Difference between revisions of "Reaction fire triggers"

From UFOpaedia
Jump to navigation Jump to search
m (categorizing)
m (→‎Mutual Surprise: minor spelling)
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Certain actions will trigger reaction fire from aliens; others will not, even though they may reduce your [[Time Units]]. (However, if you have used up several TUs doing "safe" actions then conclude with a reaction-triggering one, an alien with sufficient TUs will make several "stored up" reaction shots against you.)
+
[[Reaction fire]] can be triggered through a variety of actions. There are also some actions that do not trigger or immediately trigger reaction fire. The following is a list of what actions will and will not trigger reaction fire. This list is not extensive and may contain some duplication.  
  
The following is a (possibly incomplete) list of which actions will and will not trigger reaction fire.  Opposing units also need to be facing your unit(s) and have sufficient TUs available; see [[Reaction fire formula]] for more details.
+
Note, all of these assume that the requirements for a Reaction shot are met by the defending side. Also while the lists are primarily focused on the X-COM side, many of the conditions apply to the aliens as well.  
  
<br>
+
{| class="wikitable" width="60%"
 +
|+ Triggered while alien facing towards you
 +
|-
 +
! width = "30%" |Action
 +
! Notes
 +
|-
 +
| Firing any weapon
 +
| Hit or miss, the alien will react if it survives. Note that line of sight calculations are done after the attack. Therefore if you fire an explosive round and the resulting smoke cloud is dense enough to obscure you from the alien's vision, it will not be able to react.
 +
|-
 +
| Any walking/flying movement
 +
|
 +
|-
 +
| Kneeling or standing
 +
|
 +
|-
 +
| Using a lift
 +
|
 +
|-
 +
| Throwing any object
 +
|
 +
|}
  
'''Will trigger reaction shots from an alien facing you:'''
 
  
*Firing any weapon
 
*Kneeling or standing
 
*Any walking/flying movement
 
*Using a lift
 
*Throwing any object
 
<br>
 
  
'''Will trigger reaction shots from an alien not facing you:'''
+
{| class="wikitable" width="60%"
 +
|+ Triggered while alien facing away from you
 +
|-
 +
! width = "30%" |Action
 +
! Notes
 +
|-
 +
|Hitting an alien
 +
| The alien will spin around and return fire
 +
|-
 +
|Hitting an alien with indirect fire
 +
|From HE or Stun rounds, or even triggering a [[Proximity Grenade]] within range
 +
|-
 +
|Using a melee weapon
 +
| Melee attacks do not immediately trigger a reaction shot but the alien will be "alerted" to its attacker. The alien will only react if the soldier then performs any other action that will trigger a reaction shot such as walking or shooting. This means a soldier can safely attack an alien repeatedly with a Stun Rod, but if the soldier then walks away the alien will immediately turn around and shoot.  If a different soldier hits the alien with a Stun Rod, the alien's focus will shift to that soldier. The first soldier can then safely walk away. 
 +
|-
 +
|Hitting an alien from beyond visual range
 +
| Similar to the melee attack, the alien will be "alerted", but will not spin around and fire. If the last person to shoot and hit the alien walks into its visual range on the same turn, the alien will immediately turn and fire.
 +
|}
  
*Hitting an alien (they will spin around and return fire)
 
*Hitting an alien with indirect fire from HE or stun rounds (or even triggering a [[Proximity Grenade]] within range)
 
*Using a [[Stun Rod]] or other melee weapon (TFTD) on an alien -- this one is a real oddball: the alien will be "alerted" to your attack, but will not spin and fire until you take one of the actions above that normally triggers reaction shots.  Thus you can try stunning them several times, but if you then walk away, they will spin around and shoot.  If a different soldier hits the alien with a Stun Rod, the alien's focus will shift to that soldier -- and the first soldier can then safely walk away again.  Heh.  (Hitting an alien that is directly facing you with a Stun Rod will not trigger reaction shots either, until you perform some other action.)
 
<br>
 
*Hitting an alien from out of sight distance is similiar to the stun rod. The alien will be "alerted", but will not spin and fire UNLESS you walk within 20 tiles of him, at which point he will suddenly spin around and shoot. This is a pretty rare event though, since it will usually only occur if you had someone firing at an alien from 21 squares away, fire on him, hit, and he survives, then you walk within 20 squares distance (possibly to make way for someone else to fire from 21 tiles away).
 
