XCOM: 10 Things The Next Game Must Have

9. Projectile Physics

Suppression fire hits an alien and does no damage If there€™s one thing the old game has over the new one, it€™s projectile physics. In the original X-COM, each round fired from a gun, whether it was a bullet, laser, or plasma bolt, had its own amount of damage and its own probability of hitting the target. Anything that got in the way of a round got destroyed if its health value was lower than the damage from the round. The new XCOM uses a hit probability system €“ it gives the attack as a whole a probability to hit, assigns a certain amount of damage once it does, and lets the game animate it. If you€™ve ever wondered how Thin Men can kill soldiers behind full cover on Classic difficulty and above, now you know. This is also why you can sometimes hit aliens with overwatch or suppression fire and not do a thing to them, even though rounds are clearly hitting them. The RNG has decided that they will live and hasn€™t told the weapon animations this, leading to even more rage inducing moments. While X-COM€™s projectile physics were by no means perfect (there€™s a GIF out there of a rocket passing through a Sectoid€™s head, showing that the RNG can screw you over in that game too), it€™s certainly a lot fairer to the player than the current system. Not only that, but it brings back a lot of the destructibility that€™s lacking in the early phases of the new XCOM, where you€™re lucky to punch some holes in walls with the bullets in the starting guns. And it might even solve that pesky problem of the Arc Thrower not stunning aliens when your soldier is right next them.
Contributor
Contributor

Living in Florida, enjoying the weather when its good, writing for a living. TV, Film, Animation, and Games are my life blood. Follow me on Twitter @xbsaint. Just try not to get too mad when I live tweet during Toonami.