Posted 03 October 2016 - 05:06 AM
If you saw this effect when the aquanaut went berserk, then it's not to do with the XComutil enhancements, as the shots are all snap based. If you actively fired the auto shot, then it technically should not be able to happen. The game quite literally implements its autofire by running the firing routine three times in a row. Basically, fire, fire, fire. Even if the shooter gets killed during that, all three shots will execute unless ammo runs out.
Like Bomb Bloke said, when you go berserk, your TUs can sometimes be pushed over the max. This is a bug, but one with an unintentionally positive outcome in that it adds an extra layer of severity to going berserk.
Just going off the top of my head, I seem to recall it has to do with the fact the game will have done something to leave the berserk aquanaut with negative TUs. Since TUs only deal with numbers between 0 - 255 and can't handle negatives, the number wraps around to the high 255 end.
In addition to being able to shoot more times than usual, Reactions gets a massive boost from the high TUs so the berserk aquanaut will have the dominant initiative for quite a while.
For example, the aquanaut has a max of 60 TUs but goes berserk with 250 TUs. That's 416% more TU's than usual. This means Reactions will be 416% more effective at the start of the volley, making it very hard to interrupt until a good chunk of the TUs are exhausted.
NKF - finally built a gaming PC in 2020 (though not any of that RGB nonsense). Can now play games up to '89!