Difference between revisions of "Overwatch (EU2012)"

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A soldier or alien with a remaining action can enter Overwatch (default hotkey Y).  This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any cover into their vision range during the enemy turn, albeit at a small aim penalty and without dealing critical hits.
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A soldier or alien with a remaining action can enter Overwatch (default hotkey Y).  This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any [[Cover (EU2012)|cover]] within their vision range during the enemy turn, albeit at a [[Aim (EU2012)|Aim]] penalty and without dealing critical hits. Firing on Overwatch at Dashing units also increases the Aim penalty.
  
Overwatch can serve two tactical proposes:
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The Penalty is a 0.7 modifier for Aim for any shots. The reduced chance to hit is further reduced again to 0.5 if the target is dashing. E.g., a soldier with 100 Aim has a 70% Chance to Hit on Overwatch, further reduced to 50% with a dashing target.
  
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Some [[Classes_(EU2012)|class abilities]] alter or improve various aspects and properties of Overwatch. These include Close Combat Specialist ([[Assault_(EU2012)|Assault]]), Rapid Reaction ([[Heavy (EU2012)|Heavy]]), Squadsight ([[Sniper (EU2012)|Sniper]]), Opportunist ([[Sniper (EU2012)|Sniper]]), Covering Fire ([[Support (EU2012)|Support]]), and Sentinel ([[Support (EU2012)|Support]]). While using Suppression the unit will also be given an Overwatch shot if the target tries to move.
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==Purposes==
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Overwatch can serve two tactical purposes:
 
*'''To keep an enemy unit pinned down or risk a reaction shot'''
 
*'''To keep an enemy unit pinned down or risk a reaction shot'''
**To keep them from occupying key positions that allow them to flank your own units
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**To keep them from occupying key positions that allow them to flank your own units or better firing positions.
 
*'''To ambush unseen enemy units as they walk into the soldier's field of vision'''
 
*'''To ambush unseen enemy units as they walk into the soldier's field of vision'''
**To cover chokepoints such as corridors and flanks
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**To cover chokepoints such as corridors and flanks.
**To wipe out activated aliens before they reach cover
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**To shoot at just-activated alien packs before they reach cover after opening doors or stepping (with another unit) into their line of sight.  
 
 
Some class abilities alter or improve various aspects and properties of Overwatch. These include Rapid Reaction (Heavy), Squad Sight (Sniper), Opportunist (Sniper), Covering Fire (Support), and Sentinel (Support).
 
 
 
When overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risking a 20% shot. Especially early on with rookies with low accuracy and carrying weak weapons it isn't worth the risk.
 
 
 
Due to the aim penalty, overwatch can be more effectively used to "pin down" aliens while your squad maneuvers, rather than for direct damage.  An aliens will never, or very rarely move if it sees an agent enter overwatch (this holds true for aliens under suppressing fire as well).  This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you.  Please note that aliens that do NOT see the agent go into overwatch will still freely move, and will more than likely trigger the reaction shot.  If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting up overwatch for this tactic.
 
 
 
Here is a more in-depth guide to effective overwatch usage, credit to 1stGear of the Something Awful forums:
 
 
 
 
 
http://forums.somethingawful.com/showthread.php?threadid=3508281&perpage=40&pagenumber=395#post408751257
 
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I'm going to cover a bunch of stuff in this post, but I'm going to start with Overwatch and using it properly. This is because Overwatching correctly is one of the most fundamentally important parts of playing this game on Classic and Impossible and the aliens will destroy you every single time if you don't do it right.
 
 
 
'''What is Overwatch?'''
 
 
 
Just so we're on the same page, Overwatching is the act of having your soldier reaction fire on any enemy that makes a move action within their field of view. Overwatch shots cannot crit, are made at an Aim penalty, and the Overwatcher must have line-of-sight on the victim. Overwatch shots do not trigger on any action except for movement. Choosing to Overwatch ends your soldier's turn entirely, regardless of how many actions they had left. I'll interchangeably refer to Overwatch shots as reaction fire.
 
