Mechanics (LW2)
Revision as of 19:20, 20 January 2017 by Postmaster (talk | contribs)
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.
- Red Alert Level
- This is an activated pod.