# Please explain how Mortar Chiron work

**URL:** <https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950>\
**Category:** Game Feedback\
**Created:** [January 17, 2020, 11:32pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950 "2020-01-17T23:32:12Z")\
**Posts on this page:** 20\
**Page:** 2

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**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 18, 2020, 2:11pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/22 "2020-01-18T14:11:36Z")

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Mmm all that from the code, impressive, code reading isn’t easy and full of traps.

You know what? That looks very very credible, this would explain some cases hard to explain.

Now it’s alert, for bombard I’m pretty sure weapons shoot play no role, nor stealth, only move noise that is like what you see for noise. And the distance is no way a penalty, for no logical reason.

I’m less sure about other aliens los, just that it’s hardly target a non moving soldier, I exploited it too often to not be sure, but it could be a vessel to Chiron to consider the target if it does noise move.

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**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 18, 2020, 2:26pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/23 "2020-01-18T14:26:27Z")

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It explains my use case. My targeted soldier was in hearing range of the dead Siren.

Can’t explain how the Chiron got alerted though. I haven’t found where the “initial alert radius” is set.

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**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 18, 2020, 3:45pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/25 "2020-01-18T15:45:47Z")

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> [@pantolomin](#):
>
> It explains my use case. My targeted soldier was in hearing range of the dead Siren.
> 
> Can’t explain how the Chiron got alerted though. I haven’t found where the “initial alert radius” is set.

Wait we agree it’s not in list

> [@pantolomin](#):
>
> Conditions to alert a Pandoran:
> 
> - shoot at him (even if you miss)
> - target of attack is within “alert radius”
> - unless you are using a “silent” weapon
> - the radius gets bigger each turn
> 
> - if you move in hearing range
> - if you move in line of sight and perception range
> - if they see an ally die
> - at the start of their turn, if they have an alerted ally in the “alert radius”

I hardly agree with your dead hearing/seeing explanation, because I don’t remind that have killed an enemy was a trigger fo Chiron alert and I don’t tend do combats from long range.

But perhaps I don’t understand your point, and it’s totally possible that I didn’t noticed the link.

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**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 18, 2020, 4:03pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/26 "2020-01-18T16:03:16Z")

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As I said, I don’t know what condition made the Chiron alerted. However, once alerted, he could know where I was because I was in the dead Siren’s hearing range.

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**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 18, 2020, 9:39pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/27 "2020-01-18T21:39:54Z")

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Seems that “initial alert range” is 15. So it is possible that shooting on the SIren with some overwatches triggered the alert if Chiron was within 15 tiles of it.

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**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 19, 2020, 12:10am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/28 "2020-01-19T00:10:22Z")

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> [@pantolomin](#):
>
> As I said, I don’t know what condition made the Chiron alerted. However, once alerted, he could know where I was because I was in the dead Siren’s hearing range.

I doubt it, ok I’ll try check and putting care to cadavers. Hearing range is perception range?

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**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 19, 2020, 7:39am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/29 "2020-01-19T07:39:51Z")

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No,  
Perception range is different per “actor” and you need line of sight.  
Hearing range seems to be hardcoded to 5 and is the distance at which you appear as a “blip”.

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**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 19, 2020, 10:49am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/30 "2020-01-19T10:49:25Z")

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Woo the hearing range extend of 10 is huge, 5 is almost point blank, I find it hard to believe, if that’s 5 for cadavers, mmm that changes a lot.

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**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 19, 2020, 10:57am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/31 "2020-01-19T10:57:12Z")

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HearingRange is a “CharacterStat”, just like Perception. During initialization it is set to 5 and I don’t see it change anywhere.  
However, just like Perception, it is possible that it is set by some “reflexive” process and therefore not as easy to find when you don’t want to spend too much time.  
So it is possible that some enemies have bigger HearingRange, just like Perception.  
However, the code really doesn’t check if the listener is dead (perception code does that).

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<div class="post-metadata">

**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 19, 2020, 11:07am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/32 "2020-01-19T11:07:57Z")

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> [@pantolomin](#):
>
> OK, just finished a lair with a mortar Chiron.  
> First of all, it shot me as I hadn’t even had a chance to see it. So, great, one of my snipers is down at 10 HP with a bleed and no head. But …
> 
> The Chiron was far, the only enemy in the vicinity was a Siren and it had spotted my Berserker (since it is the only one to not be stealthy with only 0%, the rest being at least 25%). And he wasn’t even the target for the bombs.  
> I checked on my turn, all my infiltrators were still in stealth mode (so nobody saw them, and since they didn’t get a chance to move, nobody eared them either).
> 
> And I’m not finished yet. After killing the Siren and an other Arthron that came by (after the bombing), there is nobody around me for at least 20 tiles. I move my team and still nobody around (and I know that because nobody showed in further turns). Chiron bombs one of my infiltrators (still in stealth and nobody at least 20 tiles around).
> 
> And the next turn the same happens again.
> 
> Come on !!! Such precision is not luck, there is cheat going on.  
> So please explain how this is possible. The corpses of other Pandorans can ear my soldiers, just like they prevent Marksman from triggering ?
> 
> It cost me only medkits for this time, but it’s really annoying that there is no escape.  
> And Zzzz, being behind a wall didn’t prevent one of my infiltrators from getting bombed.
> 
> Really going to sleep p…d tonight. Usually, managing to get through a hard mission with no loss is exhilarating. There I’m absolutely not. Granted it’s “legendary”, but this is not what I call difficult ; it’s plainly unfair …
> 
> … unless you provide a damn good explanation on how it could know where my troopers were.