 
 
'''I know that and I use it all the time, what's the problem?'''
 
 
 
The using it all the time is the problem. Its a common refrain in this thread that should always end your turn on Overwatch and that's a false statement that will result in the death of a lot of soldiers. This is because of something incredibly, unbelievably important that the game does not directly tell you:
 
 
 
An alien that knows it is being Overwatched will not move for any reason (Short of panic). This is for the same reason that you try to avoid moving when you're being Overwatched: the AI doesn't want to give you the free shot and potential kill. However, a human player has the capacity to judge the risk of taking reaction fire against other potential risks, like being flanked or a car about to explode. The AI does not. Again, if the AI knows a unit is being Overwatched, it will not move that unit under any circumstance. Instead, it will fire at one of your units. On unmodded Classic, this is super-bad because the aliens receive bonuses to their Aim and Crit chance, meaning their chances of hitting and killing one of your soldiers is significantly higher.
 
 
 
This is why you are messing up badly using Overwatch. By always choosing to Overwatch if you can't think of anything else, you are essentially forcing the AI to make more shots on your soldiers, significantly increasing the chance of those soldiers dying.
 
 
 
'''So Overwatch is useless then.'''
 
 
 
No, Overwatch still has two primary uses:
 
 
 
1)The AI in XCOM is not omnipotent. If it doesn't have line-of-sight on you, it legitimately does not know where you are and what you are doing (This appears to extend even further than a human player's lack of knowledge in that the AI doesn't seem to cohesively use all of its units' vision, meaning that the AI might move Sectoid A into an Overwatching soldier's LOS even though Sectoid B already had LOS on the Overwatcher). This means the AI will walk into Overwatch fire if the Overwatcher was in the fog of war. This is why, when you are in the initial scouting phase, you should be ending every turn on Overwatch in case an alien pack runs into view. This is also useful for Overwatch traps, where you pull your soldiers back, Overwatch them, then let Muton Berserkers charge in and get killed by a criss-crossing plasma disco.
 
 
 
2) The refusal of the AI to move while it is Overwatched is as much as a risk to them as it is a risk to you. This means they won't shift out of half-cover, they won't run from being flanked, and they won't move from an exploding car. Using Overwatch is a way of 'fixing' an alien in place if that alien is in an advantageous place for you or if you are moving soldiers to flank it. Keep in mind that the pinned alien will continue to shoot at your people, so make sure that the potential gain of pinning it is higher than the potential risk of injury or death. Its honestly better to use Suppression for this particular use.
 
  
'''I'm a goon, break it down into bullet points'''
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==Overwatch and Reaction Fire==
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The differences between Overwatch and the [[Reaction fire triggers|Reaction Fire]] mechanic from the older games are:
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* A unit must be specifically ordered to enter Overwatch every turn you want it used - simply leaving units with spare actions when ending turn will not allow them to fire on enemies (the only exception being when an enemy moves within the four-tile range needed to trigger a Close Combat Specialist [[Assault_(EU2012)|Assault]], who will then fire ''even if'' his weapon is empty). Reaction Fire, on the other hand, can only be prevented by draining a unit of [[Time Units]], moving it where it can't see enemies off-turn, or by specifically disarming it.
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* Overwatch is only triggered by enemy movement, not attacks, unless the overwatcher is a [[Support (EU2012)|Support]] with the Covering Fire ability. On Reaction Fire the unit would fire at all sorts of actions (firing, moving, kneeling, etc.)
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* Overwatch will only fire once, regardless of how many actions the unit still had left and it needs to be specifically activated. On Reaction Fire unit could automatically fire as many shots as long as they had Time Units left. On Overwatch it is required for the soldier to have any of these abilities to be able to fire more than one shot: Sentinel ([[Support (EU2012)|Support]] class), Rapid Reaction ([[Heavy (EU2012)|Heavy]]) or Close Combat Specialist ([[Assault_(EU2012)|Assault]]).
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* Overwatch, when active, will always fire the very moment an enemy moves into a valid position to fire at. Reaction Fire, on the other hand, may not occur if the moving unit has higher [[Time_Units|TU]] and/or [[Reactions]] figures (keeping in mind Time Units were reduced with every tile travelled). It also allowed most forms of movement to be made safely behind a guarding unit so long as he wasn't facing in the required direction to see it.
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* All available units on Overwatch will fire on an enemy the moment they see it - at once. This is only time in the game multiple units may perform simultaneous attacks. Reaction Fire may only be performed by one unit at a time, meaning multiple shots are never "wasted" on units who only need one to go down.
  
