Difference between revisions of "Talk:Reaper Rounds (EU2012)"

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(Range Penalty)
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::Right, I read on the forums it's helpful as a mainstay for conventional weapons up until Laser tech, especially on Classic and Impossible due to dramatically increased research times in Enemy Within. I didn't notice much help on Classic as I got Laser tech pretty quick and I haven't gotten far enough in Impossible; all my monies go towards Satellites, although I did buy a scope for my Squad Sight Sniper, maybe I should've bought Reaper Rounds for my Assault, who's up to 30~ odd kills although she's been in hospital a lot (no critical wounds yet! <crosses fingers>).--[[User:DracoGriffin|DracoGriffin]] 21:11, 15 December 2013 (EST)
 
::Right, I read on the forums it's helpful as a mainstay for conventional weapons up until Laser tech, especially on Classic and Impossible due to dramatically increased research times in Enemy Within. I didn't notice much help on Classic as I got Laser tech pretty quick and I haven't gotten far enough in Impossible; all my monies go towards Satellites, although I did buy a scope for my Squad Sight Sniper, maybe I should've bought Reaper Rounds for my Assault, who's up to 30~ odd kills although she's been in hospital a lot (no critical wounds yet! <crosses fingers>).--[[User:DracoGriffin|DracoGriffin]] 21:11, 15 December 2013 (EST)
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:50% Flanking, 20% shotgun, 20% reaper rounds, 10% aggression=100% crit probability...02:48, 16 December 2013 (EST)

Revision as of 09:48, 16 December 2013

Range Penalty

After a bit more testing with other classes and weapons, I'm not seeing any sort of range penalty. Nothing has ever popped up in the Shot Info box nor have I had to move closer/farther to shoot enemies. I'm wondering if the range penalty was removed just before release and not corrected. Can anyone verify otherwise?--DracoGriffin 17:32, 29 November 2013 (EST)

I also wonder how these work in regards to Snipers, since Snipers take a CLOSE range penalty, not a LONG range penalty. Arrow Quivershaft 17:22, 15 December 2013 (EST)
Already tested all conventional weapons and classes. As above, I could not verify any sort of range penalty. Nothing ever came up in Info Pane to reduce aim nor did I notice any form of soldiers having their weapon range hampered (this includes Snipers and close range penalty). I was merely asking above if anyone else noticed the same results. I believe range penalty was removed before release but someone forgot to remove the flavor text on the item; similar to how Mind Shield affects defense AND offense Will and how Combat Stims doesn't state only two uses.--DracoGriffin 18:54, 15 December 2013 (EST)
Interesting. That would mean that the main downside of this item is instead that you can't carry another item in tandem with it, barring Tactical Rigging. Arrow Quivershaft 20:42, 15 December 2013 (EST)
Right, I read on the forums it's helpful as a mainstay for conventional weapons up until Laser tech, especially on Classic and Impossible due to dramatically increased research times in Enemy Within. I didn't notice much help on Classic as I got Laser tech pretty quick and I haven't gotten far enough in Impossible; all my monies go towards Satellites, although I did buy a scope for my Squad Sight Sniper, maybe I should've bought Reaper Rounds for my Assault, who's up to 30~ odd kills although she's been in hospital a lot (no critical wounds yet! <crosses fingers>).--DracoGriffin 21:11, 15 December 2013 (EST)
50% Flanking, 20% shotgun, 20% reaper rounds, 10% aggression=100% crit probability...02:48, 16 December 2013 (EST)