Difference between revisions of "Talk:Laser Cannon"

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:::: The 33.33..% vs 50% argument is minor at best and really depends on how the explanation is worded. The 33.33..% is correct when you explain that there are three possible outcomes that you can get at the end of a battle, while the 50% is valid during occasions where you do get a stat increase - 66.66..% of the time. So on and so forth. If it makes it even clearer, we could even do away with the percentages and just explain what would happen sans probabilities. The important thing is to get the readers to understand what they can expect to happen when the stat is at its penultimate value. - [[User:NKF|NKF]]
 
:::: The 33.33..% vs 50% argument is minor at best and really depends on how the explanation is worded. The 33.33..% is correct when you explain that there are three possible outcomes that you can get at the end of a battle, while the 50% is valid during occasions where you do get a stat increase - 66.66..% of the time. So on and so forth. If it makes it even clearer, we could even do away with the percentages and just explain what would happen sans probabilities. The important thing is to get the readers to understand what they can expect to happen when the stat is at its penultimate value. - [[User:NKF|NKF]]
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:::::Ohhh, crap, in agreeing with Arrow, I've been overlooking the discussion I had with Mike ages ago.  It's 33% because you can get "stuck" at 80 TUs (vs. 81) either by rolling 2 at 78 or 1 at 79.  There's only one way to get 81, and that's by rolling 2 at 79.  33% is correct.  Duh me.--[[User:Ethereal Cereal|Ethereal Cereal]] 10:22, 8 June 2007 (PDT)

Revision as of 17:22, 8 June 2007

Isn't the 35 klick Laser Cannon range due to XCOMUTIL? I think XCOMUTIL's default config has a non-default range for the Laser Cannon (as well as non-default Firestorms and Interceptors, but I digress.) -Cobalt

This is possible, actually, since I DO use XComUtil on my game, for several reasons. The game is too unstable to run without XComUtil on my computer. If anyone can check on their non-XComUtil version, I'd be appreciative. Arrow Quivershaft 10:48, 1 June 2007 (PDT)
Yeah, it is XComUtil at work. I will undo the changes; apologies for my overzealousness.
No problem. You've been adding some good stuff lately, and you fixed the error anyway. We're all human. Well, except for the zombies.--Ethereal Cereal 18:16, 7 June 2007 (PDT)
Thanks! I was wondering if all my stuff was getting looked at. Glad to see its being reviewed. I just tend to get this obsession with stuff that piques my interest, and X-Com is the latest in a long line of things that's managed to pique my interest. I technically haven't even finished TFTD yet(got it on Steam) but I'm well on the way! On the side, if you believe the cap issue should be noted as you did on the TU page, it does apply to ALL Secondary Skills and should be noted on those pages too; you want to do that, or should I? Also, on the note of secondary skills, it notes everywhere that performing on "Primary Action" is enough to increase them all. Yet, nowhere in the Wiki does it define what actually COUNTS as a primary action...I'd have edited this, but I have no idea myself. Arrow Quivershaft 20:27, 7 June 2007 (PDT)
Also, I live within a half-hour of Sheboygan, Wisconsin, and thus within a half-hour of the aforementioned Zombie. :) Arrow Quivershaft


Actually, there is an explanation, although it might not appear to be very clear. Check the Primary stats in Experience. The triggers for a primary stat increase are the primary actions. The actions are described in detail in each of their related subsections. It's roughly: Hitting an enemy with a ranged weapon, hitting with a melee weapon, reacting, succeeding in a psi attack (or failing for 1/3rd the experience), resisting panic/berserk status while morale is < 50%. All of these actions will raise their related stat in addition to the secondary stats.
The one oddball primary action is throwing. It only raises throwing and nothing else. I suppose it makes sense, since gaining secondary stat boosts would be too easy if you got secondary increases for randomly tossing stuff around!
If it helps, a (Henceforth referred to as Primary Action) could be inserted somewhere in the introduction to the primary stat section.
The 33.33..% vs 50% argument is minor at best and really depends on how the explanation is worded. The 33.33..% is correct when you explain that there are three possible outcomes that you can get at the end of a battle, while the 50% is valid during occasions where you do get a stat increase - 66.66..% of the time. So on and so forth. If it makes it even clearer, we could even do away with the percentages and just explain what would happen sans probabilities. The important thing is to get the readers to understand what they can expect to happen when the stat is at its penultimate value. - NKF
Ohhh, crap, in agreeing with Arrow, I've been overlooking the discussion I had with Mike ages ago. It's 33% because you can get "stuck" at 80 TUs (vs. 81) either by rolling 2 at 78 or 1 at 79. There's only one way to get 81, and that's by rolling 2 at 79. 33% is correct. Duh me.--Ethereal Cereal 10:22, 8 June 2007 (PDT)