BATTLETECH

BATTLETECH

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Understanding Hit Percentages and Accuracy
By rho
The fine details of how the game determines the percentage chance for a shot to hit.
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How accuracy works
***Disclaimer: This is a quick and dirty guide written because I couldn't find the information elsewhere and had to go figure it out for myself. I do not 100% vouch for its accuracy.***

When you fire a shot, the percentage chance to hit is determined by three things.
  • The base hit chance of 75%.
  • Bonus of 2.5% per point of gunnery skill.
  • Potential penalties from evasion, indirect fire, etc.
Let's look at them individually.

The base chance to hit is 75%. That is, if you have a pilot with no gunnery skill firing a weapon with no bonuses at a mech with no evasion and no other modifiers, it will hit 75% of the time.

Next up is the gunnery skill. This is just a simple increase of 2.5% per point of gunnery skill which is added onto the base hit chance. So, 2 points of gunnery give 5% bonus and an 80% overall hit chance, 6 points give a 15% bonus (90% hit chance), up to a 25% bonus (100% hit chance) once you're at gunnery of 10. So far, so simple.

Then for the third point, which is where things start to get more complicated. All other bonuses and penalties to accuracy are combined into a single number called shot modifier, which you can see if you mouseover a weapons chance to hit when taking a shot (in the bottom-right corner of the screen). A higher shot modifier means a more difficult shot, and a resultantly bigger penalty.

Positive shot modifier (i.e. a penalty to hit) can come from enemy evasion pips (+2 per pip), firing at light mechs, firing a weapon outside of its optimal range, indirect fire for LRMs, recoil for autocannons, etc.

Negative shot modifiers (i.e. a bonus to hit) can come from weapon accuracy bonuses (all energy weapons, or weapon+ with accuracy bonus), TTS mods, arm-mounted weapons, being inspired (morale above 50%), taking a precision strike, or being at higher elevation than your opponent.

However, overall shot modifier can never be negative. Even if you have multiple bonuses and no penalties, you will still end up with a total shot modifier of 0, which means no change to the overall accuracy.

To put it another way, your maximum possible chance to hit is determined exclusively by your gunnery stat. For example, if you have a gunnery skill of 6, then you will never see an overall chance to hit that's above 90%, no matter how many bonuses you stack. All other accuracy bonuses can be used to offset penalties but will not increase your hit chance above your max.

On the other hand, if your shot modifier is positive, then that gives you a penalty to hit, with a bigger shot modifier equating to a bigger penalty. To be specific, 1-10 points of shot modifier give 5% reduced chance to hit per point, with each point of shot modifier beyond 10 giving a 2.5% reduced chance to hit per point.

As examples: a shot modifier of +6 reduces your hit chance by 30%, a shot modifier of +10 does so by 50% and a shot modifier of +14 does so by 60% (10x5 + 4x2.5).
Tactical considerations
This is not a full tactical guide, but just a brief overview of some of the consequences of the accuracy mechanics, especially the non-intuitive ones.

1. Gunnery stat is the single most valuable accuracy boost because it always applies. Regardless of the circumstance, having a higher gunnery stat always makes you more likely to hit. All other accuracy bonuses are situational, and can only serve to counteract penalties.

2. Be careful of stacking accuracy boosts. Having an effective shot modifier of -10 gives no benefit at all over a shot modifier of 0, so make sure it's really worth before investing in any other bonus.

3. When trying to evade enemy fire, making the shot just a little bit more difficult will sometimes have no effect. For example: you are facing an enemy mech which has an arm-mounted PPC. That's -1 shot modifier from being arm-mounted and another -1 from being an energy weapon. Then you run far enough to gain 1 pip of evasion, which gives +2 shot modifier. This gives a total of 0, which is no improvement on the -2 you would have anyway. In this situation you'd have been better just getting yourself into a better position and ignoring the evasion.

4. At the same time, there are diminishing returns on adding too much evasion. If a shot is already very difficult, adding more shot modifier only has half the effect it otherwise would. Whether this is worth it depends heavily on the situation, but it is something worth considering.
Disclaimers, caveats and anomalies
All the information in this guide was gained purely by playing the game, paying attention to all the different numbers and trying to make sense of them. I haven't actually checked the code and I absolutely don't have access to any privileged information. I am a fallible human being capable of making mistakes, and would welcome any (polite) corrections or additions.

