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squid830: BTW I'm already liking this more than XCOM2, despite issues raised - the stealth mechanic is already way better than XCOM2's, except for the lack of waypoints in PD.
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Socratatus: I`m afraid Xcom 2 still wins in my book. I had my issues with combat in that game, but nothing ever as bad as with this, mostly ammo count, the limitation in equipment you can carry (one grenade?) and not being able to pick up fallen items. It`s pretty much the same in this game.

In Xcom 2 they can miss or you could induce them to miss. Improving technology always helped. Of course standing in an open area meant you were dead which makes sense, but if you had cover, distance or moved fast there was a chance they might miss. It all actually made sense. Yes, people whined about the RNG because they don`t like things they can`t control, but I simply looked at it from the pov of reality and maths don`t lie- 85% chance to hit is not a guaranteed chance to hit. 99% chance to hit is not guaranteed. it will ALWAYS feel bad when you miss on a 90% chance to hit, even if it`s fair to both sides.

Remember these were ALIENS with an added advantage of better tech, a least at the start, unlike Doctrine which are all Humans.

And yes, i`ve sometimes said, "How can you miss on 90% chance to hit?" But that`s just natural HUMAN frustration. You know it`s right, but as Humans we don`t like losing. I recognise that so i don`t whine it away like they have with Phantom menace (lol, I mean Doctrine) and now ruined the whole shoot mechanic.

Devs need to understand that just because some people get annoyed with a realistic mechanic like RNG doesn`t mean we all want it removed completely. Having some frustration is part of a good game; but just give the Player an intuitive reason (ie realism) why it`s frustrating and he`ll handle it.

Why do you think Xcom, despite it`s RNG is SO successful. It frustrates a little with misses, but people still love the suspense and challenge and they intutively know this happens in reality, despite those loudest minority who would whine it away and kill the game. Firaxis understands this.

I remeber another Dev House that made a UFO Xcom type game. They got rid of anyone actually dying - the game was horrible because there was no investment in your people. Y`see we don`t want our people to die, but there must be that chance or the game loses any thrill, suspense or feeling of reality. Just reload if you can`t handle it. The same principle with RNG which is why I was rather disappointed when I heard the Devs really don`t want it.

Even stealth worked very well, although Phantom`s is also good. So no, Xcom2 is still the best and I find myself wanting to install and run that every time Phantom`s uses its weird combat mechanic on me.

And I loved the customisation options which allowed me to really make individual people- Phantom Doctrine is sadly light on that. Also, nothing sexy for the ladies, I hope they add more options later, but that`s besides the point and a different issue.

Anyway, I`m only talking about the combat; I do like the strategic side of the game.
TBH I only began to actually get into XCOM2 properly (despite really liking the old-school original UFO) after the Long War 2 mod, since it improves so much of the game, including adding a lot more depth to the strategy layer.

I never liked the "pod" activation mechanics of XCOM2 - it's improved in Long War 2, but even there it encourages a weird meta-gaming where you position your guys so you don't activate too many enemies at once. The worst about XCOM2 was the crappy time limits which made little sense, and were only added to cover up that the combat system would otherwise be easily exploited. I'm glad that PD at least didn't incorporate those mechanics.

PD could stand to have more customisation for agents - and I don't just mean visual (because that's already there and quite good), but in terms of training and the like. But the biggest issues seem to be some very bizarre design decisions - not talking about the lack of RNG (which while not quite suiting this game, could potentially work if tweaked - not sure how though, but I'm willing to see what it turns into) - but many little strange UI choices which make things more convoluted than necessary, and really bizarre things such as agents requiring transport for most jobs except tactical missions (agents on a plane cannot be selected, but agents in a city on the other end of the world instantly get there? That makes no sense).

Hopefully all those niggling issues can be solved in due course. Or at least via mods.


