What is the setting value you're using for "CQB using TU"?
closeQuartersTuCostGlobal: 10 # up from 0
closeQuartersEnergyCostGlobal: 10 # up from 5
I assumed, the reaction is always TU based.
Reactions and CQB are different things. Documentation says CQB is (by default) [100 - ((melee+reactions)/2 - enemy dodge)] chance to misfire, with some weapons multiplying (melee+reactions)/2 by some percentage to account for them being very easy or very hard to misdirect. There's also a 50% chance of bypassing the CQC check if you sneak up on an enemy (the entire opposing team has not seen or doesn't remember the sneaking unit).
Though I recall people bitching about Sectoids outmuscling their dudes when they have a measly 0.1 * 63 (reactions) = 6 dodge face-to-face, less from the sides. So I may be wrong about something here. Or maybe they were bitching about the Sectoids vice-like grip on the gun?
What you need to do is to have 4 soldiers guarding the door, since an alien could usually make a step out the door.
Four guys exposes at least two of them to much more alien fire if the little grey dude decides to shoot instead of stepping forward, or has friends behind him. And makes the entire team a grenade magnet.
I still
do this, but I've got bitten due to clustering around doorways
a lot more than once.
What weapons are you using against the alien? I usually use either psi blades (acquired from the White Tower as trophies) or stun gear. Those work pretty well.
Fists and stun weapons, mostly. My operatives aren't big on the 'bring a sword to a gunfight' school of thought.
And do you mean the
Forceblades? Because Psi Blades are what the CoA head honchos have.
Forceblades are good, but they're still not particularly more accurate (possibly even
less on a fully trained operative with mediocre psi skill) than any other melee weapon. A dodgy enemy is still a pain with these.
In general, the alien trapped in a corridor, is unable to shoot accurately, and has a decent chance of missing on any of your troops, provided he even manages to fire a shot. The suicidal grenades from aliens are a much greater danger.
True. But my point was that melee is
unreliable. You miss, and miss, and miss, and then suddenly
kill any non-uber enemy even with a piece of pipe. Or just waste your turn. And if they're dodgy, like a Reptoid, Tasoth, Waspite or even a mech-Floater, your chance to hit goes
way down.
Never thought about using a noose on that creature; if you could play test, could you please post a result.
Well, the result is that
if you manage to sneak up on a Lobsterman, he goes to sleep in one hit. And the chance to hit is pretty good. Getting into melee range is the hard part.
In general, the use of gas grenades allows to down them en-masse.
Sure, these are the WMD against Lobstermen. But gas grenades are moderately rare loot and Promo III manufacturing. Which
is before full alloy suits, but (mostly feral) Lobstermen can come up way before that.
Of course, with laser miniguns and heavy sonic cannons they're as good as dead always.
I have my Lobstermen a bit more armoured than vanilla XCF, ~1.5 times overall but with more uniform values. So scatter lasers are pretty much useless, and non-focused sonic cannons aren't too hot, either. Lobstermen are supposed to be
scary, dammit!
However, such solution is a response to external limitations on the available ordnance.
The tactic is only possible because of X-Coms
wildly unrealistic handling of grenades and other throwables. Which most mods tend to copy, for reasons that are very murky to me.
I think, something in that ballpark is a part of a military physical training standard. The grenades are deemed effective at such ranges, and such ranges are deemed relevant in actual combat.
20-30 meters seem to be the usual standards. 50 is possible with hardcore soldiers and/or lighter, non-frag grenades. But this is seldom how far people throw these in actual combat because they're usually loaded down with a shitton of other gear, adrenaline is high and accuracy absolutely matters.
Even the ideal numbers are still not even
remotely comparable to rifle ranges. I assume you have a city you can check? Go and see how many places have line of sight over 100 meters even there, not to mention all the tall buildings with
vertical LoS.
X-Com has you toss grenades farther than rookies can hit something with a rifle, even a good one.
I think, 300 meters range has been a justification for the reduction of calibers in main rifles. The 100 meter range has been a justification for the 12.7 mm munitions.
Where are you getting this 100 meters from? Do you have a link or other reference?
AFAIK, the reasons big-caliber rifle rounds gained some prominence were twofold, and neither had much to do with any estimation of infantry combat ranges:
- Suppressed weapons need subsonic rounds, and the only way to retain energy similar to other rifles is to make the bullets bigger.
- People felt the need to have something with more penetration, mostly for somewhat specialised purposes (VBIEDs in checkpoints, and no need to care about engine blocks or windshields providing 'armour'; non-military orgs like the FSB or the US Coast Guard getting some easily accessible firepower for similar reasons; SF direct action ops against armoured targets; jungle/forest/other foliage not messing up your fire so much; etc).
A military can already land a whole ton of big-bore hurt on you with squad-level and higher weapons, so these applications aren't particularly interesting from a general-issue POV. Soldiers still need to make the occasional 500-meter shot, and these large-caliber rounds drop like
rocks over longer ranges.
Both SOCOM in US and various Russian SF had come up with their own 12.7 mm / 0.5 in cartridges in the last years.
They have? Which ones?
Blackout is over ten years old, .50 Beowulf and 12.7×55 are pushing twenty, Whisper series thirty. 9x39mm is even older.
Being in the smoke on mansion missions protects the sodiers from the spotters from the upper floors.
Not sure that's 100% true, since smoke tends to thin when you go up some elevation levels, and LoS changes to more vertical.
And if you got spotted on the first turn (quite likely) and the enemy has snipers (RD is the poster boy bere), prepare for incoming fire if you don't start
leveling everything in sight. Which is awesome, of course.
The smoke cloud in general should be pretty large to be efficient, maybe the full diameter of a single smoke grenade.
In my experience, you need a full diameter
between you and the enemy for smoke grenades to be fully effective. If you're camping in a smoke cloud, that's at least 50% more than just a full diameter.
The miniguns operating from a smoke cloud are remarkably effective. The ones operating on the edge of a smoke cloud (with walking in-and-out tactics) are fantastically effective.
Miniguns OP, nerf please.
My experience with miniguns hasn't been all that positive. Maybe I'm not using them right, or they don't suit my playstyle, but 1-2 enemies downed per turn (
if everything goes right) at medium range tends to be worse than a Smartgun that can do the same but at longer ranges, possibly without all the kneeling and with more flexibility in fire modes and TU costs.