Bugged gauss autofire w/xcomutil?


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#1 Tsathoggua

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Posted 02 October 2016 - 11:32 PM

Using the gauss weapons mod (improved heavy gauss one/heavy gauss autofire)

Anyone noticed it firing off multiple bolts in what should be a three round burst? Just working through this mission with lobstermen. First time they showed up in a possibly winnable situation. Couldn't charge them, as  there were too many, way too many, and the men armed with gauss rifle, heavy gauss, sonic pulsers, a few tazers, 3-4 gas cannon and incendiary rounds plus one HJC and one torpedo launcher that seems to have gone AWOL.

But having some gauss burst   fire with the rifle and the cannon turn into 6/7 round volleys. Should have seen it when one agent berserked and I almost thought the fire had got into a loop of some kind, although it did stop, eventually.

#2 Bomb Bloke

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Posted 03 October 2016 - 02:56 AM

Doesn't ring a bell, though in relation to beserking specifically - since firing costs are a percentage of a unit's max time units, and beserking pumps their current time units well above the maximum, extended volleys aren't uncommon there. In fact, rookies tend to get to shoot for longer than veterans!
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#3 NKF

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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.

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#4 Tsathoggua

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Posted 03 October 2016 - 05:22 AM

That was a one-off. I knew about the berserk issue.

But this was in a protracted firefight with a bunch of lobstermen, totally underequipped, gauss rifle or two and mostly heavy gauss and some gas cannon with mixed HE/IC loadouts. Slugging it out from long  range, because the squad was up against a tight pack of lobstermen, 4-5 certain and another two off to the side sniping, plus another of the bastards circling from behind. Ugly mess, had to keep hammering them with gauss fire from long range, and the heavy gauss in particular had the habit of spraying between six and seven bolts occasionally, although not complaining given the way those bastards are massively resistant to gauss and HE fire.

IC being the best tool available. Hell even the coelacanth/cannon tank had to make a run for it after totally unloading its magazine with no attributed kills.




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