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Yesterday I had situation that 3 soldiers all got shot chance over 90% and I needed 5 reloads that they did hit :D
You get all kind of people saying that hit % is COMMANDERS view of the situation and blaah blaah blaah. Bottom line is this...
DEWWIES have problems with basic math :D
Welcome to Xcom soldier.
There will be Long War mod coming that fix the accuracy issues.
And yeah it is kinda hilarious how broken the hit chance numbers are...and how the same issue persist in Xcom2. I mean what is the point of given number of any factor in the game the to player, if player cannot trust to it?
It is like player have the ammo counter on weapons. But It always is about 70% inaccurate. What would be the point?
THIS GAME IS RIGGED! Just like the lottery.
During the mission, my team missed no FEWER than SIX shots compared with the aliens who missed twice.
Lost my entire team.
crap. I guess "That's X-com, Baby" right?
If you think you're missing too many 70% shots, get a standard die and roll it every time you make a shot. The probability of rolling 3 or higher is 66.6% (ie, pretty close to 70%). See how many 1s and 2s you roll.
So at the start of the game, a sequence of numbers are chosen. So say...
1. 25
2. 46
3. 16
4. 88
5. 93
6. 07
So, as your first shot is 25, a to-hit chance of 75%-100% will ALWAYS hit. Anything else will always miss.
Your second shot is 46, so you need to have at least a 54% chance to hit.
Your sixth shot scores 07, which you means you will only hit with shots with 93%+. As such you will ALWAYS miss if you have lower than 93%. So if you have an 90% chance to hit, you will still always miss. Always.
The way the game works is that by performing different actions you move on to another number. I'm not sure which actions affect it, and some are exempt from it (from my very, very limited experimenting; the hacking system appears to not use the above method).
It is RNG. Random numbers are generated at the start of the game. These numbers do not change after that, but as long as you aren't reloading there is no way you can know what they are (and even then it is difficult to know precisely what they are, you can just know what they are not). You still want to achieve a high aim rating as you can mitigate the damage the 'low numbers' can cause you by having a very high % to hit.
As one final note; grenades/'built-in-wrist-weapons' always hit, and once you progress a little way into the game you will find that the aim-ratings of your troops grow very high, and can be further combined with abilities that always hit, or weapon-modifications/'implants' that add a +X to your 'to hit'. It is not particularly difficult to get 100% to hit, if your enemies are in cover use grenades to destroy that cover.
Not sure there's any arguing with that logic.
I went on a rng generator, and i was aiming for 70% of above. I generated 35 numbers and 30 times is was a hit and 5 was a miss.
I hit more times when i under 50% then when i am at 70%.
Well no ♥♥♥♥, sherlock.
I am not saying that, I am just noticing how often i am missing shots that should hit most of the time.