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	<updated>2026-05-01T04:34:55Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=%D0%9E%D0%B3%D0%BB%D1%83%D1%88%D0%B5%D0%BD%D0%B8%D0%B5&amp;diff=33855</id>
		<title>Оглушение</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%9E%D0%B3%D0%BB%D1%83%D1%88%D0%B5%D0%BD%D0%B8%D0%B5&amp;diff=33855"/>
		<updated>2011-06-21T20:56:16Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Stun translation into russian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Общая Информация==&lt;br /&gt;
&lt;br /&gt;
Оглушение единицы отображается в виде серой полоски поверх красной полоски состояний [[Здоровье|Здоровья]].  Если оглушение единицы равно или превышает её текущее здоровье, то она упадёт без сознания, и будет временно убрана из боя.  См. [[Потеря сознания]] для более детального изучения.&lt;br /&gt;
&lt;br /&gt;
Несколько событий могут причинить оглушение:&lt;br /&gt;
* [[Шокер]] причинит 0-130 очков оглушения.&lt;br /&gt;
* [[Малая пусковая установка|Парализующая граната]] причинит 0-180 очков оглушения прямым попаданием, и меньше непрямым. Оглушение от этого типа оружия всегда наносится нижней броне в эпицентре.&lt;br /&gt;
* Нахождение в дыму причинит 1-3 очков оглушения за ход (но см. [[Зажигательные боеприпасы#Глюки]]).  Танки, единицы X-COM в [[Персональная Броня|Силовой]] или [[Летающая Броня|Летающей броне]], [[Сектопод]]ы, [[Кибердиск]]и,  [[Летун]]ы и [[Зомби]] все обладают иммунитетом к оглушению от дыма.&lt;br /&gt;
* Обычное оружие иногда причинит небольшое оглушение как единицам X-COM, так и пришельцев, наряду со значительным обычным повреждением. Каждое попадание наносит от 0 до повреждение/4 очков оглушения. Это считая от повреждения, &#039;&#039;нанесённого&#039;&#039; цели, после его определения и поправки на броню.&lt;br /&gt;
&lt;br /&gt;
Оглушение сходит с естественной скоростью в 1 очко за ход.  Стимуляторы [[Аптечка|Аптечки]] снизят оглушение на 4 очка за дозу.&lt;br /&gt;
&lt;br /&gt;
4-клеточные единицы никогда не очнуться, будучи оглушёнными. [[Кибердиск]]и, [[Сектопод]]ы и [[Потрошитель|Потрошители]] ОЧЕНЬ подвержены Парализующим Гранатам, потому что повреждение от гранаты наносится каждой секции единицы.  4-клеточные единицы могут быть даже оглушены до потери сознания скромным Шокером, если достаточно потыкать. &lt;br /&gt;
&lt;br /&gt;
Как дополнительная польза, Кибердиск не запустит свою обычную схему самоуничтожения, если его сбить шокером. Малая пусковая установка вызовет самоуничтожение как обычно, поэтому помните, что надо стоять хорошо поодаль от его зоны взрыва. &lt;br /&gt;
&lt;br /&gt;
Кибердиски без сознания всегда считаются мёртвыми в конце миссии. Единственный способ исследовать живого - это допросить медика пришельцев. &lt;br /&gt;
&lt;br /&gt;
=== Чрезмерное Оглушение ===&lt;br /&gt;
Единицы могут получить больше оглушения, чем их полное здоровье. На самом деле, уровень оглушения, это хранимая переменная с максимальным значением 255. Таким образом, Сектоид (с 30 здоровья и 1 нижней брони) может получить 100 очков оглушения поверх своего здоровья от Шокера и 150 очков от Парализующей Гранаты. Т.к. единицы восстанавливаются от оглушения со скоростью 1 очко за ход, может пройти 100 ходов, прежде чем станет видно, как Сектоид естественным путём отошёл от Шокера и примерно 150 ходов от Парализующей Гранаты. Уколы стимуляторов могут помочь обойти фактор времени на четверть, но потребуется очень много доз.&lt;br /&gt;
&lt;br /&gt;
Если этот Сектоид очнётся и будет далее снова оглушён, он может потенциально получить ещё больше оглушения. В лучшем случае, если у него уровень оглушения 29, когда он очнётся, и Вы смогли нанести максимальное повреждение Шокером, у него в результате будет 159 оглушения. Для Парализующей Гранаты - 209. Единицы с большим количеством здоровья (такие, как Мутоны, Криссалиды и Силакоиды), которых оглушили, очнулись, и затем снова оглушены зачастую поднимут переменную оглушения до её потолка в 255. Это также может произойти, если надо оглушить единицу несколько раз, чтобы она потеряла сознание.&lt;br /&gt;
&lt;br /&gt;
==Модификаторы Оглушения==&lt;br /&gt;
&lt;br /&gt;
Все единицы получают 100% оглушения, за исключением:&lt;br /&gt;
 &#039;&#039;&#039;Персональная Броня:&#039;&#039;&#039;     90%&lt;br /&gt;
 &#039;&#039;&#039;Силовая/Летающая Броня:&#039;&#039;&#039; 80%&lt;br /&gt;
 &#039;&#039;&#039;Этериал:&#039;&#039;&#039;                80%&lt;br /&gt;
 &#039;&#039;&#039;Криссалид:&#039;&#039;&#039;              90%&lt;br /&gt;
 &#039;&#039;&#039;Зомби:&#039;&#039;&#039;                   0%&lt;br /&gt;
 &#039;&#039;&#039;ТОПы:&#039;&#039;&#039;                    0%&lt;br /&gt;
&lt;br /&gt;
==См. также==&lt;br /&gt;
[[Потеря сознания]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Шокер]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Малая пусковая установка]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33854</id>
		<title>Ответный огонь</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33854"/>
		<updated>2011-06-21T20:06:30Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Обзор == &lt;br /&gt;
&lt;br /&gt;
Ответный огонь или Огонь удачи - возможность боевой единицы, которая в данный момент не ходит, перевесить другую сторону и совершить атаку против неё. Отсюда название огонь удачи. &lt;br /&gt;
&lt;br /&gt;
== Уровень Реакции == &lt;br /&gt;
&lt;br /&gt;
Реакция боевой единицы - это мера её возможности ответить, но это лишь часть целого. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Текущие Очки Реакции = ([[Реакция]] из Характеристики) &amp;amp;times; (Текущие [[Очки действий]] / Максимальные ОД) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Реальные очки реакции Вашей боевой единицы, также известные как &#039;&#039;инициатива&#039;&#039; - это реакция из характеристики, умноженная на процент оставшихся ОД. Тут Максимальные ОД означают максимальное количество ОД, которое регенерируется каждый ход. &lt;br /&gt;
&lt;br /&gt;
По мере траты очков действий на любые операции, инициатива ослабевает на процент того, сколько очков действий было потрачено на эту операцию относительно максимально возможного количества очков действий. &lt;br /&gt;
&lt;br /&gt;
Если, например, у Вас 32 из 64 Очков Действий и 50 Реакции, то Вы, таким образом, можете использовать 50% уровня реакции, или 25 из 50. &lt;br /&gt;
&lt;br /&gt;
Допустим, сделан один шаг, стоящий 4 ОД. &lt;br /&gt;
&lt;br /&gt;
(32 - 4) / 64 = 0.375. &lt;br /&gt;
&lt;br /&gt;
50 * 0.375 = 18.75. &lt;br /&gt;
&lt;br /&gt;
Округлив вниз до ближайшего целого, у Вас теперь будет только 18 из 50 реакции для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Отсюда мы видим, что солдат, решивший закончить ход не тратя нисколько очков действий, будет зачастую иметь намного больший шанс ответить, чем тот, у кого практически не осталось очков действий. &lt;br /&gt;
&lt;br /&gt;
Это также показывает, что единицы с низкой реакцией имеют шанс бороться за соперничество с противником со значительно превосходящим умением реакции.&lt;br /&gt;
&lt;br /&gt;
== Когда и как это используется? ==&lt;br /&gt;
&lt;br /&gt;
Можно считать, что реакция имеет две врождённо схожих, но отличающихся ролей: оборонительную и наступательную. &lt;br /&gt;
&lt;br /&gt;
Оборонительная польза от реакции возникает во время своего ходя для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Наступательная реакция - это всё с точностью наоборот, она происходит, когда Вы не ходите, для проведения атак удачи против вражеских целей с меньшей инициативой. &lt;br /&gt;
&lt;br /&gt;
Представьте себе, что у каждой единицы на поле есть место в очереди действий на основе их уровня инициативы. Все единицы, сейчас делающие ход, будут понемногу терять свои позиции в очереди, по мере траты очков действий на проведение операций. &lt;br /&gt;
&lt;br /&gt;
Сторона, делающая ход, может переместить любую единицу в любую точку очереди на своё усмотрение. &lt;br /&gt;
&lt;br /&gt;
Как только любая единица ожидающей стороны перескакивает в очереди через любую единицу ходящей стороны, она контратакует ответным огнём, пока она отвечает условиям для проведения выстрела. Эта операция стоит очков действий, таким образом, моментально приводя к тому, что отвечающая единица теряет позицию в очереди. &lt;br /&gt;
&lt;br /&gt;
Весь этот процесс продолжается до конца хода, и повторяется со сменой сторон. Процесс опять начинается заново в начале следующего хода.&lt;br /&gt;
&lt;br /&gt;
==Использование Реакции Оборонительно==&lt;br /&gt;
&lt;br /&gt;
{{TipBox | &#039;&#039;&#039;Подсказка&#039;&#039;&#039;: Используйте [[Мозговой Зонд]], чтобы определить, кончились ли у пришельца очки действий. Это может дать хороший признак того, будет или нет пришелец иметь возможность ответить, если Вам понадобится выстрелить, захватить или подойти к пришельцу, чтобы ударить его шокером. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Сторона, делающая текущий ход, будет использовать свои уровни инициативы для защиты от ожидающей стороны. &lt;br /&gt;
&lt;br /&gt;
Во время своего хода, когда солдаты получают приказы, которые могут [[Триггеры ответного огня|вызвать ответный огонь]], текущее значение реакции единицы напрямую сравнивается с уровнем любого пришельца, который может видеть единицу. Естественно, если противник смотрит в другую сторону, или есть препятствия, он не сможет ответить, даже если у него будет больший уровень реакции. То же верно, если у него не достаточно очков действий для проведения атаки.   &lt;br /&gt;
&lt;br /&gt;
Пока Ваша инициатива выше, Вы можете делать любое движение, какое захотите. В тот момент, когда у противника значение окажется выше, он сможет прервать Вас &#039;&#039;атакой удачи&#039;&#039; - или ответным выстрелом - если у него осталось достаточно очков действий для выстрела. &lt;br /&gt;
&lt;br /&gt;
В таком ключе Вы используете реакцию для защиты от огня удачи противника. &lt;br /&gt;
&lt;br /&gt;
Учтите, что единицы под контролем ИИ могут отвечать только стрельбой навскидку или очередью. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear =&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Использование Реакции Наступательно==&lt;br /&gt;
В конце своего хода, Ваши роли меняются с точностью до наоборот. Теперь Ваши единицы будут ждать и открывать огонь по единицам противника, которые находятся в их поле зрения и которые ослабили свою инициативу. &lt;br /&gt;
&lt;br /&gt;
Ожидающая сторона всегда находится в состоянии, известном как Наблюдение, в котором они будут атаковать ходящую сторону, пока они отвечают нескольким обязательным условиям. Это означает, что ходящая сторона совершит действие, которое приведёт её единицу на визуальное расстояние ожидающей единицы. Также, она должна совершить действие, которое может [[Триггеры ответного огня|вызвать ответный огонь]], и защищающийся должен иметь достаточно очков действий для проведения атаки. &lt;br /&gt;
&lt;br /&gt;
Единицы под контролем игрока будут отвечать только стрельбой навскидку.&lt;br /&gt;
&lt;br /&gt;
== Рабочие Примеры == &lt;br /&gt;
&lt;br /&gt;
=== Пример 1 === &lt;br /&gt;
&lt;br /&gt;
Этот короткий пример проследит за двумя противоборствующими единицами, которые увидели друг друга. Весь этот обмен проигрывается во время хода пришельцев.  &lt;br /&gt;
&lt;br /&gt;