  
 +
{| class="wikitable" width="60%"
 +
|+ Never triggers reaction shot
 +
|-
 +
! width = "30%" |Action
 +
! Notes
 +
|-
 +
| Turning in place
 +
|
 +
|-
 +
| Firing beyond the alien's visual range
 +
| If the shot hits, the alien will be 'alerted' and will react if the soldier comes within its visual range. If the shot misses, nothing happens.
 +
|-
 +
| Firing at a [[Celatid]] / [[Deep One]] from beyond its range
 +
| 8+ squares indoors (roof immediately overhead) or 17+ squares outdoors is safe (this is due to the arcing fire trajectory)
 +
|-
 +
| Moving out of an alien's [[line of sight]]
 +
| Any movement or kneeling action that immediately obscures a soldier from the alien's sight. Such as stepping behind a wall or taking a step backwards into a smoke cloud.
 +
|-
 +
|Priming a grenade
 +
|
 +
|-
 +
| Hitting an alien not facing you with [[incendiary]] rounds.
 +
| Directly or indirectly. Due to the quirky nature of incendiary attacks, combined with the [[Incendiary#Quirks|IC explosions causing damage to all units in fire quirk]] can be very powerful.
 +
|-
 +
| Any action on the inventory screen
 +
| Moving, dropping or picking up objects; loading or unloading a weapon
 +
|-
 +
| Using tools
 +
| Includes: (UFO) Medi-Kit, Mind Probe, Motion Scanner & Psi-Amp. (TFTD) Medi-Kit, M.C. Reader, Particle Disturbance Sensor, M.C. Disrupter.
 +
|}
  
'''Will never trigger reaction shots:'''
+
'''Note:''' If you have used up several [[Time Units]] performing the above "safe" actions and then perform a reaction-triggering action, an alien with sufficient TUs will be able to make several "stored up" reaction shots against you.
  
*Turning in place
+
 
*Firing a weapon from beyond the alien's visual range
+
 
*Firing at a [[Celatid]] from beyond its range: 8+ squares indoors (roof immediately overhead) or 17+ squares outdoors is safe (this is due to Celatids' arcing fire trajectory)
+
 
*Taking any action (including firing a weapon) from a position not visible to the alien. The visibility is calculated after the the action is taken. For example, if you are visible to the alien, and fire a large rocket between you and the alien, generating a smoke cloud that makes you invisible to the alien, there will be no reaction.
+
== Mutual Surprise ==
*Moving out of an alien's [[line of sight]] -- if after moving one square (or kneeling) you are not visible to the alien, it will not fire at you.  This includes moving back one step if you are at the edge of the alien's visual range.  '''If you spot an alien while wandering through smoke, you can move back a step then safely riddle it with holes!'''
 
*Priming a grenade
 
*Firing at (but missing) an alien not facing you
 
*Hitting an alien not facing you with [[incendiary]] rounds, directly or indirectly (combined with the [[Incendiary#Quirks|IC explosions causing damage to all units in fire quirk]], this is insanely powerful)
 
*Any action on the inventory screen (moving, dropping or picking up objects; loading or unloading a weapon)
 
*Using a Medi-Kit, Mind Probe or Motion Scanner
 
 
<div id="mutual_surprise"></div>
 
<div id="mutual_surprise"></div>
 +
 
*'''Mutual surprise:'''
 
*'''Mutual surprise:'''
** If a unit first sees an alien at the same instant that they first move into an alien's [[line of sight]], the alien won't fire, even if you have no TUs left. The alien you spot doesn't even have to be the alien that spots you -- you can walk through a door and see an alien ahead of you, which will prevent unseen aliens to the side from attacking you.
+
** If a unit sees an alien at the same instant as it moves into an alien's [[line of sight]], the alien(s) won't reaction fire, even if a unit has no TUs left. The alien spotted doesn't even have to be the alien that spots the unit -- unit can walk through a door and see an alien ahead, which will prevent unseen aliens to the side from attacking.
** There are cases where aliens can see you (and even fire upon you!), but you can't see them, even if you're facing them (such as walking toward an open door, or when nearing a corner).
+
** To try to take advantage of this and spot aliens as you round a corner, you should (if possible) approach it at least one space away from the corner and come around at a diagonal.  However, there can be a number of "[[Line of sight#Blind spots around corners|blind spots]]" near corners/doors/windows, where aliens can see and fire upon you but you can't see them, even if you're facing them.
** The "mutual surprise" rule seems to only apply to when you ''walk'' (or fly) into an alien's line of sight: if you spot an alien by destroying terrain, or by killing an alien (uncovering another behind it), the newly-revealed alien will shoot at you if it is facing you. An alien will also shoot at you if you spot it when standing from a formerly-concealed position.
+
** The "mutual surprise" rule seems to only apply when a unit moves horizontally into an alien's line of sight: if a unit spots an alien by destroying terrain, or by killing an alien (uncovering another behind it), the newly-revealed alien will try to reaction fire at a unit if facing it. An alien will also try to reaction fire at a unit that stands from a formerly-concealed position facing an alien.
** The mutual surprise rule also does not apply if you move into an alien's field of vision via vertical movement, by using a lift or a [[Flying Suit]]. Even if you are facing the alien, you will get shot at as you move up or down into its line of sight.
+
** The mutual surprise rule does not apply if a unit moves into an alien's field of vision via vertical movement, by using a lift or a [[Flying Suit]]. Even if facing the alien, the unit will draw reaction fire as it moves up or down into alien's line of sight.
** To try to take advantage of this and spot aliens as you round a corner, you should (if possible) approach it at least one space away from the corner and come around at a diagonal.  However, there can be a number of "blind spots" near corners, where aliens can see you but you can't see them (see [[Line of sight#Blind spots around corners]]).
+
** <sup>[needs confirmation]</sup>Aliens also benefit from mutual surprise. However, an X-COM unit being tracked by aliens' "intelligence" (when a unit's position is known to the enemy; all units positions are known to the enemy after turn 20, or after turn 10 when 2 or less aliens are left alive) is already visible, thus cannot trigger the not-visible to visible transition that allows mutual surprise.
** Aliens also benefit from mutual surprise. However, an X-COM unit being tracked by aliens' "intelligence" is already visible, thus cannot trigger the not-visible to visible transition that allows mutual surprise.
 
