Difference between revisions of "Sounds (LW2)"
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− | Long War 2 adds | + | Long War 2 adds a sound mechanic to tactical combat which affects Advent pods. As described in [[Mechanics_(LW2)#Enemy_Patrol_Behavior|Enemy Patrol Behavior section of Mechanics]] pods will become aware of XCOM's presence on the map when they are within the radius of a sound. Once aware they will patrol towards the sound. |
The following are sound ranges different sources with typical soldier vision range at 18 tiles: | The following are sound ranges different sources with typical soldier vision range at 18 tiles: | ||
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− | :4 | + | {| class="wikitable" |
− | :: | + | |+ Actions by Sound Range |
+ | !Range!!Action | ||
+ | |- | ||
+ | |style="text-align: center" | 0 Tiles | ||
+ | | | ||
+ | * Grenade Launchers | ||
+ | * Holo-Targeters | ||
+ | |- | ||
+ | |style="text-align: center" | 4 Tiles | ||
+ | | | ||
+ | * Combat Knives | ||
+ | |- | ||
+ | |style="text-align: center" | 6 Tiles | ||
+ | | | ||
+ | * Swords | ||
+ | * Hunter's Axes | ||
+ | * Shadowkeeper | ||
+ | |- | ||
+ | |style="text-align: center" | 9 Tiles | ||
+ | | | ||
+ | * Smoke & Flashbang Grenades | ||
+ | |- | ||
+ | |style="text-align: center" | 13 Tiles | ||
+ | | | ||
+ | * Technical Flamethrower | ||
+ | |- | ||
+ | |style="text-align: center" | 17 Tiles | ||
+ | | | ||
+ | * Pistols | ||
+ | |- | ||
+ | |style="text-align: center" | 18 Tiles | ||
+ | | | ||
+ | * SMGs | ||
+ | * Bolt Casters | ||
+ | * Civilian yelling | ||
+ | |- | ||
+ | |style="text-align: center" | 20 Tiles | ||
+ | | | ||
+ | * Rifles, Sniper Rifles, & Shotguns | ||
+ | * Gas Grenades | ||
+ | * Frost Bombs | ||
+ | * Sawed-off Shotguns | ||
+ | * Arc Throwers | ||
+ | |- | ||
+ | |style="text-align: center" | 24 Tiles | ||
+ | | | ||
+ | * Cannons & LMGs | ||
+ | * Heavy Weapons | ||
+ | * SPARK Autocannons | ||
+ | * Frag, Plasma, Acid, & Incendiary Grenades | ||
+ | |- | ||
+ | |style="text-align: center" | 26 Tiles | ||
+ | | | ||
+ | * Technical Rockets | ||
+ | |- | ||
+ | |style="text-align: center" | 33 Tiles | ||
+ | | | ||
+ | * Shaped Charge | ||
+ | |- | ||
+ | |} | ||
− | + | ===Suppressors=== | |
− | + | Primary weapons may be equipped with a suppressor to slightly reduce its sound range in addition to the infiltration bonuses. | |
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− | : | + | - Basic Suppressor: -2 tiles |
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+ | - Advanced Suppressor: -3 tiles | ||
+ | - Elite Suppressor: -6 tiles | ||
[[Category: Long War 2]] | [[Category: Long War 2]] |
Latest revision as of 19:25, 27 February 2017
Long War 2 adds a sound mechanic to tactical combat which affects Advent pods. As described in Enemy Patrol Behavior section of Mechanics pods will become aware of XCOM's presence on the map when they are within the radius of a sound. Once aware they will patrol towards the sound.
The following are sound ranges different sources with typical soldier vision range at 18 tiles:
Range | Action |
---|---|
0 Tiles |
|
4 Tiles |
|
6 Tiles |
|
9 Tiles |
|
13 Tiles |
|
17 Tiles |
|
18 Tiles |
|
20 Tiles |
|
24 Tiles |
|
26 Tiles |
|
33 Tiles |
|
Suppressors
Primary weapons may be equipped with a suppressor to slightly reduce its sound range in addition to the infiltration bonuses.
- Basic Suppressor: -2 tiles
- Advanced Suppressor: -3 tiles
- Elite Suppressor: -6 tiles