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
MechanicalIy saw it working like Templar Parry: after taking a standard two-action shot with the cannon the soldier is given one action point which can only be spent on Overwatch, Suppression or a second shot.
The only thing i can look at right now as cold numbers and those suggest that due to exactly what Type1Ninja describes, the cannon should have a significant damage output in any medium range engagement. Even with mediocre hit chances, taking two shots at some target is probably going to result in good damage. What's more, you get the high variance chance of hitting both and just wiping out a target. Not something you can count on, but something to capitalize on when it happens - somewhat similar to a Hair Trigger proc in that regard.
If a cannon can take an "aimed" shot for 70%, it can also take two Spray shots instead at 50%.
The percentages work out like this:
25%: No hit
50%: hit
25%: Double hit
So only in 25% of cases the shot misses, with the aimed shot it would have been 30%. So not only do more shots hit, but also of those hits one third are a double hit with obscene damage. This extra hit chance and extra damage you buy with the 2 ammo you spend instead of 1.
Spray is a very, very good ability on paper. And i have the suspicion that there is a lot of confirmation bias running around right now, making it appear weaker than it is just because the percentage numbers appear low and there are missed shots (a common XCOM2 player's trauma) involved.
As an aside, the cannon is also really good if you can set up in a good elevated spot in lost cities. A 9 shot deep ammo reserve helps a lot when standing on a balcony near an open road, raining down fire and blood on the zombies.
For my part, i like the cannon as it is right now and don't see reasons to do anything to it, much less so drastic things like the ones suggested in the OP. I may be totally off base, of course. That's always possible, but i currently don't have any reason to believe that. My own campaign will be a major deciding factor, i am also keeping an eye on two YouTubers/Streamers, where i can get a pretty good impression of what works, what doesn't and what may just need a little bit more clarification.
I understand your position, of course. The math may work out in Spray's favor (even if only by a margin of 5 percent!) but the psychological "feel" of a class and/or weapon is a hugely important part of its design. Cannons feel clunky and unreliable, in my (admittedly anecdotal) campaign experience thus far. Something that is balanced and marginally better on paper can still feel completely lifeless and pointless.
Confirmation bias, sure. I can only report what I've personally felt, and yet, like I said, I have been going out of my way specifically to use Spray and have not felt any great advantage or purpose for bringing a Cannon over any of the other weapons. -20 aim for the privilege of using Spray feels TERRIBLE.
Do what you will with your mod. I still enjoy it. Worst case scenario, I can retune the specs myself for personal use. If that's what it takes...
I think this is a very fair point. With a small pool of testers the feedback is very anectodal. I'll keep it in mind with any feedback I give from here on out.
One thing I'd like to throw on the suggestion table is making the penalty -15 instead of -20. That's the same as the penalty for the other rushed shots: Rapid Fire, Chain Shot and Overwatch. That makes flanking low cover worthwhile and has a nice internal consistency to it.