Yifes wrote on Feb 7, 2016, 22:20:
eRe4s3r wrote on Feb 7, 2016, 22:14:
Hit chance is only showing you the real value on Classic Anything below that, you get hit bonus, Veteran 10% afaik, easy 25% afaik and oh yeah.. enemies get negative bonus obviously, only on Classic it's "all fair and square" and that is really brutally difficult.
Where did you read that?
XCOM 1 did no such thing and I doubt they would changed it for XCOM 2.
The player actually gets to hit bonuses on all difficulties except Legendary (Impossible), according to people who have dug through all the ini files.
I think XCOM2 is MUCH fairer with the RNG than the first one was, as Enemy Unknown/Enemy Within just plain cheated. It's just that your weapons do less damage and most of the enemies have a ton more health, so you take more shots at them, and thus miss more of them.
Here's a helpful tip: Use grenades. A LOT. In fact, any missions where you come back with any grenades left and where people got wounded, you didn't use your grenades enough.
2 enemies in cover? Grenade their cover away. A fat heavy enemy at 3 health? Grenade the shit out of him. So what if his loot blows up / body can't be recovered? Your guys stay alive, which is literally the only thing that matters.
I typically bring 2 grenadiers, both of whom can fire 3 grenades. Every enemy group I 'unlock' which immediately ducks into full cover quickly gets that full cover blown the hell away so the rest of my squads get nice, easy flanking shots.
But, again, I play with more turns per mission so I DON'T have to just run like a fucking idiot at my target and wind up aggro'ing 9 enemies at once. The 8 turn timer is just bullshit. "Well, we can't make a challenging AI, so let's just put a bullshit timer in place to make things difficult."
Ah well, they made it moddable, so whatevs.