Ради этого примера, наш герой и злодей будут называться Вернер Окамото и Обычная ПришельцеОбразная Мерзкая Тварь (ОПОМТ). Обе единицы будут иметь следующие характеристики в конце хода игрока.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Вернер Окамото&#039;&#039;&#039; &lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Лазерная Винтовка]]&#039;&#039;&#039; (выстрелы навскидку стоят 15 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ОПОМТ&#039;&#039;&#039;&lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;25/50&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Тяжелая Плазма]]&#039;&#039;&#039; (выстрелы навскидку стоят 20 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Этот пример принимает допущение, что ИИ будет использовать только выстрелы навскидку в этом обмене, и что обе единицы не могут убить друг друга. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Начинается&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Имя &lt;br /&gt;
| {{StdTable Sub Heading}}| ОД &lt;br /&gt;
| {{StdTable Sub Heading}}| Реакция &lt;br /&gt;
| {{StdTable Sub Heading}}| Иинициатива &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 25 / 50 (50%)&lt;br /&gt;
| 70 (35) &lt;br /&gt;
| Да &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 1 &#039;&#039;&#039; Пришелец стреляет &lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 2 &#039;&#039;&#039; Солдат X-COM стреляет &lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 45 / 60 (75%)&lt;br /&gt;
| 30 (22)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 3&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 30 / 60 (50%)&lt;br /&gt;
| 30 (15)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 4&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 15 / 60 (25%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| Да &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 5&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 0 / 60 (0%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
| Да &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Заканчивается&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Пример 2=== &lt;br /&gt;
&lt;br /&gt;
Пример 2 представляет Вернера против нового пришельца покрепче ОПОМТ2, с пистолетом. В этом примере мы допускаем, что мы на самом первом ходу миссии. Вернер сделал именно 1 шаг из Скайрейнджера на трап, и сталкивается лицом к лицу с пришельцем, который при 100% своих ОД. Вернер решает окончить ход, смотря на него. &lt;br /&gt;
&lt;br /&gt;
Вот характеристики двух бойцов: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Вернер Окамото&#039;&#039;&#039; &lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;56/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Пистолет]]&#039;&#039;&#039; (выстрелы навскидку стоят 10 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ОПОМТ2&#039;&#039;&#039;&lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;80/80&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Тяжелая Плазма]]&#039;&#039;&#039; (выстрелы навскидку стоят 24 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Начинается&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Имя &lt;br /&gt;
| {{StdTable Sub Heading}}| Од &lt;br /&gt;
| {{StdTable Sub Heading}}| Реакция &lt;br /&gt;
| {{StdTable Sub Heading}}| Инициатива &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 80 / 80 (100%)&lt;br /&gt;
| 75 (75) &lt;br /&gt;
| Да &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 1 &#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 56 / 80 (70%)&lt;br /&gt;
| 75 (52) &lt;br /&gt;
| Да &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 2&#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 32 / 80 (40%)&lt;br /&gt;
| 75 (30) &lt;br /&gt;
| Да &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 3&#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 4&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 46 / 60 (76%)&lt;br /&gt;
| 30 (23)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 5&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 36 / 60 (60%)&lt;br /&gt;
| 30 (18)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 6&#039;&#039;&#039; Солдат X-COM стреляет &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 26 / 60 (43%)&lt;br /&gt;
| 30 (13)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 7&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 16 / 60 (26%)&lt;br /&gt;
| 30 (8)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 8&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Заканчивается&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Хотя и идентичны, всё равно ходит пришелец.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Пример 3 ===&lt;br /&gt;
&lt;br /&gt;
Пример 3 ставит нашего героя против ОПОМТ3, подлинного клона самого себя. У Верена на этот раз Авто-пушка. Посредством серии запутанных объяснений, включающих контроль разума, обе стороны оказываются напротив друг друга со 100% своих ОД в этом примере. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Вернер Окамото&#039;&#039;&#039; &lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Авто-пушка]]&#039;&#039;&#039; (выстрелы навскидку стоят 19 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ОПОМТ3&#039;&#039;&#039;&lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Тяжелая Плазма]]&#039;&#039;&#039; (выстрелы навскидку стоят 18 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Начинается&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Имя &lt;br /&gt;
| {{StdTable Sub Heading}}| ОД &lt;br /&gt;
| {{StdTable Sub Heading}}| Реакция &lt;br /&gt;
| {{StdTable Sub Heading}}| Инициатива &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Да &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 1 &#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Да &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 2 &#039;&#039;&#039; Солдат X-COM стреляет &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| Да&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 3 &#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 4&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| Да&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 5&#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 6&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 3 / 60 (5%)&lt;br /&gt;
| 30 (1)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Да &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Заканчивается&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Опять таки, хотя и идентичны, всё равно ход пришельца. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; В этом случае, у пришельца инициатива выше, но он не может сделать ничего в ответ.&lt;br /&gt;
&lt;br /&gt;
= См. Также =&lt;br /&gt;
&lt;br /&gt;
*[[Реакция]]&lt;br /&gt;
*[[Триггеры Ответного Огня]]&lt;br /&gt;
*[[Выбор Оружия Ответного Огня]]&lt;br /&gt;
*[[Подарки Лазерного Пистолета]]&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33853</id>
		<title>Ответный огонь</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33853"/>
		<updated>2011-06-21T20:04:26Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Reaction Fire translation into russian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Обзор == &lt;br /&gt;
&lt;br /&gt;
Ответный огонь или Огонь удачи - возможность боевой единицы, которая в данный момент не ходит, перевесить другую сторону и совершить атаку против неё. Отсюда название огонь удачи. &lt;br /&gt;
&lt;br /&gt;
== Уровень Реакции == &lt;br /&gt;
&lt;br /&gt;
Реакция боевой единицы - это мера её возможности ответить, но это лишь часть целого. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Текущие Очки Реакции = ([[Реакция]] из Характеристики) &amp;amp;times; (Текущие [[Очки действий]] / Максимальные ОД) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Реальные очки реакции Вашей боевой единицы, также известные как &#039;&#039;инициатива&#039;&#039; - это реакция из характеристики, умноженная на процент оставшихся ОД. Тут Максимальные ОД означают максимальное количество ОД, которое регенерируется каждый ход. &lt;br /&gt;
&lt;br /&gt;
По мере траты очков действий на любые операции, инициатива ослабевает на процент того, сколько очков действий было потрачено на эту операцию относительно максимально возможного количества очков действий. &lt;br /&gt;
&lt;br /&gt;
Если, например, у Вас 32 из 64 Очков Действий и 50 Реакции, то Вы, таким образом, можете использовать 50% уровня реакции, или 25 из 50. &lt;br /&gt;
&lt;br /&gt;
Допустим, сделан один шаг, стоящий 4 ОД. &lt;br /&gt;
&lt;br /&gt;
(32 - 4) / 64 = 0.375. &lt;br /&gt;
&lt;br /&gt;
50 * 0.375 = 18.75. &lt;br /&gt;
&lt;br /&gt;
Округлив вниз до ближайшего целого, у Вас теперь будет только 18 из 50 реакции для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Отсюда мы видим, что солдат, решивший закончить ход не тратя нисколько очков действий, будет зачастую иметь намного больший шанс ответить, чем тот, у кого практически не осталось очков действий. &lt;br /&gt;
&lt;br /&gt;
Это также показывает, что единицы с низкой реакцией имеют шанс бороться за соперничество с противником со значительно превосходящим умением реакции.&lt;br /&gt;
&lt;br /&gt;
== Когда и как это используется? ==&lt;br /&gt;
&lt;br /&gt;
Можно считать, что реакция имеет две врождённо схожих, но отличающихся ролей: оборонительную и наступательную. &lt;br /&gt;
&lt;br /&gt;
Оборонительная польза от реакции возникает во время своего ходя для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Наступательная реакция - это всё с точностью наоборот, она происходит, когда Вы не ходите, для проведения атак удачи против вражеских целей с меньшей инициативой. &lt;br /&gt;
&lt;br /&gt;
Представьте себе, что у каждой единицы на поле есть место в очереди действий на основе их уровня инициативы. Все единицы, сейчас делающие ход, будут понемногу терять свои позиции в очереди, по мере траты очков действий на проведение операций. &lt;br /&gt;
&lt;br /&gt;
Сторона, делающая ход, может переместить любую единицу в любую точку очереди на своё усмотрение. &lt;br /&gt;
&lt;br /&gt;
Как только любая единица ожидающей стороны перескакивает в очереди через любую единицу ходящей стороны, она контратакует ответным огнём, пока она отвечает условиям для проведения выстрела. Эта операция стоит очков действий, таким образом, моментально приводя к тому, что отвечающая единица теряет позицию в очереди. &lt;br /&gt;
&lt;br /&gt;
Весь этот процесс продолжается до конца хода, и повторяется со сменой сторон. Процесс опять начинается заново в начале следующего хода.&lt;br /&gt;
&lt;br /&gt;
==Использование Реакции Оборонительно==&lt;br /&gt;
&lt;br /&gt;
{{TipBox | &#039;&#039;&#039;Tip&#039;&#039;&#039;: Используйте [[Мозговой Зонд]], чтобы определить, кончились ли у пришельца очки действий. Это может дать хороший признак того, будет или нет пришелец иметь возможность ответить, если Вам понадобится выстрелить, захватить или подойти к пришельцу, чтобы ударить его шокером. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Сторона, делающая текущий ход, будет использовать свои уровни инициативы для защиты от ожидающей стороны. &lt;br /&gt;
&lt;br /&gt;
Во время своего хода, когда солдаты получают приказы, которые могут [[Триггеры ответного огня|вызвать ответный огонь]], текущее значение реакции единицы напрямую сравнивается с уровнем любого пришельца, который может видеть единицу. Естественно, если противник смотрит в другую сторону, или есть препятствия, он не сможет ответить, даже если у него будет больший уровень реакции. То же верно, если у него не достаточно очков действий для проведения атаки.   &lt;br /&gt;
&lt;br /&gt;
Пока Ваша инициатива выше, Вы можете делать любое движение, какое захотите. В тот момент, когда у противника значение окажется выше, он сможет прервать Вас &#039;&#039;атакой удачи&#039;&#039; - или ответным выстрелом - если у него осталось достаточно очков действий для выстрела. &lt;br /&gt;
&lt;br /&gt;
