As does XCOM in all but the highest difficulty, but that's still not enough for the moronic apes who think 1% events simply cannot and should not happen.
One-roll system is not "cheating", it's just the literal interpretation of hit changes. Two-roll (roll hit first, then crit based on that roll) makes more intuitive sense, but arguably lies about your crit change every time when you have less than 100% hit chance.
What you experience as a player with the single roll is that by getting in cover you make the enemies 20% less likely to hit but they'll do double damage if they hit. Having 2 aliens land 2 60% shots on 2 soldiers without cover for 5 damage won't kill them. The same 2 aliens landing one 40% shot on one soldier for 8 crit damage will kill that soldier. One roll runs counter to other game mechanics. It's why the XCOM strategy is to never let the aliens take any shots in the first place.
That's simply the way the game is programmed, imagine that you rolled a physical d100 for every shot and inverted the percentage to get the score you need to succeed.
So a 65% hit would require a 46 or better on d100 to hit. Say you also had 20% crit, so you need an 81 to crit.
But say you have a 10% hit rate but a 40% crit rate. If you roll a 85, you critted but you didn't hit. The overlap between the scores that hit and the scores that crit is complete. It's not cheating, it's statistics.
I beat this game blind on the hardest difficult ironman by constantly taking calculated but high risks, breaking cover for that sweet 65% flank. If you take cover, you're already dead.
It's not tru probability. Hit chance is calculated based on save-seed.
If 90% misses then just do something else that doesn't require aiming (grenades , moving , etc) and try shooting afterwards.
Save scumming is cheating though, it voids any argument you have. If the game rolled a new seed for each shot, it would be even easier to save scum, since you could just repeat the low percentage shot from the optimal position until you get it.
okay, well what if his hand recoils or the bullet moves slightly past forehead to either side during the time period it takes to aim, and between there to pulling the trigger? even if you had no distance, you could still mess up the next second with say freezing, because the alien is intimidating, or that you hesitate.
I completely understand that even with no range and full training, it´s 50/50. You all act like its super easy pulling the trigger and not the worlds hardest decision to pull and execute, after decades of society telling you that violence is bad and violent people are criminals. How about you do everything right, you shoot the alien, but they´d still send you to jail for it.
It´s not easy to shoot.
Ironic that the real problem with the nu xcom is that the morons can't write competent AI and had to have the CPU cheat its ass off in every difficultly mode
>not calculating chance to hit on a per bullet basis
this is how you spot low iq devs
You sound like an anon with a magnificent physique.
thanks I have the bestests of physiques
ULTRA INSTINCT
It's extra funny considering how many turn based games fudge the numbers in the players favor because people are stupid when it comes to probability
As does XCOM in all but the highest difficulty, but that's still not enough for the moronic apes who think 1% events simply cannot and should not happen.
>Miss 2 90% shots
>Aliens constantly hit 65% and below shots
Yep, seems fair
Yep, that's probability
XCOM2 cheats in that regard. Low accuracy shots that hit will always be crits. It's fair to fight back.
One-roll system is not "cheating", it's just the literal interpretation of hit changes. Two-roll (roll hit first, then crit based on that roll) makes more intuitive sense, but arguably lies about your crit change every time when you have less than 100% hit chance.
What you experience as a player with the single roll is that by getting in cover you make the enemies 20% less likely to hit but they'll do double damage if they hit. Having 2 aliens land 2 60% shots on 2 soldiers without cover for 5 damage won't kill them. The same 2 aliens landing one 40% shot on one soldier for 8 crit damage will kill that soldier. One roll runs counter to other game mechanics. It's why the XCOM strategy is to never let the aliens take any shots in the first place.
That's simply the way the game is programmed, imagine that you rolled a physical d100 for every shot and inverted the percentage to get the score you need to succeed.
So a 65% hit would require a 46 or better on d100 to hit. Say you also had 20% crit, so you need an 81 to crit.
But say you have a 10% hit rate but a 40% crit rate. If you roll a 85, you critted but you didn't hit. The overlap between the scores that hit and the scores that crit is complete. It's not cheating, it's statistics.
I beat this game blind on the hardest difficult ironman by constantly taking calculated but high risks, breaking cover for that sweet 65% flank. If you take cover, you're already dead.
>anon makes up somebody in his head, gets angry, and makes a thread about him
This happens in everything from Pokemon to hearthstone from the newest baldurs gate where they literally show the die rolling
statistics beyond 50/50 is made up bullshit. something either happens or it doesn't
then why haven't you won the lottery already, anon?
He keeps rolling the 50%. Unlucky.
>Chance to hit 90%
>Miss
>Enemy chance to hit 5%
>Murders me every time
Just remove those percentages, they mean frick all in Xcom.
Filtered.
moron
It's not tru probability. Hit chance is calculated based on save-seed.
If 90% misses then just do something else that doesn't require aiming (grenades , moving , etc) and try shooting afterwards.
ironman-cucks need not reply
Save scumming is cheating though, it voids any argument you have. If the game rolled a new seed for each shot, it would be even easier to save scum, since you could just repeat the low percentage shot from the optimal position until you get it.
it's a single player game , bro
>can't be mad at improbable things happening to your detriment
Autism thread
okay, well what if his hand recoils or the bullet moves slightly past forehead to either side during the time period it takes to aim, and between there to pulling the trigger? even if you had no distance, you could still mess up the next second with say freezing, because the alien is intimidating, or that you hesitate.
I completely understand that even with no range and full training, it´s 50/50. You all act like its super easy pulling the trigger and not the worlds hardest decision to pull and execute, after decades of society telling you that violence is bad and violent people are criminals. How about you do everything right, you shoot the alien, but they´d still send you to jail for it.
It´s not easy to shoot.
I don't care about your feelings and emotional state, I paid 10 dollars for you to be a taser b***h so I can capture a berserker.
Most games do cheat the probabilities though.
The numbers they tell you typically aren't the actual odds of success or failure.
Post proof. You cant.
nu-com quite explicitly has a safety net on low difficulties that makes whiffing multiple shots in a row less likely
You're right but it's almost always in the player's favor.
people who hate turn based games are shrimply people with no inner voice who are unable to visualize the combat that the game is an abstraction of.
Nah, you just got lucky. You couldn't be complaining if you hit two 10% shots in a row.
Ironic that the real problem with the nu xcom is that the morons can't write competent AI and had to have the CPU cheat its ass off in every difficultly mode
If it's not 100%, it's 50%. Thats XCOM baby.
>he doesn't know how to win the coin toss every time
skill issue