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Perk Questions.


Phwop

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Edit: I posted these questions in the Long War mod discussion as well but figured the answers might come more quickly here.

 

A couple perk questions that I will likely discover the hard way if nobody replies... but anyone feel free to reply to what you can speak to.

1) Can Squadsight work with non-sniper units? I read Amineri's forum posts about how it interacts with ranges and ability types but wasn't sure about the reality of giving it to a non-sniper.

2) Does Bullet Swarm only work with the basic weapon attacks? You'll end your turn using Flush and such? What non-basic attacks work with Double Tap (Flush, Headshot, Disabling Shot, Rapid Fire, Suppression, Rifle Suppression, Rocket, Shredder Rocket, Run N Gun)? What non-basic attacks work with Run N Gun?

3) Does Sapper apply to all weapons including a soldier's rockets?

4) Does Rifle Suppression work with Shotguns?

5) Does Bombardier only work with standard explosive grenades? Exactly how much farther can you throw them (same as Battlescanners?)?

6) Does Extra Conditioning health count as "armor" health for the purposes of wounds and recovery?

7) Can Combat Smoke and Dense Smoke stack? Dense Smoke and basic Smoke?

:cool: Do Double Tap and Holo-Targeting work together?

9) Will Sentinel and Rapid Reaction net you a max of 3 reaction shots?

10) Does Danger Zone apply to Smoke Grenades too? Anything besides basic grenades, rockets, suppression?

11) How much further do Javelin Rockets actually shoot?

12) Does the 2nd shot of Rapid Fire benefit from a soldier's own Holo-Targeting? Does Holo-Targeting get applied with any of the non-basic attacks?

13) Do enemy overwatch shots account for Tactical Sense, Damn Good Ground, and Smoke bonuses?

14) How much affect does Snap Shot actually have on Rocket range, aim bonus?

Edited by Phwop
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JL: I'll answer the ones I know, but the rest I have no idea.

dit: I posted these questions in the Long War mod discussion as well but figured the answers might come more quickly here.

A couple perk questions that I will likely discover the hard way if nobody replies... but anyone feel free to reply to what you can speak to.

1) Can Squadsight work with non-sniper units? I read Amineri's forum posts about how it interacts with ranges and ability types but wasn't sure about the reality of giving it to a non-sniper.

JL: Don't know, but I think so. You'd also have to increase the weapon range in the ini file to test.


2) Does Bullet Swarm only work with the basic weapon attacks? You'll end your turn using Flush and such? What non-basic attacks work with Double Tap (Flush, Headshot, Disabling Shot, Rapid Fire, Suppression, Rifle Suppression, Rocket, Shredder Rocket, Run N Gun)? What non-basic attacks work with Run N Gun?

JL: I know Rapid Fire and Run N' Gun work together. Nothing works with Disabling Shot, including Disabling Shot. (by which I mean it's quite buggy)

3) Does Sapper apply to all weapons including a soldier's rockets?

JL: No, just frag and alien grenades.

5) Does Bombardier only work with standard explosive grenades? Exactly how much farther can you throw them (same as Battlescanners?)?

JL: Also works with alien grenades and I think Smoke and Battlescanners.


6) Does Extra Conditioning health count as "armor" health for the purposes of wounds and recovery?

JL: I believe so.

10) Does Danger Zone apply to Smoke Grenades too? Anything besides basic grenades, rockets, suppression?

DZ doesn't apply to any grenades, just rockets, Shredder Rockets, blaster bomb rockets and suppression, I believe.

... I'll have to check on the exact numbers for Javelin Rockets and the Snap Shot-Rocket affinity and get back to you (those were Long War original perks without any vanilla coding)

Edited by johnnylump
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4) Does Rifle Suppression work with Shotguns?

 

This is an interaction that isn't present in vanilla. Some testing would be required to see if they would work. I'm also not sure if / how the animation would work for Shotgun suppression. It's possible that there is a special animation loop for suppression -- if so, attempting to suppress with a shotgun could cause the game to hang.

 

 

 

 

5) Does Bombardier only work with standard explosive grenades? Exactly how much farther can you throw them (same as Battlescanners?)?

 

I specifically added all throwable "grenade-type" items into the Bombardier perk. This includes Frag, Alien, Smoke, and Battlescanners. They are set up to provide +50% to the range defined by the weapon in the DGC.ini. (which is 15 for frag and 17 for alien by default). The aliens get this same +50% range bonus to alien grenades, resulting in a range that is just slightly less than the visual range of 27 in vanilla.

