in the r30111, without any conf-ing, i got reaction fire from both assault rifle and smg once.
never saw sniper reaction fire, though.
maybe the point of it was that it was single shot rf, and consumed less tu?
now, as for burst, if consecutive single shots consumed less tu than the first one, maybe this would be ok?
also, maybe some day the whole shooting system will somehow get a lot of attention.
(i might have a long beard by then, i know)
in this case i think my hopes would be for aiming and recoil time units for all shots, rather than depending on the shot being aimed or non-aimed.
the best wish would be for:
1. clicking with mouse selects the target (like waiting for next click for confirmation).
there would be the default time units for aiming, which can now be adjusted with mouse wheel if needed.
2. second click fires the shot.
the player would be thinking like 'would i need to aim a little bit better', bit like gambling.
as an additional benefit, you wouldn't have many leftover time units at turn end because you could use them for better aiming.
the application for reaction fire would involve counting time units for minimum aiming before the reaction fire shot happens.
and after the shot there would be the recoil tu when the soldier cannot rf again.