XCOM: Enemy Unknown

XCOM: Enemy Unknown

86 ratings
Shoot once or twice? When to use Rapid Fire
By BloodaxeUK
A simple mathematical guide to maximizing your chances of hitting something using rapid fire. Or not using rapid fire.
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Introduction
We all know the situation. A Sectoid is being eyed up by a high-ranking Assault with a fully-loaded shotgun. He shoots once... and misses! But what if he had shot twice, with the 15% penalty to aim to each shot? Would it have made the odds of hitting more likely, or less?

Below I've outlined a mathematical method of figuring out when (in terms of raw probability) you should use rapid fire or not.
The Mathematics
Rapid fire carries a 15% penalty to aim; however, the assault gets to shoot twice. We want to see when this carries a statistical advantage.

Let the odds of hitting with a regular shot = x. Therefore, the odds of hitting with one rapid fire shot = x - 0.15
(I used 0.15 instead of 15 as it makes the maths a lot easier to deal with. We can multiply by 100 at the end to give the percentage.)

We want the assault to hit at least once, or to put it another way, not miss both shots. The odds missing both shots are calculated by
(1 - (x - 0.15))²
= (1.15 - x)²
= 1.3225 - 2.3x + x²

Therefore, the odds of hitting with at least one of those shots are
1 - (1.3225 - 2.3x + x²)
= -0.3225 + 2.3x - x²

We want to find when this is greater than taking a single shot, so...
-0.3225 + 2.3x - x² > x
-0.3225 + 1.3x - x² > 0

Using the quadratic formula, "x = (-b ± √(b² - 4ac)) / 2a" and a = -1, b = 1.3, and c = -0.3225, we get that 0.333 < x < 0.966.
Conclusion (skip to this bit if you don't like maths)
If you want to maximise your chances of hitting something, use rapid fire when the odds of hitting something with a normal shot are between 97% and 33% (exclusive). It's up to you to apply that in terms of ammo consumption, enemies using covering fire, and the sheer unhappiness and disbelief you may experience should both shots miss (which is at most 67% when sticking to my rules).

Good luck, Commander.
37 Comments
Richard Trains 19 Mar @ 5:53pm 
altho i didn't understand this
Richard Trains 19 Mar @ 5:52pm 
math makes my life easer
Falmingkitter 6 Dec, 2022 @ 4:20pm 
STOP. DOING. MATH

NUMBERS WERE NOT SUPPOSED TO BE GIVEN NAMES! YEARS OF COUNTING yet NO REAL-WORLD USE FOUND for going higher than your FINGERS.

Wanted to go higher anyway for a laugh? We had a tool for that: It was called "GUESSING"

"Yes please give me ZERO of something. Please give me INFINITY of it."

LOOK at what Mathematicians have been demanding your Respect for all this time,with all the calculators & abacus we built for them.

(This is REAL Math,done by REAL Mathematicians):

[x - 0.15] [a = -1, b = 1.3, c = -0.3225] [x = (-b ± √(b² - 4ac)) / 2a]

"Hello I would like =@-$'&#%' apples please"

letters are for SPEAKING

They have played us for absolute fools
Scout Gaming 26 Nov, 2022 @ 4:03pm 
Always use rapid fire
Aleister Chains 6 Sep, 2022 @ 1:33am 
Math doesn't apply yo X-Com. If it did, my team wouldn't miss 90% of their Overwatch shots, Precision placement to set up flanking maneuvers is a better plan:ethereal:
stonetomcat 8 Feb, 2022 @ 5:11pm 
My formula is "if cooldown = 0, double fire"
Hydrojackson 28 Apr, 2021 @ 10:03am 
What difficulty level are you calculating this from ? I never ever pick this skill. :steamfacepalm:
SUIK IBUIK 11 Mar, 2021 @ 1:45am 
the moment you start using math instead of gambling is when you ruin xcom
Erranted 15 Nov, 2020 @ 7:37am 
Do not forget that xcom can add invisible penality up to -30% to ur shots so...
Axl Dread 20 Oct, 2020 @ 1:29am 
And they say you can't practice useful skills by playing videogames. :shellshock: