Difference between revisions of "Firing Accuracy"

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m (standardizing stats with Starting/Improving/Caps near top)
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New recruits will always begin with a value between 40 and 70.
 
New recruits will always begin with a value between 40 and 70.
  
==Maximum Caps==
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==Improvement==
An X-COM soldier's Firing Accuracy is capped at 120.
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Firing Accuracy increases depending on how many times you <i>hit</i> an enemy alien. Missed shots, hitting friendlies (including MC'd aliens), shooting scenery, distance to target, rank, etc. - none of these matter or count. Just whether or not you <i>hit</i> a non-MC'd alien. If your one autoburst hits three times, it counts as three hits. Also, if you aim at one alien but hit a different one, it still counts. Area-effect hits with e.g. grenades, stun bombs, and blaster bombs also count. You can rack up many hits with one detonation.
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Weak weapons like pistols and laser pistols mean the alien won't die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are best for multiple hits with a weak weapon.
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Kills, per se, do not matter. Only hits.
  
==Improvement==
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You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does <i>not</i> depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].
Firing Accuracy will increase from 0 to 6 points per combat mission, depending on how many times you <i>hit</i> an enemy alien (scenery, friendlies, and MC'd aliens don't count). Only the number of hits matters - your current skill level does not affect the number of points awarded. With one hit, an average of approx. 1.7 points are awarded (range 0-3). With 9 hits, approx. 4.0 points are awarded (range 2-6). Above approx. 10 hits, very little additional points are awarded. Because you can get a +6 roll when at cap-1 (119) if you have enough hits, it is possible to have a Firing Accuracy of up to 125 (cap+5). For more info, see [[Experience#How_Experience_Points_Are_Applied|Soldier Experience]].
 
  
Missed shots, distance to target, rank, etc. - none of these matter. Just whether or not you hit an alien. Thus, weak weapons like pistols and laser pistols mean the alien won't die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are best for multiple hits with a weak weapon.
+
==Maximum Caps==
 +
An X-COM soldier's Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they're really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].
  
 
==Base Chance To Hit==
 
==Base Chance To Hit==
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==See Also==
 
==See Also==
[[Damage_Formula|Damage formula]] (weapons vs. armor)
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*[[Reactions]]
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*[[Damage_Formula|Damage formula]] (weapons vs. armor)
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*[[Experience#How_Experience_Points_Are_Applied|Experience]]
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*Advanced skill increase techniques:
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**[[Reaction_Training|Reaction training]] (pre-Psi)
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**[[Laser_Pistol_Gifts|Laser pistol gifts]] (the basic firing squad technique)
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**[[User_talk:MikeTheRed#Tips_on_Increasing_Skills|Tips on increasing skills]] (lots of minutiae on the firing squad technique)
  
[[Firing_Accuracy|Firing Accuracy]]
 
  
 
[[Category:Soldiers]]
 
[[Category:Soldiers]]

Revision as of 17:15, 10 October 2005

Firing accuracy affects a soldier's ability to hit their target with a ranged weapon.


Starting Values

New recruits will always begin with a value between 40 and 70.

Improvement

Firing Accuracy increases depending on how many times you hit an enemy alien. Missed shots, hitting friendlies (including MC'd aliens), shooting scenery, distance to target, rank, etc. - none of these matter or count. Just whether or not you hit a non-MC'd alien. If your one autoburst hits three times, it counts as three hits. Also, if you aim at one alien but hit a different one, it still counts. Area-effect hits with e.g. grenades, stun bombs, and blaster bombs also count. You can rack up many hits with one detonation.

Weak weapons like pistols and laser pistols mean the alien won't die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are best for multiple hits with a weak weapon.

Kills, per se, do not matter. Only hits.

You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does not depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see Experience.

Maximum Caps

An X-COM soldier's Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they're really lucky!). For more info, see Regarding Caps.

Base Chance To Hit

Each weapon has an accuracy rating of its own, which, when applied to the soldier's firing accuracy, gives the soldier's "base chance to hit".

Formula:

Base Chance To Hit = Firing Accuracy x Weapon Accuracy

Example:

A soldier with a firing accuracy of 50%, using a weapon with an 
accuracy rating of 50%, will have a base chance to hit of 25%.

Influencing Factors

Base Chance To Hit is also affected by other factors:

  • +15% when kneeling.
  • -20% when holding a two-handed weapon with one hand.
  • -10% per wound to the head or gun arm.
  • -25% x (max health-current health)/max health)

See Also