tremble in fear. But don't take it too serious. Although the Sectopod IS capable of insta-killing under-equipped XCOM soldiers, and logically, deal heavy damage to other high-tier aliens and insta-killing weaker ones. The Sectopod is basically a metallic titan, consisting of a head with several weapon systems, on two legs. Since XCOM: Enemy Within, the Sectopod has been one of the most difficult enemies to take down there. Its reinforced armor even renders bullets nothing compared to its tough armor. One Sectopod can already pose a threat to a group of military men, trained intensively. Logically, if a Sectopod does exist in real life, even the military can be f*cked up facing a titan like this one, without the appropriate technology. Anyways, the Sectopod's main weapon is its chest cannon, that, in one of the trailers can take down an XCOM soldier with a Carapace Armor with only one hit. The chest cannon itself can blow up trucks, houses, parts of buildings, and even other mechanical units with just ONE shot. The Sectopod's chest cannon can also render the heavy plasma obsolete, and theoretically, make the Mutons nothing but a play-thing. Not enough? The Sectopod's other weapon is its cluster bombs, that the machine can shower down on an area with mini-bombs after marking the target area. And on the other hand, the target might get a chance to escape from the target area, as it is literally MARKED on the floor. While the Sectopod only got those two weapon systems, the real threat is the machine's durability. It is literally near-indestructible, but plasma weapons can still harm it, and finally, destroy it, after it takes a sufficient amount of explosions and plasma blasts, though. Even rocket launchers that are powerful enough to level a large amount of area (let's just say, the XCOM Rocket Launcher and the Blaster Launcher) can get their damage reduced by the Sectopod.
- Weapons:
- Chest Cannon: As said previously, the Sectopod's chest cannon is its main weapon that can devastate environment parts, such as buildings, walls, and various covers, such as trucks and even alien space-ship hulls. The Cannon is also strong enough to damage a Paladin-type MEC, which is the strongest MEC type in XCOM's manufacturing, and can withstand a huge amount of punishment from plasma weapons (note that plasma weapons are freaking strong in XCOM). The chest cannon is also accurate, and once it has been shot (the cannon), the Sectopod goes on an overwatch mode to fire any moving targets with the cannon.
- Cluster Bombs: Also mentioned previously, the cluster bombs are essentially multiple mini-bombs that rain down on a marked target area, and deals a massive amount of damage, counting the amount of mini-bombs. Like the chest cannon, but not as strong as it, the mini-bombs are capable of breaking stone and metal, plus wrecking a medium-large amount of the target area.
X-Factors[]
Demons (Doom 2016) | X-Factors | Aliens (XCOM: Enemy Unknown) |
---|---|---|
65 | Intelligence | 90 |
70 | Coordination | 80 |
80 | Technology | 95 |
100 | Brutality | 85 |
95 | Intimidation | 85 |
- For intelligence, the Aliens take the advantage here. Clearly, the aliens' minds are superior compared to the demons, who are nothing but savages with limited intelligence. The aliens' intelligence allow them to create many plasma weapons, space-ships and advanced technology, as well as even cloning other beings. The demons haven't truly shown their true intelligence, but some demons have been seen to know how to harness technology, even if they got help from UAC/Olivia Pierce in using it.
- For coordination, the Aliens got it here. While the aliens themselves aren't truly "as good" as other military branches that possess a wide variety of combat tactics, they actually possess some abilities that synergize each other, and can work together to bring down a group of enemy faster, either by flanking them or using grenades. A good example is the Sectoids' Mind Merge, the Mutons' blood call, and others. The aliens on the other hand, operate like... "savages" without coordinating each other in attacks. All, or most demons operate "alone".
- For technology, the Aliens win it here. The demons' technology mostly came from UAC "support", such as cybernetics and other stuffs. And even so, UAC's technologies are obsolete compared to the aliens' advanced technologies. From plasma weapons, space-ships of varying sizes, and even mobile battle platforms like the Sectopod, and the weapons in it, which later advanced during the period of their successful invasion time in XCOM 2.
- For brutality, the Demons take it. The demons are the real personification of death and chaos, and in the storyline, through Doomguy's vision, we can see that the demons leave no one alive in their wake around the facilities. Corpses are mangled, and we can even see how bloody hell's supposed to be with the demons there. The aliens may be merciless during tactical combat, but not at all times. They have been known to abduct people for experimentation first, before killing them, or technically leaving their fate unknown.
- For intimidation, the Demons take it. While it doesn't truly matter in this battle, sometimes, being affected by "panic" can turn the tides of battle. Appearances don't scare aliens, yes. But sometimes, in XCOM, aliens can be panicked, believe it or not (example: Chryssalids are known to scatter away when they're attacked with the MEC's flamethrower). And the demons' grotesque appearances and... gory ways truly make them a scary adversary.