В таком ключе Вы используете реакцию для защиты от огня удачи противника. &lt;br /&gt;
&lt;br /&gt;
Учтите, что единицы под контролем ИИ могут отвечать только стрельбой навскидку или очередью. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear =&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Использование Реакции Наступательно==&lt;br /&gt;
В конце своего хода, Ваши роли меняются с точностью до наоборот. Теперь Ваши единицы будут ждать и открывать огонь по единицам противника, которые находятся в их поле зрения и которые ослабили свою инициативу. &lt;br /&gt;
&lt;br /&gt;
Ожидающая сторона всегда находится в состоянии, известном как Наблюдение, в котором они будут атаковать ходящую сторону, пока они отвечают нескольким обязательным условиям. Это означает, что ходящая сторона совершит действие, которое приведёт её единицу на визуальное расстояние ожидающей единицы. Также, она должна совершить действие, которое может [[Триггеры ответного огня|вызвать ответный огонь]], и защищающийся должен иметь достаточно очков действий для проведения атаки. &lt;br /&gt;
&lt;br /&gt;
Единицы под контролем игрока будут отвечать только стрельбой навскидку.&lt;br /&gt;
&lt;br /&gt;
== Рабочие Примеры == &lt;br /&gt;
&lt;br /&gt;
=== Пример 1 === &lt;br /&gt;
&lt;br /&gt;
Этот короткий пример проследит за двумя противоборствующими единицами, которые увидели друг друга. Весь этот обмен проигрывается во время хода пришельцев.  &lt;br /&gt;
&lt;br /&gt;
Ради этого примера, наш герой и злодей будут называться Вернер Окамото и Обычная ПришельцеОбразная Мерзкая Тварь (ОПОМТ). Обе единицы будут иметь следующие характеристики в конце хода игрока.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Вернер Окамото&#039;&#039;&#039; &lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Лазерная Винтовка]]&#039;&#039;&#039; (выстрелы навскидку стоят 15 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ОПОМТ&#039;&#039;&#039;&lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;25/50&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Тяжелая Плазма]]&#039;&#039;&#039; (выстрелы навскидку стоят 20 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Этот пример принимает допущение, что ИИ будет использовать только выстрелы навскидку в этом обмене, и что обе единицы не могут убить друг друга. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Начинается&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Имя &lt;br /&gt;
| {{StdTable Sub Heading}}| ОД &lt;br /&gt;
| {{StdTable Sub Heading}}| Реакция &lt;br /&gt;
| {{StdTable Sub Heading}}| Иинициатива &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 25 / 50 (50%)&lt;br /&gt;
| 70 (35) &lt;br /&gt;
| Да &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 1 &#039;&#039;&#039; Пришелец стреляет &lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 2 &#039;&#039;&#039; Солдат X-COM стреляет &lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 45 / 60 (75%)&lt;br /&gt;
| 30 (22)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 3&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 30 / 60 (50%)&lt;br /&gt;
| 30 (15)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 4&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 15 / 60 (25%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| Да &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 5&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|- &lt;br /&gt;
| Вернер &lt;br /&gt;
| 0 / 60 (0%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
| Да &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Заканчивается&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Пример 2=== &lt;br /&gt;
&lt;br /&gt;
Пример 2 представляет Вернера против нового пришельца покрепче ОПОМТ2, с пистолетом. В этом примере мы допускаем, что мы на самом первом ходу миссии. Вернер сделал именно 1 шаг из Скайрейнджера на трап, и сталкивается лицом к лицу с пришельцем, который при 100% своих ОД. Вернер решает окончить ход, смотря на него. &lt;br /&gt;
&lt;br /&gt;
Вот характеристики двух бойцов: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Вернер Окамото&#039;&#039;&#039; &lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;56/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Пистолет]]&#039;&#039;&#039; (выстрелы навскидку стоят 10 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ОПОМТ2&#039;&#039;&#039;&lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;80/80&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Тяжелая Плазма]]&#039;&#039;&#039; (выстрелы навскидку стоят 24 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Начинается&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Имя &lt;br /&gt;
| {{StdTable Sub Heading}}| Од &lt;br /&gt;
| {{StdTable Sub Heading}}| Реакция &lt;br /&gt;
| {{StdTable Sub Heading}}| Инициатива &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 80 / 80 (100%)&lt;br /&gt;
| 75 (75) &lt;br /&gt;
| Да &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 1 &#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 56 / 80 (70%)&lt;br /&gt;
| 75 (52) &lt;br /&gt;
| Да &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 2&#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 32 / 80 (40%)&lt;br /&gt;
| 75 (30) &lt;br /&gt;
| Да &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 3&#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 4&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 46 / 60 (76%)&lt;br /&gt;
| 30 (23)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 5&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 36 / 60 (60%)&lt;br /&gt;
| 30 (18)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 6&#039;&#039;&#039; Солдат X-COM стреляет &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 26 / 60 (43%)&lt;br /&gt;
| 30 (13)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 7&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 16 / 60 (26%)&lt;br /&gt;
| 30 (8)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 8&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Заканчивается&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Хотя и идентичны, всё равно ходит пришелец.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Пример 3 ===&lt;br /&gt;
&lt;br /&gt;
Пример 3 ставит нашего героя против ОПОМТ3, подлинного клона самого себя. У Верена на этот раз Авто-пушка. Посредством серии запутанных объяснений, включающих контроль разума, обе стороны оказываются напротив друг друга со 100% своих ОД в этом примере. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Вернер Окамото&#039;&#039;&#039; &lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Авто-пушка]]&#039;&#039;&#039; (выстрелы навскидку стоят 19 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ОПОМТ3&#039;&#039;&#039;&lt;br /&gt;
: Очки Действий: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Реакция: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Оружие: &#039;&#039;&#039;[[Тяжелая Плазма]]&#039;&#039;&#039; (выстрелы навскидку стоят 18 ОД)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Начинается&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Имя &lt;br /&gt;
| {{StdTable Sub Heading}}| ОД &lt;br /&gt;
| {{StdTable Sub Heading}}| Реакция &lt;br /&gt;
| {{StdTable Sub Heading}}| Инициатива &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Да &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 1 &#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Да &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 2 &#039;&#039;&#039; Солдат X-COM стреляет &lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| Да&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 3 &#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 4&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| Да&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 5&#039;&#039;&#039; Пришелец стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| Да&lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Ход 6&#039;&#039;&#039; Солдат X-COM стреляет&lt;br /&gt;
|-&lt;br /&gt;
| Вернер &lt;br /&gt;
| 3 / 60 (5%)&lt;br /&gt;
| 30 (1)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ОПОМТ3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Да &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Обмен Заканчивается&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Опять таки, хотя и идентичны, всё равно ход пришельца. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; В этом случае, у пришельца инициатива выше, но он не может сделать ничего в ответ.&lt;br /&gt;
&lt;br /&gt;
= См. Также =&lt;br /&gt;
&lt;br /&gt;
*[[Реакция]]&lt;br /&gt;
*[[Триггеры Ответного Огня]]&lt;br /&gt;
*[[Выбор Оружия Ответного Огня]]&lt;br /&gt;
*[[Подарки Лазерного Пистолета]]&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33852</id>
		<title>Ответный огонь</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33852"/>
		<updated>2011-06-21T19:30:06Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Reaction Fire translation into russian - some next part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Обзор == &lt;br /&gt;
&lt;br /&gt;
Ответный огонь или Огонь удачи - возможность боевой единицы, которая в данный момент не ходит, перевесить другую сторону и совершить атаку против неё. Отсюда название огонь удачи. &lt;br /&gt;
&lt;br /&gt;
== Уровень Реакции == &lt;br /&gt;
&lt;br /&gt;
Реакция боевой единицы - это мера её возможности ответить, но это лишь часть целого. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Текущие Очки Реакции = ([[Реакция]] из Характеристики) &amp;amp;times; (Текущие [[Очки действий]] / Максимальные ОД) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Реальные очки реакции Вашей боевой единицы, также известные как &#039;&#039;инициатива&#039;&#039; - это реакция из характеристики, умноженная на процент оставшихся ОД. Тут Максимальные ОД означают максимальное количество ОД, которое регенерируется каждый ход. &lt;br /&gt;
&lt;br /&gt;
По мере траты очков действий на любые операции, инициатива ослабевает на процент того, сколько очков действий было потрачено на эту операцию относительно максимально возможного количества очков действий. &lt;br /&gt;
&lt;br /&gt;
Если, например, у Вас 32 из 64 Очков Действий и 50 Реакции, то Вы, таким образом, можете использовать 50% уровня реакции, или 25 из 50. &lt;br /&gt;
&lt;br /&gt;
Допустим, сделан один шаг, стоящий 4 ОД. &lt;br /&gt;
&lt;br /&gt;
(32 - 4) / 64 = 0.375. &lt;br /&gt;
&lt;br /&gt;
50 * 0.375 = 18.75. &lt;br /&gt;
&lt;br /&gt;
Округлив вниз до ближайшего целого, у Вас теперь будет только 18 из 50 реакции для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Отсюда мы видим, что солдат, решивший закончить ход не тратя нисколько очков действий, будет зачастую иметь намного больший шанс ответить, чем тот, у кого практически не осталось очков действий. &lt;br /&gt;
&lt;br /&gt;
Это также показывает, что единицы с низкой реакцией имеют шанс бороться за соперничество с противником со значительно превосходящим умением реакции.&lt;br /&gt;
&lt;br /&gt;
== Когда и как это используется? ==&lt;br /&gt;
&lt;br /&gt;
Можно считать, что реакция имеет две врождённо схожих, но отличающихся ролей: оборонительную и наступательную. &lt;br /&gt;
&lt;br /&gt;
Оборонительная польза от реакции возникает во время своего ходя для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Наступательная реакция - это всё с точностью наоборот, она происходит, когда Вы не ходите, для проведения атак удачи против вражеских целей с меньшей инициативой. &lt;br /&gt;
&lt;br /&gt;
Представьте себе, что у каждой единицы на поле есть место в очереди действий на основе их уровня инициативы. Все единицы, сейчас делающие ход, будут понемногу терять свои позиции в очереди, по мере траты очков действий на проведение операций. &lt;br /&gt;
