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Posted (edited)

I tried 100.0 setting, it stopped any tests vs aliens.  That was the main reason I didn't use it.  I can try 100.0 vs soldiers, but I think my next batch will be on 0.0 based on recent findings.

14 hours ago, Chris said:

If you set the intervening unit chance to 100%, then this means the target will *always* be hit if the miss shot passes through their tile (assuming what you believe is true).

I already ruled this out.  The 'Missed Shot Hit % is rolled using the actual Shot Hit %', which I believe is a custom function over riding the math?  So then I tried killing the front soldier and missing that way, which led to the discovery of 'Accurate Misses'.  The current line of thought is that, all my 'Testing' is on the map edge for room (with almost no colliders behind the targets, even in the 51 tile shots), and this is the actual cause.  You have to miss and hit a non-target behind the target.  This is all aligning very reasonable with my experiences so far.  There are some times where I was sure I was going to lose several soldiers to burst fire, but they all missed.

This, ironically, would make the shield very strong, as aliens will artificially miss it unless it is off by itself.

I was also wondering if the Burst Fire Overkill is related to 'delta t' / tickrate.  I have a fairly powerful computer running at high refresh rates usually.  I might try forcing 60fps or something later as well.

Edited by Nodrak
Posted (edited)

Another example came up in normal play, I opened a door and saw a cyber-drone.  All 3 Marines took a 35%+ shot at it (expected 3.5 hits), and all 3 marines hit the shield at the door, killing him:

image.thumb.jpeg.083240b0d53832c0f712dd52316f24e2.jpeg

Shot 1: The tile next to the doorway took a hit alien took 2 hits, cover in-front of it took 1+, wall behind took 2+

image.thumb.jpeg.1b2d348f92832d35aec019289d135840.jpeg

Second shot: Essentially the same result, less hits on enemy than expected (3 expected min), my solder ducked the wall eats another shot (25% normal setting):

image.thumb.jpeg.00c8bb4afb808ffe2b15199477d45bcc.jpeg

These shots in testing vs no nearby colliders were laserbeams, but here my solder gets hit again! (2/10 of the bullets aimed at this soldier in just the picture below) (25% chance?)

image.thumb.jpeg.876f7f6088bfe213b8857818660925b6.jpeg

These are almost 80 accuracy soldiers, with range bonus, one was crouched.  The first shot was a laser machine-gun, other 2 were Gauss.

I have seen too many of these for it to be 'chance' (poor aliens):

image.thumb.jpeg.745ab62b15f340b164fbb64ce3814094.jpeg

6-7 soldiers in the burst fire, and I can't see any tiles hit anywhere or soldiers

image.thumb.png.ff04a1eed879ba868a658e2e7bc84a25.png

The actual laser beams we saw in testing, happen still:

image.thumb.jpeg.2d66c241bc3be5f833b4435e8d3e2c2c.jpeg

image.thumb.jpeg.01a5e47c399b3bf53c70ace83dcb1364.jpeg

Edited by Nodrak
Posted (edited)

I showed in this post that shooting into smoke, shows that:

  • Smoke Reduces 'Stopping Chance Component'
  • The 2 roll system works as I expect it to in many cases, otherwise 3 tests of 10 shots would be 2 success, not 4.

After that, I searched for a better test case, which resulted in the 'edge of the map' issues.  Then I later tested that the reduction in Hit Chance for smoke from misses, only applies if the unit hit is inside the smoke.  (The 7% re-roll was calculated NOT the 7% main hit, but I seem to be messing up the calc in my head right now, I get a slightly different, number, but its not important)

On 11/20/2025 at 2:20 PM, Nodrak said:

Now its not quite 3.3, there is some smoke and other factors we can get to.  So lets look at a 7% shot into 80% smoke:

image.png.b5c3a7fca027036aaad2d69bee36ae20.png

How many shots will hit (I have 99% hit on missed shots on for this shot)?  If smoke worked like the other systems, it would hit 9/10 shots:7psmoke.png.c258e6fc56f192130ddc32009ea9b2a4.png

But smoke is the only thing that works right:

7psmokereal.thumb.png.28863b503fafcc29f6f07bcc94d78a5f.png

image.png.747a43d59f651410b4be9fb4a44a83dd.pngimage.png.f7b3e900fe97bafe0444cf83c4d1ad3e.pngimage.png.48a46b8bc0344dcff79031e02ba66152.png

