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You took the video's description of XCOM's hit calculation and somehow decided it applies to PP instead. If that doesn't deserve the 'retadred' rating, I don't know what does...
what part of RANDOM you don't fuckin understand?
they stated numerous times that shots are generated RANDOMLY within the cone of fire .
The blue circle is the base of the cone and its area is (should be) dependent on the distance to the target.
Now how they generate the random trajectories within weapon's cone they NEVER gave details about it.
Circle area (the base of the cone) represents the area where the bullet trajectory intersects the plane at a certain distance that contains the base of the cone. The position of the intersection point is RANDOMLY chosen within said area.
You took the video's description of XCOM's hit calculation and somehow decided it applies to PP instead. If that doesn't deserve the 'retadred' rating, I don't know what does...
what part of RANDOM you don't fuckin understand?
they stated numerous times that shots are generated RANDOMLY within the cone of fire.
The blue circle is the base of the cone and its area is (should be) dependent on the distance to the target.
Now how they generate the random trajectories within weapon's cone they NEVER gave details about it.
Circle area (the base of the cone) represents the area where the bullet trajectory intersects the plane at a certain distance that contains the base of the cone. The position of the intersection point is RANDOMLY chosen within said area.
1) Bullets travel at stright line trajectories.
( They simplify by skipping drop due to gravity and deviation due to wind and bullet induced turbulence in the air ).
2) Bullets trajectory direction deviates at random angles from the direction shooter intended to point a gun at within ( 0 - maximum deviation angle ) range and each deviation angle value within range is equally probable.
( While empiric statistical data would provide some nonlinear probability distribution, close to Gaussian probably ).
Now please explain me what real physical aspect of shooting is modeled by spreading shots evenly accross arbitrary circle surface area ?
It doesn't model shit and would result in a model where hitting around the target is more probable than hitting at target.
Their model is at least simplification by omission of some aspects of the accurate one and in practice it stray away less from the accurate one too.
Yeah, random dice roll for each individual shot that will either hit or miss, and you can't affect it in any way. Not sure how that is better than % in any single way. But I got my answer to my question. Only way to improve the circle is by perks or equipment, and shots are left to random chance otherwise.
You took the video's description of XCOM's hit calculation and somehow decided it applies to PP instead. If that doesn't deserve the 'retadred' rating, I don't know what does...
It's how I understood it though. Now, whether it's your failure at writing in english, or my failure at reading english, I'm not sure, but as you can see I'm not the only one
I would bet on you two since where do I mention Xcom hit calculation in my post? I was just wondering how shooting would be calculated for each individual shots since % would not be used.
Yeah, random dice roll for each individual shot that will either hit or miss, and you can't affect it in any way. Not sure how that is better than % in any single way. But I got my answer to my question. Only way to improve the circle is by perks or equipment, and shots are left to random chance otherwise.
They could run a two variable integral function over the circle area that would calculate in the background with decent accuracy probability of hitting each body part and refresh it live as you move around aim cursor, as well as the sum of each body parts probabilities as probability of hitting the target at all. Just showing it graphically like they do now is perfectly enough to make an informed decission where to aim, but showing percentages over body parts wouldn't hurt either and would be cool to look at.
Edit:
With their simplified model, the integral function is just a constant. So it'd be not intense to calculate at all. Very close estimation of probability would be just a proportion of some radial grid points within body part area, to all radial grid points within the circle.
It always amaze me how programmers of a game with multimillion budged can't never figure out simple things players would enjoy.
what part of RANDOM you don't fuckin understand?
they stated numerous times that shots are generated RANDOMLY within the cone of fire.
The blue circle is the base of the cone and its area is (should be) dependent on the distance to the target.
Now how they generate the random trajectories within weapon's cone they NEVER gave details about it.
Circle area (the base of the cone) represents the area where the bullet trajectory intersects the plane at a certain distance that contains the base of the cone. The position of the intersection point is RANDOMLY chosen within said area.
1) Bullets travel at stright line trajectories.
( They simplify by skipping drop due to gravity and deviation due to wind and bullet induced turbulence in the air ).
2) Bullets trajectory direction deviates at random angles from the direction shooter intended to point a gun at within ( 0 - maximum deviation angle ) range and each deviation angle value within range is equally probable.
( While empiric statistical data would provide some nonlinear probability distribution, close to Gaussian probably ).
