Search found 21 matches

by sectoidfodder
Mon Feb 27, 2017 7:04 am
Forum: Long War 2: Bug Reports
Topic: Advent attacks on viper-snared soldier
Replies: 22
Views: 26583

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...
by sectoidfodder
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: 13508

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 ...
by sectoidfodder
Mon Feb 27, 2017 6:28 am
Forum: Long War 2: Bug Reports
Topic: Graze Issue
Replies: 10
Views: 14496

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...
by sectoidfodder
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: 13508

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...
by sectoidfodder
Tue Feb 21, 2017 11:24 am
Forum: Long War 201
Topic: Every alien activity type explained + detection calc by sectoidfodder
Replies: 2
Views: 22727

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...
by sectoidfodder
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: 2723

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...
by sectoidfodder
Tue Feb 21, 2017 10:52 am
Forum: Long War 2
Topic: Display Graze Chance
Replies: 16
Views: 21972

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...
by sectoidfodder
Sun Feb 19, 2017 11:51 pm
Forum: Long War 2
Topic: Question about % hit mechanics (Overwatch, % shot and perfect information).
Replies: 16
Views: 19742

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. ...
by sectoidfodder
Sat Feb 18, 2017 1:13 pm
Forum: Long War 2
Topic: New and Improved Dark Events Thread
Replies: 111
Views: 134198

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...
by sectoidfodder
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: 5813

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.
by sectoidfodder
Sat Feb 18, 2017 12:40 pm
Forum: Long War 2
Topic: Display Graze Chance
Replies: 16
Views: 21972

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...
by sectoidfodder
Sat Feb 18, 2017 9:15 am
Forum: Long War 2
Topic: Display Graze Chance
Replies: 16
Views: 21972

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...
by sectoidfodder
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: 5262

Re: Will "LEADERSHIP_AIM_PER_MISSION=0" accept non-integer values?

Code: Select all

var config int LEADERSHIP_AIM_PER_MISSION;
so no.
by sectoidfodder
Mon Feb 13, 2017 3:02 am
Forum: Long War 2
Topic: Patch 1.2 To-Hit Changes
Replies: 9
Views: 14186

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 ...
by sectoidfodder
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: 15939

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...
by sectoidfodder
Wed Feb 01, 2017 8:41 pm
Forum: Long War 2: Bug Reports
Topic: Map bug, flanked through high cover.
Replies: 2
Views: 5434

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...
by sectoidfodder
Tue Jan 31, 2017 3:51 am
Forum: Long War 2
Topic: Hacking Breaks Concealment?
Replies: 10
Views: 14983

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.
by sectoidfodder
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: 15939

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] =...
by sectoidfodder
Sun Jan 29, 2017 9:24 pm
Forum: Long War 2
Topic: What is the "to-hit" crit penalty?
Replies: 10
Views: 15310

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...
by sectoidfodder
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: 15939

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...
by sectoidfodder
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: 2924

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...