 

 

 

6) Does Extra Conditioning health count as "armor" health for the purposes of wounds and recovery?

 

Extra conditioning bonus health does count as armor health. Note that this is the only way that SHIVs can get any armor health (from the Boron-alloy plating item), which makes it a bit easier to keep your SHIVs in the field.

 

 

 

7) Can Combat Smoke and Dense Smoke stack? Dense Smoke and basic Smoke?

 

Dense Smoke cause the smoke volume to provide an additional +20 defense, which is added to the +20 from the basic smoke. The combat drugs perk cause the smoke volume to REPLACE the basic +20 defense with the Will, Crit, and aim bonus.

 

Note that units in smoke do not count as exposed/flanked either. I'm not sure if Combat Drugs prevent expose/flank, though.

 

 

 

8 ) Do Double Tap and Holo-Targeting work together?

 

Double tap is an effect that kicks in for certain types of initial shots, while holo-targeting is a side-effect of various shot-types. If you use a regular shot, I'm pretty sure that Double Tap and Holotargeting can both kick in.

 

 

 

9) Will Sentinel and Rapid Reaction net you a max of 3 reaction shots?

 

I'm not 100% on this, but I think that Sentinel + Rapid Reaction can provide up to 4 reaction shots. Rapid Reaction provides up to 2 shots for each reaction shot (but both shots at a single enemy). Sentinel allows 2 reaction shots at 2 different enemies.

 

I think the combo would work like : 1st reaction shot (if it hits you get a second reaction shot from Rapid Reaction, at the same enemy). 2nd (or 3rd) reaction shot from Sentinel (if it hits you get a 3rd or 4th reaction shot from Rapid Reaction).

 

 

 

11) How much further do Javelin Rockets actually shoot?

 

Javelin Rockets perk adds +33% to the range defined in the weapon config, to both Rocket Launchers and Blaster Launchers. Rocket Launchers have a default range of 30 (just beyond visual range of 27), so Javelin Rockets increases this to approximately 40.

 

Note that Blaster Launchers heavily use the soldier's aim stat to determine range. A squaddie with a Blaster Launcher can't shoot very far at all. However, Blaster Launchers never scatter.

 

 

 

12) Does the 2nd shot of Rapid Fire benefit from a soldier's own Holo-Targeting? Does Holo-Targeting get applied with any of the non-basic attacks?

 

13) Do enemy overwatch shots account for Tactical Sense, Damn Good Ground, and Smoke bonuses?

 

The overwatch code is a bit hidden/cryptic, so is hard to decode/test. I'm not sure the order of holo-targeting vs rapid fire. Holo-targeting was originally in the Heavy tree, so if there are any other abilities except Standard Shot that it works with I'd expect that they would come from the vanilla heavy tree.

 

I can't guarantee, but as far as I know all defensive perks should apply to overwatch shots. I believe that overwatch shots trigger the usual shooting code (but the actual to-hit computations are buried in the native code)

 

 

14) How much affect does Snap Shot actually have on Rocket range, aim bonus?

 

Moving and shooting a rocket halves the maximum range (50% of max) and doubles the scatter amount (200% of normal). Snap shot alters these penalties to 75% of normal maximum range and 150% of normal scatter amount. Snap shot doesn't directly adjust the aim of the shooting soldier, but instead alters the overall scatter penalty.

Edited by Amineri
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9) Will Sentinel and Rapid Reaction net you a max of 3 reaction shots?

 

I'm not 100% on this, but I think that Sentinel + Rapid Reaction can provide up to 4 reaction shots. Rapid Reaction provides up to 2 shots for each reaction shot (but both shots at a single enemy). Sentinel allows 2 reaction shots at 2 different enemies.

 

I think the combo would work like : 1st reaction shot (if it hits you get a second reaction shot from Rapid Reaction, at the same enemy). 2nd (or 3rd) reaction shot from Sentinel (if it hits you get a 3rd or 4th reaction shot from Rapid Reaction).

No, maximum 2 reaction shots via Sentinel and Rapid Reaction possible: either 2 shots on same target: 1st shot must hit (Rapid Reaction), or 2 shots on different targets (Sentinel). Also, I believe, code, which is called during normal Overwatch Reaction shots is mutually exclusive for those perks.

This was discussed, tested and verified several times on this forum earlier.

Edited by Tycus
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