&lt;br /&gt;
Сторона, делающая ход, может переместить любую единицу в любую точку очереди на своё усмотрение. &lt;br /&gt;
&lt;br /&gt;
Как только любая единица ожидающей стороны перескакивает в очереди через любую единицу ходящей стороны, она контратакует ответным огнём, пока она отвечает условиям для проведения выстрела. Эта операция стоит очков действий, таким образом, моментально приводя к тому, что отвечающая единица теряет позицию в очереди. &lt;br /&gt;
&lt;br /&gt;
Весь этот процесс продолжается до конца хода, и повторяется со сменой сторон. Процесс опять начинается заново в начале следующего хода.&lt;br /&gt;
&lt;br /&gt;
==Использование Реакции Оборонительно==&lt;br /&gt;
&lt;br /&gt;
{{TipBox | &#039;&#039;&#039;Tip&#039;&#039;&#039;: Используйте [[Мозговой Зонд]], чтобы определить, кончились ли у пришельца очки действий. Это может дать хороший признак того, будет или нет пришелец иметь возможность ответить, если Вам понадобится выстрелить, захватить или подойти к пришельцу, чтобы ударить его шокером. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Сторона, делающая текущий ход, будет использовать свои уровни инициативы для защиты от ожидающей стороны. &lt;br /&gt;
&lt;br /&gt;
Во время своего хода, когда солдаты получают приказы, которые могут [[Триггеры ответного огня|вызвать ответный огонь]], текущее значение реакции единицы напрямую сравнивается с уровнем любого пришельца, который может видеть единицу. Естественно, если противник смотрит в другую сторону, или есть препятствия, он не сможет ответить, даже если у него будет больший уровень реакции. То же верно, если у него не достаточно очков действий для проведения атаки.   &lt;br /&gt;
&lt;br /&gt;
Пока Ваша инициатива выше, Вы можете делать любое движение, какое захотите. В тот момент, когда у противника значение окажется выше, он сможет прервать Вас &#039;&#039;атакой удачи&#039;&#039; - или ответным выстрелом - если у него осталось достаточно очков действий для выстрела. &lt;br /&gt;
&lt;br /&gt;
В таком ключе Вы используете реакцию для защиты от огня удачи противника. &lt;br /&gt;
&lt;br /&gt;
Учтите, что единицы под контролем ИИ могут отвечать только стрельбой навскидку или очередью. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear =&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Использование Реакции Наступательно==&lt;br /&gt;
В конце своего хода, Ваши роли меняются с точностью до наоборот. Теперь Ваши единицы будут ждать и открывать огонь по единицам противника, которые находятся в их поле зрения и которые ослабили свою инициативу. &lt;br /&gt;
&lt;br /&gt;
Ожидающая сторона всегда находится в состоянии, известном как Наблюдение, в котором они будут атаковать ходящую сторону, пока они отвечают нескольким обязательным условиям. Это означает, что ходящая сторона совершит действие, которое приведёт её единицу на визуальное расстояние ожидающей единицы. Также, она должна совершить действие, которое может [[Триггеры ответного огня|вызвать ответный огонь]], и защищающийся должен иметь достаточно очков действий для проведения атаки. &lt;br /&gt;
&lt;br /&gt;
Единицы под контролем игрока будут отвечать только стрельбой навскидку.&lt;br /&gt;
&lt;br /&gt;
== Working Examples == &lt;br /&gt;
&lt;br /&gt;
=== Example 1 === &lt;br /&gt;
&lt;br /&gt;
This short example will follow two opposing units that have spotted each other. This whole exchange plays out over the alien&#039;s move.  &lt;br /&gt;
&lt;br /&gt;
For the sake of this example, our hero and antagonist will be called Werner Okamoto and Generic Nasty Alien Shaped Thing (GNAST). Both units will have the following stats at the end of the player&#039;s turn.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Laser Rifle]]&#039;&#039;&#039; (Snapshots cost 15 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;25/50&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 20 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This example uses the assumption that the AI will only use snap shots in this exchange, and that both units are unable to kill each other. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 25 / 50 (50%)&lt;br /&gt;
| 70 (35) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 45 / 60 (75%)&lt;br /&gt;
| 30 (22)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 30 / 60 (50%)&lt;br /&gt;
| 30 (15)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 15 / 60 (25%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 0 / 60 (0%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
| Y &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 2=== &lt;br /&gt;
&lt;br /&gt;
Example 2 sees Werner facing a new tougher alien GNAST2, with a pistol. In this example we assume were are on the very first turn of the mission. Werner took exactly 1 step out of the Skyranger onto the ramp, and comes face to face with the enemy, who is at 100% of its time units. Werner decides to end the turn facing it. &lt;br /&gt;
&lt;br /&gt;
Here are the stats of the two combatants: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;56/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Pistol]]&#039;&#039;&#039; (Snapshots cost 10 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST2&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;80/80&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 24 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 80 / 80 (100%)&lt;br /&gt;
| 75 (75) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 56 / 80 (70%)&lt;br /&gt;
| 75 (52) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 32 / 80 (40%)&lt;br /&gt;
| 75 (30) &lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 46 / 60 (76%)&lt;br /&gt;
| 30 (23)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 36 / 60 (60%)&lt;br /&gt;
| 30 (18)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 26 / 60 (43%)&lt;br /&gt;
| 30 (13)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 7&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 16 / 60 (26%)&lt;br /&gt;
| 30 (8)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 8&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; While equal, it is still the alien&#039;s move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 3 ===&lt;br /&gt;
&lt;br /&gt;
Example 3 has our hero facing GNAST3, a veritable clone of himself. Werner has an Autocannon this time. Through a series of convoluted explanations involving mind control, both sides wind up facing each other with 100% of their TUs in this example. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Auto-Cannon]]&#039;&#039;&#039; (Snapshots cost 19 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST3&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 18 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 3 / 60 (5%)&lt;br /&gt;
| 30 (1)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Once again, though equal, it is still the alien&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; In this case, the alien has the higher initiative but can&#039;t do a thing in return.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Reaction fire triggers]]&lt;br /&gt;
*[[Reaction Fire Weapon Preference]]&lt;br /&gt;
*[[Laser Pistol Gifts]]&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33851</id>
		<title>Ответный огонь</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33851"/>
		<updated>2011-06-21T19:09:23Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Reaction Fire translation into russian - some next part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Обзор == &lt;br /&gt;
&lt;br /&gt;
Ответный огонь или Огонь удачи - возможность боевой единицы, которая в данный момент не ходит, перевесить другую сторону и совершить атаку против неё. Отсюда название огонь удачи. &lt;br /&gt;
&lt;br /&gt;
== Уровень Реакции == &lt;br /&gt;
&lt;br /&gt;
Реакция боевой единицы - это мера её возможности ответить, но это лишь часть целого. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Текущие Очки Реакции = ([[Реакция]] из Характеристики) &amp;amp;times; (Текущие [[Очки действий]] / Максимальные ОД) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Реальные очки реакции Вашей боевой единицы, также известные как &#039;&#039;инициатива&#039;&#039; - это реакция из характеристики, умноженная на процент оставшихся ОД. Тут Максимальные ОД означают максимальное количество ОД, которое регенерируется каждый ход. &lt;br /&gt;
&lt;br /&gt;
По мере траты очков действий на любые операции, инициатива ослабевает на процент того, сколько очков действий было потрачено на эту операцию относительно максимально возможного количества очков действий. &lt;br /&gt;
&lt;br /&gt;
Если, например, у Вас 32 из 64 Очков Действий и 50 Реакции, то Вы, таким образом, можете использовать 50% уровня реакции, или 25 из 50. &lt;br /&gt;
&lt;br /&gt;
Допустим, сделан один шаг, стоящий 4 ОД. &lt;br /&gt;
&lt;br /&gt;
(32 - 4) / 64 = 0.375. &lt;br /&gt;
&lt;br /&gt;
50 * 0.375 = 18.75. &lt;br /&gt;
&lt;br /&gt;
Округлив вниз до ближайшего целого, у Вас теперь будет только 18 из 50 реакции для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Отсюда мы видим, что солдат, решивший закончить ход не тратя нисколько очков действий, будет зачастую иметь намного больший шанс ответить, чем тот, у кого практически не осталось очков действий. &lt;br /&gt;
&lt;br /&gt;
Это также показывает, что единицы с низкой реакцией имеют шанс бороться за соперничество с противником со значительно превосходящим умением реакции.&lt;br /&gt;
&lt;br /&gt;
== Когда и как это используется? ==&lt;br /&gt;
&lt;br /&gt;
Можно считать, что реакция имеет две врождённо схожих, но отличающихся ролей: оборонительную и наступательную. &lt;br /&gt;
&lt;br /&gt;
Оборонительная польза от реакции возникает во время своего ходя для защиты от ответного огня. &lt;br /&gt;
&lt;br /&gt;
Наступательная реакция - это всё с точностью наоборот, она происходит, когда Вы не ходите, для проведения атак удачи против вражеских целей с меньшей инициативой. &lt;br /&gt;
&lt;br /&gt;
Представьте себе, что у каждой единицы на поле есть место в очереди действий на основе их уровня инициативы. Все единицы, сейчас делающие ход, будут понемногу терять свои позиции в очереди, по мере траты очков действий на проведение операций. &lt;br /&gt;
&lt;br /&gt;
Сторона, делающая ход, может переместить любую единицу в любую точку очереди на своё усмотрение. &lt;br /&gt;
&lt;br /&gt;
Как только любая единица ожидающей стороны перескакивает в очереди через любую единицу ходящей стороны, она контратакует ответным огнём, пока она отвечает условиям для проведения выстрела. Эта операция стоит очков действий, таким образом, моментально приводя к тому, что отвечающая единица теряет позицию в очереди. &lt;br /&gt;
&lt;br /&gt;
Весь этот процесс продолжается до конца хода, и повторяется со сменой сторон. Процесс опять начинается заново в начале следующего хода.&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Defensively==&lt;br /&gt;
&lt;br /&gt;
{{TipBox | &#039;&#039;&#039;Tip&#039;&#039;&#039;: Use the [[Mind Probe]] to determine if an alien is in fact out of Time Units. This can give you a good indication of whether or not the alien will be able to react should you need to shoot, capture or approach the alien to strike it with the stun rod. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The side making the current move will use their initiative levels to defend against the waiting side. &lt;br /&gt;
&lt;br /&gt;
