Chance to hit with ranged weapons?

samca

First time out of the vault
So I'm playing a Fallout PNP game, and trying to keep the rules as close to the game experience as possible. In the PNP rules, the chance to hit with ranged weapons seems to max out at whatever your skill is -- so if, say, you have a 55% skill with Small Guns, that's as high a chance to hit as you'll ever get. (Usually lower, once you subtract for armor class, darkness, and so forth.)

However, playing Fallout, that definitely doesn't seem to be the way it works. At fairly close range, your chance to hit will often go higher than your skill points. I've had a 70 in Small Guns and a 95% chance to hit before.

I'm assuming the formula was simplified for the PNP game, but I'd like to have the chance increase at closer ranges the way it does in the game. Does anyone here know what the formula for ranged hit chance used in the PC game is?
 
I don't know the exact formula, unfortunately, but AFAIK you get a bonus based on your Perception vs. your range. So if you have a Perception of 9 and are shooting at a target six hexes away you get a bonus to your chance to hit.

I would say it is something like 5% per hex or thereabouts, but now that I have, I'm sure someone will come in and correct me. :)
 
I think there's also a to-hit bonus/penalty for individual weapons. If you try to make a shot with a Gauss Pistol vs. 10mm Pistol the % will vary. Same goes for Gauss Rifle vs. Pipe Rifle and so forth.
I may be wrong though, maybe it's just tied to the weapon types (eg. pistol vs. rifle). Or maybe tied to the ammo.
Or maybe even all of the above. :?
 
All of the above is pretty much correct. I think you get your unmodified chance to hit at (PE-1)*2 hexes away or something. Every hex more or less modifies the chance to hit with 4%. Some weapon modifiers give a flat +20% while others depend on distance and give a smaller bonus close up. Ammo modifiers can reduce AC penalties, but presumably cannot give you a net bonus.
 
There are the Long Range (+20%), acurrate (+40%) and scoped range (+i don´t know% at X hexes, giving a penalty if the target is close) perks, don´t?
And ammo have the AC mod.
 
Robert Czarwolski said:
There are the Long Range (+20%), acurrate (+40%) and scoped range (+i don´t know% at X hexes, giving a penalty if the target is close) perks, don´t?
And ammo have the AC mod.

Accurate is the +20% one. Melee weapons can have that too. Long Range and Scoped both depend on range primarily, with Scoped being 50% more efficient at long range (has +6% increments instead of +4% increments, but the thresholds fall at the same places).
 
Remember the Strength requirements for the weapons too. I'm not sure about the % but my guess is somewhere around -40%? Maybe dependant on how much lower your ST is compared to the required one. Does the Almighty Per know?

(I screwed up my usual Diplosniper sniper build for my latest FO2 playthrough and damn does it suck to have ST 4 and EN 5 instead of the other way around...)
 
-20% per missing point, I think. Anyway, that's not covered by the original question.
 
Hey I just recently got an account here, so I'm still trying to figure a few things out. I guessed that this would be the best place to post my question, which I thought of while reading all this, but I ramble..

I've had several instances where my game had shown a 95% when I moused over the enemy, and then I miss twice in a row! Am I just unlucky or is there something hidden that gets figured beyond what's shown on the screen?
 
Unless you have a 100% chance of hitting (which isn't possible in Fallout), there's no reason you can't miss twice in a row. Or seventeen, or any number of times, if the RNG really doesn't like you. The theoretical chance to miss twice is 1/400; given how many attacks you make, it's not surprising that it happens every so often.
 
Let's see if I can help you with an exact formula:

- the base to hit% is your skill.
- add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, or are upgrades of these weapons, (PE-2)x8% for the rest.
- The scoped hunting rifle gets (PE-2)x20% instead of the x16% if you shoot at a target that is at least 5 hexes away, or no PE-bonus at all for closer enemies.
- It seems the other newly implemented long range weapons in FO 2 are bugged, they only get the (PE-2)x8% while all long range weapons from FO 1 had the (PE-2)x16%.
- deduct 4% per hex between you and your target.
- deduct 20% for each point of ST missing to use the weapon properly.
- accurate weapons get a 20% bonus. All shotguns also get that. Guess it's easier to hit because of the spread.
- deduct the AC of your target after modifying it with the used ammo type.
- darkness, obstructions in the line of fire, and several perks also give boni or mali, which I do not know.
- After all the above modifiers your chance to hit CAN get below 0, but never above 95%.

Hope that helps!
 
Kanhef said:
The theoretical chance to miss twice is 1/400; given how many attacks you make, it's not surprising that it happens every so often.

1/400? Heh this is something that hasn't happened to me just once. You sure there's nothing hidden beyond the shown hit rate? Though I'm sure if I had a 1/400 chance to get something _good_ it'd never give it to me. :P It's usually a shot to the eyes if that helps, and I usually go for the head if the eyes chance is below 90%
 
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