• 𝕱𝖎𝖗𝖊𝖜𝖎𝖙𝖈𝖍@lemmy.world
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    1 month ago

    The hit percentages in XCOM are a complete lie. I remember one time my sniper up on a rooftop missed a ~95% chance shot on a mook, who then turned around and crit the same sniper with a pistol aimed through two box trucks and cover. I think that’s when I quit.

    • Strider@lemmy.world
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      1 month ago

      Yes, they are. But posting this without context is misleading completely in the wrong direction.

      I remember reading an article about how they tuned all of that way into the players favor because the subjective impression of the mathematical probability was far too negative and punishing.

  • ArgentRaven@lemmy.world
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    1 month ago

    The newer XCOM games actively remember and give you the same result if you reload. To discourage save scumming. I would get stuck in one where I’d miss a 90%, reload, and still miss. Because the next shot was always going to miss. So I’d take a different shot with someone else that wouldn’t matter, come back, and suddenly I’d make that 90%.

    The original 90’s games, you could just save scum. But you’d still miss that 90 sometimes.

    • PrivateNoob@sopuli.xyz
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      1 month ago

      This can be easily solved by just going to a different tile and bumm, new possibilities. (I save scum)

  • DaddleDew@lemmy.world
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    1 month ago

    The “modern” XCOM games cheaped out on their game mechanic budget.

    The game Phoenix Point made by a much smaller studio with fewer resources came up with a vastly superior way to tackle hit probability. In that game you can free aim using a reticle made of two concentric circles. The outer circle represents where your shot(s) have a 100% chance falling inside of. The inner circle represents where 50% of your shots have a chance of being inside. The more accurate weapons have smaller circles. Then when you shoot the game simulates the path of your shots and any character or environmental object that gets in the way will be taken into account. If you fire a burst or shoot a shotgun, you’re not bound to only 100% hitting or 100% missing. You can have a partial number of rounds or pellets hit the target, while others might miss, be blocked, or even hit another enemy or ally if they were sharing that cone of probability.

    This makes the whole thing feel far more real than the shitty dice roll system XCOM relies on that just feels cheap and simplistic in comparison especially for a game of that price. Too bad that overall Phoenix Point had difficulty curve issues and the story was not every interesting to me at least.

    If they ever make a new XCOM game I really hope they make that mechanic more like Phoenix Point’s. And also lose the arbitrary turn limits that they’ve introduced in XCOM2 because they force a reckless game style that I absolutely hate in those types of games.

    • Weirdfish@lemmy.world
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      1 month ago

      I really like Phoenix Point, but I don’t start a game on a low enough level to be successful, and then quit part way through in frustration and play something else.

      I need to accept that it’s hard, I’m learning, and play on the easiest setting.

  • TheHotze@lemmy.world
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    1 month ago

    I don’t remember why it worked, but I remember that it didn’t like it when you only took high accuracy shots, and if you missed a lot first, your 90%s usually hit.