*Overwatch when you are scouting and not certain what you'll run into.
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* NOTE that a unit moving to a square that an enemy unit on Overwatch can see, will NOT trigger a shot if it's the last square of movement. This means you can, and aliens frequently will, sneak up to a corner, not trigger Overwatch fire, and proceed to murder with extreme prejudice. Less frequently, you can jump up, climb up, or drop down, and then stop and shoot, as long as the square being moved to is the last square of movement, and the only square in line of sight of the Overwatching unit.
*Overwatch when you want to keep an alien pinned down to flank it/shoot it/whatever.
 
*Overwatch when you know the AI doesn't have LOS on you and thus doesn't know what you're doing.
 
*DO NOT Overwatch if you will gain nothing from this alien's current position. Either take the shot if its >40% or Hunker Down.
 
*AVOID Overwatching while in half-cover. Half-cover is not hugely useful on Classic and it is almost always better to Hunker Down than doing anything else.
 
People who say you should always end by Overwatching are straight-up wrong. I followed that particular advice and was losing 1+ soldiers every mission. When I learned how the AI responded to Overwatch and began thinking about my use of it in that context, I started using it a lot less while using Hunker Down or taking shots I wouldn't have taken before. Abruptly, I start winning more missions with no casualties. Overwatch is a very powerful ability when used correctly and its is an anchor around your neck if you use it without thought.
 
  
==See Also==  
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==Tips==
*[[Gameplay_Mechanics_(EU2012)| Back to Gameplay Mechanics]]
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* NOTE that the only way to take an alien out of Overwatch is to kill it or suppress it. Blowing them up or shooting them does not remove Overwatch.
*[[Enemy_Unknown_(EU2012)| Back to Main Page]]
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* Moving into an Overwatching unit's line of sight doesn't trigger a shot unless you ''continue'' moving. Stepping up to a corner of a building, for example, will allow you to see what's around it without drawing fire - be wary of laying Overwatch traps for enemies on such spots, as they'll instead use it as an excuse to take a free flanking shot on you.
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* When Overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risk missing with a 20% shot. Especially early on, when fielding rookies with low accuracy and weak weapons, it isn't worth the risk.
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* The Opportunist perk turns a Squad Sight [[Sniper (EU2012)|Sniper]] into one of the deadliest units in the game by removing the Aim penalty and allowing for critical hits, and is also a great lookout for stopping enemy thrusts with one shot.
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** Overwatch is probably a good idea if your Squadsight Sniper can't draw line of sight to an enemy, but has been otherwise attacking with Squadsight. Since the enemies can't see the Sniper, and thus won't know that you've activated Overwatch, there's a much better chance of the Overwatch triggering.
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***However, in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]], a sniper triggering Overwatch through Squadsight can no longer score critical hits, making this somewhat less useful.
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* Close Combat Specialist gives as many shots as enemies step into less than four squares of the [[Assault_(EU2012)|Assault]]. This ability also gives Overwatch shots during your turn so it can be used by shooting at [[Muton (EU2012)#Muton Berserker|Beserkers]] (who get to take an instant, free non-attack move upon taking damage) and lead them in the direction of a unit with the perk.
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* The most efficient way to deploy a wall of Overwatch shooters is to place them staggered so that they'll fire separately at the alien rather than all of them spotting it and shooting at the same time. This also allows them to fire at different aliens rather than only engaging one out of a set of multiple attackers. However, in some situations it may be more worthwhile to focus all shots at the same time to drop better-armored targets (such as [[Sectopod_(EU2012)|Sectopods]]).
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* Due to the aim penalty, Overwatch can be more effectively used to "pin down" aliens while your squad manoeuvres, rather than for direct damage. An aliens will never (or very rarely) move if it sees an agent enter Overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into Overwatch will still freely move, and will more than likely trigger a reaction shot. If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting them up for this tactic.
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* On PC versions, there is a manipulatable bug with Overwatch, that can be of particular use to Squadsight (ie; Not-Snapshot) Snipers (or any trooper with an empty primary weapon) that involves going into Overwatch while the soldier is holding their pistol weapon. To trigger the bug, either manually reselect the Overwatching soldier and switch their weapon back to the primary, or use the hotkey to command that soldier into overwatch, and quickly click on the primary weapon icon in the bottom left corner before the camera moves on.
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* In vanilla Enemy Unknown, there is an AI glitch for aliens: if they see two or more in-cover soldiers, at least one is flanking them, and they see either one go into overwatch, their AI locks up and they'll skip their next action. This is an excellent method to close in for a [[Arc_Thrower_(EU2012)|stun]], or to bring a lower-level soldier around to score a kill for XP.
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** This is 'fixed' in Enemy Within: aliens and EXALT agents will most often move and risk non-Crit Overwatch damage rather than take flanking Crit shots.
  
