Talk:Reaper Rounds (EU2012)
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)