I like the UFO Extender accuracy as it makes sense to use something other that Auto-shot, while without it Aimed and Snap are rarely useful.
The problem I want to adress is how the % to hit affects the cone at which soldier can fire upon, and particularly how he can fire almost at whatever (even at his comrades standing at adjacent tiles left and right, maybe even behind him?) when he has 0% to hit, it looks quite stupid, to extend of being ridiculous. And defies common sense - if your target is located further, you are more likely to shot at completely another angle, wasting your buddy standing beside you.
There is a solution to never fire with 0% chance, but that is just workaround. May it be possible to make it look reasonable? Sometimes it can be useful to just destroy all cover enemy has with Auto-fire, but with 0% accuracy you will just wipe out your team.
As I understood
here, the calculation goes like that:
1. RNG decides is it a hit or is it a miss.
2. If it is a hit - shot flies straight at the target and hits.
If it is a miss - shot flies by some traectory inside a cone (which depends on accuracy), and the trajectory inside this cone is selected based on the normal distribution. That trajectory can pass through your target too, making it a hit.
That means that when you use fire with 0% accuracy, you go straight to the point 2, and fire at some trajectory inside of a cone.
Based on that, my question:
is it possible to affect % to hit with UFO Extender accuracy option on, but do not affect the cone, inside which trajectory of a miss is selected?So that this option affects point 1, but does not affect point 2. I think that makes sense.
Best regards.