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  1. This is something that is brought up regularly on the forums - the when a shot misses the target, it often does so in an unrealistically extreme manner, so a soldier aiming at a target may fire his bullet up to 45 degrees away from it. I agree this is an issue, and it's something we'll be looking at fixing in beta. This thread is intended to discuss how it can be handled, as there's been about six thousand threads on the issue and I can't be bothered to read them all. One of the previous problems with a narrower scatter arc is that sometimes a shot would "miss" and then scatter into the target, hitting them anyway. We can ensure this doesn't happen in the code, so I'm sure we can even have bullets passing through the tile the target is standing in and not hitting him. There are two things the new systems has to bear in mind: 1) It should look reasonably realistic. The wild shot scattering at the moment is not realistic. 2) It still needs to preserve the X-Com style "hilarity" where you can accidentally hit your own soldiers. Not to the same degree as you can at the moment, but I don't think I'd be very happy with any system that didn't model the shot missing and hitting something nearby - whether it be terrain or a civilian or even an entirely different alien. To be honest, it might actually be as simple as narrowing the scatter arc to 15 degrees on either side or something and treating the target as having a (projectile) stopping chance of 0 if the shot is calculated as a "miss" before the projectile is drawn. Happy to listen to alternatives though.
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