Ishantil Posted August 31, 2013 Share Posted August 31, 2013 So...can you get more than one reaction fire shot per event? Because if so, that should be changed to one. Quote Link to comment Share on other sites More sharing options...
Josip Broz Tito Posted September 1, 2013 Share Posted September 1, 2013 I've only ever noticed that if more than one alien was present. I've also noticed that if the action the xenonaut took changed, such as an alien outside firing at a xenonaut walking by it, then once more when it opened a door. I'm ok with that since opening a door can take as much time (if not more) as running a small distance. If the alien has the time units= why not. It's not happening 1 tile of movement after another right now anyway. Reaction shots are about all aliens have going for them at this point aside from rudimentary aggression. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 1, 2013 Share Posted September 1, 2013 Yeah, I'm fairly sure that each 'triggering' action can only call one reaction shot from an enemy. Certainly, I've never seen the same alien reaction-fire twice at the same soldier off of a single action (burst fire not withstanding, of course!). Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 2, 2013 Author Share Posted September 2, 2013 I think the instance that I was thinking about there ended up being two aliens hiding behind a big rock. Quote Link to comment Share on other sites More sharing options...
Lravenwing Posted September 2, 2013 Share Posted September 2, 2013 Not sure about aliens but your soldiers can take more that one reaction shot at single alien. Easiest way to test is with a soldier equipped with pistol and full TU's remaining. You get one chance of taking a shot per reaction triggering action. Best result I got was 4 reaction shots against one alien. Quote Link to comment Share on other sites More sharing options...
Saskali Posted September 2, 2013 Share Posted September 2, 2013 Aliens can also take more then one reaction fire. I m quite sure of it had one alien cornered tis w-e and he shot two of my soldiers while i was approching carelessly. (i thought i was safe after the first reaction fire. i was wrong ) Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 3, 2013 Author Share Posted September 3, 2013 You can have more than one in a turn, but not more than one per event. The event triggering the reaction fire can only happen one time per guy. Granted, the same event can trigger reaction fire from more than one guy. Quote Link to comment Share on other sites More sharing options...
Saskali Posted September 3, 2013 Share Posted September 3, 2013 ok i had missed this nuance sorry Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 3, 2013 Author Share Posted September 3, 2013 No worries, I was just explaining in hopes that everyone understood how it works. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 5, 2013 Author Share Posted September 5, 2013 (edited) So I'm trying to figure out how reaction fire works for aliens. Because they hit me with it all the goddamned time. If I have four guys set up around a corner and a guy walks around it, all four my guys will shoot, and all miss (this literally happened last night). I seriously hit like 1 out of 25 reaction shots, no matter what I have it set to. I just got hit by three in a row right out the helo. So....WTF? Edited September 5, 2013 by Ishantil Quote Link to comment Share on other sites More sharing options...
Xintrosi Posted September 5, 2013 Share Posted September 5, 2013 This is my thought process that I've learned from experience: Know aliens are around the corner? Flashbang. Not sure if aliens are around the corner? Flashbang. Pretty sure aliens aren't around the corner? Don't flashbang, then be surprised when you get reaction-fired to death despite your best intentions. 4 FB/Shock 'nades and 4 smoke on every soldier is how I roll. I rarely use them all, but when I am in a desperate situation I've never regretted having them. As for leaving the dropship and getting insta-gibbed? That's Xenonauts, baby! I got 3 members killed in first contact in an andron base because my first soldier's turn triggered wild reaction fire. I should have dropped smoke, apparently. Quote Link to comment Share on other sites More sharing options...
Elydo Posted September 5, 2013 Share Posted September 5, 2013 Oh how I wish flashbangs did a fucking thing. Quote Link to comment Share on other sites More sharing options...
Saskali Posted September 5, 2013 Share Posted September 5, 2013 So I'm trying to figure out how reaction fire works for aliens. Because they hit me with it all the goddamned time. If I have four guys set up around a corner and a guy walks around it, all four my guys will shoot, and all miss (this literally happened last night). I seriously hit like 1 out of 25 reaction shots, no matter what I have it set to.I just got hit by three in a row right out the helo. So....WTF? You must be quite unlucky i find that alien miss me more than they hit me with reaction fire. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 5, 2013 Author Share Posted September 5, 2013 Sometimes I'm willing to to chalk it up to "That's X-COM, baby!" but...I dunno, there's seems to be a weird consistency from me missing reaction fire shots. And this is an entire group of Captains and Majors. I mean, these guys roll hardcore. I don't carry flashbangs. They don't do squat. Quote Link to comment Share on other sites More sharing options...
Josip Broz Tito Posted September 5, 2013 Share Posted September 5, 2013 Always shoot/blast doors open in alien bases: opening them= suicide. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 5, 2013 Author Share Posted September 5, 2013 I'm talking about having two aliens right there as the Chinook lands (Hot LZ). Shooting the one I saw triggered action fire, all hits on the same guy. It was impressive. Quote Link to comment Share on other sites More sharing options...
Josip Broz Tito Posted September 5, 2013 Share Posted September 5, 2013 I have the same luck hitting reaction shots using snap shot tu's as I do with hitting aliens with snap shots= aboot 20% and that's fine. When I have enough tu's set for a burst= same odds as a burst it feels like. No problem IMO from the xeno's perspective. As for the aliens= they usually miss. If it's a caesan warrior or above= they're pretty accurate shots anyway, but usually don't get hit. Harridan's nail reaction shots but that's the lore, they have great reactions and accuracy= np. Unless there's something wrong in the code that I'm not noticing in-game, I feel that there isn't an issue. It's just a matter of %'s from shots used and stats. Quote Link to comment Share on other sites More sharing options...
Xintrosi Posted September 5, 2013 Share Posted September 5, 2013 (edited) I don't carry flashbangs. They don't do squat. I notice they are usually effective early-game, and by the time you meet alien classes that are harder to suppress you should have upgraded to electroshock grenades anyway. I hate Androns, because they're immune to my normal grenade-suppression tactics. I have never purposely left my units enough TUs to take a reaction shot. I prefer to control the movement of battle instead of hoping an alien will move into the right field of vision and that the Xeno will make the shot. All my reaction shots have come from people that were already in position waiting for squad mates to catch up. Apparently they get so bored they just want to kill something because I have yet to see them miss. EDIT: I also use mass flash bangs to capture sebillian and caesan non-combatants before I get stun weapons. every little bit of nation rating helps, imo. Edited September 5, 2013 by Xintrosi Quote Link to comment Share on other sites More sharing options...
Josip Broz Tito Posted September 6, 2013 Share Posted September 6, 2013 They seem semi-bugged when used in UFO's atm. I'm not sure myself since my playstyle involves not going near doors, but shooting them open. Quote Link to comment Share on other sites More sharing options...
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