I have also not attempted to verify that the percentage hit chances given by the game are accurate. I am assuming that if the game says 80% then that actually means 80%. If anyone actually wants to run a statistically significant test of this then I'd love to see the results, but I've no interest in trying that myself.

However, one thing of note is that the game only ever reports accuracy to the nearest 5%, which makes it harder to be sure about some things. Does the gunnery skill actually add 2.5% chance to hit every level as it claims, or does it add 5% every second level? Who knows? With the game only reporting accuracy in 5% intervals, it isn't obvious.

Finally, sometimes, the numbers just don't make sense. I have had shots (images below) with the same mech, pilot, weapon and shot modifier on the same turn have different % chance to hit, so there is obviously something else going on inside the game, though I don't know what. Possibly it's a hidden range modifier? Maybe a hidden luck modifier? I don't know. What I can say is that I have never seen the numbers deviate by more than 5% from the predicted value.


15 Comments
poulanc 9 Aug, 2021 @ 8:49pm 
Nice one rho.

I also feel in BEX there is a hidden hit chance and distribution bias.
1) is it just me or does it feel like the AI almost always hits and I miss way too often. When I have 2 x PPC on 80% hit chance and both miss.

2) So many times the CT has 10 or 20 internals left and a full salvo of 3 x SRM + 4 x MLs + 4 x MGs hit everywhere else but the CT. I am always evenly wearing down a Mech that keeps standing, lost 90% evenly distributed, not looking random dist. to me.

3) AI always aim shots at my best weapon location. I can have an almost untouched Mech but no armour on one location, like every Mech somehow aims every shot
Grumbo the Goblin 2 Dec, 2020 @ 10:29pm 
From my understanding with my first play through with the game, the reason why your chances to hit is much better in the second image rather than the first is because the Locust in the second image is close to the optimal range of AC/5 despite having the same penalties as the Locust in the first image. I learned pretty quick that range actually means something in this game, so I have some MECH's specialize in curtain ranges and combat roles. Overall this was a great read and very much needed help.
Irrumatio 1 Dec, 2020 @ 8:23am 
This was very helpful! Thanks!
frkr 28 Dec, 2019 @ 12:16pm 
like obi wan.... highground!
Shades 7 Dec, 2019 @ 5:43am 
Also note that the game doesnt seem to report effects of cover. A mech behind a waist high wall cannot be hit in the legs, but some of the random hits still try to target the legs, resulting in just hitting the wall. This also happens especially if the enemy is on a higher elevation.
Sometimes it might be worth taking a called shot to avoid the frustrating hits in random boulders.
Sumatris 1 Dec, 2019 @ 6:50am 
@ red255:
The game does a huge amount of rounding in its calculations. For instance, any damage reduction at all will reduce an LRM's damage by at least one point. Even if the mitigation is just 10%, which would mean 3.6 damage instead of 4.0, it rounds down to 3. I guess it does something similar to its hit percentages. Now all I'd wish I knew is whether it rounds up or down...
Sumatris 1 Dec, 2019 @ 6:46am 
There's a bunch of pilot traits that affect hit chances to some degree. I'm pretty sure that "Lucky" is one of them, but I don't know for sure what exactly it does. Other players reported a feeling that Lucky pilots hit more often than they should and got hit less as well.
Many traits are also completely invisible in-game but have massive influence on the pilot's effectiveness in battle. To name but one, there"s "Improved Called Shots", which doubles the hit rate of Called Shots. Many KS backers and some Ronin have it, but you won't know it unless you take them into battle and check their traits in the lower left corner above the 'Mech status panel. I wish HBS would display them in the barracks or even the Hiring Halls, but as it is I'm not surprised that many aspects of the game's hit calculation remain somewhat obscure.
Marbur 26 Nov, 2019 @ 12:12pm 
Good Guide. :cozybethesda:
Frosty 11 Oct, 2019 @ 7:07pm 
Awesome guide laid out with total simplicity! :steamhappy:
FoX 24 Sep, 2019 @ 7:17am 
good primer to get acquainted with the basics. thank you