On a semi-related note, I'm pleasantly surprised to not only see two patches out already, but those patches have also made their way to GOG already. Not to mention the devs actually communicating on GOG forums. They obviously care about their game and respect their customers, which is often quite rare these days (even from smaller studios).
Post edited August 18, 2018 by squid830
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squid830: and really bizarre things such as agents requiring transport for most jobs except tactical missions (agents on a plane cannot be selected, but agents in a city on the other end of the world instantly get there? That makes no sense).
Yea, that confused me, I`d send people to it for the attack, but then someone else appeared? I wasn`t sure what was going on. Makes it hard to be sure who`s actually going on the mission. I just thought maybe I was being dense until I saw people like you mention it.
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squid830: and really bizarre things such as agents requiring transport for most jobs except tactical missions (agents on a plane cannot be selected, but agents in a city on the other end of the world instantly get there? That makes no sense).
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Socratatus: Yea, that confused me, I`d send people to it for the attack, but then someone else appeared? I wasn`t sure what was going on. Makes it hard to be sure who`s actually going on the mission. I just thought maybe I was being dense until I saw people like you mention it.
What makes it even worse is that if you decide (or misclick) to cancel the mission, then go back to the map and re-select it, all previous options are reset. Once I didn't notice this for some reason and ended up fielding an agent whose ID had been compromised (though it didn't seem to do anything in the mission itself?).

The UI also doesn't make it easy to choose agents based on location, though I'm probably finding it more annoying because I really want to limit myself to only using agents that are physically present. It's fine when you choose "send agent", since then they're listed by distance/ETA, but in other lists - like the one for choosing agents for a tactical mission, or even the basic "crew quarters" - agents are listed as "Available" if they're at base and not busy, and "Away" when in a location that's not the home base.

It's really weird to set up a mission in say Aleppo, with "available" agents actually being in Beirut, while some of the "away" agents are actually located at Aleppo (ie they're on site - it should say "on site" in that list, or even better it could say "On-Site: <Location>", or something similar, in all lists, so I wouldn't need to click an agent's name to find out where they are, or use "location" to go to the map, which seems excessive when it could just TELL ME where the agent is instead).

Also, related to this - it's strange that it's possible to sort agents by status, promotion, codename, heat - but not location? Not in the main "crew quarters" anyway - luckily they ARE sorted by location when you're sending agents somewhere from the main map.
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squid830: Since base assaults appear to unfortunately just consist of an instant action (leading to lost agents and compromised ID, plus forced relocation costs to a marginally better location) - it would be great if proper "base assaults" against your HQ could become part of the game some time in the future.
Yes, base assaults are actually something we wanted to do all along but had to scrap in favour of more important content. As far as I'm concerned they are a solid contender for something we might add in the future.

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squid830: Not the most important thing to add - especially since it's possible to avoid them entirely - but it would be nice. And it would (IMO) be the only mission where combat from the get-go makes sense.
Actually we already have a type of mission that starts in combat. Sometimes an agent with high heat and who is not at the hideout will get ambushed and you get an Ambush type tactical mission. These missions start in combat and your sole goal is to get your outmatched agent out of there.

These missions seem to occur more rarely when we had planned and we'll probably rebalance their frequency.

Anyway, we've had some more ideas for mission types and mechanics that would actively encourage and/or reward open combat, hopefully some of those will eventually make it into the game in some form.

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squid830: BTW I'm already liking this more than XCOM2, despite issues raised - the stealth mechanic is already way better than XCOM2's, except for the lack of waypoints in PD.
I'm very happy to hear that. While I'm not defending the status quo and we are working in high gear to get rid of all the game's problems, I'm hopeful that many players who had negative initial reactions will find a lot of stuff to like in the game after spending some more time with it.
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squid830: Since base assaults appear to unfortunately just consist of an instant action (leading to lost agents and compromised ID, plus forced relocation costs to a marginally better location) - it would be great if proper "base assaults" against your HQ could become part of the game some time in the future.
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F4LL0UT: Yes, base assaults are actually something we wanted to do all along but had to scrap in favour of more important content. As far as I'm concerned they are a solid contender for something we might add in the future.
Understandable, and good to hear this might be expanded in the future.

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squid830: Not the most important thing to add - especially since it's possible to avoid them entirely - but it would be nice. And it would (IMO) be the only mission where combat from the get-go makes sense.
Actually we already have a type of mission that starts in combat. Sometimes an agent with high heat and who is not at the hideout will get ambushed and you get an Ambush type tactical mission. These missions start in combat and your sole goal is to get your outmatched agent out of there.