During your turn, when your soldiers are given orders that can [[Reaction fire triggers|trigger reaction fire]], the unit&#039;s current reaction score is directly compared against the current reaction level of any alien that can see the unit. Naturally, if the enemy is looking the other way or there are obstructions, it will not be able to react even if it has the greater reaction level. The same applies if it doesn&#039;t have enough time units to perform an attack.   &lt;br /&gt;
&lt;br /&gt;
As long as your initiative is higher, you will be able to make any move you wish. The moment the enemy has a higher score, it will be able to interrupt you with an &#039;&#039;attack of opportunity&#039;&#039; - or reaction shot - if it has enough remaining time units to shoot. &lt;br /&gt;
&lt;br /&gt;
In this sense, you are using your reactions to defend against enemy opportunity fire. &lt;br /&gt;
&lt;br /&gt;
Note that AI controlled units are allowed to react with auto or snap shots. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear =&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Offensively==&lt;br /&gt;
At the end of your turn, your roles are reversed. Your units will now wait and open fire on any enemy units that are within their line of vision that have failed their initiative. &lt;br /&gt;
&lt;br /&gt;
The waiting side is always on what&#039;s known as Overwatch mode, where they will attack the moving side as long as they meet several necessary conditions. This being that the moving side performs an action that brings its unit into visual range of a waiting unit. Also it must perform an act that can [[Reaction fire triggers|trigger reaction fire]] and the defender must have sufficient time units to perform an attack. &lt;br /&gt;
&lt;br /&gt;
Player controlled units will only react with snap shots.&lt;br /&gt;
&lt;br /&gt;
== Working Examples == &lt;br /&gt;
&lt;br /&gt;
=== Example 1 === &lt;br /&gt;
&lt;br /&gt;
This short example will follow two opposing units that have spotted each other. This whole exchange plays out over the alien&#039;s move.  &lt;br /&gt;
&lt;br /&gt;
For the sake of this example, our hero and antagonist will be called Werner Okamoto and Generic Nasty Alien Shaped Thing (GNAST). Both units will have the following stats at the end of the player&#039;s turn.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Laser Rifle]]&#039;&#039;&#039; (Snapshots cost 15 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;25/50&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 20 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This example uses the assumption that the AI will only use snap shots in this exchange, and that both units are unable to kill each other. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 25 / 50 (50%)&lt;br /&gt;
| 70 (35) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 45 / 60 (75%)&lt;br /&gt;
| 30 (22)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 30 / 60 (50%)&lt;br /&gt;
| 30 (15)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 15 / 60 (25%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 0 / 60 (0%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
| Y &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 2=== &lt;br /&gt;
&lt;br /&gt;
Example 2 sees Werner facing a new tougher alien GNAST2, with a pistol. In this example we assume were are on the very first turn of the mission. Werner took exactly 1 step out of the Skyranger onto the ramp, and comes face to face with the enemy, who is at 100% of its time units. Werner decides to end the turn facing it. &lt;br /&gt;
&lt;br /&gt;
Here are the stats of the two combatants: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;56/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Pistol]]&#039;&#039;&#039; (Snapshots cost 10 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST2&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;80/80&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 24 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 80 / 80 (100%)&lt;br /&gt;
| 75 (75) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 56 / 80 (70%)&lt;br /&gt;
| 75 (52) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 32 / 80 (40%)&lt;br /&gt;
| 75 (30) &lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 46 / 60 (76%)&lt;br /&gt;
| 30 (23)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 36 / 60 (60%)&lt;br /&gt;
| 30 (18)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 26 / 60 (43%)&lt;br /&gt;
| 30 (13)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 7&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 16 / 60 (26%)&lt;br /&gt;
| 30 (8)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 8&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; While equal, it is still the alien&#039;s move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 3 ===&lt;br /&gt;
&lt;br /&gt;
Example 3 has our hero facing GNAST3, a veritable clone of himself. Werner has an Autocannon this time. Through a series of convoluted explanations involving mind control, both sides wind up facing each other with 100% of their TUs in this example. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Auto-Cannon]]&#039;&#039;&#039; (Snapshots cost 19 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST3&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 18 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 3 / 60 (5%)&lt;br /&gt;
| 30 (1)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Once again, though equal, it is still the alien&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; In this case, the alien has the higher initiative but can&#039;t do a thing in return.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Reaction fire triggers]]&lt;br /&gt;
*[[Reaction Fire Weapon Preference]]&lt;br /&gt;
*[[Laser Pistol Gifts]]&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33848</id>
		<title>Ответный огонь</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33848"/>
		<updated>2011-06-20T22:28:21Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Обзор == &lt;br /&gt;
&lt;br /&gt;
Ответный огонь или Огонь удачи - возможность боевой единицы, которая в данный момент не ходит, перевесить другую сторону и совершить атаку против неё. Отсюда название огонь удачи. &lt;br /&gt;
&lt;br /&gt;
== Уровень Реакции == &lt;br /&gt;
&lt;br /&gt;
Реакция боевой единицы - это мера её возможности ответить, но это лишь часть целого. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Текущие Очки Реакции = ([[Реакция]] из Характеристики) &amp;amp;times; (Текущие [[Очки действий]] / Максимальные ОД) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Реальные очки реакции Вашей боевой единицы, также известные как &#039;&#039;инициатива&#039;&#039; - это реакция из характеристики, умноженная на процент оставшихся ОД. Тут Максимальные ОД означают максимальное количество ОД, которое регенерируется каждый ход. &lt;br /&gt;
&lt;br /&gt;
As you spend time units on any actions, initiative weakens by a percentage of how many time units were spent for that action against the maximum possible time units. &lt;br /&gt;
&lt;br /&gt;
If for example you have 32 of 64 Time Units and 50 Reactions, you are therefore only able to use 50% of your reaction level, or 25 out of the 50. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s say one step is taken, costing 4 TUs. &lt;br /&gt;
&lt;br /&gt;
(32 - 4) / 64 = 0.375. &lt;br /&gt;
&lt;br /&gt;
50 * 0.375 = 18.75. &lt;br /&gt;
&lt;br /&gt;
Rounded down to the nearest integer, you will now only have 18 of 50 reaction to defend against reaction fire. &lt;br /&gt;
&lt;br /&gt;
From this we can see that a soldier who decides to end the turn without spending any time units will often have a much higher chance to react than one that has little to no time units remaining. &lt;br /&gt;
&lt;br /&gt;
This also show units with low reactions have a fighting chance at competing against an enemy with vastly superior reactions skills.&lt;br /&gt;
&lt;br /&gt;
== When and how is it used? ==&lt;br /&gt;
&lt;br /&gt;
You can think of reactions as having two inherently identical but different roles: defensive and offensive. &lt;br /&gt;
&lt;br /&gt;
Defensive use of reactions occurs during your turn to protect you against reaction fire. &lt;br /&gt;
&lt;br /&gt;
Offensive reactions is the exact opposite, it occurs when you are not taking your turn to perform attacks of opportunities against enemy targets that have a lower initiative. &lt;br /&gt;
&lt;br /&gt;
Visualise every unit on the field as having a place in an action queue based on their initiative level. All units currently making the turn will slowly drop their position in the queue as they spend their time units performing actions. &lt;br /&gt;
&lt;br /&gt;
The side making the move can move any unit at any point in the queue as they please. &lt;br /&gt;
&lt;br /&gt;
As soon as any unit on the waiting side jumps up in the queue above any unit on the moving side it will counter with a reaction shot as long as it meets all the conditions to perform the shot. This action costs time units, therefore instantly dropping the reacting unit&#039;s place in the queue. &lt;br /&gt;
&lt;br /&gt;
This whole process keeps going until the end of the turn, and is repeated with the sides swapped. The process starts over again at the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Defensively==&lt;br /&gt;
&lt;br /&gt;
{{TipBox | &#039;&#039;&#039;Tip&#039;&#039;&#039;: Use the [[Mind Probe]] to determine if an alien is in fact out of Time Units. This can give you a good indication of whether or not the alien will be able to react should you need to shoot, capture or approach the alien to strike it with the stun rod. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The side making the current move will use their initiative levels to defend against the waiting side. &lt;br /&gt;
&lt;br /&gt;
During your turn, when your soldiers are given orders that can [[Reaction fire triggers|trigger reaction fire]], the unit&#039;s current reaction score is directly compared against the current reaction level of any alien that can see the unit. Naturally, if the enemy is looking the other way or there are obstructions, it will not be able to react even if it has the greater reaction level. The same applies if it doesn&#039;t have enough time units to perform an attack.   &lt;br /&gt;
&lt;br /&gt;
As long as your initiative is higher, you will be able to make any move you wish. The moment the enemy has a higher score, it will be able to interrupt you with an &#039;&#039;attack of opportunity&#039;&#039; - or reaction shot - if it has enough remaining time units to shoot. &lt;br /&gt;
&lt;br /&gt;
In this sense, you are using your reactions to defend against enemy opportunity fire. &lt;br /&gt;
&lt;br /&gt;
Note that AI controlled units are allowed to react with auto or snap shots. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear =&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Offensively==&lt;br /&gt;
At the end of your turn, your roles are reversed. Your units will now wait and open fire on any enemy units that are within their line of vision that have failed their initiative. &lt;br /&gt;
&lt;br /&gt;
The waiting side is always on what&#039;s known as Overwatch mode, where they will attack the moving side as long as they meet several necessary conditions. This being that the moving side performs an action that brings its unit into visual range of a waiting unit. Also it must perform an act that can [[Reaction fire triggers|trigger reaction fire]] and the defender must have sufficient time units to perform an attack. &lt;br /&gt;
