Difference between revisions of "Accuracy formula"

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(is height a factor?)
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''[ [[User:NKF|NKF]] - Addendum: I think it's best to say that the accuracy value is the level of accuracy that the bullet leaves the gun or the initial firing angle of the bullet. <br><br>The bullet, after it leaves the gun, is then subjected to outside forces that can make a pefect 100+% accurate launched bullet miss its target. I like to blame it on integer rounding or in other words, decimal point truncation. If a bullet was mean to have a travel velocity of 1.25 map points on its X axis per update, integer rounding causes the .25 to be truncated, so the bullet only increases at 1 points per update. As I don't really know what's going underneath, this is best treated as an educated guess and no more. Anyway, in this case, distance can indeed play a factor in accuracy.<br><br>If the bullet is meant to go way off its mark, as long as its line of travel happens to make it pass through the hit box of the alien you were aiming at (or anyone that just happens to be in the path of the bullet's trajectory), is counted as a hit. A technical hit, but a hit nonetheless!<br><br>Another line of thought regarding drift is that the game may purposely introduce a very minor drift value to every attack. A random value may explain why it isn't always apparent. It may be a simulation of gravity or even wind. I find this less likely a <strike>excuse</strike> reason than decimal point truncation, but it's still a possibility worth considering.]''
 
''[ [[User:NKF|NKF]] - Addendum: I think it's best to say that the accuracy value is the level of accuracy that the bullet leaves the gun or the initial firing angle of the bullet. <br><br>The bullet, after it leaves the gun, is then subjected to outside forces that can make a pefect 100+% accurate launched bullet miss its target. I like to blame it on integer rounding or in other words, decimal point truncation. If a bullet was mean to have a travel velocity of 1.25 map points on its X axis per update, integer rounding causes the .25 to be truncated, so the bullet only increases at 1 points per update. As I don't really know what's going underneath, this is best treated as an educated guess and no more. Anyway, in this case, distance can indeed play a factor in accuracy.<br><br>If the bullet is meant to go way off its mark, as long as its line of travel happens to make it pass through the hit box of the alien you were aiming at (or anyone that just happens to be in the path of the bullet's trajectory), is counted as a hit. A technical hit, but a hit nonetheless!<br><br>Another line of thought regarding drift is that the game may purposely introduce a very minor drift value to every attack. A random value may explain why it isn't always apparent. It may be a simulation of gravity or even wind. I find this less likely a <strike>excuse</strike> reason than decimal point truncation, but it's still a possibility worth considering.]''
 
== Height? ==
 
 
I've been testing a new terrain which has several 2 and 3 level buildings and one thing that I am noticing is that accuracy seems to be affected by differences in height. The terrain allows for long range gunfights between different heights and it has become common to see my elite soldiers hitting nearly all targets at the same height but missing close to half while firing at a different height. [[User:Hobbes|Hobbes]] 17:28, 28 February 2012 (EST)
 
  
 
== See Also ==
 
== See Also ==

Revision as of 07:18, 29 February 2012

% Chance to Hit = a * b * c * d * e * f, where

  • a = % Accuracy Stat of soldier
  • b = % Accuracy of weapon/shot
  • c = Kneeling bonus (115% if kneeling, 100% if standing)
  • d = One-handed penalty (80% if firing a two-handed weapon without a free hand, 100% otherwise)
  • e = health penalty (current health / max health)
  • f = Critical wounds penalty (100% - (10% for each critical wound to head or arms, up to 90%))
Example:

A soldier has 88% Firing Accuracy, is firing a rifle snap shot (60%), is kneeling,
is holding a grenade in his other hand, has half his health remaining, and has a
fatal would to his head and right arm. His % chance to hit will be:

0.88 x 0.6 x 1.15 x 0.8 x 0.5 x 0.8 = 19%

Close Range

The accuracy formula is NOT affected by distance - if you have a 100% chance to hit, you will hit, at any range - but 'missed' shots still have a chance to hit if their randomly distributed path takes them through the target tile. This is why burst shots are your best choice at close range - even if the calculated accuracy is bad, it's still hard to miss.

From work by NKF-sensei, reworded by --JellyfishGreen 09:49, 25 Apr 2005 (BST)


[ NKF - Addendum: I think it's best to say that the accuracy value is the level of accuracy that the bullet leaves the gun or the initial firing angle of the bullet.

The bullet, after it leaves the gun, is then subjected to outside forces that can make a pefect 100+% accurate launched bullet miss its target. I like to blame it on integer rounding or in other words, decimal point truncation. If a bullet was mean to have a travel velocity of 1.25 map points on its X axis per update, integer rounding causes the .25 to be truncated, so the bullet only increases at 1 points per update. As I don't really know what's going underneath, this is best treated as an educated guess and no more. Anyway, in this case, distance can indeed play a factor in accuracy.

If the bullet is meant to go way off its mark, as long as its line of travel happens to make it pass through the hit box of the alien you were aiming at (or anyone that just happens to be in the path of the bullet's trajectory), is counted as a hit. A technical hit, but a hit nonetheless!

Another line of thought regarding drift is that the game may purposely introduce a very minor drift value to every attack. A random value may explain why it isn't always apparent. It may be a simulation of gravity or even wind. I find this less likely a excuse reason than decimal point truncation, but it's still a possibility worth considering.]

See Also