![]() I agree that the lack thereof in games reduces tactical options but to me Chaos Gate looks VERY melee oriented, and with the tons of skills available as well i think it makes up for it. While everything you say is technically true, you surely know that the infamous chance to miss was widely regarded as the most despised thing about xcom by most of the community. Thus, it seems way more similar to Warhammer 40K Mechanicus. Originally posted by Ghkaeitq:From what I understood, the main difference with XCOM is the lack of RNG. I don't want an other game where you hit and run while the IA brainlessly walks towards you. I really hope there's a chance to miss, or any new interesting tactical mechanics. Thus, the optimal gameplay is to Pew pew at max range before hiding away. No need for cover, angle or anything, all you need is a line of sight and being in range. In Mechanicus, everybody has a 100% hit chance. This is the most important part of XCOM game and makes it a really tactical and strategic game. And (double-edge mechanics) you must do all of this while keeping your units safe with a cover (by both the environment and your units) and a backup plan. That rewards you for using the correct weapon, flanking your enemy, destroying his cover, taking the high ground, getting as close as possible. In XCOM, the chance to hit is related to the distance, the weapon used, the height, the cover, the soldier's training, the target, the angle with the cover. I disagree with Nyanko : In this kind of game, having a chance to miss is mandatory. From what I understood, the main difference with XCOM is the lack of RNG.
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