&lt;br /&gt;
Player controlled units will only react with snap shots.&lt;br /&gt;
&lt;br /&gt;
== Working Examples == &lt;br /&gt;
&lt;br /&gt;
=== Example 1 === &lt;br /&gt;
&lt;br /&gt;
This short example will follow two opposing units that have spotted each other. This whole exchange plays out over the alien&#039;s move.  &lt;br /&gt;
&lt;br /&gt;
For the sake of this example, our hero and antagonist will be called Werner Okamoto and Generic Nasty Alien Shaped Thing (GNAST). Both units will have the following stats at the end of the player&#039;s turn.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Laser Rifle]]&#039;&#039;&#039; (Snapshots cost 15 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;25/50&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 20 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This example uses the assumption that the AI will only use snap shots in this exchange, and that both units are unable to kill each other. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 25 / 50 (50%)&lt;br /&gt;
| 70 (35) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 45 / 60 (75%)&lt;br /&gt;
| 30 (22)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 30 / 60 (50%)&lt;br /&gt;
| 30 (15)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 15 / 60 (25%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 0 / 60 (0%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
| Y &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 2=== &lt;br /&gt;
&lt;br /&gt;
Example 2 sees Werner facing a new tougher alien GNAST2, with a pistol. In this example we assume were are on the very first turn of the mission. Werner took exactly 1 step out of the Skyranger onto the ramp, and comes face to face with the enemy, who is at 100% of its time units. Werner decides to end the turn facing it. &lt;br /&gt;
&lt;br /&gt;
Here are the stats of the two combatants: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;56/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Pistol]]&#039;&#039;&#039; (Snapshots cost 10 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST2&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;80/80&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 24 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 80 / 80 (100%)&lt;br /&gt;
| 75 (75) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 56 / 80 (70%)&lt;br /&gt;
| 75 (52) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 32 / 80 (40%)&lt;br /&gt;
| 75 (30) &lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 46 / 60 (76%)&lt;br /&gt;
| 30 (23)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 36 / 60 (60%)&lt;br /&gt;
| 30 (18)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 26 / 60 (43%)&lt;br /&gt;
| 30 (13)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 7&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 16 / 60 (26%)&lt;br /&gt;
| 30 (8)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 8&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; While equal, it is still the alien&#039;s move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 3 ===&lt;br /&gt;
&lt;br /&gt;
Example 3 has our hero facing GNAST3, a veritable clone of himself. Werner has an Autocannon this time. Through a series of convoluted explanations involving mind control, both sides wind up facing each other with 100% of their TUs in this example. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Auto-Cannon]]&#039;&#039;&#039; (Snapshots cost 19 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST3&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 18 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 3 / 60 (5%)&lt;br /&gt;
| 30 (1)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Once again, though equal, it is still the alien&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; In this case, the alien has the higher initiative but can&#039;t do a thing in return.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Reaction fire triggers]]&lt;br /&gt;
*[[Reaction Fire Weapon Preference]]&lt;br /&gt;
*[[Laser Pistol Gifts]]&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33847</id>
		<title>Ответный огонь</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%9E%D1%82%D0%B2%D0%B5%D1%82%D0%BD%D1%8B%D0%B9_%D0%BE%D0%B3%D0%BE%D0%BD%D1%8C&amp;diff=33847"/>
		<updated>2011-06-20T22:26:33Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Translation of Reaction Fire - started, but gotta go to bed :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Обзор == &lt;br /&gt;
&lt;br /&gt;
Ответный огонь или Огонь удачи - возможность боевой единицы, которая в данный момент не ходит, перевесить другую сторону и совершить атаку против неё. Отсюда название огонь удачи. &lt;br /&gt;
&lt;br /&gt;
== Уровень Реакции == &lt;br /&gt;
&lt;br /&gt;
Реакция боевой единицы - это мера её возможности ответить, но это лишь часть целого. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Текущие Очки Реакции = ([[Реакция]] из Характеристики) &amp;amp;times; (Текущие [[Очки действий]] / Максимальные ОД) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Реальные очки реакции Вашей боевой единицы, также известные как &#039;&#039;инициатива&#039;&#039; - это реакция из характеристики, умноженная на процент оставшихся ОД. Тут Максимальные ОД означают максимальное количество ОД TUs, которое регенерируется каждый ход. &lt;br /&gt;
&lt;br /&gt;
As you spend time units on any actions, initiative weakens by a percentage of how many time units were spent for that action against the maximum possible time units. &lt;br /&gt;
&lt;br /&gt;
If for example you have 32 of 64 Time Units and 50 Reactions, you are therefore only able to use 50% of your reaction level, or 25 out of the 50. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s say one step is taken, costing 4 TUs. &lt;br /&gt;
&lt;br /&gt;
(32 - 4) / 64 = 0.375. &lt;br /&gt;
&lt;br /&gt;
50 * 0.375 = 18.75. &lt;br /&gt;
&lt;br /&gt;
Rounded down to the nearest integer, you will now only have 18 of 50 reaction to defend against reaction fire. &lt;br /&gt;
&lt;br /&gt;
From this we can see that a soldier who decides to end the turn without spending any time units will often have a much higher chance to react than one that has little to no time units remaining. &lt;br /&gt;
&lt;br /&gt;
This also show units with low reactions have a fighting chance at competing against an enemy with vastly superior reactions skills.&lt;br /&gt;
&lt;br /&gt;
== When and how is it used? ==&lt;br /&gt;
&lt;br /&gt;
You can think of reactions as having two inherently identical but different roles: defensive and offensive. &lt;br /&gt;
&lt;br /&gt;
Defensive use of reactions occurs during your turn to protect you against reaction fire. &lt;br /&gt;
&lt;br /&gt;
Offensive reactions is the exact opposite, it occurs when you are not taking your turn to perform attacks of opportunities against enemy targets that have a lower initiative. &lt;br /&gt;
&lt;br /&gt;
Visualise every unit on the field as having a place in an action queue based on their initiative level. All units currently making the turn will slowly drop their position in the queue as they spend their time units performing actions. &lt;br /&gt;
&lt;br /&gt;
The side making the move can move any unit at any point in the queue as they please. &lt;br /&gt;
&lt;br /&gt;
As soon as any unit on the waiting side jumps up in the queue above any unit on the moving side it will counter with a reaction shot as long as it meets all the conditions to perform the shot. This action costs time units, therefore instantly dropping the reacting unit&#039;s place in the queue. &lt;br /&gt;
&lt;br /&gt;
This whole process keeps going until the end of the turn, and is repeated with the sides swapped. The process starts over again at the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Defensively==&lt;br /&gt;
&lt;br /&gt;
{{TipBox | &#039;&#039;&#039;Tip&#039;&#039;&#039;: Use the [[Mind Probe]] to determine if an alien is in fact out of Time Units. This can give you a good indication of whether or not the alien will be able to react should you need to shoot, capture or approach the alien to strike it with the stun rod. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The side making the current move will use their initiative levels to defend against the waiting side. &lt;br /&gt;
&lt;br /&gt;
During your turn, when your soldiers are given orders that can [[Reaction fire triggers|trigger reaction fire]], the unit&#039;s current reaction score is directly compared against the current reaction level of any alien that can see the unit. Naturally, if the enemy is looking the other way or there are obstructions, it will not be able to react even if it has the greater reaction level. The same applies if it doesn&#039;t have enough time units to perform an attack.   &lt;br /&gt;
&lt;br /&gt;
As long as your initiative is higher, you will be able to make any move you wish. The moment the enemy has a higher score, it will be able to interrupt you with an &#039;&#039;attack of opportunity&#039;&#039; - or reaction shot - if it has enough remaining time units to shoot. &lt;br /&gt;
&lt;br /&gt;
In this sense, you are using your reactions to defend against enemy opportunity fire. &lt;br /&gt;
&lt;br /&gt;
Note that AI controlled units are allowed to react with auto or snap shots. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear =&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Offensively==&lt;br /&gt;
At the end of your turn, your roles are reversed. Your units will now wait and open fire on any enemy units that are within their line of vision that have failed their initiative. &lt;br /&gt;
&lt;br /&gt;
The waiting side is always on what&#039;s known as Overwatch mode, where they will attack the moving side as long as they meet several necessary conditions. This being that the moving side performs an action that brings its unit into visual range of a waiting unit. Also it must perform an act that can [[Reaction fire triggers|trigger reaction fire]] and the defender must have sufficient time units to perform an attack. &lt;br /&gt;
&lt;br /&gt;
Player controlled units will only react with snap shots.&lt;br /&gt;
&lt;br /&gt;
== Working Examples == &lt;br /&gt;
&lt;br /&gt;
=== Example 1 === &lt;br /&gt;
&lt;br /&gt;
This short example will follow two opposing units that have spotted each other. This whole exchange plays out over the alien&#039;s move.  &lt;br /&gt;
&lt;br /&gt;
For the sake of this example, our hero and antagonist will be called Werner Okamoto and Generic Nasty Alien Shaped Thing (GNAST). Both units will have the following stats at the end of the player&#039;s turn.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Laser Rifle]]&#039;&#039;&#039; (Snapshots cost 15 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;25/50&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 20 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This example uses the assumption that the AI will only use snap shots in this exchange, and that both units are unable to kill each other. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 25 / 50 (50%)&lt;br /&gt;
| 70 (35) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 45 / 60 (75%)&lt;br /&gt;
| 30 (22)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 30 / 60 (50%)&lt;br /&gt;
| 30 (15)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 15 / 60 (25%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 0 / 60 (0%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
| Y &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 2=== &lt;br /&gt;
