Search found 21 matches
- Mon Feb 27, 2017 7:04 am
- Forum: Long War 2: Bug Reports
- Topic: Advent attacks on viper-snared soldier
- Replies: 22
- Views: 27808
Re: Advent attacks on viper-snared soldier
Somewhat related: mind-controlled soldiers immediately stop taking cover against follow-up shots on the same turn. It's pretty much mind control's only real threat though, otherwise it'd be worse than panic in most cases because disorienting the mind controller on the following turn means the contro...
- Mon Feb 27, 2017 6:57 am
- Forum: Long War 2: Bug Reports
- Topic: Issue with the Crit "Clamping" introduced in 1.2
- Replies: 9
- Views: 13761
Re: Issue with the Crit "Clamping" introduced in 1.2
Does anyone know if the roll is clamp(crit-dodge,0,100) or clamp(crit,0,100)-clamp(dodge,0,100)? If its the former thats fine, everything is great. More crit overcomes enemy dodge and things work how the player expects. If its the latter thats not cool at all and it needs to be communicated to the ...
- Mon Feb 27, 2017 6:28 am
- Forum: Long War 2: Bug Reports
- Topic: Graze Issue
- Replies: 10
- Views: 14749
Re: Graze Issue
Are you using anyone with grazing fire? If so then those results make a lot of sense. If not then something's off, because graze is 20% in the absence of crit and dodge, and unless a huge portion of your shots were taken against vipers I can't imagine your average dodge chance being higher than your...
- Mon Feb 27, 2017 6:10 am
- Forum: Long War 2: Bug Reports
- Topic: Issue with the Crit "Clamping" introduced in 1.2
- Replies: 9
- Views: 13761
Re: Issue with the Crit "Clamping" introduced in 1.2
I'm going to argue against this being a bug. You can't be any more successful than all of the time in your crit promotions, so as long as the target has any dodge it makes sense that 100% crit chance isn't possible. Crit already reasonably counters dodge in 1.2, just not to the extent that OP expect...
- Tue Feb 21, 2017 11:24 am
- Forum: Long War 201
- Topic: Every alien activity type explained + detection calc by sectoidfodder
- Replies: 2
- Views: 30127
Re: Every alien activity type explained + detection calc by sectoidfodder
This spreadsheet implies that liberation chain missions don't spike vigilance any more than any other mission does. It always feels like ADVENT strength starts rising rapidly once you unlock network tower/HQ missions, but is this just coincidence? Vigilance is just one factor in determining where a...
- Tue Feb 21, 2017 11:03 am
- Forum: Long War 2: Bug Reports
- Topic: Black market squaddies don't roll NCE stats until their first mission
- Replies: 0
- Views: 2781
Black market squaddies don't roll NCE stats until their first mission
Replicable. With NCE enabled, start a new game and hire the squaddie from the black market before the first council report. Look in barracks and the soldier will have perfectly even base stats, plus whatever stat gains from rank. Only happens with squaddies, which I believe is only possible if you h...
- Tue Feb 21, 2017 10:52 am
- Forum: Long War 2
- Topic: Display Graze Chance
- Replies: 16
- Views: 22350
Re: Display Graze Chance
As someone who made a rough hit chance display mod before PI, I can tell you what will probably work: In the file XCom_Perfect_Information_UITacticalHUD_ShotHUD.uc find both appearances of kBreakdown.FinalHitChance and replace them with kBreakdown.ResultTable[eHit_Success] + kBreakdown.ResultTable[e...
- Sun Feb 19, 2017 11:51 pm
- Forum: Long War 2
- Topic: Question about % hit mechanics (Overwatch, % shot and perfect information).
- Replies: 16
- Views: 19996
Re: Question about % hit mechanics (Overwatch, % shot and perfect information).
Hit: 82% Dodge: 12% Critical: 29% Damage: 3-5 Critical Damage: +2 The UI already did all the math factoring in dodge/crit chance. Your finally shot actually has 12% to graze and 29% to crit. UI hit chance doesn't include graze band though so you have (82+10-12-29) = 51% to land a normal damage hit. ...
- Sat Feb 18, 2017 1:13 pm
- Forum: Long War 2
- Topic: New and Improved Dark Events Thread
- Replies: 111
- Views: 140953
Re: New and Improved Dark Events Thread
Maybe this is a Legend difficulty problem, but having finished a C/I campaign I think the current implementation of DEs is pretty reasonable. Tactical DEs are just supplementary alien progression. The 2-3 different tiers of each enemy type don't allow extra perks or granularity in stat upgrades, whi...
- Sat Feb 18, 2017 12:44 pm
- Forum: Long War 2: Bug Reports
- Topic: EVAC Timers aren't hitting one on Legend
- Replies: 3
- Views: 5901
Re: EVAC Timers aren't hitting one on Legend
That's a mission type with +1 to evac timer built in, either lib1 or one of the ufo landing precursors. The modifier is new to 1.1. Find a guerrilla ops with an extra intel package or supplies reward and it should be 1 turn evac.