These missions seem to occur more rarely when we had planned and we'll probably rebalance their frequency.

Anyway, we've had some more ideas for mission types and mechanics that would actively encourage and/or reward open combat, hopefully some of those will eventually make it into the game in some form.


Actually I've encountered those, totally forgot about them. Well I've encountered one, but I was planning a big assault and the agent in question was already close to compromised before the ambush, so I just compromised him and got him out of there (basically I pussied out, since I figured a single agent on hard is probably going to have a tough time, especially since he wasn't properly kitted out).

I like this ambush mechanic BTW - keeps you on your toes, encourages kitting out agents at all times, and provides a couple of quick options to avoid combat (with associated consequences). I can't think of too many scenarios where combat makes sense right off the bat - basically you'd have to be taken by surprise for that to make sense - but missions culminating in loud and fast lightning raids would be cool.

BTW quick question related to this: is the frequency of ambushes related to how close the agent's ID is to being compromised? Or is it completely unrelated? If the latter, what does affect it, if anything? I assume your overall danger level only factors in to assaults on home base, and doesn't directly affect ambush chances? Or does it?

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squid830: BTW I'm already liking this more than XCOM2, despite issues raised - the stealth mechanic is already way better than XCOM2's, except for the lack of waypoints in PD.
I'm very happy to hear that. While I'm not defending the status quo and we are working in high gear to get rid of all the game's problems, I'm hopeful that many players who had negative initial reactions will find a lot of stuff to like in the game after spending some more time with it.
I like how you guys are trying new things out, and although part of me rails against the "dumbing down" that Firaxis has pioneered, over time I've come to enjoy the 2AP/1FP type of gameplay which you also use as a base. Naturally, new things may end up being anything from awesome to terrible - and even good ideas may require getting used to. So when you have as many new/different ideas/approaches in one game as you have, you're bound to get some negative feedback.

Then there's "realism", which IMO is more about internal consistency with respect to mechanics - everything should make sense within the game world. Even if said game world has unrealistic/"gamey" rules (XCOM/XCOM had this in spades), there should be some logical explanation for it.

My pet peeve here (already detailed elsewhere) is the way agents are transported/selected for missions, and the lack of consistency there. Naturally this is just my opinion, but if the "build a team" set of UIs for setting up tactical missions took travel time into account, and then you had to wait until all agents arrived on scene before the tactical mission actually starts (e.g. XCOM2 style), that would be a big improvement. The potential issue here is that it should still be possible to have the agents intercepted in the city before the mission starts (i.e. the "ambush" mechanic).
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squid830: but many little strange UI choices which make things more convoluted than necessary, and really bizarre things such as agents requiring transport for most jobs except tactical missions (agents on a plane cannot be selected, but agents in a city on the other end of the world instantly get there? That makes no sense).
Yeaaah, it's an issue we were very aware of. Initially everything was based on travel time but then we altered that in favour of less frustrating gameplay where tactical missions are "instant". The whole map system is technically super convoluted, though, and we couldn't risk making a new wholly custom solution for launching tactical missions (yet). I hope we'll be able to improve this part once the most pressing matters are sorted out.

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squid830: On a semi-related note, I'm pleasantly surprised to not only see two patches out already, but those patches have also made their way to GOG already. Not to mention the devs actually communicating on GOG forums. They obviously care about their game and respect their customers, which is often quite rare these days (even from smaller studios).
Thank you very much. Especially I am a huge fan of GOG and its community so it's super important to me for you guys to be heard and not treated any worse than users of other platforms. There's bound to be the occasional hiccup and slight delay in a patch compared to Steam (it's ironically just how it is with GOG's customer-friendly business model) but I'm certain that CFG will always take GOG and its users seriously.
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squid830: BTW quick question related to this: is the frequency of ambushes related to how close the agent's ID is to being compromised? Or is it completely unrelated? If the latter, what does affect it, if anything? I assume your overall danger level only factors in to assaults on home base, and doesn't directly affect ambush chances? Or does it?
Ambush frequency should be related to each agent's heat, yes. There have been some changes to the system that I have not been able to keep track of, though. Will have to take another look at this.

