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Cake day: July 6th, 2023

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  • abigscaryhobo@lemmy.worldtoGaming@lemmy.worldTrajectory
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    22 hours ago

    I kind of like the nu XCOM approach though and I get the reason for the change. It’s way less accessible when every turn around and step deducts time units and you have to do the math in your head before moving so you don’t end up stuck in the open with no time to shoot. (Forgetting the cost of turning a guy or crouching leaving me unable to shoot has cost me a fair number of chumps). There are a lot of skills in WotC and LWotC that still let you move shoot move too.

    That said Xenonauts 2 is a good split of the difference for both of them


  • abigscaryhobo@lemmy.worldtoGaming@lemmy.worldTrajectory
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    22 hours ago

    At least in war of the chosen, the seeds for the round are static. Idk if there was a way to turn it off, but by default they used it to nerf save scumming. So if you know you’re going to miss and you want to bother with save scumming you can at least try a different tactic instead of going over and over hoping to eventually hit.

    Honestly, just get a mod that buffs your hit chance like the rest of us sore losers lol


  • abigscaryhobo@lemmy.worldtoGaming@lemmy.worldTrajectory
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    22 hours ago

    It’s never really been an “issue”. The rolls have always been accurate, and the XCOM devs have even said in XCOM 2 they gave an invisible “buff” on hit chances on some difficulties.

    The problem is we as people assume that something like 90% is a guarantee, and a miss in XCOM always feels so much worse, especially when they changed from time units to just a flat “do a shot, hit or miss them all” approach. So even though statistically you’re going to miss 1 of every 10 on a 90% shot, when it happens twice it’s “bullshit”. But that’s just odds man, gamblers fallacy is real.