Now please explain me what real physical aspect of shooting is modeled by spreading shots evenly accross arbitrary circle surface area ?
It doesn't model shit and would result in a model where hitting around the target is more probable than hitting at target.
Their model is at least simplification by omission of some aspects of the accurate one and in practice it stray away less from the accurate one too.
You either are retarded troll or an imbecile.
You're like a schizoid that rambles about random shit without the ability to convey simple information and all he can do is to ruminate words.
I might've caught a glimpse of how you imagine they generate the randomness of trajectories by using variable angles but the rest is utter garbage ( Gaussian distribution, empiric statistical data lol )
Me back to school ok
You back taking your medication
Then it is weird that not even once was mentioned that the circle area is dependant on the accuracy rating of the soldier. I would've thought that if you aim to make a video on the differences of the aiming mechanics compared to xcom, that would be on the list.
And now for some math time and how "honest" the game pretends to be.
For the shots to have a 50% probabilistic chance to "land" in the yellow circle, the yellow circle area should have 50% of the bigger blue circle.
After some measurements and basic calculations, on the right is how big the yellow circle should really be.
If they can't get even this easy stuff right, what confidence should I have they get the complex systems right behind true RNG or that what they advertise is indeed true at the math level?
You either are retarded troll or an imbecile.
You're like a schizoid that rambles about random shit without the ability to convey simple information and all he can do is to ruminate words.
I might've caught a glimpse of how you imagine they generate the randomness of trajectories by using variable angles but the rest is utter garbage ( Gaussian distribution, empiric statistical data lol )
Me back to school ok
You back taking your medication
I've explained their model in literally two simple sentences, but I've also added two optional sentences *in brackets* explaining how I'd make it, if I wanted to simulate it accurately in my hipothetical dream tactical simulation game, on a forum about RPGs, the horror.
Lets leave my schizoid ass for a while...
Please explain us how distributing shots evenly across the whole circle surface area like you've proposed, is mathematically correct model for shooting genius. I'm waiting with anticipation for your simple explanation without schizoid ramblings.
where the fuck I proposed they do that?
Or at least try to explain the mental gymnastics you undertook to conclude that?
What I said was plain and simple: if a point has the ability to randomly appear on an area, if you split that area in two equally large halves, now the point has 50% chance to appear in one area AND 50% chance to appear in the other area.
Is that shit simple enough for you to comprehend?
Then it is weird that not even once was mentioned that the circle area is dependant on the accuracy rating of the soldier. I would've thought that if you aim to make a video on the differences of the aiming mechanics compared to xcom, that would be on the list.
And now for some math time and how "honest" the game pretends to be.
For the shots to have a 50% probabilistic chance to "land" in the yellow circle, the yellow circle area should have 50% of the bigger blue circle.
After some measurements and basic calculations, on the right is how big the yellow circle should really be.
If they can't get even this easy stuff right, what confidence should I have they get the complex systems right behind true RNG or that what they advertise is indeed true at the math level?
where the fuck I proposed they do that?
Or at least try to explain the mental gymnastics you undertook to conclude that?
What I said was plain and simple: if a point has the ability to randomly appear on an area, if you split that area in two equally large halves, now the point has 50% chance to appear in one area AND 50% chance to appear in the other area.
Is that shit simple enough for you to comprehend?
where the fuck I proposed they do that?
Or at least try to explain the mental gymnastics you undertook to conclude that?
What I said was plain and simple: if a point has the ability to randomly appear on an area, if you split that area in two equally large halves, now the point has 50% chance to appear in one area AND 50% chance to appear in the other area.
Is that shit simple enough for you to comprehend?
The circle radiuses will be proportional to %, when you distribute angle deviation of bullet trajectories from aiming direction uniformly within the deviation angle range. This is what they did, hence 50% chance results in half of the radius.
The surface areas for each 50% will be equal like you are proposing, only when you distribute shots uniformly across the circle surfaces.
If you do this and trace trajectories, the angle deviations will concentrate around maximum angle deviation, which is not only even less accurate model, but also would be annoying as fuck to play, since most of the shots would hit around the target.
It's even clearly visible in your own picture, where area representing 50% of hits is a thin outer diameter ring. You are too dumb to understand implications of your own model.
I am talking about uniform distribution of angles within radial coordinates and you are talking about uniform distribution of points on the surface within cartesian coordinates. It seems you don't understand these concepts, I'm done.
