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Perhaps you could repeat the test 100 times to get an idea as to the true penalty.
I am assuming that you have ensured there are no battle fatigue effects swaying the results - because they are not explicitally expressed in game.
Thank you for the research - I will repeat this test myself to see if we can narrow down some accurate percentages.
Just as a guess I would say 20% seems like a reasonable place to start.
120x.20 = 24. 120-24= 96% which would account for the occasional miss. That would mean 125 is the aim needed for 100% chance to hit on overwatch if 20% is the penalty.
Also, I assume the dash penalty would also be a percent based penalty.
Also, the penalty is -20 for a *move* and -40 for a *dash*
Like it says in the wiki.
There's also mention of the word reaction in the DefaultGameCore.ini settings but have no idea if that's even related to overwatch.
I've never had the opportunity to test this with a scenario you have set up currently and in 600 hours on PC and double on PS3 overwatch shots seemed more in line with being taken at a flat rate,regardless of the soldiers offense score (accepting opportunist) with an added penalty when the target dashes.
There is no official in depth documentation regarding these mechanics,that I can find.It may be the case that there is a hidden penalty on overwatch so that the game dosn't boil down to bait and lure 100%,but that's merely speculative,as is anything I could think of regarding the issue because of the lack of official mechanics explainations.
=)
I was thinking range penalties as well,but the LMG,like the assault rifle suffers no long range penalty and gets a bonus within 10 tiles up to 37.5 max at point blank. IIRC
Not sure if P51H Mustangs experiment had a dash included though.
EDIT: No dash from the sectoid in original post.
=)
In addition, the range bonus of the LMG would only make it easier to hit on overwatch not harder. The AI does not dash often and in the video I have it takes a shot after the overwatch misses to show that it was a single move.
Hope you tested with aliens that don't have any defense value or that would make your tests pretty invalid.
As far as my info goes, overwatch is supposed to work with a 0.7 multiplier to aim, with another 0.7 multiplier added for dashing. Taking a 100 aim trooper and a basic sectoid without defense, that would give 70% to hit on overwatch, reduced further to 49% if the target is dashing.
Furthermore - what difficulty did you make your tests at? AFAIK XCOM makes some invisible adjustments for difficulties below classic to give the player an edge.
I'd recommend the following article if you really want to go into it: http://www.win-vector.com/blog/2012/12/how-to-test-xcom-dice-rolls-for-fairness/
Sectoids have no defense buffs.
REACTION_PENALTY=0.7f ; Reaction fire amount of hit chance.
DASHING_REACTION_MODIFIER=0.7f ; Reaction fire amount of hit chance against a dashing unit.
So your 120 Aim heavy would have a 120*0.7 = 84% base chance of hit, which could be consistent with an occasional miss (~ 1 miss every 6 shots)
It would be nice to verify if this was changed in EW or if it was always the case in the original Enemy Unknown, and if EU's parameters are the same.
One. its .7x. for reaction fire always was, with the additional .7x for a dash.
and 2. cover is added in, enemy defense, all that jazz. smoke. iff applicable.
So your premise is a tad false. it really hinders any gotcha moment you were trying to accrue.
so basically you proved what everyone knew, your numbers were wrong to start with.
you could have just asked though. but then I guess you'd need to know who to trust.
and who ever said -20% was clearly not that person.
The OP has a point: it's hard to find accurate and trusted info about some numbers and mechanics. Both UFOPedia and Wikia, my primary sources when I started to learn more about the game, have errors here and there, and sometimes contradict each other.
Wikia claims RF is -20 Aim (plain subtraction), and UFOPedia says it's a 0.7 multiplier (consistent with the INI). But the INI setting might be only valid in EW, so EU might be -20.
I'm not sure where the -20 in Wikia came from, and I really would like to know what are the real values in play in both EU and EW, preferably with good cited sources.
This reaction shot incurs a -20 Aim penalty and has a 0% Critical chance. Firing at a Dashing enemy with Overwatch adds another -20 Aim penalty for a total of -40 Aim.
(outdated - reaction shot aim penaty is now 0.7 multiplier. additionaly 0.7 multiplier for Dashing)[citation needed]
so it apparently changed at some point in the distant past.
but I don't talk about dinosaurs so who cares. its not true NOW so who cares?
We're not sure if it's not true NOW. Maybe it's still true for EU, and your "NOW" refers only to EW. We're actually not even sure if it's true for EW, even if the INI strongly suggests so.
I'm not sure it was ever -20 though.
Also, even the 0.7x is debateable.The INI seems to be the only source, but does it apply to ALL reaction shots? Maybe it's just for the Aliens, or maybe just for Multiplayer.
I'm really enjoying EU and EW, but I admit is a bit frustrating to play a Strategy game where so many important rules are not fully known.