After digging in the ini files, I've found that the game is skewed pretty heavily in the player's favor on every difficulty other than Legend, where it finally evens out. How? There's a number of things (most of which you may already know, like enemy health changes, increased xp requirements and extended wound/build time), but here are two of the more interesting ones:
Aiming is stacked in the player's favor on anything but Legend, where it evens out. That's going to sound hard to believe, but the numbers don't lie; on Veteran, you get a flat 10% aim multiplier (so a 50% shot is a 55% internally), a miss gives you +10 to any 50% or better shot until you hit (turns a 70% into an 80%), and a bonus to hit/enemy aim penalty if you have less than four soldiers, either due to deaths or you just bringing less people on that mission.
Commander just gets the 50% shot aim bonus after a miss (although the code indicates it's a +15 to slightly compensate for the removed aim multiplier), Legend gets nothing, and easy gets better, bigger versions of Veteran's bonuses.
The other is pod movement. Legend is the only difficulty without an engagement threshold, i.e on every other level, an unactivated pod will try and path away from you if you are already fighting a certain number of aliens, with that magic number determined by your difficulty level. Legend also has an extra pod on it per map, but that's just how EU worked.
That's not to disparage anyone's struggle, but just letting you know what those settings actually mean, and why your missed shot streak is actually even more unlikely than you imagined.
There's more that I'll try and surface, but I'm doing this on my phone so it'll have to wait. That also goes for spell checking as GB's form doesn't play nice with my browser, but you can get the gist even with a few typos.
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