&lt;br /&gt;
Example 2 sees Werner facing a new tougher alien GNAST2, with a pistol. In this example we assume were are on the very first turn of the mission. Werner took exactly 1 step out of the Skyranger onto the ramp, and comes face to face with the enemy, who is at 100% of its time units. Werner decides to end the turn facing it. &lt;br /&gt;
&lt;br /&gt;
Here are the stats of the two combatants: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;56/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Pistol]]&#039;&#039;&#039; (Snapshots cost 10 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST2&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;80/80&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 24 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 80 / 80 (100%)&lt;br /&gt;
| 75 (75) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 56 / 80 (70%)&lt;br /&gt;
| 75 (52) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 32 / 80 (40%)&lt;br /&gt;
| 75 (30) &lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 46 / 60 (76%)&lt;br /&gt;
| 30 (23)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 36 / 60 (60%)&lt;br /&gt;
| 30 (18)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 26 / 60 (43%)&lt;br /&gt;
| 30 (13)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 7&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 16 / 60 (26%)&lt;br /&gt;
| 30 (8)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 8&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; While equal, it is still the alien&#039;s move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 3 ===&lt;br /&gt;
&lt;br /&gt;
Example 3 has our hero facing GNAST3, a veritable clone of himself. Werner has an Autocannon this time. Through a series of convoluted explanations involving mind control, both sides wind up facing each other with 100% of their TUs in this example. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Auto-Cannon]]&#039;&#039;&#039; (Snapshots cost 19 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST3&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 18 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 3 / 60 (5%)&lt;br /&gt;
| 30 (1)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Once again, though equal, it is still the alien&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; In this case, the alien has the higher initiative but can&#039;t do a thing in return.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Reaction fire triggers]]&lt;br /&gt;
*[[Reaction Fire Weapon Preference]]&lt;br /&gt;
*[[Laser Pistol Gifts]]&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%A4%D0%BE%D1%80%D0%BC%D1%83%D0%BB%D0%B0_%D1%82%D0%BE%D1%87%D0%BD%D0%BE%D1%81%D1%82%D0%B8&amp;diff=33846</id>
		<title>Формула точности</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%A4%D0%BE%D1%80%D0%BC%D1%83%D0%BB%D0%B0_%D1%82%D0%BE%D1%87%D0%BD%D0%BE%D1%81%D1%82%D0%B8&amp;diff=33846"/>
		<updated>2011-06-20T22:08:45Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Accuracy Formula translation into russian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== % Шанса попадания = a * b * c * d * e * f, где ==&lt;br /&gt;
&lt;br /&gt;
*a = % Точность стрельбы из характеристики солдат&lt;br /&gt;
*b = % Точность оружия/выстрела&lt;br /&gt;
*c = Бонус за положение &amp;quot;на колене&amp;quot; (115% на колене, 100% стоя)&lt;br /&gt;
*d = Штраф за использование одной руки (80% за стрельбу из двухручного оружия без свободной руки, 100% иначе)&lt;br /&gt;
*e = Штраф за здоровье (текущее здоровье / максимальное здоровье)&lt;br /&gt;
*f = Штраф за смертельные ранения (100% - (10% за каждое смертельное ранение в голову или руки, до 90%))&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Пример:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 У солдата 88% Точность стрельбы, он стреляет из винтовки на вскидку (60%), на колене,&lt;br /&gt;
 держит гранату в другой руке, имеет половину здоровья, и имеет&lt;br /&gt;
 смертельное ранение в голову и правую руку. Его % шанса попадания будет:&lt;br /&gt;
 &lt;br /&gt;
 0.88 x 0.6 x 1.15 x 0.8 x 0.5 x 0.8 = 19%&lt;br /&gt;
&lt;br /&gt;
== Близкое Расстояние ==&lt;br /&gt;
Точность стрельбы НЕ зависит от расстояния - если у Вас 100% шанс попасть, вы попадёте, с любого расстояния - но выстрелы &#039;мимо&#039; всё ещё имеют шанс попасть, если их случайно выбранный путь проведёт их через целевую клетку. Вот почему стрельба очередью Ваш лучший выбор на близком расстоянии - даже если рассчитанная точность плохая, всё равно сложно промахнуться.&lt;br /&gt;
&lt;br /&gt;
Из работы [[User:NKF|NKF-sensei]], перефразировано --[[User:JellyfishGreen|JellyfishGreen]] 09:49, 25 Apr 2005 (BST)&lt;br /&gt;
-----&lt;br /&gt;
&#039;&#039;[ [[User:NKF|NKF]] - Добавление: Я думаю, что лучше всего сказать, что значение точности это уровень точности, с которой пуля покидает ствол, или исходный угол вылета пули. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Пуля, покинув ствол, подвергается внешним силам, которые могут заставить идеально, со 100+% точностью запущенную пулю, промахнуться мимо своей цели. Мне нравится винить за это целочисленное округление или другими словами, отрезание дробной части. Если пуля должна была иметь скорость перемещения 1.25 точек карты по оси X за каждый цикл подсчёта, целочисленное округление приводит к тому, что .25 отрезается, и пуля продвигается только на 1 точку за цикл пересчёта. Т.к. я на самом деле не знаю, что происходит внутри, к этому лучше всего относиться, как к обоснованному предположению и не более. Так или иначе, в этом случае расстояние на самом деле может внести вклад в точность.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Если пуля должна была пройти мимо цели, то пока линия пути оказывается сквозь пришельца, в которого Вы целились (или кого угодно, кто просто попал на траекторию пули), это считается за попадание. Техническое попадание, но попадние всё равно!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Другая мысль на тему дрейфа, что игра намеренно добавляет очень малое значение дрейфа к каждой атаке. Случайное значение может объяснить, почему всё не всегда так ясно. Это может быть симуляция гравитации или даже ветра. Я считаю, это менее вероятной &amp;lt;strike&amp;gt;оправдательной&amp;lt;/strike&amp;gt; причиной отрезания дробной части, но всё-таки это возможность, которую стоит рассмотреть.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== См. Также ==&lt;br /&gt;
*[[Точность Стрельбы]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Смертельные ранения]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Здоровье]]&lt;br /&gt;
*&#039;&#039;По поводу текущей работы по тестированию Точности Стрельбы, см. [[Тестирование Точности Стрельбы]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33835</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33835"/>
		<updated>2011-06-18T08:49:24Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Another proposal on 05 unknown byte&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
: And a have a proposal on an actual way of storage of these values. Lets take Small Scout Soldier. From testing we know its 50/30/20. 05 unknown byte for him is 32 hex. This is 00110010 binary. If we take high and low of this binary as parts it would be 0011 and 0010 which is 3 and 2 decimal. Multiply it by 10 and you get 30 and 20. Now find the third value as 100-30-20 = 50. So here we go, its 50/30/20. So math-way L-loadout is low(05-byte)*10, M-loadout is high(05-byte)*10 and E-loadout is 100 minus E and M loadouts. I looked up 05 byte for Navigator in Medium Scout - its 14 hex, from which we get 50/10/40 distribution. This can be tested on Beginner level (1-2 Navigators in Medium Scout), but it&#039;s not that simple. Probably it&#039;s better to calculate the distribution for a Leader in Abductor (exactly 1 on each difficulty) and test it. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:52, 18 June 2011 (MSK)&lt;br /&gt;
:: I looked up an Abductor Leader value - its 0! Which is very good, because it gives us 100/0/0 distribution, which means that he will ALWAYS get a E-loadout - can be easily checked by testing! Can someone do it? --[[User:6AP6APblCKA|6AP6APblCKA]] 02:02, 18 June 2011 (MSK)&lt;br /&gt;
::: Loaded a late game campaign and shot down an abductor. The leader had an L loadout. Started a new campaign, shot down the first UFO that appeared and altered CRAFT.DAT to switch that to an abductor too. The first time I visited it, the leader had L, the second time he had E.&lt;br /&gt;
&lt;br /&gt;
::: Both craft were crewed by Floaters. Somewhat to my surprise, the E layout doesn&#039;t seem to involve shoving a pistol into the rifle clip the leader carries, nor does he equip any of the items he&#039;s given. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 23:14, 17 June 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thank you, Bomb Bloke. But i didn&#039;t quite understand, did Abductor Leader have an E-layout (that erroneous PRC/PP/PP), could you please confirm it? Because i have another variant for 05 unknown byte: it is a probability for E-layout. Then L-layout is constant at 20. and M is the rest. So for Small Scout Soldier we get 50/30/20 (as in tests), and for Abductor Leader we get (0/80/20) - he never has an E-layout. This can also explain, why he has this erroneous layout - it never shows up! And one more variant - same as previous, but L-layout is not constant, but dependent on Alien Rank. Say for Soldier it&#039;s 20 (so we get 50/30/20 for Small Scout Soldier), and for Leader it&#039;s 60 (then we get 0/40/60 for Abductor Leader) --[[User:6AP6APblCKA|6AP6APblCKA]] 12:47, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33833</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33833"/>
		<updated>2011-06-17T22:03:53Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
: And a have a proposal on an actual way of storage of these values. Lets take Small Scout Soldier. From testing we know its 50/30/20. 05 unknown byte for him is 32 hex. This is 00110010 binary. If we take high and low of this binary as parts it would be 0011 and 0010 which is 3 and 2 decimal. Multiply it by 10 and you get 30 and 20. Now find the third value as 100-30-20 = 50. So here we go, its 50/30/20. So math-way L-loadout is low(05-byte)*10, M-loadout is high(05-byte)*10 and E-loadout is 100 minus E and M loadouts. I looked up 05 byte for Navigator in Medium Scout - its 14 hex, from which we get 50/10/40 distribution. This can be tested on Beginner level (1-2 Navigators in Medium Scout), but it&#039;s not that simple. Probably it&#039;s better to calculate the distribution for a Leader in Abductor (exactly 1 on each difficulty) and test it. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:52, 18 June 2011 (MSK)&lt;br /&gt;
:: I looked up an Abductor Leader value - its 0! Which is very good, because it gives us 100/0/0 distribution, which means that he will ALWAYS get a E-loadout - can be easily checked by testing! Can someone do it? --[[User:6AP6APblCKA|6AP6APblCKA]] 02:02, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33832</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33832"/>
		<updated>2011-06-17T22:03:02Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Proposal on Abducter Leader test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
