XCOM 2
Enemies seeing/shooting through walls
So yeah.

Title's pretty self-explanatory, and I'm sure everyone has experienced it firsthand multiple times like I have. I remember that EU was usually pretty good about this: if your soldier had no line of sight on the enemy and vice versa, then you couldn't shoot them and they can't shoot you.

Now, every single enemy and soldier in the game seems to have X-ray vision and weapons capable of penetrating all materials without ever actually damaging them strangely enough. To be honest, it's kinda ♥♥♥♥♥♥♥♥, and really annoying at times. I'm tired of moving my guys into a spot where they should't be able to be seen or shot at, and then having them get gangbanged by a fresh pod of enemies that decides that it doesn't really care for the laws of physics.

And vipers with toungues that phase through walls and then pull my men back through said walls can go ♥♥♥♥ themselves.

I dunno, it's just kind of annoying, and I think it really needs to be fixed.
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Showing 1-15 of 19 comments
Shoebsy Feb 10, 2016 @ 8:57pm 
Considering they're using procedral generation in the maps, it does a great job.. And you're certainly remembering EU with some rose-tinted glasses. It had just as much of the same issue, A LOT during launch and got better with the introduction of patches/the expansion

In my experience, the most happens with reaction shots which is obvious (because of animation VS tile location) But everyone peeks their heads around corners and it makes a little more sense because of that, that they can get hit.

If you want no one to get hit, leave them out of the fight entirely. Enemies are aware of how many soldiers you have after the first reveal.
Exitalterego Feb 11, 2016 @ 5:39am 
There is definitely some weirdness going on here. I had a VIP rescue mission where the VIP was housed in an enclosed cell on the 2nd story of a building. No windows in the cell and the door was still closed, yet a muton was able to get line of site on the VIP, shoot through a wall and the floor directly at the VIP and kill him. Sucked a lot of the fun out of that mission!
Sachiel Feb 11, 2016 @ 5:43am 
sniper fired through 10squares of solid rock elevated mesa while 2 units of elevation below the target. Akin to firing through 20m of continuous rock. There was no gap, no hollow centre. It was a bloody mesa. I fired through the thickest point on long-overwatch and could target them when using 'attack' (and hit both times through that rock mesa 10units thick solid cover).

It was with the standard-issue, standar ammunition, no weapon modifications sniper rifle, aka ERASER rifle mk.I

I've also had mission 1 advent troopers fire through the roof at me (and hit) with no roof/ceilling windows and no enemies to direct their fire.

Also had a similar issue with being shot through a solid wall, having been concealed by the wall for several turns, with no enemy units to spot my character or direct fire on that character, and be shot through solid cover wall with no visibility/LOS.

LOS is broken, as are other mechanics atm.
Last edited by Sachiel; Feb 11, 2016 @ 5:45am
Dorok Feb 11, 2016 @ 6:04am 
Originally posted by Exitalterego:
...the VIP was housed in an enclosed cell on the 2nd story of a building. No windows in the cell and the door was still closed, yet a muton was able to get line of site on the VIP, shoot through a wall and the floor directly at the VIP and kill him.
That can only be a bug, if you checked well no door/no window/no opening.

Did you closed the door? If not then it's not a vip freed yet and he shouldn't be targeted by enemies. Second bug.

But many players don't get the difference between the game mechanism and animations not following them perfectly in too many cases.

If you and enemy are at border of a full cover the game still allows a possibility to hit, that's game rules.

But often animations showing such shoot won't be managed well by the game and will show a shoot through solid stuff not braking it and even with wrong effects on the solid surfaces. Those cases are still only animations problems not rules broken problem.

There's certainly also some problem with apparently solid elements not well setup so just like think air for the physic engine, XCOM1 had such bugs like that, I suppose XCOM2 still has some.

