Difference between revisions of "Mechanics (LW2)"
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:'''Yellow Alert Level''' | :'''Yellow Alert Level''' | ||
− | ::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, or finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM as they scamper for cover. Squads in | + | ::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, or finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM as they scamper for cover. Squads in yellow alert run instead of walk. |
:'''Red Alert Level''' | :'''Red Alert Level''' | ||
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== Detection Range == | == Detection Range == | ||
+ | == Sounds == | ||
+ | Loud noises on the map will attract nearby pods and if sufficiently loud will put a pod into yellow alert mod. Sounds include gunfire, explosions, and civilians which flee from your soldiers with the tag "yelling". You can use these sounds to draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps. | ||
[[Category: Long War 2]] | [[Category: Long War 2]] |
Revision as of 22:45, 20 January 2017
To-Hit Mechanics
The following hit mechanics in Long War 2 have been modified:
- Critical chance is no longer an absolute chance
- In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. This is no longer the case.
- Dodge no longer supersedes crit. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge.)
- Soldiers can graze even if the target has no dodge (In base XCOM 2, grazes were only possible if the target had dodge stat)
- These changes apply completely symmetrically to both sides
- All units will now graze if their to-hit roll is “close” to the required to hit
- This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%.
- Example 1 : Base 70% chance to hit results in 60% chance of a normal damage hit and 20% chance of a graze. The displayed to hit is 70%.
- Example 2 : Base 20% chance to hit results in 10% chance of a normal damage hit and a 20% chance of a graze. The displayed to hit is 20%.
- Critical Hit Chance is now a chance to “promote” the damage type. A successful critical roll will:
- Promote a graze hit to a regular damage hit
- Promote a regular damage hit to a critical damage hit
- Dodge Stat is now a chance to “demote” the damage type. A successful dodge roll will:
- Demote critical damage hit to regular damage hit
- Demote a regular damage hit to a graze
- Demote a graze into a miss (configurable)
- Consequences:
- Low % shots are generally more likely to do something, but that something results in less damage, and is very unlikely to deal critical damage
- 90% to-hit and above won’t entirely miss enemies (unless they have dodge)
- Dodge and Crit counter each other, so a high critical chance helps counter high dodge units, while a good dodge helps protect against critical hits
- When using Not Created Equally, soldiers may have negative dodge, increasing the chance hits against them will be promoted
- Example 1: 90% to hit, 50% to crit
- In base XCOM 2, this will result in Critical damage 50%, Normal damage 40% of the time, Miss 10% of the time.
- In Long War 2, this will result in Critical damage 40% of the time, Normal damage 50% of the time, Graze damage 10% of the time.
- Example 2: 20% to hit, 10% to crit
- In base XCOM 2, this will result in Critical damage 10% of the time, Normal damage 10% of the time, Miss 80% of the time
- In Long War 2, it will result in Critical damage 1% of the time, Normal damage 11% of the time, Graze damage 18% of the time, Miss 70% of the time
Enemy Patrol Behavior
In Long War 2, enemy patrol behavior and vigilance is more complex than in vanilla.
- Green Alert Level
- Green alert level is most commonly the beginning of a mission when a squad is still in concealment. Advent has no idea that XCOM has infiltrated and as such, is on low alert. A pod activated on the alien turn in this state will not get free actions upon activation. In other words, they will not get a chance to take a free shot at XCOM.
- Yellow Alert Level
- An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, or finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM as they scamper for cover. Squads in yellow alert run instead of walk.
- Red Alert Level
- This is an activated pod.
Detection Range
Sounds
Loud noises on the map will attract nearby pods and if sufficiently loud will put a pod into yellow alert mod. Sounds include gunfire, explosions, and civilians which flee from your soldiers with the tag "yelling". You can use these sounds to draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps.