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| Re: Corner Interrupts movement influence[message #346838 is a reply to message #346837]
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Thu, 08 September 2016 21:42
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| Deleted. |
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Messages:2634
Registered:December 2012 Location: Russian Federation |
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RoWa21 wrote on Thu, 08 September 2016 23:21A pointed gun gives you a higher chance of getting an interrupt.
Only in multiplayer.
Quote:I would like to know what movement is best for crossing around corner.
I have these relevant choices:
(not taking into account running which is of course irrelevant to have best chance to not to be interrupted)
* stealth walk in crouch
* stealth walk
* stealth walk with pointed gun
* stealth strafe
* stealth strafe with pointed gun
Is there any difference if i have pointed gun, or is it good just to not to spend APs for it before shooting?
What is really best technic to crossing corner with one merc?
For original interrupt system:
What is most important is to be able to see enemy, if he sees you and you don't see him, he will get automatic interrupt. This means it's better to strafe (use ALT movement when standing or prone) when crossing corner, as it will increase your FOV towards enemy.
Basic ability to interrupt is calculated from soldier's effective experience level and effective agility (so being drunk will greatly penalize soldier's interrupt ability, and the same for shock level from suppression and wounds).
Running is very bad as it will penalize you by 2 points.
Swatting or crawling gives small bonus only if enemy is far away (max distance visible /2 or max dist visible / 4).
It's bad to appear again at spot where enemy has seen you recently, as he remembers 3 locations of recently seen opponents (and your mercs can do this too).
It's bad if more than 2 enemies can interrupt you.
Using stealth mode doesn't have any effect if enemy sees you, but it will reduce chance for 'hearing interrupt', though I'm not sure when this can happen (there are some conditions for realtime or turnbased mode).
If soldier is under attack (someone was shooting at him directly this or previous turn), he cannot interrupt.
If soldier is being gassed (in gas without mask), he cannot interrupt.
If soldier has seen this enemy earlier this turn, he will not interrupt him.
For more details, see CalcInterruptDuelPts in TeamTurns.cpp
In general, usually it's best to throw grenade inside room before entering (frag with many fragments, gas grenade or flashbang), or distract enemy by some noise from different side using other merc, they will most likely turn to noise source next turn.
Crouching/crawling will help only if enemy is not too close.
For IIS, see IIS description, it works completely different if you disable instant interrupts in INI.
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=18946
[Updated on: Thu, 08 September 2016 21:59]
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