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==Understanding Reaction Fire==
==Understanding Reaction Fire==
While this mechanic is simple and straightforward, using it effectively can quickly become complex because of the range of actions and firemodes which affect how many TUs one unit will spend in front of another. If the enemy is able to spot your soldier, fire their weapon and then return to cover using fewer TUs than the cost of your soldier's Reaction Fire firemode, your soldier will not fire.
To illustrate this, let's consider an example in which a soldier has activated Reaction Fire. During the alien's turn, the alien appears from behind a wall, spots the soldier, fires on him and then moves back behind the wall. The following timelines show what will happen when the soldier or alien chooses different firemodes.
===Soldier Doesn't Fire===
Soldier Reaction Fire firemode= 12 TUs (Burst fire from Assault Rifle)
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)
: 1. Alien moves one grid from behind wall into view (2 TUs)
: 2. Alien chooses to fire (8 TUs)
: 3. Alien fires first because total TUs (2 + 8) are less than soldier's Reaction Fire (12 TUs).
: 4. Alien moves one grid back behind wall (2 TUs)
: 5. Alien has now spent 12 TUs, but is behind the wall and therefore out of view of the soldier. '''No reaction fire is taken.'''
===Soldier Fires First===
Soldier Reaction Fire firemode= 8 TUs (Snap Shot from Assault Rifle)
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)
: 1. Alien moves one grid from behind wall into view (2 TUs)
: 2. Alien chooses to fire (8 TUs)
: 3. Soldier fires first, because the alien has spent more than 8 TUs (snap shot) in view of the soldier.
: 4. Alien fires second.
: 5. Alien moves one grid back behind wall (2 TUs)
===Soldier Fires Second===
Soldier Reaction Fire firemode= 16 TUs (Auto fire from Assault Rifle)
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)
: 1. Alien moves three grids from behind wall into view (6 TUs)
: 2. Alien chooses to fire (8 TUs)
: 3. Alien fires first, because total TUs spent (14) is less than soldier's Reaction Fire cost (16 TUs)
: 4. Alien moves one grid back towards the wall (2 TUs)
: 5. Soldier fires after the alien has moved, because the alien has spent 16 TUs in view of the soldier.
As you can deduce from these examples, Reaction Fire is more effective when firemodes that use less TUs are selected. In order to pre-empt enemy fire and shoot first, your soldiers must use a firemode that is quicker than the enemy's. It is also possible to execute Reaction Fire if the enemy does not fire, but spends too many TUs in view. Any TU spent in view of a soldier will add to the Reaction Fire counter, including crouching and turning in a new direction. But the alien AI is particularly good at popping up around corners, firing, and retreating to cover. You're only likely to get Reaction Fire on enemy movement at long distances, where the alien AI feels safer moving around.
For this reason, weapons traditionally thought of as good "overwatch" weapons, such as Sniper Rifles, are not effective when used in Reaction Fire. In UFO:AI, Reaction Fire is much more appropriate for defensive purposes and close-quarters situations where the player must win the "Reaction Fire Contest" and fire first.


==The Reaction Fire Contest==
==The Reaction Fire Contest==

Revision as of 15:05, 11 September 2013

Introduction

Units can fire on enemy units when they wander into their field of view during the enemy's turn. Soldiers will execute a reaction shot when an enemy unit spends more TU in their field of view than the cost of their reaction fire.

Understanding Reaction Fire

While this mechanic is simple and straightforward, using it effectively can quickly become complex because of the range of actions and firemodes which affect how many TUs one unit will spend in front of another. If the enemy is able to spot your soldier, fire their weapon and then return to cover using fewer TUs than the cost of your soldier's Reaction Fire firemode, your soldier will not fire.

To illustrate this, let's consider an example in which a soldier has activated Reaction Fire. During the alien's turn, the alien appears from behind a wall, spots the soldier, fires on him and then moves back behind the wall. The following timelines show what will happen when the soldier or alien chooses different firemodes.

Soldier Doesn't Fire

Soldier Reaction Fire firemode= 12 TUs (Burst fire from Assault Rifle)

Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)

1. Alien moves one grid from behind wall into view (2 TUs)
2. Alien chooses to fire (8 TUs)
3. Alien fires first because total TUs (2 + 8) are less than soldier's Reaction Fire (12 TUs).
4. Alien moves one grid back behind wall (2 TUs)
5. Alien has now spent 12 TUs, but is behind the wall and therefore out of view of the soldier. No reaction fire is taken.

Soldier Fires First

Soldier Reaction Fire firemode= 8 TUs (Snap Shot from Assault Rifle)

Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)

1. Alien moves one grid from behind wall into view (2 TUs)
2. Alien chooses to fire (8 TUs)
3. Soldier fires first, because the alien has spent more than 8 TUs (snap shot) in view of the soldier.
4. Alien fires second.
5. Alien moves one grid back behind wall (2 TUs)

Soldier Fires Second

Soldier Reaction Fire firemode= 16 TUs (Auto fire from Assault Rifle)

Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)

1. Alien moves three grids from behind wall into view (6 TUs)
2. Alien chooses to fire (8 TUs)
3. Alien fires first, because total TUs spent (14) is less than soldier's Reaction Fire cost (16 TUs)
4. Alien moves one grid back towards the wall (2 TUs)
5. Soldier fires after the alien has moved, because the alien has spent 16 TUs in view of the soldier.

As you can deduce from these examples, Reaction Fire is more effective when firemodes that use less TUs are selected. In order to pre-empt enemy fire and shoot first, your soldiers must use a firemode that is quicker than the enemy's. It is also possible to execute Reaction Fire if the enemy does not fire, but spends too many TUs in view. Any TU spent in view of a soldier will add to the Reaction Fire counter, including crouching and turning in a new direction. But the alien AI is particularly good at popping up around corners, firing, and retreating to cover. You're only likely to get Reaction Fire on enemy movement at long distances, where the alien AI feels safer moving around.

For this reason, weapons traditionally thought of as good "overwatch" weapons, such as Sniper Rifles, are not effective when used in Reaction Fire. In UFO:AI, Reaction Fire is much more appropriate for defensive purposes and close-quarters situations where the player must win the "Reaction Fire Contest" and fire first.

The Reaction Fire Contest

How to use Reaction Fire effectively

When Reaction Fire won't fire

  • Out of range
  • Target enters/exits view

Common misconceptions

Because Reaction Fire works differently in UFO:AI than it does in other X-Com games, it is often the source of many misconceptions.

  • Reaction Fire is always fair. Aliens are not better than soldiers at it and soldiers can not become more proficient at it. Reaction Fire can not be trained like in the original X-Com. Reaction Fire will always depend on TU costs for soldiers and aliens, and it can always be predicted by paying close attention to TUs spent and observed.
  • Reaction Fire is not a free shot. Soldiers who have activated Reaction Fire will not automatically get to fire first when an enemy appears. Reaction Fire is not Overwatch like in the new XCOM.
  • Reaction Fire is not overwatch. Reaction Fire is not effective in a real-world role of "overwatch". Snipers are terrible at Reaction Fire because of their high TU costs.
  • Reaction Fire is not automatic. Players need to click to activate Reaction Fire, or a soldier will not fire even if they see an enemy and it is within range.