It doesn't matter what the bullet hits because the calcs are just like modern xcom. In Xenonauts it's like modern xcom, you just roll the dice: gun has x% to hit an enemy fences / cover subtract x%. Even if it hit the enemy and did no damage, it was just because the damage roll couldn't defeat enemy armor for that shot. You could still miss at perfect accuracy due to distance, things in the way, extremely small target window, etc - but the bullet always was on a path and it would continue until it hit something / flew off the map. Innacurate gun / shooter = very large cone. It modeled inaccuracy by adding a bit of variation to the cone your bullets traveled in as the left the gun. If you fired a shot off in any random direction, it would continue until it hit something: tree, fence, enemy, fellow soldier. The reason the original was so good was that it was actually a full 3D game that was just presented in 2D Isometric. At first flush Xenonauts looks like the original, but it removes the hitscanning of the X-COM and adds the dice-roll mechanics of nucom.
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