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2.5 sucks completely

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H-Hour:

--- Quote from: Merlin on June 03, 2013, 09:47:29 am ---I haven't 'mastered' reaction fire because reaction fire is as fiddly as a fiddler on a roof of a fiddling school. Made of Fiddles. The image makes no sense to me. Why does it matter that the alien ended up using just 2 more TUs to move when, as long as he moves into the soldier's field of vision and range, he should be fired on?
--- End quote ---

Ahh, ok. You don't realize how reaction fire works. If your build is after May 7, you should have an entry in the ufopaedia, under Basic Concepts (Ground Combat), which explains reaction fire. It is not a free shot on the enemy as soon as they appear. It's a first-to-the-draw race using TUs. Here's the text we've added to the game that explains it.


--- Quote ---Units can fire on enemy units when they wander into their field of view during the enemy's turn. Soldiers will execute a reaction shot when an enemy unit spends more Time Units (TU) in their field of view than the cost of their reaction fire.

This means that a unit which has been set to execute a reaction shot that costs 8 TU will take the shot after the enemy spends 9 or more TU within their field of view. But be careful -- aliens can take reaction shots just like PHALANX soldiers.

Soldiers firing weapons with low TU costs will execute more reaction shots -- and receive less reaction fire from the enemy -- than soldiers who fire weapons which cost more TUs.

Addenda

A soldier will not perform reaction fire unless they have saved enough Time Units in the last turn and reaction fire has been enabled in the soldier's control panel. Commanders can choose the firemode the soldier should use with reaction fire in the firemode selection window.

If an enemy unit wanders out of a unit's view -- even for a moment -- the reaction fire counter will be reset. A unit must spend enough TUs consecutively in view of a unit to receive reaction fire.
--- End quote ---

This is why, in the picture example I provided, the difference between an 8 TU and a 12 TU reaction firemode matters so much. Ideally, we'll some day have some in-battle feedback on RF that makes it clearer what is happening. But for now this is all we've got.

kurja:
How are you loading your soldiers? If you find yourself short of TU's have you tried going light to get those bonus time units? I usually have my "assault team" without armor and using light weapons, like shotguns, lasers or rifles, wielding forty-plus TU's they basically sprint from cover to cover spotting enemies for snipers and grenadiers to kill and when they don't have a shot I'll use smoke and shoot them close up in the back :) At the end of my turn I arrange them defensively for reaction fire. Reaction fire mechanics are now really simple actually, actions that take less TU's happen first and a target needs to be seen for as many TU's as a reaction shot needs. which is where those shotguns are handy.

You didn't comment on my question of purging ufo's or small buildings, what's your strategy for that if you don't carry any short range weapons?

ovvldc:
Which reminds me, do the aliens still have God vision, as in that they know where XCOM crew are even if they cannot see them? That was a problem in 2.3 from a tactical perspective - you could never sneak up on an alien.

H-Hour:

--- Quote from: ovvldc on June 03, 2013, 06:30:52 pm ---Which reminds me, do the aliens still have God vision, as in that they know where XCOM crew are even if they cannot see them? That was a problem in 2.3 from a tactical perspective - you could never sneak up on an alien.

--- End quote ---
Yes, there is not really any stealth in single player.

DarkRain:
@Merlin: Which is your build's date? I have this feeling you are using an old one for some reason.

@ovvldc: Technically what they know is if they'll be closer (straight line distance) to one a enemy unit if they move to any given position and if they'll have LoS from there. That makes them both, basically impossible to sneak on, and completely unable to navigate a semi-complex map to save their lives.

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