  
 
[[Category:Enemy Unknown/UFO Defense]]
 
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 15:03, 10 December 2013

Reaction fire can be triggered through a variety of actions. There are also some actions that do not trigger or immediately trigger reaction fire. The following is a list of what actions will and will not trigger reaction fire. This list is not extensive and may contain some duplication.

Note, all of these assume that the requirements for a Reaction shot are met by the defending side. Also while the lists are primarily focused on the X-COM side, many of the conditions apply to the aliens as well.

Triggered while alien facing towards you
Action Notes
Firing any weapon Hit or miss, the alien will react if it survives. Note that line of sight calculations are done after the attack. Therefore if you fire an explosive round and the resulting smoke cloud is dense enough to obscure you from the alien's vision, it will not be able to react.
Any walking/flying movement
Kneeling or standing
Using a lift
Throwing any object


Triggered while alien facing away from you
Action Notes
Hitting an alien The alien will spin around and return fire
Hitting an alien with indirect fire From HE or Stun rounds, or even triggering a Proximity Grenade within range
Using a melee weapon Melee attacks do not immediately trigger a reaction shot but the alien will be "alerted" to its attacker. The alien will only react if the soldier then performs any other action that will trigger a reaction shot such as walking or shooting. This means a soldier can safely attack an alien repeatedly with a Stun Rod, but if the soldier then walks away the alien will immediately turn around and shoot. If a different soldier hits the alien with a Stun Rod, the alien's focus will shift to that soldier. The first soldier can then safely walk away.
Hitting an alien from beyond visual range Similar to the melee attack, the alien will be "alerted", but will not spin around and fire. If the last person to shoot and hit the alien walks into its visual range on the same turn, the alien will immediately turn and fire.


Never triggers reaction shot
Action Notes
Turning in place
Firing beyond the alien's visual range If the shot hits, the alien will be 'alerted' and will react if the soldier comes within its visual range. If the shot misses, nothing happens.
Firing at a Celatid / Deep One from beyond its range 8+ squares indoors (roof immediately overhead) or 17+ squares outdoors is safe (this is due to the arcing fire trajectory)
Moving out of an alien's line of sight Any movement or kneeling action that immediately obscures a soldier from the alien's sight. Such as stepping behind a wall or taking a step backwards into a smoke cloud.
Priming a grenade
Hitting an alien not facing you with incendiary rounds. Directly or indirectly. Due to the quirky nature of incendiary attacks, combined with the IC explosions causing damage to all units in fire quirk can be very powerful.
Any action on the inventory screen Moving, dropping or picking up objects; loading or unloading a weapon
Using tools Includes: (UFO) Medi-Kit, Mind Probe, Motion Scanner & Psi-Amp. (TFTD) Medi-Kit, M.C. Reader, Particle Disturbance Sensor, M.C. Disrupter.

Note: If you have used up several Time Units performing the above "safe" actions and then perform a reaction-triggering action, an alien with sufficient TUs will be able to make several "stored up" reaction shots against you.



Mutual Surprise

  • Mutual surprise:
    • If a unit sees an alien at the same instant as it moves into an alien's line of sight, the alien(s) won't reaction fire, even if a unit has no TUs left. The alien spotted doesn't even have to be the alien that spots the unit -- unit can walk through a door and see an alien ahead, which will prevent unseen aliens to the side from attacking.
    • To try to take advantage of this and spot aliens as you round a corner, you should (if possible) approach it at least one space away from the corner and come around at a diagonal. However, there can be a number of "blind spots" near corners/doors/windows, where aliens can see and fire upon you but you can't see them, even if you're facing them.
    • The "mutual surprise" rule seems to only apply when a unit moves horizontally into an alien's line of sight: if a unit spots an alien by destroying terrain, or by killing an alien (uncovering another behind it), the newly-revealed alien will try to reaction fire at a unit if facing it. An alien will also try to reaction fire at a unit that stands from a formerly-concealed position facing an alien.
    • The mutual surprise rule does not apply if a unit moves into an alien's field of vision via vertical movement, by using a lift or a Flying Suit. Even if facing the alien, the unit will draw reaction fire as it moves up or down into alien's line of sight.
    • [needs confirmation]Aliens also benefit from mutual surprise. However, an X-COM unit being tracked by aliens' "intelligence" (when a unit's position is known to the enemy; all units positions are known to the enemy after turn 20, or after turn 10 when 2 or less aliens are left alive) is already visible, thus cannot trigger the not-visible to visible transition that allows mutual surprise.