If it was really managed but I have all clues it isn’t, the structure and materials should have a huge effect on it. Even Doom was doing much better. But the game is probably enough complex like that and I’m not sure that make it more complex wouldn’t lost players.

But 5 looks very short. But ok it’s possible, and again 100% sure it’s different with Chiron bombards, and without any cadavers at 5 tiles.

Aren’t Triton have sometimes an extended hear range?

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<div class="post-metadata">

**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 19, 2020, 11:17am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/33 "2020-01-19T11:17:08Z")

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> [@Zzzz](#):
>
> So please explain how this is possible.

Once alerted Chirons hear any sound on the map, it’s not realism it’s gameplay. But that also means not moving and nobody moving close, the soldier is undetected.

Stop not believe careful and extensive exploitation of it in more than 10 missions. Try exploit it too.

That said Lairs are a fail design for Chiron bombards. This need a redesign of covers against them in Lairs.

Skip it or find some high obstacle that can’t be destroyed, bring a Priest. Camp here, wait a Crab with Poison come, will lowdown, control, rush, make it move to Spawnery, poison a few time, end of mission. During that time you continue camp and defend with high obstacles. Is it worth it? Not really but to achieve the mission objective, and in case you don’t have yet the firepower for Citadel.

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<div class="post-metadata">

**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 19, 2020, 11:23am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/34 "2020-01-19T11:23:42Z")

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> [@Zzzz](#):
>
> Aren’t Triton have sometimes an extended hear range?

It’s perception range.

There are two characteristics in this game to spot someone:

- perception, which is the maximum distance at which you can spot an enemy in line of sight and make him/it “revealed” (stealth removes a percentage from this maximum distance)
- hearing range, which is the maximum distance at which you can hear an enemy coming and make him/it “located”: you see an “echo” on the floor

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<div class="post-metadata">

**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 19, 2020, 11:27am UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/35 "2020-01-19T11:27:15Z")

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Ok I probably make a confusion with their ability to not make sound when shooting, but frankly I think this aspect is currently an unfinished feature so the gameplay works better.

Ok perhaps the side effect is for players only, the cam not showing the bullet path in this case. This can be rough with snipers, but I think I get that also for non Triton sometimes, so not sure the use of this Triton skill.

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**Author:** ![Leanproduction](https://avatars.discourse-cdn.com/v4/letter/l/bbce88/32.png) [@Leanproduction](https://forums.snapshotgames.com/u/Leanproduction)\
**Post date:** [January 19, 2020, 5:07pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/36 "2020-01-19T17:07:40Z")

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If thats true please make a F12 Report because thats a big bad bug in my opinion.

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<div class="post-metadata">

**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 19, 2020, 5:12pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/37 "2020-01-19T17:12:35Z")

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Shoot origin not shown? Gee I’m not fast enough for that, ask that to Flash. 🙂

EDIT: Let be clear it was enemy not hear or seen. Some cases I had the origin, some I don’t think, not totally sure. Eventually it was a very large plan very fast and get the origin for that is very approximate, I’m not sure.

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<div class="post-metadata">

**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 19, 2020, 5:21pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/38 "2020-01-19T17:21:56Z")

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I did in the feedback report: [https://phoenixpoint.canny.io/feedback/p/hearing-range-doesnt-check-for-listener-death](https://phoenixpoint.canny.io/feedback/p/hearing-range-doesnt-check-for-listener-death)

Just vote to have it high on the pile 😉

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<div class="post-metadata">

**Author:** ![Leanproduction](https://avatars.discourse-cdn.com/v4/letter/l/bbce88/32.png) [@Leanproduction](https://forums.snapshotgames.com/u/Leanproduction)\
**Post date:** [January 19, 2020, 5:25pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/39 "2020-01-19T17:25:31Z")

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I voted.but for Bugs i Think f12 is better…

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<div class="post-metadata">

**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 19, 2020, 5:29pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/40 "2020-01-19T17:29:58Z")

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F12 is the same with a screenshot.  
The big difference is that other users can vote for this bug and potentially make it take precedence over others.  
Looking at the code, this one seemed extremely easy to fix. The method is called in only one place so no side effects expected.

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<div class="post-metadata">

**Author:** ![Zzzz](https://avatars.discourse-cdn.com/v4/letter/z/f0a364/32.png) [@Zzzz](https://forums.snapshotgames.com/u/Zzzz)\
**Post date:** [January 19, 2020, 5:33pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/41 "2020-01-19T17:33:00Z")

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> [@pantolomin](#):
>
> Looking at the code, this one seemed extremely easy to fix. The method is called in only one place so no side effects expected.

But how any time the code calling it is called? 🙂

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<div class="post-metadata">

**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 19, 2020, 5:37pm UTC](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950/42 "2020-01-19T17:37:03Z")

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It’s called by “OnActorMoved” only. So once someone moves, this method triggers.  
For each “actor” from an enemy faction, we check if it is in hearing range (not checking if the actor is dead) and check if it has line of sight in perception range.

It’s quite straightforward.

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