: And a have a proposal on an actual way of storage of these values. Lets take Small Scout Soldier. From testing we know its 50/30/20. 05 unknown byte for him is 32 hex. This is 00110010 binary. If we take high and low of this binary as parts it would be 0011 and 0010 which is 3 and 2 decimal. Multiply it by 10 and you get 30 and 20. Now find the third value as 100-30-20 = 50. So here we go, its 50/30/20. So math-way L-loadout is low(05-byte)*10, M-loadout is high(05-byte)*10 and E-loadout is 100 minus E and M loadouts. I looked up 05 byte for Navigator in Medium Scout - its 14 hex, from which we get 50/10/40 distribution. This can be tested on Beginner level (1-2 Navigators in Medium Scout), but it&#039;s not that simple. Probably it&#039;s better to calculate the distribution for a Leader in Abductor (exactly 1 on each difficulty) and test it. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:52, 18 June 2011 (MSK)&lt;br /&gt;
:: I looked up Abductor Leader value - its 0! Which is very good, becaouse it gives us 100/0/0 distribution, which means that it will ALWAYS get E-loadouts - can be easily checked by testing! Can someone do it? --[[User:6AP6APblCKA|6AP6APblCKA]] 02:02, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33831</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33831"/>
		<updated>2011-06-17T21:54:53Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
: And a have a proposal on an actual way of storage of these values. Lets take Small scout soldier. From testing we know its 50/30/20. 05 unknown byte for him is 32 hex. This is 00110010 binary. If we take high and low of this binary as parts it would be 0011 and 0010 which is 3 and 2 decimal. Multiply it by 10 and you get 30 and 20. Now find the third value as 100-30-20 = 50. So here we go, its 50/30/20. So math-way L-loadout is low(05-byte)*10, M-loadout is high(05-byte)*10 and E-loadout is 100 minus E and M loadouts. I looked up 05 byte for Navigator in Medium Scout - its 14 hex, from which we get 50/10/40 distribution. This can be tested on Beginner level (1-2 Navigators in Medium Scout), but it&#039;s not that simple. Probably it&#039;s better to calculate the distribution for a Leader in Abductor (exactly 1 on each difficulty) and test it. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:52, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33830</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33830"/>
		<updated>2011-06-17T21:53:40Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
: And a have a proposal on an actual way of storage of these values. Lets take Small scout soldier. From testing we know its 50/30/20. 05 unknown byte for him is 32 hex. This is 00110010 binary. If we take high and low of this binary as parts it would be 0011 and 0010 which is 3 and 2 decimal. Multiply it by 10 and you get 30 and 20. Now find the 3-d value as 100-30-20 = 50. So here we go, its 50/30/20. So math-way L-loadout is low(05-byte)*10, M-loadout is high(05-byte)*10 and E-loadout is 100 minus E and M loadouts. I looked up 05 byte for Navigator in Medium Scout - its 14 hex, from which we get 50/10/40 distribution. This can be tested on Beginner level (1-2 Navigators in Medium Scout), but it&#039;s not that simple. Probably it&#039;s better to calculate the distribution for a Leader in Abductor (exactly 1on each difficulty) and test it. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:52, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33829</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33829"/>
		<updated>2011-06-17T21:53:10Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
: And a have a proposal on actual way of storage these values. Lets take Small scout soldier. From testing we know its 50/30/20. 05 unknown byte for him is 32 hex. This is 00110010 binary. If we take high and low of this binary as parts it would be 0011 and 0010 which is 3 and 2 decimal. Multiply it by 10 and you get 30 and 20. Now find the 3-d value as 100-30-20 = 50. So here we go, its 50/30/20. So math-way L-loadout is low(05-byte)*10, M-loadout is high(05-byte)*10 and E-loadout is 100 minus E and M loadouts. I looked up 05 byte for Navigator in Medium Scout - its 14 hex, from which we get 50/10/40 distribution. This can be tested on Beginner level (1-2 Navigators in Medium Scout), but it&#039;s not that simple. Probably it&#039;s better to calculate the distribution for a Leader in Abductor (exactly 1on each difficulty) and test it. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:52, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33828</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33828"/>
		<updated>2011-06-17T21:52:40Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Proposal on storage type in 05 byte&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
: And a have a proposal on actual way of storage these values. Lets take Small scout soldier. From testing we know its 50/30/20. 05 unknown byte for him is 32 hex. This is 00110010 binary. If we take high and low of this binary as parts it would be 0011 and 0010 which is 3 and 2 decimal. Multiply it by 10 and you get 30 and 20. Now find the 3-d value as 100-30-20 = 50. So here we go, its 50/30/20. So math-way L-loadout is low(05-byte)*10, M-loadout is high(05-byte)*10 and E-loadout is 100 minus E and M loadouts. I looked up 05 byte for Navigator in Medium Scout - its 14 hex, from which we get 50/10/40 distribution. This can be tested on Beginner level (1-2 Navigators in Medium Scout), but it&#039;s not that simple. Probably it&#039;s better to calculate the distribution for a Leader in Abductor (exactly 1on each difficulty) and test it.&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33827</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33827"/>
		<updated>2011-06-17T21:26:23Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of how one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33826</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33826"/>
		<updated>2011-06-17T21:24:59Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple. --[[User:6AP6APblCKA|6AP6APblCKA]] 01:24, 18 June 2011 (MSK)&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33825</id>
		<title>Talk:Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Weapon_Loadouts&amp;diff=33825"/>
		<updated>2011-06-17T21:22:59Z</updated>

		<summary type="html">&lt;p&gt;6AP6APblCKA: Proposal on distribution and 05 unknown byte&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of aliens carry plasma pistols and rifles, especially in some of my Floater &amp;amp; Snakemen games, although quite possibly this gets upgraded to Heavy Plasma as standard when playing Superhuman? Normally since I have laser weapons, I sell all the scavenged plasma pistols and rifles ASAP. Equipping troops with them is too much trouble as it involves scrounging or manufacturing the different ammo types. --[[User:JellyfishGreen|JellyfishGreen]] 06:48, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The game actually holds a comprehensive list of specific loadouts for the various UFO and crew combinations. Well, UFO combinations at least. From recollection, I pointed out one equipment anomly to Zombie (who knows a lot more about this subject than I do) a while back about finding an alien carrying a weird set of mismatching equipment. Forget the exact setup, but I think it involved two plasma pistols (empty) and some plasma rifle ammo. -[[User:NKF|NKF]] 07:15, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Could you extract and post this list up, please? [[User:Jasonred|Jasonred]] 08:28, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll do this later this afternoon. It&#039;ll take me a little time to convert the table into HTML and analyze it for other issues. (Last time I looked I think there were three problems with the standard loadout). --[[User:Zombie|Zombie]] 08:52, 3 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I just had a Sectoid Leader armed with a Small Launcher. That doesn&#039;t seem to appear on the chart. [[User:Jasonred|Jasonred]] 05:42, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What version are you using and what type of mission were you on? Any mods, or editors? The table on the article page is for the CE. I could look up the loadouts for the other versions but it takes some time to compare all those values. --[[User:Zombie|Zombie]] 08:40, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ... sob sob. I overwrote the savegame. Curses. I can&#039;t even remember what race it was... which might be significant! ... actually, er...&lt;br /&gt;
:: AHA!!! I had a theory, and just tested it... you know how Mutons do not get Leaders or Commanders or Medics, they will be changed to Soldiers? ... guess what the LOADOUT is for these demoted troops? ... you guessed it, they are assigned their equipment first, THEN they are demoted... or promoted in Ethereals&#039; case.&lt;br /&gt;
:: So now we know why we find Muton Soldiers, snakemen soldiers and Ethereal Leaders (I must have gotten my memory mixed up between sectoid leader and ethereal leader???) carrying Small Launchers, Muton Soldiers carrying Blaster Launchers, etc etc...&lt;br /&gt;
:: In hindsight, it seems fairly obvious. I&#039;m sure we&#039;ve all encountered these guys and wondered to ourselves why soldiers were carrying small launchers / blaster launchers... it&#039;s cause these guys were originally Medics and Leaders! [[User:Jasonred|Jasonred]] 11:10, 13 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience (Win CE Superhuman) the &amp;quot;Early/Middle/Late game&amp;quot; logic is incorrect. I always have, say, Medium Scouts of mixed loadouts (for example 2 pistols, 2 rifles and 2 heavies plus 2 MPs). I think, that this distribution, you&#039;ve got from Small Scout tests (50/30/20) is actually an each-time calculated distribution per each Alien. So in my Medium Scout scenario for each of 6 Aliens game ran a random coin flip, resulting in smth like this: 2 Navigators got 2 E-loadouts, and 4 Soldiers got 2 M-loadouts and 2 L-loadouts. I also think, that this 05 unknown byte may be actually encoded 3 probability values for this distribution (for each entry!). I can&#039;t right now think of one can encode 3 values into 1 byte, but these values must be 100 in sum, so one needs to encode only 2 values (the 3d is got like this: c = 100-a-b), and putting two 0..99 values into one 0..255 value is pretty simple.&lt;br /&gt;
&lt;br /&gt;
== Reason for Abductor error? ==&lt;br /&gt;
&lt;br /&gt;
I wonder if the Abductor loadout error - basically giving the Leader no usable weapon - is actually a buff rather than a nerf. Maybe they are trying to force the Leader to use Psi more often. In the initial work I did on AI weapon preferences, it sometimes uses Psi, sometimes uses a viable weapon. But it will not use an unloaded weapon - the AI loads a weapon, switches to a loaded weapon, or (as in this case) if no weapon is available, uses Psi. [[User:Spike|Spike]] 11:27, 19 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But... IIRC, the most common occupant of the Abductor is the floater race? Whose use of psi is rather limited... [[User:Jasonred|Jasonred]] 02:43, 22 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
But why even give the Leader something? If it was intentional, the programmers could have given the Leader nothing at all and left it at that. And why do it for only one loadout? Here again, if it was intentional the Leader should always get nothing from the earliest loadout to the latest. The intent is (I believe) a Plasma Pistol + 2 Plasma Pistol Clips, just like all the other early loadout. Couldn&#039;t be simpler than that. ;) --[[User:Zombie|Zombie]] 20:24, 7 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>6AP6APblCKA</name></author>
	</entry>
</feed>