General > Discussion

Again on reaction fire

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H-Hour:
Here's an adjusted file. Aliens are now the same distance from your soldiers as on dam map. Aliens can not charge. I've set up an invisible wall. You can shoot and see through it, but aliens will stay on their side.

You can choose your own squad for Skirmish. When selecting the map, there should be a Team tab on the right. Choose that and then click new. You'll get a squad equipment window to equip your soldiers.

There are three "hostile" firing channels and two "safe" firing channels. You spawn looking down the two safe ones. This should let you position just the soldiers you want.

Telok:
Ok, this version of test_reaction is pretty near perfect. I fooled around with skirmish, that's not perfect but it is useable. I'm now running six random (I didn't bother to check their stats) newbie soldiers through it. I have some very preliminary data on sniper rifle RF.

The walls are 67 squares long, aliens use the first 7 squares and the invisible wall is at square 8. If you limit the aliens to Phalanx weapons then the only things shooting at you are the hovernets. Well one alien had a sniper rifle and another had the light-weight minigun, but that was over about 10 runs through the map with 12 aliens on the map each time. I station my soldiers at square #58 (9th square in from the end) and set up the sniper rifle aimed shot RF. Accuracy is surprisingly consistent, soldiers with 10 points difference in sniper skill and three points difference in accuracy only vary by one or two percentages in the reported %hit. Wounded soldiers were taken off RF, dropped their weapons, and got to play decoy.

Aliens at square #1, accuracy 22%, 37 out of 45 possible RF shots taken
Aliens at square #2, accuracy 23%, 17 out of 40 possible RF shots taken
Aliens at square #3, accuracy 23%, 16 out of 40 possible RF shots taken
(Gap in the data here, aliens don't like to hang around in squares 4 and 5)
Aliens at square #6, accuracy 25%, 11 out of 23 possible RF shots taken
Aliens at square #2, accuracy 26%, 9 out of 14 possible RF shots taken

Now since hovernets take 10TU to fire a shot or burst and my sniper rifles take 20TU to RF then I ought to get RF after every second shot or before the second shot if they moved. That’s true about 60% of the time, the rest of the time they are making or have just made their third shot when the RF occurs. This bit is really kind of hard to quantify due to the speed things happen at.

One thing I can confidently report is that enemies in the line of fire are not considered when a soldier takes RF (if a hovernet provokes RF but a taman is blocking the LoS your soldier will shoot through the taman). I do need to check if that is true with allies though.

After this I'll start checking longer ranges. Then I'll go and do other weapons, I do know that MGs will RF at %hits as low as 2% but the maximum range they will RF at is lower.

Telok:
I reconstituted the Phalanx soldier team so they all have 20 to 22 sniper and accuracy skills. These guys never have more than 1% difference in their %hit chances. All shots are Aimed Shots with Sniper Rifles.

Previous team at square 58 had 89/141 RF chances taken (63%)
This team at square 58 has 77/167 RF chances taken (46%)
This team at square 62 has 127/237 RF chances taken (53%)

When everything that shoots back is dead I check the %hit reporting.
At 23% and 24% reported chance to hit I got 56/272 hits (20%)

Once again I need to mention that RF occurs almost half the time after a hovernet has moved and shot twice or has shot three times.

I did also find two interesting occurrences. First was the message "An alien has revitalized" followed by a bloodspider standing back up. It had already taken two sniper rifle hits, and putting it down again took two more hits.

The other was a crash out of skirmish to the menu that generated an error code in the console. "ERROR: CL_ParseServerMessage: Illegal server message 10 (last cmd was: 9, eType: 23)" If this is useful, good. If not then feel free to ignore it.

DarkRain:

--- Quote from: Telok on December 14, 2012, 11:32:15 am ---The other was a crash out of skirmish to the menu that generated an error code in the console. "ERROR: CL_ParseServerMessage: Illegal server message 10 (last cmd was: 9, eType: 23)" If this is useful, good. If not then feel free to ignore it.

--- End quote ---
That depends, how old is your build?

Telok:

--- Quote from: DarkRain on December 15, 2012, 01:56:41 am ---That depends, how old is your build?

--- End quote ---

November 30th build.

At square 66 the soldiers took 70/144 RF shots offered by aliens. The %hit reports were 18% to 22% and RF was taken on aliens at both extremes.

Soldiers are not going to shoot through another soldier to RF, but may hit other soldiers due to the weapon spread.

Soldiers will shoot through one alien to RF the one behind it. I'm not sure about shooting through 2 aliens. This may also be because sniper rifles are "through wall" weapons.

I'll do the next test at square 70, three squares beyond the end of the wall. After that I'll move to machine guns and then assault rifles.

Finished a MG test.... Interesting.
At square 62 a MG using the short burst has a reported 1% chance to hit. 61/357 chances at RF were taken. Actually that number is significantly lower than I'm reporting. The MG short burst takes 14TU, so a hovernet that fires three times should provoke twice. Also the soldiers have 29+ TU available and should be able to RF twice. Of those 61 RFs taken exactly three were doubles, and there were lots of triple shots from hovernets, easily a third of RF chances I recorded.

The interesting bit is that the RFs taken came in clusters. Data

--- Code: --- set{1} 4/5, 1/5, 1/5, 0/7, 1/9, 0/3, 1/12, 2/3. set{2} 6/6, 6/18, 6/6, 6/6, 0/24, 1/15, 0/50, 1/27, 1/15. set{3} 1/3, 3/3, 1/6, 1/6, 2/3, 1/3, 2/3, 0/36, 6/12, 6/12, 0/18, 0/29.
--- End code ---

Also, the hit rate of MGs is pathetic compared to sniper rifles. They compare to heavy slow SMGs, and really only seem to work at SMG range. Plus it takes 3+ hits to down an unarmored taman. I'll do assault rifles in a few days. MGs are just too depressing to deal with.

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