EDIT: About the animations problems, I don't mean they shouldn't fix them as many than possible, just that it's a less important issue for the gameplay.
Last edited by Dorok; Feb 11, 2016 @ 6:07am
http://steamcommunity.com/app/268500/discussions/0/412446292775581295/

Yes I also had many problems with VIP's. But there are so many bugs and no bug report section nothing. Enemies/XCOM soldiers/VIP seeing/shooting through walls. Detecting enemies out of visibility range by loading savegames (exploit) and many other issues.

I'm not sure if intended but a simple grenade can instantly kill turrets. Because if you destroy the tile the turret is located upon, it will be destroyed.
Last edited by Squirting Elephant; Feb 11, 2016 @ 6:08am
Jeff Kaos Feb 11, 2016 @ 6:11am 
I've had soldiers fire through mountains during over watch. For the most part I rely on the little "line of sight" icon next to the health bar of known enemies in order to see whether or not they'll be able to shoot me through obstacles. Unfortunately this doesn't always work since a lot of times I can't see enemies until it's too late.
Exitalterego Feb 11, 2016 @ 6:11am 
Originally posted by Dorok:
Did you closed the door? If not then it's not a vip freed yet and he shouldn't be targeted by enemies. Second bug.

I'd never even opened the door, so it was certainly a sealed cell. The fact that my guy's had even been able to see the VIP just shows that LOS is broken for both ADVENT and XCOM.

Originally posted by Dorok:
But many players don't get the difference between the game mechanism and animations not following them perfectly in too many cases.

Agreed that animation and LOS are different and that a lot of players seem to confuse the two.
nakaVS Feb 11, 2016 @ 6:12am 
Originally posted by Kiroshi:
Considering they're using procedral generation in the maps, it does a great job.. And you're certainly remembering EU with some rose-tinted glasses. It had just as much of the same issue, A LOT during launch and got better with the introduction of patches/the expansion

In my experience, the most happens with reaction shots which is obvious (because of animation VS tile location) But everyone peeks their heads around corners and it makes a little more sense because of that, that they can get hit.

If you want no one to get hit, leave them out of the fight entirely. Enemies are aware of how many soldiers you have after the first reveal.
Lol @ "GREAT JOB". It's pathetic programming among other major faults with the AI. Great game, but so many damn issues.
Dorok Feb 11, 2016 @ 6:20am 
Originally posted by Silver:
http://steamcommunity.com/app/268500/discussions/0/412446292775581295/

Yes I also had many problems with VIP's. But there are so many bugs and no bug report section nothing.
Lol your post didn't get enough success? :-)

How about report the bugs?

You could try this:
http://support.2k.com/
Dorok Feb 11, 2016 @ 6:24am 
Originally posted by Exitalterego:
Originally posted by Dorok:
Did you closed the door? If not then it's not a vip freed yet and he shouldn't be targeted by enemies. Second bug.

I'd never even opened the door, so it was certainly a sealed cell. The fact that my guy's had even been able to see the VIP just shows that LOS is broken for both ADVENT and XCOM.
LOL so you got a double bug, congrat for the performance. :-)

That said I admit I have less bugs than many players just because Im' not picky my mind tend fly quickly over the details and just focus on the important stuff. Yeah it can be a disaster when what's been identified as a details is a major element. :-)

Still I have a ton of animations bugs, but each time I bothered give a check I didn't quote a case breaking clearly the rules like the case you mentioned.
Last edited by Dorok; Feb 11, 2016 @ 6:25am
Dorok Feb 11, 2016 @ 6:36am 
Originally posted by nakaVS:
Lol @ "GREAT JOB". It's pathetic programming among other major faults with the AI. Great game, but so many damn issues.
If the levels have really a structure proceduraly generated then it's an amazing achievement of Fireaxis and it's not great job but "AMAZING JOB".

Diablo 3 failed miserably achieve it, at best they did an awful crap on that aspect. Torchlight 2 did a better job but it's too obviously big non random cubes of 3D adjusted. Various more indie games did a fairly good job but their 3D was very basic, no complex human structures, no complex layout and heights structures.

