Worth Playing gets it a bit more

Wooz69 said:
Tactics was also the only one in which you could get shot through a wall or a giant boulder...

That's only in real time, and that's because it uses a To-Hit rolling system with a primarily ranged combat structure. For example, if you're moving behind the wall at the same time the bad guys shoot at you, they've already rolled that a hit was scored. Even though you make it behind the wall at the same time, you get hit a little later because of the travel time of the projectile.
 
Saint_Proverbius said:
That's only in real time, and that's because it uses a To-Hit rolling system with a primarily ranged combat structure. For example, if you're moving behind the wall at the same time the bad guys shoot at you, they've already rolled that a hit was scored. Even though you make it behind the wall at the same time, you get hit a little later because of the travel time of the projectile.

You're quite right, Prov, but I think Wooz may be referring to the horribly aligned tiles in the core campaign that led to such niceties as sections of floor that could be shot through (e.g. Coldwater). Sometimes the engine also "hiccups" and you'll have people shooting through walls w/no gaps or see people you have no LoS to. (No, I'm not referring to perceiving entities because someone in your squad has them within their PE radius even though they are out of LoS.) Even w/by-the-book tile alignment this still happens from time-to-time. Something of a bother, really.

There's also the issue of bounding boxes vs. tile graphic. Sometimes it is very easy to mistake a position for being behind something, when in fact you're still in LoS. Some of the cars like the rusty, red Buick are examples of this.

OTB
 
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