Xenonauts

Xenonauts

no reaction shots?
Had an alien hiding on the other side of a wall between my two guys covering windows on either side of him. He walks over bursts my assault guy covering the window with full tp and walks away and he doesn't shoot back. I figured it was a fluke so I left him there while I moved some of my guys into a position to flank and he does it AGAIN.

And this was after I lost my heavy guy to a guy behind a 100% blocked wall that she couldn't fire at but he apparently could fire back from. The ♥♥♥♥ is with this game?
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Showing 1-7 of 7 comments
asd Jul 1, 2017 @ 6:15am 
There are reaction shots. They depend on the reflex stats of your soldier, and the enemy, the weapon you are using and the distance between you and the target.

Shotguns and pistols are the best, followed by rifles and sniper rifles and machine guns are the worst at reaction shots.

Your soldier's and the alien's reflex stats get compared to each other, so the higher your reflexes are the better. If you encounter an aliens with fast reflexes, but your soldiers have slow reflexes, then that alien will evade your reaction shots and will get more reaction shots against your soldiers.
Kongdej Jul 2, 2017 @ 2:07pm 
You also have to save Time Units for your soldiers to actually fire reaction shot, you also have to save time units if said soldier need to turn to take the reaction shot.
biogoo Jul 4, 2017 @ 4:14am 
If you are very close to a full cover wall, you can still shoot around it, just like the aliens can.
teoleo Mar 5, 2018 @ 3:14am 
one mission 0 reaction shot, is normal??
Dranak Mar 5, 2018 @ 5:50am 
Originally posted by teoleo:
one mission 0 reaction shot, is normal??

Yes, if you aren't deliberately setting them up. Reaction fire is a chance to happed, based off of % TU remaining, reflex stat, and weapon equipped.
Viral Mar 7, 2018 @ 9:00pm 
Originally posted by teoleo:
one mission 0 reaction shot, is normal??
Just finished a full play through, same issue but not 1 reaction shot, in the entire game.
I did get some reaction turn arounds though.. :/

And i play as i did in xcom: enemy unknown (proper original) half my team going forwards in cover positions and others in full TUs for reacting and moving them up next turn, with others now with full TUs (covering all angles).. Same every turn, every time.

Admitadly the way i play i kill almost every alien on sight efficiently before they get more than 1 shot at me, but not always possible.

Diddly squat. Just dead troopers with allies standing there gormless. I get the % reasoning, but original xcoms reactions were better. Even with the higher risk of friendly fire, if not especially with the chance XD

May well be cos half+ of my guys always carry rockets though, dont know full ins and outs of game logic yet.
Solver  [developer] Mar 8, 2018 @ 8:31am 
Xenonauts uses the same basic formula for reaction shots as the original:

https://www.ufopaedia.org/index.php?title=Reaction_Fire

The differences are that Xenonauts will not reaction fire if there's a friendly they could hit in the direct line of fire, and that some weapons (shotguns, pistols) get an additional bonus multiplier, and others are worse for reaction fire (snipers, machine guns).

If you want to see reaction fire on a mission, put some shotgunners with full TU outside UFO doors. That's almost a surefire way to get reaction shots.
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Date Posted: Jul 1, 2017 @ 1:07am
Posts: 7