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squid830: I like how you guys are trying new things out, and although part of me rails against the "dumbing down" that Firaxis has pioneered, over time I've come to enjoy the 2AP/1FP type of gameplay which you also use as a base.
Well, XCOM actually only has a 2 AP system, the AP/FP system (the exact number of which actually changes as characters improve) is actually one of our attempts to reduce the "dumbing down" in this genre and make things slightly more complex without sacrificing the accessibility and clarity of the standards that the XCOM reboot introduced.

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squid830: Naturally, new things may end up being anything from awesome to terrible - and even good ideas may require getting used to. So when you have as many new/different ideas/approaches in one game as you have, you're bound to get some negative feedback.
Yeah, as I mentioned several times already: the initial feedback on some of these matters was actually critical in our own team itself and we would have resisted until the very end if we hadn't begun to appreciate these things over time. So we kinda had to expect similar initial backlash from the players which we indeed got. That puts us in this slightly uncomfortable position where we have to distinguish legitimate concerns from the justified but possibly temporary outrage of some users. Fact is that some of the most vocal angry users are exactly where some of us were a long time ago. The question is if they'll eventually be where we were before release. And we also have to be careful about the silent majority, of course, a big chunk of which may be content with the stuff that makes some people openly mad.

Anyway, our goal is continue to improve the game until the consensus is that the game is da shit.

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squid830: My pet peeve here (already detailed elsewhere) is the way agents are transported/selected for missions, and the lack of consistency there.
Yeah, as mentioned, the inconsistency on the world map was caused by comparably recent big mechanical changes. We'll see about improving these things.
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squid830: BTW quick question related to this: is the frequency of ambushes related to how close the agent's ID is to being compromised? Or is it completely unrelated? If the latter, what does affect it, if anything? I assume your overall danger level only factors in to assaults on home base, and doesn't directly affect ambush chances? Or does it?
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F4LL0UT: Ambush frequency should be related to each agent's heat, yes. There have been some changes to the system that I have not been able to keep track of, though. Will have to take another look at this.
Cool, that makes perfect sense and is what I expected (and ambushes so far have only occurred with agents that have relatively high heat).

Since it does work this way (unless you find out it's changed of course): any chance of having the actual heat value displayed in the relevant agent lists, e.g. the crew quarters or when you send an agent somewhere? At the moment most lists tend to state either "ID compromised" or "ID safe", so we need to select each individual agent to find their heat.

Sure, the ordering by heat level alleviates this somewhat, and there is one list somewhere (I think the forger one?) that shows the actual values in the list itself - if all agent lists had that (or an option to turn it on, if clutter is a problem) it would make things smoother.

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squid830: I like how you guys are trying new things out, and although part of me rails against the "dumbing down" that Firaxis has pioneered, over time I've come to enjoy the 2AP/1FP type of gameplay which you also use as a base.
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F4LL0UT: Well, XCOM actually only has a 2 AP system, the AP/FP system (the exact number of which actually changes as characters improve) is actually one of our attempts to reduce the "dumbing down" in this genre and make things slightly more complex without sacrificing the accessibility and clarity of the standards that the XCOM reboot introduced.
XCOM has 2 AP, but some actions end the turn and some don't - which is basically PD's 2AP/1FP system, except PD explicitly mentions FP and XCOM doesn't. At least that's how it looks to me, on a basic level at the start of the game. I do like how PD's system improves both AP and FP as your agents develop, which combined with PD's more flexible weapon loadouts and training allows more flexibility. I like how it's possible to give any agent any weapon/equipment (most of the time), but you're encouraged from using weapons they're trained in due to the benefits it provides (OK requiring training to use weapon mods seems a bit "gamey" on the one hand, but it doesn't completely break all immersion either).

Actually, related to the ID displays for lists - it would be great to be able to sort by perks and/or training, or at least have training, background and/or perk filters or display fields in the list itself (though I guess it would need to be customisable since otherwise the lists will be filled with crap). When preparing for a mission, it's often advantageous to ensure you have certain skills/perks on the team, which means having to click through the agents since this info is on the individual agent's screen but not in the list.

