The firing through walls thing is because they've really abstracted line of fire, rather than drawing it from where the gun would be in a shot it's drawn from the model's head, and only needs to see a pixel of the enemy to count as having LoS.streetad wrote:Yeah the firing through walls thing gas started to annoy me now...
So it calculates a valid LoS from a point somewhere above where the actual gun is when the firing animation is played, and so you get janky shots through walls and floors and such.
And I still think the overwatch fire is just playing at the wrong point in the enemy's run, so the shots are all gone before the square where you would have been able to see the enemy's pixel if they'd reached it. I've had times where I've overwatch shot stuff through a wall or door but the group ended its move where I could see them, so its move would have revealed it, my guys just shot before it did.
The former is because of how their abstraction choice interacted with their animation system, and it wouldn't be super easy to fix whilst keeping LoS simply presented (raising the question of "what do you mean I can't shoot it, I can see it?, but that could probably be solved by having free aiming and overlays showing your field of fire like any other TBS), the latter feels far more like they cut a corner on presentation because the effect would really be the same and they couldn't be bothered to go back and sync up the animation.
Still want Valkyria Chronicles with aliens though, because that solves pretty much all of the brute mechanical problems of UFO. (And it's own biggest mechanical problem, that spending all your CP on one dude to win*, is easily solved by, have it so that if you spend a second CP on a unit you get a half TU bar, but anything you use from that is also deducted from your next turn, so you have to pay for being heroic now by having to recover next turn, rather than getting basically two full bars for 3CP, and potentially 5 if you're anyone who gets a TU refresh when you run out)
* This is inherent to the mechanic. The tabletop skirmish game Infinity uses a similar system except with no limits at all. In an earlier rule version my mate quickly realised that taking one robit with a heavy grenade launcher and the rest of his squad as the cheapest dudes to provide actions for it let him win games in his first turn by spamming all of his CP on grenades. This has been vastly reduced in the new army lists because the new robits don't get the HGL any more, but "spend all your actions on the best guy" is inherent to that sort of mechanic if you don't place a hard limit on it.