Tactics though, is less obvious. There is a TacticsDivisor and a TacticsModifierDivisor, but I'm not sure if either of these affects precision shots or how. CalledShotBonusMultiplier? CalledShotBonusDegradeLerpFactor? As Rojo points out, called shot is still too good at +4, so I'd like to nerf Tactics, and reduce the odds of hitting the targeted location so you are more likely to hit adjacent - it should be a way of targeting an area, not a single part.
Only my best guess (haven't tested any of it):
"CalledShotBonusMultiplier": 2.0,(line 428 in CombatGameConstants.json) doubles the hit chance for a body part in general and in addition the multipliers from TraitDefCalledShotImprove.json (value 2.4) and TraitDefCalledShotMaster.json (value 3.75) (in ...\StreamingAssets\data\abilities\Traits) are also applied.
Base hit chance for head (from front arc) is 1, so 1*2*2.4*3.75=18 which is the maximum to hit chance for the head with a called shot.
Edit: but doesn't work for other locations...
@Benkyo
If I understand that right:
decreasing the second value inTo-Hit modifiers: ±1 to ±10 mods step up in 5% increments (ex. +5 is 25% -3 is -15%) once the total modifier goes to ±11 or more the percent set changes to 2.5% (ex. +13 is 5x10=50% for the first 10 and then 2.5x3 =7.5% for a total of 57.5%). The Base to-hit is 75% and (all in CombatGameConstants I believe) Gunnery increments in steps of 2.5%
"ToHitStepValues":
[
0.05,
0.025
],
should decrease the hit chances for the higher gunnery skills without influencing the hit chances of lower gunnery skills as much or at all.
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