And if outer disc is 2sigma (95% chance), then inner disc at half width should be 68%. So if anything, the 50% hit circle should be smaller, not larger.
Uniform distribution for the angle deviation makes a lot less sense than using (truncated) gaussian, but I guess snapshot spent more time adding shoulderpads than thinking about their ballistics model.
where the fuck I proposed they do that?
Or at least try to explain the mental gymnastics you undertook to conclude that?
What I said was plain and simple: if a point has the ability to randomly appear on an area, if you split that area in two equally large halves, now the point has 50% chance to appear in one area AND 50% chance to appear in the other area.
Is that shit simple enough for you to comprehend?
This is even not what the argument was about. He called me a schizoid for even mentioning gaussian distribution.
He calculated circle radius representing 50% chance with uniform distribution across circle *area* not uniform distribution of distance deviation from the target, like Snapshot did and called it more accurate.
I would bet on you two since where do I mention Xcom hit calculation in my post? I was just wondering how shooting would be calculated for each individual shots since % would not be used.
You specifically mentioned a roll to see whether it hits or misses with no other outcomes possible. This is exactly what XCOM does. PP, on the other hand, has no roll to hit at all, but rather traces the path of each individual projectile and looks where they end up, be it hitting the target, an obstacle, your own soldier in the line of fire, or any object in the background. Is this explanation simple enough for you to understand?
where the fuck I proposed they do that?
Or at least try to explain the mental gymnastics you undertook to conclude that?
What I said was plain and simple: if a point has the ability to randomly appear on an area, if you split that area in two equally large halves, now the point has 50% chance to appear in one area AND 50% chance to appear in the other area.
Is that shit simple enough for you to comprehend?
And is it well suited to use the Gaussian probability density function instead the uniform one?
All values are equally likely to "happen" within a certain finite range with uniform distribution whereas with Gaussian distribution, values cluster around the mean (the average) with peripheral values less likely
And is it well suited to use the Gaussian probability density function instead the uniform one?
All values are equally likely to "happen" within a certain finite range with uniform distribution whereas with Gaussian distribution, values cluster around the mean (the average) with peripheral values less likely
I would bet on you two since where do I mention Xcom hit calculation in my post? I was just wondering how shooting would be calculated for each individual shots since % would not be used.
You specifically mentioned a roll to see whether it hits or misses with no other outcomes possible. This is exactly what XCOM does. PP, on the other hand, has no roll to hit at all, but rather traces the path of each individual projectile and looks where they end up, be it hitting the target, an obstacle, your own soldier in the line of fire, or any object in the background. Is this explanation simple enough for you to understand?
It has a roll for hit, a 50% dice roll. You either miss or hit based on 50% chance on each bullet. Not sure why he is ignoring that.
Edit:
Why the wtf rating? You can see it in the video:
50% chance that the shots will land in the orange circle. Sure, you can still hit him in the 100% circle (upper torso, head, and legs) but where you actually want to shoot only have a 50% chance.
I would bet on you two since where do I mention Xcom hit calculation in my post? I was just wondering how shooting would be calculated for each individual shots since % would not be used.
You specifically mentioned a roll to see whether it hits or misses with no other outcomes possible. This is exactly what XCOM does. PP, on the other hand, has no roll to hit at all, but rather traces the path of each individual projectile and looks where they end up, be it hitting the target, an obstacle, your own soldier in the line of fire, or any object in the background. Is this explanation simple enough for you to understand?
If the target is in the path of the projectile (and it doesn't hit another obstacle before), the target is hit. If not, it hits whatever else is in the path.
It has a roll for hit, a 50% dice roll. You either miss or hit based on 50% chance on each bullet. Not sure why he is ignoring that.
Edit:
Why the wtf rating? You can see it in the video:
50% chance that the shots will land in the orange circle. Sure, you can still hit him in the 100% circle (upper torso, head, and legs) but where you actually want to shoot only have a 50% chance.
No, your bullet will miss the exact centerpoint where you are aiming, determined by chance. But whether your shot hits the enemy or not is determined by checking if the bullet hits the enemy. In nuxcom, chance first determines if you hit or not, and then the bullet is aimed to make sure that the dice roll is respected. Which leads to retarded things like being able to miss point blank because your soldier aims into the floor, since the dice says somehow he needs to manage to miss.