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F4LL0UT: Anyway, our goal is continue to improve the game until the consensus is that the game is da shit.
That's definitely something we all want to hear! Well when I re-read it anyway - on first reading I didn't notice the "da"... ;)
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squid830: BTW I'm already liking this more than XCOM2, despite issues raised - the stealth mechanic is already way better than XCOM2's, except for the lack of waypoints in PD.
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Socratatus: I`m afraid Xcom 2 still wins in my book. I had my issues with combat in that game, but nothing ever as bad as with this, mostly ammo count, the limitation in equipment you can carry (one grenade?) and not being able to pick up fallen items. It`s pretty much the same in this game.

In Xcom 2 they can miss or you could induce them to miss. Improving technology always helped. Of course standing in an open area meant you were dead which makes sense, but if you had cover, distance or moved fast there was a chance they might miss. It all actually made sense. Yes, people whined about the RNG because they don`t like things they can`t control, but I simply looked at it from the pov of reality and maths don`t lie- 85% chance to hit is not a guaranteed chance to hit. 99% chance to hit is not guaranteed. it will ALWAYS feel bad when you miss on a 90% chance to hit, even if it`s fair to both sides.

Remember these were ALIENS with an added advantage of better tech, a least at the start, unlike Doctrine which are all Humans.

And yes, i`ve sometimes said, "How can you miss on 90% chance to hit?" But that`s just natural HUMAN frustration. You know it`s right, but as Humans we don`t like losing. I recognise that so i don`t whine it away like they have with Phantom menace (lol, I mean Doctrine) and now ruined the whole shoot mechanic.

Devs need to understand that just because some people get annoyed with a realistic mechanic like RNG doesn`t mean we all want it removed completely. Having some frustration is part of a good game; but just give the Player an intuitive reason (ie realism) why it`s frustrating and he`ll handle it.

Why do you think Xcom, despite it`s RNG is SO successful. It frustrates a little with misses, but people still love the suspense and challenge and they intutively know this happens in reality, despite those loudest minority who would whine it away and kill the game. Firaxis understands this.

I remeber another Dev House that made a UFO Xcom type game. They got rid of anyone actually dying - the game was horrible because there was no investment in your people. Y`see we don`t want our people to die, but there must be that chance or the game loses any thrill, suspense or feeling of reality. Just reload if you can`t handle it. The same principle with RNG which is why I was rather disappointed when I heard the Devs really don`t want it.

Even stealth worked very well, although Phantom`s is also good. So no, Xcom2 is still the best and I find myself wanting to install and run that every time Phantom`s uses its weird combat mechanic on me.

And I loved the customisation options which allowed me to really make individual people- Phantom Doctrine is sadly light on that. Also, nothing sexy for the ladies, I hope they add more options later, but that`s besides the point and a different issue.

Anyway, I`m only talking about the combat; I do like the strategic side of the game.
And most of the very vocal minority keeps forgetting that Xcom always cheats in favour of the player, unless you play on legend.

Anyways, i stopped playing because the combat is not good. Doctrines combat shows very clear, that rng is the better solution by far. I will see what the devs will do about it, how they improve the combat. I will not refund, because i believe the game has great potential. But for now i wait for patches.
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hollibolli1970: And most of the very vocal minority keeps forgetting that Xcom always cheats in favour of the player, unless you play on legend.
Really? I suspected that, but wasn`t sure.
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hollibolli1970: Anyways, i stopped playing because the combat is not good. Doctrines combat shows very clear, that rng is the better solution by far. I will see what the devs will do about it, how they improve the combat. I will not refund, because i believe the game has great potential. But for now i wait for patches.
Went to shoot a guy with a pistol. It said it should 100 damage. Great, I thought, fired and it did -3. Then my people were wiped out. I guess this had something to do with the enemy being in cover and awareness?

