Difference between revisions of "엄폐 (롱 워 리밸런스)"

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'''엄폐'''하는 것은 여러 이점을 제공합니다. 엄폐한 유닛은 [[방어 (롱 워 리밸런스)|방어]]가 증가하고 [[DR (롱 워 리밸런스)|DR]]이 증가하여 치명적인 피해를 입을 가능성이 줄어듭니다. 또한 특정 엄폐물 뒷편에 숨는 것으로 적의 시야에서 벗어나 전투 상황을 회피하거나 전투 도중 목표가 되는 것을 방지할 수 있습니다.
 
'''엄폐'''하는 것은 여러 이점을 제공합니다. 엄폐한 유닛은 [[방어 (롱 워 리밸런스)|방어]]가 증가하고 [[DR (롱 워 리밸런스)|DR]]이 증가하여 치명적인 피해를 입을 가능성이 줄어듭니다. 또한 특정 엄폐물 뒷편에 숨는 것으로 적의 시야에서 벗어나 전투 상황을 회피하거나 전투 도중 목표가 되는 것을 방지할 수 있습니다.
  
==Defensive Benefits==
+
==엄폐 보너스==
 
롱 워1에서 부분 엄폐/완전 엄폐는 각각 +20/+40 방어 보너스와 +0.66/+1.0 DR을 제공했지만 롱 워 리밸런스에서는 이 효과가 크게 증가되어 부분 엄폐/완전 엄폐가 각각 +30/+50 방어 보너스와 +30%/+50% DR을 제공합니다.
 
롱 워1에서 부분 엄폐/완전 엄폐는 각각 +20/+40 방어 보너스와 +0.66/+1.0 DR을 제공했지만 롱 워 리밸런스에서는 이 효과가 크게 증가되어 부분 엄폐/완전 엄폐가 각각 +30/+50 방어 보너스와 +30%/+50% DR을 제공합니다.
  

Revision as of 08:56, 31 July 2020

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개요

엄폐하는 것은 여러 이점을 제공합니다. 엄폐한 유닛은 방어가 증가하고 DR이 증가하여 치명적인 피해를 입을 가능성이 줄어듭니다. 또한 특정 엄폐물 뒷편에 숨는 것으로 적의 시야에서 벗어나 전투 상황을 회피하거나 전투 도중 목표가 되는 것을 방지할 수 있습니다.

엄폐 보너스

롱 워1에서 부분 엄폐/완전 엄폐는 각각 +20/+40 방어 보너스와 +0.66/+1.0 DR을 제공했지만 롱 워 리밸런스에서는 이 효과가 크게 증가되어 부분 엄폐/완전 엄폐가 각각 +30/+50 방어 보너스와 +30%/+50% DR을 제공합니다.

잠복은 엄폐가 제공하는 방어 보너스를 2배로 증가시키고, 사이오닉 공격에 적중당할 확률을 50% 낮추며 추가로 +50% DR을 제공하며 치명타에 면역이 되게 합니다.

엄폐 중이지 않은 (측면이 노출된) 유닛을 대상으로 한 사격은 +50% 치명타율 보너스를 얻습니다. 비행 유닛이나 단단한 장갑 스킬을 보유한 유닛에게는 노출로 인한 치명타율 보너스가 없습니다.

시야

High cover has the advantage of breaking Line of Sight for all units on the same plane of elevation. This can allow XCOM operatives to close in on pods that have yet to be activated without provoking them. This can also lead to frustrating scenarios where a random tree can block a sniper from getting a shot on a flying target.

Elevation can effect line of sight: higher elevations can negate the sight-blocking properties of high cover, and lower elevations can make even low cover block line of sight. The latter is most commonly seen in forest maps; in general, two elevations of low cover is equivalent to high cover for line of sight blocking.

Units standing in cover can "peak" around it or "step out" to perform shots or throw items. Generally speaking, any unit in cover who is ordered to attack a target or use an item will automatically "step out" and temporarily move to an adjacent square before firing, if doing so is necessary to gain line of sight on a target. A step out can only be performed if the destination square is unobstructed, with some exceptions, and the step out shot doesn't count as actual movement and so won't provoke suppression or overwatch. For the purposes of line of sight, then, a unit is treated as occupying any square it can get a step out shot on, but this additional square doesn't grant additional attack range.

It's important to remember that while step out shots affect line of sight, they don't change a units sight distance until the unit actually performs the step out shot. If an unactivated pod of aliens is positioned one tile out of vision range, a unit sitting in cover can't see or target them normally, but will activate them if the unit performs a step out attack that brings the unit closer to the aliens.

Negating Cover

Cover only provides it's protection in a specific direction. A unit can be Flanked by moving parallel to or past the cover, which completely removes all benefits provided by the cover for attacks made by the flanking unit as well as granting the attacker a +50% critical chance bonus. Note that cover continues to apply it's full defensive benefit until the unit is flanked, unless the Aiming Angles second wave option is enabled. Furthermore, a unit is granted the benefit of the best possible cover it can apply against a particular attacker, assuming said cover is not flanked relative to the attacker; a unit protected by bi-directional corner cover which is flanked relative to only one of the two directions still can apply the protection of the other direction against attackers and isn't counted as flanked, while a unit not flanked relative to either direction applies the benefit of the better of the two.

Units that trigger reaction fire by taking an action in cover do not benefit from the Defense bonus of cover, but the DR bonus and crit negation effects still apply.

Cover can be destroyed by bullets or explosions, and any unit left without cover is Exposed. Cover is generally a little tougher to destroy than it is in vanilla due to increased health and reworked mechanics; firearms of all types take much longer to destroy cover as they receive a significant penalty to the damage they deal relative to explosives, while the damage falloff explosives suffer based on distance from the origin of the explosion, which was introduced in Long War, mean that they'll no longer reliably blow up everything highlighted in red like they tended to do in vanilla. This can be counteracted by perks such as Sapper, which makes explosives deal triple damage to all cover and destructible terrain, and Tandem Warheads, which removes the damage falloff. Either one is typically sufficient to turn explosives into highly reliable cover destruction tools.

If two units are within 1 tile of each other, they will gain a Point Blank bonus which will act like they are flanking each other (even though they are technically not flanking). Thus, units at Point Blank will bypass cover defense, cover DR, and have an exposed crit bonus (just like if they were flanked).

Finally, many kinds of attacks aren't affected by cover. Anything which doesn't roll a hit chance, like explosives or Suppression, isn't affected by the bonus defense cover provides. And the bonus DR does nothing against attacks which don't roll damage, like Psi Panic or Concussion Grenades. If an enemy is well protected, consider alternate means of attacking them.