So, then shooting out of the smoke, we encounter the 'Target uses Hit% instead of Miss%' issue, even with 100 Stopping Chance.:

image.thumb.jpeg.01420b5bb7e7574ab9b54d5edbedbb50.jpeg

image.thumb.jpeg.15d46763dd3ab8f913b6510768dab24f.jpeg

We can just shoot anything in-front of it to kill it, since we have 100% miss hit chance: (or we can shoot behind it because Accurate Misses will prioritize the highest cover)

image.thumb.jpeg.cd426786e7750020fa8a3c94f2bb1d10.jpeg

This shows that 'Real Misses' use stopping chance, probably, but only when the target is not the target.  

It seems the game wants us to get to the bottom of this:

image.thumb.jpeg.1fcf62af0454060043b620fb23ff3bbd.jpeg

Edited by Nodrak
Posted
On 11/26/2025 at 11:19 PM, Nodrak said:

I tried 100.0 setting, it stopped any tests vs aliens.  That was the main reason I didn't use it.  I can try 100.0 vs soldiers, but I think my next batch will be on 0.0 based on recent findings.

I already ruled this out.  The 'Missed Shot Hit % is rolled using the actual Shot Hit %', which I believe is a custom function over riding the math?  So then I tried killing the front soldier and missing that way, which led to the discovery of 'Accurate Misses'.  The current line of thought is that, all my 'Testing' is on the map edge for room (with almost no colliders behind the targets, even in the 51 tile shots), and this is the actual cause.  You have to miss and hit a non-target behind the target.  This is all aligning very reasonable with my experiences so far.  There are some times where I was sure I was going to lose several soldiers to burst fire, but they all missed.

This, ironically, would make the shield very strong, as aliens will artificially miss it unless it is off by itself.

I was also wondering if the Burst Fire Overkill is related to 'delta t' / tickrate.  I have a fairly powerful computer running at high refresh rates usually.  I might try forcing 60fps or something later as well.

Yeah, I'd try the 100 setting and test with soldiers. I don't think there's any advantage to testing with aliens really - you can position soldiers wherever you'd like.

What do you mean "The 'Missed Shot Hit % is rolled using the actual Shot Hit %', which I believe is a custom function over riding the math?" - at what point is it using the shot hit %? When the "miss" bullet passes through the tile of the target unit?

So if there's a 35% hit chance shot and it missed, you'll have a 35% chance of hitting the intended target if the bullet goes through their tile? And you'd also have a 35% chance of hitting any unit stood behind the target if the shot passes through their tile?

 

On 11/27/2025 at 1:45 AM, Nodrak said:

Another example came up in normal play, I opened a door and saw a cyber-drone.  All 3 Marines took a 35%+ shot at it (expected 3.5 hits), and all 3 marines hit the shield at the door, killing him:

 

Shot 1: The tile next to the doorway took a hit alien took 2 hits, cover in-front of it took 1+, wall behind took 2+

 

Second shot: Essentially the same result, less hits on enemy than expected (3 expected min), my solder ducked the wall eats another shot (25% normal setting):

 

These shots in testing vs no nearby colliders were laserbeams, but here my solder gets hit again! (2/10 of the bullets aimed at this soldier in just the picture below) (25% chance?)

 

These are almost 80 accuracy soldiers, with range bonus, one was crouched.  The first shot was a laser machine-gun, other 2 were Gauss.

I have seen too many of these for it to be 'chance' (poor aliens):

 

6-7 soldiers in the burst fire, and I can't see any tiles hit anywhere or soldiers

 

The actual laser beams we saw in testing, happen still:


 

So the first example there where the three soldiers all killed the shield guy seems a good time to attach a save game, as it seems like it's at the start of the turn? I should be able to get exactly the same results as you if we don't reset the seed.

But even then just looking at the stats it doesn't seem that ridiculous. You're firing 30 shots and you'd expect 20 of them to miss, and that guy is only slightly away from the firing line and there's no cover before him to absorb any of the shots coming his way. Even accounting for the 25% stopping chance of that soldier, you don't need to get too unlucky with the rolls for that to be a plausible outcome (especially if you've rolled badly on the hit roll so there's more miss shots flying around).

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