Jadiel wrote:
True, but my chance of hitting all the targets that were highlighted in the preview is certainly not 100%.
When you take a regular shot, you chance to hit is rarely 100% either.
This point also goes the same way as my own #1 tip to use rocketeers efficiently
LordYanaek wrote:
The first trick is to mentally reduce the displayed AoE so you don't consider you'll hit everything. If you do, great, it was a lucky shot but i don't rely on it more than i would have relied on a direct kill from a vanilla repeater. Once you do this you'll learn to appreciate how much cover you can reliably blow and plan on this rather than try to include as many enemies as possible in the AoE.
Jadiel wrote:The point I was trying to reiterate (it's the same one made in the OP) hasn't changed since I wrote the post. When you choose a target, it seems reasonable to assume that your shot is more likely to hit that point than any other. If I was shooting a gun where that wasn't the case, I would say that the gun was broken.
I have never said anything about the way you should or should not play the game based on this (possibly broken) mechanic.
OK, let's stop the discussion around aiming for the feet in order to hit the head.
Most of the issues in this thread come from the "default" values on JoINrbs spreadsheet being totally irrealistic for a rocketeer. Those are the stats of a squaddie tech trying to fire his rocket at long range. If you consider something slightly more realistic such a LCpl rocketeer with FitH and 69 aim (base 65, i wouldn't go lower for a rocketeer) you're looking at 13% chance to center the AoE on the exact targeted tile with each tile directly orthogonal from that one having 7.6%. The chance to hit the targeted tile or a tile directly adjacent is 59%. It's already much more reliable for a very long range (20 tiles) rocket.
Firing after a move is only an option if you have around 100 base aim (that would be 75 start aim MSgt rocketeer with an aim PCS). In this case you can shoot up to 17 tiles and still have higher chance to center your AoE on the targeted tile than any other specific tile but that chance is only 4.5%. In this case you have about 62% chance to land the rocket within 2 tiles of the targeted point. It's not great for a MSgt but the rocket launcher isn't made to fire after a move in LW2.
The issue with high scatter is not that the gun is broken, it's the soldier is bad. If your guy can't aim, you can give him the best gun possible, it's unlikely he will land a hit. The rocket launcher is simply harder to aim than a regular gun.