Monkey's Comparisons[]
So, just to give you voters some information about the comparison between the Demons and the Aliens, here I give you some differences between the forces of evil that are battling here.
Light Infantries[]
Imps | Sectoids |
---|---|
Stronger and much more agile, plus faster | Can work with other Sectoids via Mind Merge, enhancing other Sectoids, seemingly more effective ranged weapon |
Gunners[]
Hell Razers | Thin Men |
---|---|
Projectile can be charged up for extra damage, tougher than the Imps, and can seemingly withstand high temperatures | More accurate than the Razers, in terms of both weapon and accuracy while aiming, flexible, able to elevate themselves for better view of the enemies, effective poison spit |
Aerialists[]
Revenants | Heavy Floaters |
---|---|
Effective and accurate missiles that can be fired from the MLRBs, surprising physical strength (capable of ripping limbs with ease) |
More durable, more efficient jetpack (can launch to the sky and land again in the wanted position for flanking), strong plasma rifle |
Heavies[]
Mancubi | Mutons |
---|---|
Explosive/volatile goos that can be fired from the bio-cannons are effective in dishing out damage to multiple enemies in a medium-small area, can keep enemies away from it by punishing them with the flamethrower and vent attack, durable, as long as not shot at the stomach | Capable of working together with other Mutons and aliens, even boosting other Mutons, weapon (plasma rifle) is effective against one target for a concentrated fire, seemingly smart in terms of combat tactics, can intimidate enemies |
Super-Heavies[]
Cyber Mancubi | Muton Elites |
---|---|
Longer firing distance for the cannons, compared to the un-upgraded Mancubi's bio-cannons, more protected than the normal Mancubi | Powerful primary weapon, coupled with an alien grenade, physically stronger than normal Mutons (seemingly), high-grade armor capable of withstanding some plasma weapons, can be affected by the normal Muton's blood call |
Berserkers[]
Barons of Hell | Berserkers |
---|---|
Considerably bigger than the Berserkers (standing two times taller than a Hell Knight, whose height is comparable to the Berserker's), can use a ranged attack, agressive style of attacking, using leaps and ground pounds, essentially making it versatile in close combat | Intimidating even at first sight (sort of), claws are effective weapons, when backed with the Berserker's strength, Bull Rush can flush enemies out of cover, exposing them, high movement range and speed, can be affected by the normal Muton's blood call |
Mini-Bosses[]
Cyberdemon | Sectopod |
---|---|
Faster than the Sectopod, may be bigger and taller than the Sectopod, capable of using melee attacks, if forced, wider variety of weapons compared to the Sectopod, the only way to "kill" it is by removing the Argent Accumulator | Weapons' effects are seemingly deadlier than the Cyberdemon's wider variety of weapons, reinforced armor and being "hardened" makes it seemingly tougher than the Cyberdemon, can't be stunned due to its robotic nature, can't be poisoned, too |
Notes[]
- Voting starts in the 16th of June and ends in the 16th of July 2016.
- You know what kind of votes are required for this battle. For full-explanation votes and "edges", it'll require 5 or more sentences.
- For each side, there'll be one mini-boss, 5 heavies, 2 berserkers, 3 super-heavies, 3 aerialists, 3 gunners and 4 light infantries. Total of units in one side: 21.
- For this battle, the setting will once again be chosen by you. Yep. There'll be the choices down below, as well as the chosing poll.
- The first choice takes place during the events of XCOM 1, on Earth. In this choice, the aliens have already ravaged the UAC, and Doomguy's in the process of eliminating them all. In other words, the Doomguy is in the "Chapter 2" of Doom 4. Here, the aliens have been spotted on a farm by XCOM, who will approach and attempt to defeat them like any other XCOM missions. However, before the XCOM squad can come, the demons are already there, even before the aliens got there. When the aliens are deployed, the demons are already in the farm, where they managed to find a way to get to Earth. There are dead civilians, and when the aliens find the demons, the fight begins.
- The second choice takes place in Mars, during the events of Doom 4. However, in this choice, the Doomguy has not been awakened yet after being taken away to Mars by Samuel Hayden. The demons already killed much of UAC's personnels, excluding Pierce and Hayden, plus the Doomguy, and they managed to summon bigger and stronger demons, even freeing the Cyberdemon, and goes on a rampage through Mars like in the game. However, the XCOM aliens on the other hand, managed to see that Mars has some "human elements" like the planet they're invading, which is Earth. They sent a squad of aliens there, and met the demons, which also, prompts the battle.