aliens

Author Topic: Reaction vs Melee Enable  (Read 11616 times)

Offline peirceg

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Re: Reaction vs Melee Enable
« Reply #30 on: May 08, 2020, 04:26:26 pm »
Aliens react to movement already. Trying to stab someone in the back  or running past them should provoke a reaction but I digress.

Offline vadracas

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Re: Reaction vs Melee Enable
« Reply #31 on: May 08, 2020, 04:43:39 pm »
Aliens react to movement already. Trying to stab someone in the back  or running past them should provoke a reaction but I digress.

Of course stabbing someone in the back would provoke a reaction, but if they don't see you, moving around behind them wouldn't. Unless we're bringing sound into this game which has been suggested(and rejected) before.

Online Meridian

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Re: Reaction vs Melee Enable
« Reply #32 on: May 08, 2020, 04:57:36 pm »
Will units also react to movement in tiles other than the one directly in front of them?

The units react only to units they see (90 degrees cone) or units that have hit/shot them (even if they are not in the cone).

With the new option = 2, they will also react to units that have attempted melee attack on them (both hit and miss count!).

So theoretical situation like this is possible:
1. you melee attack a Lobsterman from behind... hit or miss, doesn't matter
2. Lobsterman has low TU and poor reactions, so it won't attack you immediately.... but it WILL remember you
3. now you run away from Lobsterman (outside of his vision range)... slowly decreasing your TUs
4. as soon as you have low enough TU, the Lobsterman will turn around and shoot at you

Enjoy the pain.
« Last Edit: May 08, 2020, 05:21:33 pm by Meridian »

Online Meridian

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Re: Reaction vs Melee Enable
« Reply #33 on: May 08, 2020, 05:19:23 pm »
Scenario above illustrated with reactions 100 and full TU.

Just rename `lobster.mp4.txt` to `lobster.mp4`

Offline peirceg

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Re: Reaction vs Melee Enable
« Reply #34 on: May 09, 2020, 12:37:14 am »
So in the situation detailed above, which sounds wonderful btw, will they also react to you moving and coming into melee range if you move into melee range in their 90 degree arc (if they have high reactions), the three tiles directly in front of them with a melee attack-potentially before you do a melee attack?
« Last Edit: May 09, 2020, 12:41:55 am by peirceg »

Offline vadracas

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Re: Reaction vs Melee Enable
« Reply #35 on: May 09, 2020, 12:39:55 am »
So in the situation detailed above, which sounds wonderful btw, will they also react to you moving and coming into melee range if you move into melee range in their 90 degree arc, the three tiles directly in front of them with a melee attack?
They've always done that...

Offline peirceg

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Re: Reaction vs Melee Enable
« Reply #36 on: May 09, 2020, 12:44:14 am »
So they will react to movement with a melee attack of their own if a unit just steps into melee range in their 90 degree front arc?

Online Meridian

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Re: Reaction vs Melee Enable
« Reply #37 on: May 09, 2020, 12:45:06 am »
They've always done that...

they reacted with melee only from 1 tile, directly in front of them... for the other 2 tiles they reacted with a snapshot

now they can react with melee on all 3 tiles (assuming the new setting = 2)... or to be precise on all 8 tiles around them
« Last Edit: May 09, 2020, 12:47:30 am by Meridian »

Offline peirceg

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Re: Reaction vs Melee Enable
« Reply #38 on: May 09, 2020, 12:52:44 am »
Fantastic option, makes certain weapons that reduce TUs really useful now.

Offline peirceg

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Re: Reaction vs Melee Enable
« Reply #39 on: May 10, 2020, 12:46:12 pm »
Ive also noted that in CQC situations pistols are preferred to a melee weapon, is this intentional?

Online Meridian

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Re: Reaction vs Melee Enable
« Reply #40 on: May 10, 2020, 03:06:44 pm »
Ive also noted that in CQC situations pistols are preferred to a melee weapon, is this intentional?

Depends on the modder.

Offline peirceg

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Re: Reaction vs Melee Enable
« Reply #41 on: May 11, 2020, 02:34:09 am »
Was stumped for a bit when "Ranged" melee weapons were not activating on reactions (Barbarian Sword etc), realized that the gauntlets on certain armors were taking priority. I edited the gauntlets to act as ranged weapons with a melee component (both are effectively the same when selected except one has a crosshair icon). Is there anyway to get rid of one of the selections?.

Anyways after testing it seems to work, units use their ranged melee weapons if available, then their gauntlet weapons.

Offline vadracas

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Re: Reaction vs Melee Enable
« Reply #42 on: May 11, 2020, 02:44:19 am »
Was stumped for a bit when "Ranged" melee weapons were not activating on reactions (Barbarian Sword etc), realized that the gauntlets on certain armors were taking priority. I edited the gauntlets to act as ranged weapons with a melee component (both are effectively the same when selected except one has a crosshair icon). Is there anyway to get rid of one of the selections?.

Anyways after testing it seems to work, units use their ranged melee weapons if available, then their gauntlet weapons.

Both aren't effectively the same as one Is affected by cqc.

Offline peirceg

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Re: Reaction vs Melee Enable
« Reply #43 on: May 11, 2020, 03:30:10 am »
How can i match the cqc multiplier to be effectively the same?


Offline Bobit

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Re: Reaction vs Melee Enable
« Reply #44 on: May 11, 2020, 03:45:58 am »
Melees don't use CQB, they use melee dodge, which is just an accuracy reduction based on target stats.

You could make the formula for enemy CQB similar to the formula for melee dodge, and give the weapon a CQB multiplier and high accuracy to make it similarly likely to hit. But it's impossible to make them very similar.