Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Alien accuracy is static, sectoids for instance have 65% accuracy regardless of how far they are from you before factoring things that alter their accuracy such as your cover or high ground bonuses.
this means that baseline their accuracy against you in high cover is 25%, if you hunker down in high cover this becomes 0% as long as they don't flank you. unless you have a very high rank soldier it is likely that your accuracy against a sectoid in a straight fire fight is not higher than 25%. so you have to employ tactics instead like hunkering down until you can get a flank or use a grenade to destroy the sectoids cover/kill them.
in essence though you are correct, high cover actually doesn't help much, especially early in the game where all aliens at maximum 2 shot you, if you don't also hunker down because Alien's accuracy on you will still be relatively high
for all other weapons there is a tiny buff if you under 4 tiles away
it is definetly not a primary determining thing for accuracy
once further away then 4 tiles there is no difference between 5 tiles and max range
IE, the human brain has a tendency to remember things that go wrong much more vividly and with much more emphasis than moments where things go right, or as predicted. We've all remembered soldiers getting one-shot in high cover before, and we've all remembered that one guy missing a 99% shot before. Doesn't actually happen as often as you may remember.
ideally you can also have at least laser rifles by the time you get your first terror mission, and if all else fails you can just blow them up with a heavy
but yeah chrysalids are pretty much guaranteed to still be able to onetap you by your first terror mission, you just have to play it smartly and remember that it's still fine if a large amount of the citizens die your rewards just wont be as good
although the more problematic part with overwatch usually is that enemies just wont move if they can see you using it
Aliens DO gain close range bonuses just like the player up to +37% for point blank shots.In Xcom 2 aliens don't gain any close range bonuses.Also most aliens have+10,some have+20 aim on higher difficulties eg. muton elites have 80 aim on normal,90 on classic,100 on impossible.They also have higher crit chance and other stats.
Non hunkered high cover only by itself is a gamble unless stacked with smoke grenades/defence perks and or the enemy gets debuffed by poison-20 aim+dmg dot or the very useful flashbang for-50 aim.Enemies with low chance to hit tend to use nades,psi abilities etc. or target more vulnerable squadmates.
if you invest everything into one squad, its going to be more powerful then if you spent time making a plan b
but if you invest into a plan b, you have a plan b
and in xcom its a good idea to have a plan b
try playing long war
it lets you choose class and has you have about 80 soldiers in your list at minimum
downside is you will lose them
Not to mention SHIVs being a bit overpowered compared to default soldiers...
The more shots taken the more chances you have to die. Usually 2 shots or a single critical and its over.
Evidently you do need to use cover, because being flanked or in the open means 50% chance of being critically hit, however;
The goal of every shootout is hopefully to end it before it begins. Employ granades to destroy their cover and have your shots actually land (although Don't go too crazy or you'll erase the cover that eventually would be helpful to you).
Have assaults ready to go in and neutralize the threath before they can shoot you (this requires you gauge the situation appropriately and it always has a chance of backfiring), have a sniper ready, or have a heavy ready with a rocket.
My own policy is to always bring two heavies with me. They usually have the standard rocket, and the shredder rocket. If upgraded enough they might have yet another one.
The moment the situation looks like it'll be a drawn out fight, those rockets go flying and kill the enemy, or at the very least they'll destroy their cover leaving them exposed
Any light cover destroyed is an instant 25% chance to hit and a flat 50% chance to critical that enemy. This helps tons to help the others in the squad to actually land their shot.