From my relative knowledge of gaming, IF levels structures are proceduraly generated, then they are far above anything else ever released, in 3D and with that 3D level and complexity. I have doubts they are really proceduraly generated, but I admit I have troubles identify the 3D blocks as in Torchlight 2 for example.
Last edited by Dorok; Feb 11, 2016 @ 6:37am
nakaVS Feb 11, 2016 @ 6:44am 
Originally posted by Dorok:
Originally posted by nakaVS:
Lol @ "GREAT JOB". It's pathetic programming among other major faults with the AI. Great game, but so many damn issues.
If the levels have really a structure proceduraly generated then it's an amazing achievement of Fireaxis and it's not great job but "AMAZING JOB".

Diablo 3 failed miserably achieve it, at best they did an awful crap on that aspect. Torchlight 2 did a better job but it's too obviously big non random cubes of 3D adjusted. Various more indie games did a fairly good job but their 3D was very basic, no complex human structures, no complex layout and heights structures.

From my relative knowledge of gaming, IF levels structures are proceduraly generated, then they are far above anything else ever released, in 3D and with that 3D level and complexity. I have doubts they are really proceduraly generated, but I admit I have troubles identify the 3D blocks as in Torchlight 2 for example.
Yes, oogle at the visual aspect while ignoring that cover (maybe an important element in this game...i dunno) can be completely useless. A+ breakdown from another pleb. lmao
Sachiel Feb 11, 2016 @ 6:46am 
The concrete employed in this dam project is magnificent. Such sheen, much granules!
"but sir, it's porus as ♥♥♥♥... all the water is going straight through the solid media"
BUT THE COLOURS!
Shoebsy Feb 11, 2016 @ 2:33pm 
Originally posted by nakaVS:
Originally posted by Dorok:
If the levels have really a structure proceduraly generated then it's an amazing achievement of Fireaxis and it's not great job but "AMAZING JOB".

Diablo 3 failed miserably achieve it, at best they did an awful crap on that aspect. Torchlight 2 did a better job but it's too obviously big non random cubes of 3D adjusted. Various more indie games did a fairly good job but their 3D was very basic, no complex human structures, no complex layout and heights structures.

From my relative knowledge of gaming, IF levels structures are proceduraly generated, then they are far above anything else ever released, in 3D and with that 3D level and complexity. I have doubts they are really proceduraly generated, but I admit I have troubles identify the 3D blocks as in Torchlight 2 for example.
Yes, oogle at the visual aspect while ignoring that cover (maybe an important element in this game...i dunno) can be completely useless. A+ breakdown from another pleb. lmao

@ NakaVS -- Go home kid. Simple as that, your heckling is low grade and I expect more out of trolls.

@Dorok -- XCOM 2's mission maps draw from a procedual generation pool of BOTH tiles, structures and what is inside those tiles/buildings.

I have never seen much of the OP's problem outside of a very few issues mostly with animation. Otherwise, the only issues I have are with proformance. I don't know if OP simply has a bootlegged copy or their files are a bit messy.. But I heavily doubt it happens often.
Gofa Kierself Feb 11, 2016 @ 6:27pm 
Originally posted by Kiroshi:
Originally posted by nakaVS:
Yes, oogle at the visual aspect while ignoring that cover (maybe an important element in this game...i dunno) can be completely useless. A+ breakdown from another pleb. lmao

@ NakaVS -- Go home kid. Simple as that, your heckling is low grade and I expect more out of trolls.

@Dorok -- XCOM 2's mission maps draw from a procedual generation pool of BOTH tiles, structures and what is inside those tiles/buildings.

I have never seen much of the OP's problem outside of a very few issues mostly with animation. Otherwise, the only issues I have are with proformance. I don't know if OP simply has a bootlegged copy or their files are a bit messy.. But I heavily doubt it happens often.
Nah I've got a normal copy straight from steam. Who knows? Maybe I'm just a bit unlucky, but some of the other people on this thread seem to have had the same problem. Either way, I've seen a lot of it in my playthrough and just thought I'd make a post about it since I saw no others like it.
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Date Posted: Feb 10, 2016 @ 8:51pm
Posts: 19