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== See Also ==
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{{Gameplay_Mechanics_(EU2012)_Navbar}}
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
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[[Category:Gameplay Mechanics (EU2012)]]

Latest revision as of 10:08, 1 September 2016

A soldier or alien with a remaining action can enter Overwatch (default hotkey Y). This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any cover within their vision range during the enemy turn, albeit at a Aim penalty and without dealing critical hits. Firing on Overwatch at Dashing units also increases the Aim penalty.

The Penalty is a 0.7 modifier for Aim for any shots. The reduced chance to hit is further reduced again to 0.5 if the target is dashing. E.g., a soldier with 100 Aim has a 70% Chance to Hit on Overwatch, further reduced to 50% with a dashing target.

Some class abilities alter or improve various aspects and properties of Overwatch. These include Close Combat Specialist (Assault), Rapid Reaction (Heavy), Squadsight (Sniper), Opportunist (Sniper), Covering Fire (Support), and Sentinel (Support). While using Suppression the unit will also be given an Overwatch shot if the target tries to move.

Purposes

Overwatch can serve two tactical purposes:

  • To keep an enemy unit pinned down or risk a reaction shot
    • To keep them from occupying key positions that allow them to flank your own units or better firing positions.
  • To ambush unseen enemy units as they walk into the soldier's field of vision
    • To cover chokepoints such as corridors and flanks.
    • To shoot at just-activated alien packs before they reach cover after opening doors or stepping (with another unit) into their line of sight.

Overwatch and Reaction Fire

The differences between Overwatch and the Reaction Fire mechanic from the older games are:

  • A unit must be specifically ordered to enter Overwatch every turn you want it used - simply leaving units with spare actions when ending turn will not allow them to fire on enemies (the only exception being when an enemy moves within the four-tile range needed to trigger a Close Combat Specialist Assault, who will then fire even if his weapon is empty). Reaction Fire, on the other hand, can only be prevented by draining a unit of Time Units, moving it where it can't see enemies off-turn, or by specifically disarming it.
  • Overwatch is only triggered by enemy movement, not attacks, unless the overwatcher is a Support with the Covering Fire ability. On Reaction Fire the unit would fire at all sorts of actions (firing, moving, kneeling, etc.)
  • Overwatch will only fire once, regardless of how many actions the unit still had left and it needs to be specifically activated. On Reaction Fire unit could automatically fire as many shots as long as they had Time Units left. On Overwatch it is required for the soldier to have any of these abilities to be able to fire more than one shot: Sentinel (Support class), Rapid Reaction (Heavy) or Close Combat Specialist (Assault).
  • Overwatch, when active, will always fire the very moment an enemy moves into a valid position to fire at. Reaction Fire, on the other hand, may not occur if the moving unit has higher TU and/or Reactions figures (keeping in mind Time Units were reduced with every tile travelled). It also allowed most forms of movement to be made safely behind a guarding unit so long as he wasn't facing in the required direction to see it.
  • All available units on Overwatch will fire on an enemy the moment they see it - at once. This is only time in the game multiple units may perform simultaneous attacks. Reaction Fire may only be performed by one unit at a time, meaning multiple shots are never "wasted" on units who only need one to go down.
  • NOTE that a unit moving to a square that an enemy unit on Overwatch can see, will NOT trigger a shot if it's the last square of movement. This means you can, and aliens frequently will, sneak up to a corner, not trigger Overwatch fire, and proceed to murder with extreme prejudice. Less frequently, you can jump up, climb up, or drop down, and then stop and shoot, as long as the square being moved to is the last square of movement, and the only square in line of sight of the Overwatching unit.