Too much weird stuf that don`t make sense. Also I don`t like dodge- you don`t dodge bullets, even when you think you have. A bullet either hits or misses.
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hollibolli1970: And most of the very vocal minority keeps forgetting that Xcom always cheats in favour of the player, unless you play on legend.
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Socratatus: Really? I suspected that, but wasn`t sure.
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hollibolli1970: Anyways, i stopped playing because the combat is not good. Doctrines combat shows very clear, that rng is the better solution by far. I will see what the devs will do about it, how they improve the combat. I will not refund, because i believe the game has great potential. But for now i wait for patches.
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Socratatus: Went to shoot a guy with a pistol. It said it should 100 damage. Great, I thought, fired and it did -3. Then my people were wiped out. I guess this had something to do with the enemy being in cover and awareness?

Too much weird stuf that don`t make sense. Also I don`t like dodge- you don`t dodge bullets, even when you think you have. A bullet either hits or misses.
Yes, it is true. Miss too many times in a row for example, and the game gives you aim assist and makes sure the next shot hits, regardless the shot percentage shown.

Regarding dodge, Xcom has dodge too...cough, bloody vipers, cough. Even Xcom troops can dodge, but i agree Doctrines combat is wierd and for me the weakest part of the game.
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hollibolli1970: Yes, it is true. Miss too many times in a row for example, and the game gives you aim assist and makes sure the next shot hits, regardless the shot percentage shown.
I thought that was what was happening. I noticed after a bad streak of shooting luck I`d get a fluke good hit and it felt a little too lucky. But then on legendary that kind of thing never really happened. Too be honest i don`t like that. I prefer it to be honest, not artificially bent for my feelings. lol.

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hollibolli1970: Regarding dodge, Xcom has dodge too...cough, bloody vipers, cough. Even Xcom troops can dodge, but i agree Doctrines combat is wierd and for me the weakest part of the game.
Yes, but they were alien. I just assumed they had some alien telepathic-type reflex that Humans simply don`t have. But yea some humans did develope it too, so I see your point.
Post edited August 19, 2018 by Socratatus
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Socratatus: Really? I suspected that, but wasn`t sure.

Went to shoot a guy with a pistol. It said it should 100 damage. Great, I thought, fired and it did -3. Then my people were wiped out. I guess this had something to do with the enemy being in cover and awareness?

Too much weird stuf that don`t make sense. Also I don`t like dodge- you don`t dodge bullets, even when you think you have. A bullet either hits or misses.
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hollibolli1970: Yes, it is true. Miss too many times in a row for example, and the game gives you aim assist and makes sure the next shot hits, regardless the shot percentage shown.

Regarding dodge, Xcom has dodge too...cough, bloody vipers, cough. Even Xcom troops can dodge, but i agree Doctrines combat is wierd and for me the weakest part of the game.
XCOM (and XCOM2) do indeed have a hidden cheat for the player, but I believe it's only on difficulty levels below Commander. It definitely doesn't help you on Legend.

I agree that dodging bullets is really, really stupid in a game with a realistic setting. I only play Long War 2 mod when I do play XCOM2 (can't get into it otherwise), but I change some mod options so that it's only possible to use dodge to turn a hit into a graze or a crit into a hit - but never to turn any hit/graze into a miss.

The only way my brain can handle the fact that dodge is a thing in PD at all is ironically because of the lack of RNG for hits - so I interpret "dodge" to mean "the ability to hide behind cover properly without sticking his/her head out at an inopportune time to take a bullet". Because with no RNG, some other mechanic (such as dodge) is required - otherwise everyone would die the instant they're spotted, or everyone is required to be able to absorb a huge number of bullets before they go down.

Though come to think of it, agents do tend to be able to shrug off ridiculous amounts of damage. I would definitely prefer a system where hits are rare but deadly, as opposed to common but weak.

I played a mission recently where I didn't really pay attention, and one agent copped what seemed like an insane amount of lead, yet still made it - all the attacks were from long range, so they wittled him down gradually.

In an RNG system (with more realistic "health"), he'd either be completely unscathed, possibly get grazed, a bit less likely to cop a nasty hit, and maybe have a low probability of a lucky shot killing him (or at least requiring revival). Which IMO is definitely more exciting than getting whittled down slowly as you run to the exit.

On a related note - why is it necessary to have a medkit equipped to heal an agent before they hit 0 health - but stabilising an agent who has gone below 0 health requires no special equipment whatsoever (since every agent has an in-built skill "stabilise")?