Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They may have a setting, but if not, you would need to manually alter the changes in their XComGameCore.ini file. These two values should be all you need to change in their file. :)
MAX_TILE_DISTANCE_TO_COVER=100
MAX_ANGLE_BONUS_MOD=.875
In fact, one of the ways I tested it out was to spawn dozens of Mutons around a target, and a Chosen or two. Since this works off the in-built "Good Angle," so as long as the aliens get that, they'll get this too!
I miss this option, but if it just gives me an advantage, I'd prefer not to use it
That said, I just did a quick test, and Cover operated as expected. Low Cover for one side, High for the other. Even tested on the same piece of cover (Bus Station), with shooters in and out of cover, and at different distances. Aiming Angles should not take effect until nearing a Flank, and cover isn't additive.
Yeah, I'd verify your files, make sure that all the related configs are back at default, and see what happens then.
The Maximum benefit you can get from this modified Good Angle is +35 (nearly Flanking Full) and +18 Aim (nearly Flanking Low).
That may be a Firaxis Bug. I didn't notice any changes to how hitchance and cover are calculated for WotC, but I'll check again and make sure they didn't change things. In the meantime, you may want to verify the integrity of your local files.
Having Aiming Angles does not mean that 85%+ shots are guarunteed to hit, nor will it stop an Alien from critting you through full cover. That's the number generator.
That's not Aiming Angle's job.
Position #1: Sectoid is behind high cover, but also has low cover next to him in the direction of the shooter. Game is giving me +30 chance to hit for aiming angle and giving the sectoid +45 defense for high cover. The result is -15 penalty to hit .
https://steamuserimages-a.akamaihd.net/ugc/879748069814972822/0A83FC8B2E12F22C4326BDB3A69F77D16C14128C/
Position #2: Sectoid is only behind low cover relative to the shooter now. No aiming angle modifier. The result is -30 penalty to hit due to low cover.
https://steamuserimages-a.akamaihd.net/ugc/879748069814975213/DC32B7EBE422FED371CFB99739A479FB63DC6375/
In the first case, the game is giving me the most beneficial angle, instead of giving me the cover whose perpendicular is at the lowest angle to the shooter. Is the fix to this up to Firaxis? Or can modders to something?
If you're in a situation where two cover types are assigned, to my knowledge it should assign to the "closest" cover, or the cover whose perpendicular is at the lowest angle to the firing character. In situations where both are equidistant (and yet not a flank), then it may apply on type, but Aiming Angles will compensate (albeit, up to 87.5%).
So, I'll admit I'm not certain I understand the problem, but I'm also not certain if Aiming Angles can fix said bug regardless.
If it's difficult to understand what I mean I can provide screenshots.
While Aiming Angles is incorporated into XCom 2, the bonus is not the full version seen in Enemy Within. It only gives about half the bonus, so this just bumps it up closer. Rather than a +10 and +20 from nearly flanking a half and full cover enemy, it give +18 and +35 respectively.
Hope that makes sense.