XCOM 2
[WOTC] Accurate Covering Fire
48 Comments
sum1akaJ Apr 27 @ 8:18pm 
@Iridar, does this mean the Covering Fire ability from Shiremct's Proficiency class pack (in the Marine's skill tree) also doesn't work as intended? It is also supposed to ignore 50% of the cover protection.

Also, I've noticed Covering Fire completely fails to proc when Mecs shoot their micro missiles instead of their rifle, which makes it pretty useless as the Mec just shoots the suppressing Marine in the face and cancels his overwatch/suppression.

Is there any fix to this?
Iridar Oct 4, 2024 @ 11:36am 
PSA 2024: The "Reaction Shots Apply an Aim Penalty to the Target" part of the mod does not actually work in regards to reducing the hit chance of the ability the Covering Fire shot is reacting to. This happens because interrupted attacks do not reroll their hit chance. I've confirmed this behavior with hit chance logs and I'm sure it works like this.
RabidHobbit Sep 20, 2024 @ 5:56pm 
Is this mod safe to install/uninstall mid-save?
wilnemo35795 Jul 24, 2023 @ 6:37pm 
In the config, whats the difference between an ability in the passive array and the active array?
wilnemo35795 Jul 6, 2023 @ 5:21pm 
IS there a list of abilities affected by this mod that I can add to?
shiremct  [author] Jun 7, 2023 @ 6:35pm 
Yes, if the soldier also has the Covering Fire ability, their Return Fire shots will also benefit from the effects.
wilnemo35795 Apr 14, 2023 @ 8:32pm 
Does this mod also affect shots granted by the return fire ability?
Lt. Ruben Sep 24, 2022 @ 4:02pm 
i've just fully deleted the paragraph, i hope that works too? XD otherwise i'll just unsub and resub the mod :)
shiremct  [author] Sep 24, 2022 @ 3:31pm 
Yes, there is a config variable you can set to false for the aim penalty in XComAccurateCoveringFire.ini; set ENABLE_AIM_PENALTY = false to turn off the aim penalty while keeping the cover-ignoring bonuses.
Lt. Ruben Sep 24, 2022 @ 3:25pm 
but i guess i could just delete the aim reduction part out of your ini to make sure it doesn't duplicate?
Lt. Ruben Sep 24, 2022 @ 3:23pm 
Thanks for the info :)
Apparently according to someone over at reddit this mod does work with LWotC, just not sure if the aim penalty now stacks (LWotC has -10, yours -15, so maybe in total -25? how would i check this xD)
shiremct  [author] Sep 24, 2022 @ 12:55pm 
I'm unsure about LWOTC as the original LW2 had a similar function in it that inspired this mod that was likely carried over to LWOTC. In theory, it should work fine, but I am not familiar with LWOTC so there may be some duplication of effects or some abilities that need config setup. I would reach out to others on the LWOTC discord server for more details on compatibility to be sure.

For Suppression, yes, that's possible, but beyond the scope of this mod. It requires editing the suppression ability itself (or a new ability), and there is a side-effect that, if not handled, will cause Covering Fire shots to be a detriment because the Suppression aim penalty will be removed BEFORE the enemy shoots.

I have a version of suppression that operates as you desire with covering fire in my class pack that you could use if you wanted to swap out the abilities in the classdata config files for the LW classes, but there's no plug-and-play solution at the moment.
Lt. Ruben Sep 24, 2022 @ 6:40am 
Hey, Shiremct, love what you did with this mod :)

2 questions:
a)Would you happen to know if this work with Long War of the Chosen? I am a bit confused about the file structure when comparing your mod and LWotC files.

b) is it possible to make it so that suppression (not Area Suppression) of LWotC triggers a shot against actions carried out by the suppressed target, similar to what covering fire does for overwatch?

Thanks for the mod, the idea is great :) Just hope it works in my LWotC game
4rrakis Sep 8, 2022 @ 2:48pm 
I usually don't save scum unless I have to because of a bug. When a soldier dies he dies, simple as that. With such a high number of classes there is a lot of overlap, so any given combat role can be filled by another class, but that particular set of skills is out of the window unless I get that particular class again, either by rng or by gts training.
Violentruler10 Sep 8, 2022 @ 2:13pm 
4rakkis what happens when your unique one-of-a-kind Gunslinger character dies? save scum? you did say around 50 classes though, maybe losing one of your six different kinds of healers isnt such a bad thing.
cruiser Jul 21, 2022 @ 1:23pm 
Thanks, the main feature I'm looking for is the reduction of cover bonus, since I modded that to be really high in my mod.
shiremct  [author] Jul 21, 2022 @ 1:18pm 
The older base-game version is here: https://steamcommunity.com/sharedfiles/filedetails/?id=973830087

May not quite have all the same features, but has the main points.
4rrakis Jul 21, 2022 @ 3:44am 
In my mod list I have around 50 different classes (without counting playable aliens and mec Troopers), so that a soldier is unique and special instead of just being sniper #7. But that is the joy of modding, everyone can build their game as they want it to be.
cruiser Jul 21, 2022 @ 3:28am 
Thanks. I just hate redundancy, I want everything to be really unique. So Templars/Psi-Ops, Rangers/Skirmisher/Reaper, for the enemy, Chrysallid Zombies and the Lost, is just too much for me. I know they have different skill trees, but the archetype/aesthetics are just too similar for me.
4rrakis Jul 21, 2022 @ 3:23am 
I guess you could try something like https://steamcommunity.com/sharedfiles/filedetails/?id=1782917748 to disable some enemies like Spectres, but there is no way that I know of to disable faction classes (other than to simply ignore them). As for th Chosen, a quick search found this mod, but I never tried it: https://steamcommunity.com/sharedfiles/filedetails/?id=2091310302
cruiser Jul 21, 2022 @ 3:14am 
Hmm, is there a way to play WOTC but with all WOTC content disabled? I know I'm weird but I really don't want new classes/enemies
4rrakis Jul 21, 2022 @ 3:12am 
Probably not. I am not a modder, but from what I understand the mod would have to be rebuilt from the ground up, and most if not all modders focus on WotC instead of vanilla. If it is any help for you: WotC IS the base campaign, just with additional content.
cruiser Jul 21, 2022 @ 3:08am 
Damn that sucks. Is it possible to port this mod to the base campaign?
4rrakis Jul 21, 2022 @ 2:47am 
@cruiser
Having WotC installed is not enough, you have to play WotC to use WotC mods.
cruiser Jul 21, 2022 @ 2:38am 
Does this work for the base campaign if I have WOTC installed?
Green Raven Jun 12, 2021 @ 6:41pm 
Thank you!
shiremct  [author] Jun 11, 2021 @ 6:07pm 
I'm not sure what caused it to stop working, but I've finally tracked down a solution. The Aim penalty should be getting properly applied again.
Knightmare047 Feb 7, 2021 @ 7:43am 
The mod's debuff doesn't seem to apply anymore for me. Even after clearing my config. I've tested it with the Proficiency Classes as well as the vanilla classes (also done with turning off every other mods).

This is a little strange since when I played with the mod earlier in 2020, it was working fine.
Green Raven Jun 21, 2020 @ 3:38pm 
This is super minor, but could you get rid of the green and red coloring in the new text description? None of the other abilities have colors, so it clashes. That said... awesome mod, thank you very much!
Lebowskichild Mar 8, 2020 @ 6:52am 
Thanks for the clarification @shiremct.
shiremct  [author] Mar 7, 2020 @ 3:17pm 
It should automatically pickup any shots that are flagged as reaction fire, including things like suppression, close combat specialist, etc.
Lebowskichild Mar 7, 2020 @ 1:10pm 
@shiremct, could you tell me, does this mod add the aim penalty and remove a portion of defence of enemies targeted by overwatch, suppression, LW suppression and/or any other reaction style abilities as long as the soldier also has Covering Fire?

And if it doesn't by default but can be made to work with those abilities could you tell me, is it as simple as adding their template names to the array in XcomAccurateCoveringFire.ini?

I'm not sure whether abilities have Covering Fire built in.
Punful Guy Dec 21, 2019 @ 3:16pm 
Thanks Tim_!
Tim_ Oct 8, 2019 @ 5:16pm 
I just completed a WOTC campaign with 104 mods including this one. It all went well.
Iridar Jul 3, 2019 @ 9:34am 
@shiremct
Cool, nice work.
shiremct  [author] Jul 3, 2019 @ 7:52am 
Going back and cleaning up some messages I forgot about... Obviously way late, but Yes, it works with LW2 classes and No, the Aim penalty is applied BEFORE the enemy's shot is taken, during the interupt.
Bill Oct 15, 2018 @ 3:37pm 
Does this mod work with [WOTC] LW2 Classes and Perks?
Iridar Aug 18, 2018 @ 7:50am 
Does the aim penalty trigger on the enemy AFTER the enemy shot that triggered Covering Fire already had went through?
p6kocka Aug 2, 2018 @ 2:32pm 
About Extended information...just turn off the flyovers and that´s it....
Jukse Jul 29, 2018 @ 8:56am 
Hmm, I see - thanks for the answer! I think it would be a neat feature to add but the mod is already pretty damn cool as it is - no worries. Good job!
shiremct  [author] Jul 28, 2018 @ 5:18pm 
So, the effects from this mod will apply to all reaction shots, including those from suppression, but the 'shoot at shooters' part wont, just like vanillia.

It is possible to make suppression function like that, and I have even done it with new suppression abilities on my soldier classes, but it wasn't the most elegant of solutions... It works fine when all things are under my control, but is a little harder to maintain consistent functionality with other mod's abilities, etc.

If there is a big demand for that, I could possibly add it as an option.
Jukse Jul 28, 2018 @ 2:01pm 
Hey, Shire! Thanks for the mod - this is exactly what I looking for - matter of fact, do you know if it is possible to have Covering Fire work with Suppression-based reaction shots? I've always found it pretty jarring that they don't in the vanilla game.
shiremct  [author] Jul 27, 2018 @ 6:49am 
I dont *think* it's something I can fix on my end... I suspect it's caused by Extended Information calculating the hit chance from a different gamestate - based on my testing, possibly the unitstate after the shot, and possible move to cover, rather than before (I tested on unactivated enemies standing in the open, and it still reports them in cover in my test logging - this isn't the first instance where I've heard of Extended Information having issues with reaction shots).

I've tried looking at Extended Information to identify exactly what causes the issue or find a workaround, but I just get lost in its code.
花兔 Jul 26, 2018 @ 12:45pm 
When used with [WOTC] Extended Information!
You'll fix it later?
shiremct  [author] Jul 25, 2018 @ 9:49am 
AccurateCoveringFire.ini in the mod's Config folder.
Hightower Jul 25, 2018 @ 8:17am 
where do you configure the ability?
Kazraan Jul 23, 2018 @ 12:20am 
I really like the thought process behind this one. You have to step somewhat out of cover to shoot right? And if you know someone is gunning for you, your probably rushing.

Makes covering fire feel like a suppression light kinda deal

Thank you for this!
Wet Dog Squad Jul 22, 2018 @ 10:43pm 
This is something I've been wanting for a while, but didn't expect anyone to make. Finally, my RPGO Sentinel can properly provide fire support for his teammates!