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XCOM saves your RNG seed to your save file, so savescumming and repeating the same action will always have the same result.
There are tons of threads older and newer with similar anecdotal evidences that have been deconstructed in all possible manners if you really can't shake it off. Just search the forum a bit.
If you don't need to dig deeper, then I'm glad to know that this post was all you needed to vent it off. I know enough about math/stat/computer sciences not to fool myself thinking its a problem with the game when I get a bad streak with a very adverse outcome but it doesn't keep the salt away.
1. Every turn you will have an extremely high roll and an extremely low one. If you just hit a somewhat risky shot (that would be 75% or less), expect the next one to miss, even if it was a high percentage chance to hit. The game will occasionally force a miss, even if you have a 100% chance to hit if you have not had a low roll yet during a turn.
2. If there is a way to do something more efficiently, and you DIDN'T do it, the game will punish you for it. For example, let's say one soldier had the ability to take a shot on an enemy with 95% accuracy, and you chose to shoot with the soldier with 85% accuracy for a tactical reason. You will usually be punished for this with a miss or graze.
3. The Mod Perfect Information is flawed: ever since WOTC it's been a little bugged, and if you're using mods, it's likely not correct at all. I ended up just turning it off.
4. The rng seeds tend to produce streaks. I suspect this may be a design decision to try and create more dramatic game play, and they apply to both you and the enemy team. Did you just miss a bunch of high percentage shots? Good news, the aliens probably will too. Did you just roll a bunch of really lucky shots? Watch out, them aliens is gonna crit you behind full cover next round. Again, I don't know the code behind this, or if it's just the way it plays out in the game, but I've just found this to be true.
5. The game HATES mid percentage shots. Having a 70% chance of hitting seems to be about as consistent as a 30% chance of hitting. Always plan to miss anything under 85%. If you're relying on 84% or less to carry you, you will consistently end up with dead soldiers.
I know that people on here consistently get on here and argue about the RNG constantly, with some people claiming that the RNG is "completely random". I'm sorry, but after playing this game for many, many hours, it is not. Especially when compared to other games that also use similar systems. It's not even bad game design: when rolls tend to roll either very high or very low, I think it rewards our dopamine centers more, because we feel a huge hit when we land a low percentage shot that we risked for, and feel more pain when we miss a high percentage shot.
you offer nothing but " I have noticed" and no actual evidence other than human perception biased anecdotes yet dis those that dare question you?
not saying you are right or wrong, just that you have no data to declare others wrong.
Other than that, the game uses the same random numbers generator for all of the gameplay logic, there's no separate RNG just for hit chance logic, and therefore no way and no reason to rig the RNG for specific behavior, such as streaks.
Proof: as a modmaker, I have access to game's source code.
Rookies get 65 base aim, with up to +20 Aim from being right near to the enemy thanks to rifle's range bonuses. You also get +20 Aim from height advantage over the enemy. Those are the easy bonuses, the rest can come from weapon upgrades and abilities of other soldiers.
I too have noticed how the highest (not necessarily best) target is always listed first. It's like the game is trying to tell me something! But when the "best chance" target is behind full cover, I become suspicious, especially when I don't have Tier 2 weapons yet.
I beg to differ, as it's always been truthful and served up the info. But all it does is give me my real to hit number with crit chance. It can't roll the attack for me!
I'm not sure if hitting streaks are programmed or not. I suspect not, since if it was it would be noticed more often. Still, when you're hot you're hot! I really hate it when ADVENT is on a roll though, as that gets expensive quick! That's actually an incentive to take the pods on one at a time, since going with multiple pods means just that many more chances for the ayyys to get a hit chain started. Alas for me, right now I'm running Long War 2, where having 5-6 enemies taking shots at my two most disadvantaged soldiers is a real pain.
Again, this is why I use Perfect Information, so I know if I can massage my odds a little. Or just launch the grenade and blast the enemy into flanked status. I do agree that 85%+ is automatically "take the shot" territory. I'd say anything under 70% is a coin toss, but the RNG has pleasantly surprised me at times. Still, if the best thing the soldier can get is a 31%, it's probably time to try someone else on the squad.
There might be something to that! I can agree with your descriptions on reactions to the highs and lows, so to speak. Been there, done that, cheered & raged & wept, and still I've returned to do it again!