Talk:Reaper Rounds (EU2012)

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Range Penalty

After a bit more testing with other classes and weapons, I'm not seeing any sort of range penalty. Nothing has ever popped up in the Shot Info box nor have I had to move closer/farther to shoot enemies. I'm wondering if the range penalty was removed just before release and not corrected. Can anyone verify otherwise?--DracoGriffin 17:32, 29 November 2013 (EST)

I also wonder how these work in regards to Snipers, since Snipers take a CLOSE range penalty, not a LONG range penalty. Arrow Quivershaft 17:22, 15 December 2013 (EST)
Already tested all conventional weapons and classes. As above, I could not verify any sort of range penalty. Nothing ever came up in Info Pane to reduce aim nor did I notice any form of soldiers having their weapon range hampered (this includes Snipers and close range penalty). I was merely asking above if anyone else noticed the same results. I believe range penalty was removed before release but someone forgot to remove the flavor text on the item; similar to how Mind Shield affects defense AND offense Will and how Combat Stims doesn't state only two uses.--DracoGriffin 18:54, 15 December 2013 (EST)
Interesting. That would mean that the main downside of this item is instead that you can't carry another item in tandem with it, barring Tactical Rigging. Arrow Quivershaft 20:42, 15 December 2013 (EST)
Right, I read on the forums it's helpful as a mainstay for conventional weapons up until Laser tech, especially on Classic and Impossible due to dramatically increased research times in Enemy Within. I didn't notice much help on Classic as I got Laser tech pretty quick and I haven't gotten far enough in Impossible; all my monies go towards Satellites, although I did buy a scope for my Squad Sight Sniper, maybe I should've bought Reaper Rounds for my Assault, who's up to 30~ odd kills although she's been in hospital a lot (no critical wounds yet! <crosses fingers>).--DracoGriffin 21:11, 15 December 2013 (EST)
50% Flanking, 20% shotgun, 20% reaper rounds, 10% aggression=100% crit probability...02:48, 16 December 2013 (EST)

The easy way to test would be to have two soldiers (perhaps of each class) with the same Aim score, have one with Reaper Rounds, one without, and record hit percentages when they're the same number of squares away from the same target. --Xuncu 04:18, 16 December 2013 (EST)

As said twice above now, already tested that way. There was absolutely no difference other than crit percentage. My biggest concern was if it made shooting range less than visual range (two soldiers standing in connected tiles, both can see an alien they are equally distant from but the soldier with Reaper Rounds could not shoot due to range penalty) but this proved to be false. At this moment of time, it is exactly like SCOPE but instead of +Aim, it gives +Crit. It would be great if someone on PC could take sample test screenshots as I play on XBOX360, and produce results either disputing or similarly to confirm my testing validity.--DracoGriffin 12:07, 16 December 2013 (EST)
Ah, the wording was a bit unclear. OK, that sounds pretty definitve, then (short of doing several hundred tests to find if the RNG plays fair with the Hit chance). Since I usually rushed for lazer weapons, and switch Absolutley Critical on, I actually didn't use Reaper Rounds much myself (though I did like the visual/audio "flechette" effects they made), since greandes were more useful against the new early-game danger of the Seekers, and by the time I got Tactical Rigging, I had so many other uses for my item slots. I guess they're to an Upgraded Scope as the Nanofiber Vest is now to the Respirator Implant: does some of the work, but only a part. --Xuncu 23:45, 16 December 2013 (EST)