aliens

Author Topic: Ranged Based Accuracy  (Read 10466 times)

Offline Lost Cause

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Ranged Based Accuracy
« on: February 21, 2013, 02:43:30 pm »
I did a search, but "ranged based accuracy" turned up zero results. My question is: does this setting only apply to X-Com, or the aliens as well?

Offline Sharp

  • Colonel
  • ****
  • Posts: 181
    • View Profile
Re: Ranged Based Accuracy
« Reply #1 on: February 21, 2013, 08:19:43 pm »
I can neither confirm or deny. But I think it does which is actually a reason why I don't have it enabled myself seeing as aliens love the long range shots at night.

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Ranged Based Accuracy
« Reply #2 on: February 22, 2013, 03:11:34 pm »
Applies to both sides.
"The accuracy decreases linearly (2% per tile or 0.125% per voxel) when shooting beyond the limit of the firing mode: auto shot: 7 tiles or 112 voxels, snap shot: 15 tiles or 240 voxels, aimed shot: no penalty"

It's the same range penalty in day or night. Could be an interesting mod to make the long range penalty even bigger at night... Another interesting mod would be that the accuracy is shown on your cursor, so you actually see what the real accuracy after the calculation is.

Offline TopCat

  • Sergeant
  • **
  • Posts: 34
    • View Profile
Re: Ranged Based Accuracy
« Reply #3 on: March 13, 2013, 01:37:18 am »
What means 0% accuracy?

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: Ranged Based Accuracy
« Reply #4 on: March 13, 2013, 10:36:40 am »
Means that you'd better throw a grenade :)

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Ranged Based Accuracy
« Reply #5 on: March 13, 2013, 10:50:47 pm »
Means that you'd better throw a grenade :)

but if you got 0% you are probably too far, and a grenade probably won't reach, but as a way to create dust and cover it will work :) or just kneel and start praying :D

Offline darkestaxe

  • Colonel
  • ****
  • Posts: 254
  • Emissary of the Brain
    • View Profile
Re: Ranged Based Accuracy
« Reply #6 on: March 29, 2013, 05:38:15 am »
Another interesting thing would be to implement an accuracy deadzone. No missing 3 times in a row at point blank range, although I think that's partially covered by the tighter shot grouping already.

Offline mercy

  • Colonel
  • ****
  • Posts: 341
    • View Profile
Re: Ranged Based Accuracy
« Reply #7 on: April 08, 2013, 04:05:31 pm »
Shooting through smoke / fire covered areas should decrease accuracy. Is that code in already?

Volutar

  • Guest
Re: Ranged Based Accuracy
« Reply #8 on: April 08, 2013, 04:20:00 pm »
How smoke/fire can decrease accuracy? if you see WHERE is enemy, it doesn't matter how contrast its image is. You just fire at its center, that's all.

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Ranged Based Accuracy
« Reply #9 on: April 08, 2013, 04:25:41 pm »
i'm assuming you mean for a "squad sight" shot?

Offline mercy

  • Colonel
  • ****
  • Posts: 341
    • View Profile
Re: Ranged Based Accuracy
« Reply #10 on: April 08, 2013, 08:34:26 pm »
No. I meant ToHit calculation. Ingame of course you can see the indicators and select aliens in fire or in smoke.

Smoke however obstructs a snipers scope or human vision. Fire adds a heavy heat-wave to the aiming soldiers vision, looking at the enemy it may seem to be distorted, because flames are in the way. Flame and smoke can be 2-3 meters high or more.

In code you could calculate MINUSES to soldiers aim when firing at an enemy in smoke/fire or firing through smoke and fire.

Obstruction of vision is hypothetical of course, but would add more realism.

Volutar

  • Guest
Re: Ranged Based Accuracy
« Reply #11 on: April 09, 2013, 05:16:12 am »
realism in xcom? are you kidding?