Tips

  • NOTE that the only way to take an alien out of Overwatch is to kill it or suppress it. Blowing them up or shooting them does not remove Overwatch.
  • Moving into an Overwatching unit's line of sight doesn't trigger a shot unless you continue moving. Stepping up to a corner of a building, for example, will allow you to see what's around it without drawing fire - be wary of laying Overwatch traps for enemies on such spots, as they'll instead use it as an excuse to take a free flanking shot on you.
  • When Overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risk missing with a 20% shot. Especially early on, when fielding rookies with low accuracy and weak weapons, it isn't worth the risk.
  • The Opportunist perk turns a Squad Sight Sniper into one of the deadliest units in the game by removing the Aim penalty and allowing for critical hits, and is also a great lookout for stopping enemy thrusts with one shot.
    • Overwatch is probably a good idea if your Squadsight Sniper can't draw line of sight to an enemy, but has been otherwise attacking with Squadsight. Since the enemies can't see the Sniper, and thus won't know that you've activated Overwatch, there's a much better chance of the Overwatch triggering.
      • However, in Enemy Within, a sniper triggering Overwatch through Squadsight can no longer score critical hits, making this somewhat less useful.
  • Close Combat Specialist gives as many shots as enemies step into less than four squares of the Assault. This ability also gives Overwatch shots during your turn so it can be used by shooting at Beserkers (who get to take an instant, free non-attack move upon taking damage) and lead them in the direction of a unit with the perk.
  • The most efficient way to deploy a wall of Overwatch shooters is to place them staggered so that they'll fire separately at the alien rather than all of them spotting it and shooting at the same time. This also allows them to fire at different aliens rather than only engaging one out of a set of multiple attackers. However, in some situations it may be more worthwhile to focus all shots at the same time to drop better-armored targets (such as Sectopods).
  • Due to the aim penalty, Overwatch can be more effectively used to "pin down" aliens while your squad manoeuvres, rather than for direct damage. An aliens will never (or very rarely) move if it sees an agent enter Overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into Overwatch will still freely move, and will more than likely trigger a reaction shot. If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting them up for this tactic.
  • On PC versions, there is a manipulatable bug with Overwatch, that can be of particular use to Squadsight (ie; Not-Snapshot) Snipers (or any trooper with an empty primary weapon) that involves going into Overwatch while the soldier is holding their pistol weapon. To trigger the bug, either manually reselect the Overwatching soldier and switch their weapon back to the primary, or use the hotkey to command that soldier into overwatch, and quickly click on the primary weapon icon in the bottom left corner before the camera moves on.
  • In vanilla Enemy Unknown, there is an AI glitch for aliens: if they see two or more in-cover soldiers, at least one is flanking them, and they see either one go into overwatch, their AI locks up and they'll skip their next action. This is an excellent method to close in for a stun, or to bring a lower-level soldier around to score a kill for XP.
    • This is 'fixed' in Enemy Within: aliens and EXALT agents will most often move and risk non-Crit Overwatch damage rather than take flanking Crit shots.

See Also

EU2012 Badge XCOM: Enemy Unknown: Gameplay Mechanics
Action SystemMovementChance to HitCoverCritical HitsCritical WoundsDamageFlankingOverwatchSuppression