gogis
Scholar
- Joined
- Jun 9, 2018
- Messages
- 100
It doesn't disprove all above and doesn't prove anything. We don't know what math model they use for an aiming cone distribution. They can force gaussian-like guaranteed miss rate for last 5 percentile, which is wildly inaccurate, like 45 degrees to the target. Which will get you guaranteed misses at point blank range some of the time.It does sound like that but ultimate test is if you can miss body shots at enemy standing one square next to your guy where hit chance says it is less than 100%.I have still not see this miss one body part, hit another and I have also spent hours watching people playing it. Also didn't devs themselves confirm that if you miss one body part you will not hit another.Good tactical game? Yes.So is this game actually good?
Good Jagged Alliance game? Opinions are all over the place.
Do you mean it's another XCOM clone?
I'ts more similar to Wasteland, but better
let's recap.
- You have something similar to XCOM pod activation mechanic, but not really. It's not POD, it's per individual, all enemies who see action will react. Unless you initiated combat with agressive action, they tend to seek cover on first round, but it's wildly inconsistent, I encountered both shooting and stabbing when they supposed to run for cover. I don't have enough data of why this happens. If you initiate combat yourself, all your shoot/overwatch guys will have their AP spent
- You DO NOT have double action of XCOM. I'ts AP, just like in JA2/Wasteland. I wish they inflated AP number, like 1.13, for granularity, but we get what we get. I think they tried to copy JA2 instead of 1.13, which is questionable decision, but whatever. AP depends on same stats and expended with different speed depending on stance, just like JA.
- Despite couple retards here insist that game have binary hit/miss system like nuXCOM, it's properly simulates bullet physics. You will get stray hits, you will get wall penetration, floor destructions with fall damage and hits to different (from which you intended) body parts. Game literally have free aim mode (which you should use for better shotgun cones) if you dislike XCOM-like selection of targets. Once you get your first MG, any doubts about that will dissipate. Pretty much like JA2 minus bullet drop (which many people disable in 1.13 anyways)
- The cover system, it's basically visual. You see that pile of rubble? You see it red-broken-shield when you stay, it becomes half-shield when you crouch and full cover when you prone. Bad news it's not gonna provide any cover the steeper the angle from enemy to that cover. Not like nuXCOM, where full cover is full cover., unless you perfectly 90+ degrees flank it. Not to mention, that you don't see shit and can't shoot directly through that cover, so expect crouch/prone hopping. General advice - don't rely on UI cover representation at all - if it looks shabby or questionable it's indeed shabby and questionable.
- Overwatch system. Very similar to XCOM, but it's cone (unless you have merc with 360 degree), be careful with setup, because your merc can leave cover to set it up.
I think you getting so much feedback about it being close to nuXCOM than to JA2 because a) people are generally morons b) they don't play both games like I do regularly (and I play openXCOM too a lot). This game is infinitely closer to JA2 than to XCOM, not even close, even if it's need a lot of fixing.
Also this is all beat by using hit chance mod that clearly shows that things like darkeness, cover and other shit gives -20 or -10 or -XX to your hit chances. It is not hard for PC game to say if cover gives -20% penalty and you miss by that 20% game fires your bullet towards that cover to make it seem more realistic.
I had 2 cases when I had friendly fire which was avoidable by selecting headshot (the usual situation when you shoot crouched right behind your prone ally) and still hitting my teammate. Also I had occasion of MD dropping a guy (with a perk) when I clearly selected body shot, not leg shot.
I already covered in this thread, that the fact that any game could show you percentage with all modifiers, despite fully simulating bullet physics, is not hard to do (you juxtapose easily calculated cone for distance vs size of the target) OpenXCOM does exactly that. It's literally means nothing. Usually this system ignores everything on the path of bullet, so percentage would lie.
Like I had occasion in mob boss mansion battle, where I placed my MG guy near guardhouse left of the gate and he literally couldn't hit shit for 3 rounds, both overwatch and long burst. After investigation I found he was hitting the impregnable rock patch in the grass in front of him. And I never saw "rock patch in front of you" modifier in my modifiers. After redoing this battle several times (it's super hard) he was routinely downing 2-3 people a turn (it's super packed with enemies), never completely missing a shot
What conspiracy theorists here don't understand is that if you decided to simulate enemy and terrain hits/destruction/penetration on all distance towards and after your designated target - congratulations, you just implemented bullet physics.
It then takes extra retardation to manually degrade your model to satisfy binary xcom model so many people believe game has