- Sat Feb 18, 2017 12:40 pm
- Forum: Long War 2
- Topic: Display Graze Chance
- Replies: 16
- Views: 22350
Re: Display Graze Chance
your "to-hit" value is something along the lines of (chance of normal hit) + (chance of graze) + (chance of crit) -10 Doesn't that strike you as a really arbitrary value to display? It's always offset by -10 from "your chance to deal any damage at all," and depending on crit/dod...
- Sat Feb 18, 2017 9:15 am
- Forum: Long War 2
- Topic: Display Graze Chance
- Replies: 16
- Views: 22350
Re: Display Graze Chance
Seconded. Might as well show graze since it's the mechanical opposite of crit and crit is shown, could be done numerically next to crit % like Perfect Information does, just without all the other bells and whistles that might be too much info for newbies. Then the actual hit chance display can be fi...
- Mon Feb 13, 2017 3:15 am
- Forum: Modding Long War 2
- Topic: Will "LEADERSHIP_AIM_PER_MISSION=0" accept non-integer values?
- Replies: 2
- Views: 5363
Re: Will "LEADERSHIP_AIM_PER_MISSION=0" accept non-integer values?
Code: Select all
var config int LEADERSHIP_AIM_PER_MISSION;
- Mon Feb 13, 2017 3:02 am
- Forum: Long War 2
- Topic: Patch 1.2 To-Hit Changes
- Replies: 9
- Views: 14372
Re: Patch 1.2 To-Hit Changes
I'm thinking you are losing 10% crit due to graze? Or we are talking about something totally different? XD That's not what the to-hit mod means. You need to hit as a prerequisite to critting, so with 89% chance for a solid hit (99% - 10% graze band) and 90% chance to crit if you hit, your net crit ...
- Sun Feb 05, 2017 7:14 am
- Forum: Elevated Bug Reports
- Topic: UI hit chance doesn't count graze band or crit promote
- Replies: 3
- Views: 23408
Re: UI hit chance doesn't count graze band or crit promote
Graze band alters the chance to miss though, so I think the current UI is already misleading because showing crit + hit + half graze isn't really intuitive. We're not arbitrarily weighing crit vs hit, so why only half graze? It makes the most sense to me if the UI just shows total crit+hit+graze cha...
- Wed Feb 01, 2017 8:41 pm
- Forum: Long War 2: Bug Reports
- Topic: Map bug, flanked through high cover.
- Replies: 2
- Views: 5513
Re: Map bug, flanked through high cover.
These cover issues seem to happen pretty frequently (once every few missions). The soldier will also fail to lean-out with the cover that isn't counting for him, which sometimes results in LOS problems. Other times, blowing away an enemy's cover with explosives will result in him standing in the ope...
- Tue Jan 31, 2017 3:51 am
- Forum: Long War 2
- Topic: Hacking Breaks Concealment?
- Replies: 10
- Views: 15257
Re: Hacking Breaks Concealment?
FYI there's a "!" icon that shows up when an action will break concealment, near where your hit chance usually is. Just like the ">|" icon that shows up near crit chance when an action will end your soldier's turn.
- Mon Jan 30, 2017 11:54 pm
- Forum: Elevated Bug Reports
- Topic: UI hit chance doesn't count graze band or crit promote
- Replies: 3
- Views: 23408
Re: UI hit chance doesn't count graze band or crit promote
I believe I've found the problem: StandardAim.m_ShotBreakdown.FinalHitChance = StandardAim.m_ShotBreakdown.ResultTable[eHit_Success] + Adjustments.DodgeHitAdjust; StandardAim.m_ShotBreakdown.ResultTable[eHit_Crit] = Adjustments.FinalCritChance; StandardAim.m_ShotBreakdown.ResultTable[eHit_Success] =...
- Sun Jan 29, 2017 9:24 pm
- Forum: Long War 2
- Topic: What is the "to-hit" crit penalty?
- Replies: 10
- Views: 15598
Re: What is the "to-hit" crit penalty?
Great, that's a good system. So if you have a 70% hit chance and 70% crit chance that's still a guaranteed hit every time you crit correct? (Well, no, cause of the graze band. But you'll hit a true hit 60% of the time, so 60% of the time it'll be a crit right?) If you mean 70%/70% as shown on the U...
- Sun Jan 29, 2017 9:07 pm
- Forum: Elevated Bug Reports
- Topic: UI hit chance doesn't count graze band or crit promote
- Replies: 3
- Views: 23408
UI hit chance doesn't count graze band or crit promote
Pretty sure this should be a bug, since the UI attempts to factor in the contribution from dodge demotes, but not graze band or crit promotes. Example: 70% weapon hit, 60% weapon crit, +/-10% graze band. Shot breakdown should be 36% crit, 36% hit, 8% graze, 20% miss. UI instead shows "70% to hi...
- Sat Jan 28, 2017 6:45 am
- Forum: Long War 2
- Topic: Should UI hit chance be adjusted to include graze band?
- Replies: 0
- Views: 3016
Should UI hit chance be adjusted to include graze band?
Right now the UI % to hit doesn't account for the graze band, so when crit/dodge effects come into play it stops being indicative of any value the game actually uses to roll a shot. Example: 70% weapon aim, 30% weapon crit, default +/- 10% graze band Actual chances should be 18% crit, 48% normal hit...