Holy shit! Never seen that! I only use the "?" Button on my own troops... this changes EVERYTHING!SpaceGuyR wrote:The hit/crit breakdown (as well as descriptions of buffs/debuffs/abilities) is already available by F1 or a '?' button while aiming the shot, but having it visible all the time could let you compare different targets a bit easier.
X:COM 2
- Wafflewaffle
- Posts: 369
- Joined: Sat Nov 03, 2012 7:17 pm
- Location: Carnaval land
Re: X:COM 2
Oh great, now nothing can stop the inbred train
Paradox Interactive:
CHOO CHOO!
Paradox Interactive:
CHOO CHOO!
Re: X:COM 2
Unless i have a clear idea of what higher difficulty does, i usually play any RTS on normal difficulty. In my experiences, difficulty of RTS is scaled simply by enemy resources, be that throwing around more pylons or units. I always play FPS games of any kind on the maximum difficulty since it pretty much always scales with bullet damage, and taking 20 bullets to the face before having any damage never felt very immersive to me. I rather re-start a game 5 times because 3 bullets killed me. Though this does lead to some weird situations sometimes (looking at you, far cry).Wafflewaffle wrote:*Gasp*! There is a filthy casual among us...devak wrote:standard settings, so i believe normal without ironman
I found the randomness in Xcom enough that i didn't like the thought of facing greater foes. I hated Mutons for their ridiculous size yet being hard to hit. I discovered Mutons have a modifier, i think it was called "fear", that basically reduced hit chances by 30% or so.
- DaveYanakov
- Posts: 2090
- Joined: Sat Jul 23, 2011 5:17 am
Re: X:COM 2
https://www.youtube.com/watch?v=E7lDCvYiQVA
Between this and Fallout 4 it's starting to look that the game industry is starting to really embrace modding
Between this and Fallout 4 it's starting to look that the game industry is starting to really embrace modding
Better is the enemy of Good