General > Discussion
Feedback 2.3
dfscott:
--- Quote from: Alienator on August 03, 2010, 10:06:11 am ---- The radar tells you the kind of UFO if you researched it (at least on the version I play). Otherwise, you will learn to recognize them by their looks.
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IIRC, in the early going, it's:
770 - Scout
880 - Fighter
1100 - Harvester
Duke:
tomcatmwi,
thx for the feedback :)
Some of your points sound new to me, others familiar.
Some are bugs, some are missing features and some are design aspects.
I fully agree with MCR. If you took the time to write all that down, you should also make the second step and put your points in the right places *and* watch over them until they are solved somehow, so you can fully enjoy the game in some future version ;)
If you agree to do so, we will gladly point you to those 'right' places.
MCR forgot to mention the 'proposals in our wiki' and the 'design' forum.
Lew Yard:
--- Quote from: tomcatmwi on August 03, 2010, 02:35:01 am ---- Soldiers gain experience way too slow. After fifty or more missions my best guy is still only Competent in Assault Weapons while he'd be already a superhero in the old UFO.
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Two notes --
1- I don't believe you gain any experience if you do auto-missions.
2- Some soldiers start out FAR superior to others -- e.g. stat ranges 25-40 or so. This is a 1% random die roll. I'm not terribly fond of this (IMHO, this should probably be somewhat frontloaded -- surviving elites joining you in the beginning -- followed by conscript-level replacements for a while, and then a greater chance of elites later once you've proven yourself and there's been time for training). The current system encourages save-scumming because of the magnitude of impact (given that this combines with the stat-gain system to make these guys pretty much permanently superior, because they need the same XP to gain N points above starting stats as far inferior ones do... and it increases superlinearly w/ N.)
--- Quote ---- The thing that pisses me the most is the "balancing" of the game, namely the better weapons you have the tougher the opponents become. Indeed there's supposed to be some challenge but not like this. I mean what the heck happened to the weapons, or are my soldiers up against Terminators? A simple Taman grunt takes more than a burst shot from a Plasma Rifle from point blank range, although it's not wearing any armor. And they tend to become wonderful snipers as well, they can hit my soldiers with a plasma pistol from kilometers without a problem. Soon it comes down to this: if the enemy sees you, you are toast, period. And it all ends up in playing "Retry" again and again - there goes excitement. It seems my soldiers have no chance, and it's not the kind of thrilling no-chance-but-we-are-heroes thing. It's the game-unbalanced-to-unfair-and-rather-boring thing.
--- End quote ---
Haven't really seen this. Not unusual to clear a map against a Harvester's worth with 1-2 wounds, total. But I don't use the plasma weapons at all, except for the plasma pistol as last-ditch sidearm -- all laser rifles, heavy lasers, and sniper rifles for the distance work (common factor: very low spread values, even for the burst modes on the lasers).
--- Quote ---- Have anybody mentioned that there are way too many tactical missions? It'd be useful to have a difficulty setting to set them. Actually there's an UFO landing somewhere every hour and that gives really little time for strategic playing. Also it chewes up soldiers real fast and here we get to that stupid Retry button again. (Hey, the solution is NOT removing the Retry button!)
- Talking about tac missions, it's quite boring when all off sudden an avalanche of Harvesters appear and all land in the same environment. I'm just done with the 6th farm shootout in a row and I am quite bored. But you can't just skip these.
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Agreed on frequency and tedium. Even with 70+ scientists researching three techs in three bases, and multiple UFO disassemblies occurring at one time, production/research figures are slow enough and mission variety low enough that it's extremely repetitive.
This combines with certain nasty bugs (like the fbxrd's Tropical/Harvester map where you can't enter the staircase room, and the many flashing textures on certain maps with an older ATI card) and the non-success rate with auto-mission (currently estimate automission success rate at maybe 2-3%... with heavy lasers, laser rifles, sniper rifles, nanocomposite armor, and a fair number of Proficient skills w/ one having reached Very Good... and a record of complete stomping when played manually) -- and it's very 'meh' while waiting to finish coilgun and stingray research. Never mind the time it takes to get antimatter so I can actually *fly* the two Dragons that I've built.
From the alien's perspective, I would have expected them to pause to regroup and analyze the situation, then come back with more numbers, more toys, better skills, better tactics, or some combination thereof. Haven't seen any Sheevars or Bloodspiders, any UFO above Harvester.
--- Quote --- It is rather odd that a field medikit can heal a mortally wounded soldier just immediately, but it takes weeks in a high-tech hospital for them to recover. Also, recovering takes waaaay too much time.
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Known weirdness.
--- Quote ---- Also in the old UFO, when a soldier got wounded, he lost one Health point every turn from then on, until the mission ended or he died. Now the soldiers can fight on without a flaw with half of their heads chopped off with a Kerrblade. WTF?
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Wounds do affect accuracy by increasing your spread values, so you don't want to engage in a sniper duel when wounded. That said, it doesn't reduce your TU, AFAICT, and wounds don't get worse.
TallTroll:
Am I missing something (research requirements perhaps) or are flashbangs / bombs / smoke / incendiary grenades not in the 2.3 release? I've never been able to buy or make them, and I'm certain they would be handy
geever:
--- Quote from: TallTroll on August 04, 2010, 04:23:29 pm ---Am I missing something (research requirements perhaps) or are flashbangs / bombs / smoke / incendiary grenades not in the 2.3 release? I've never been able to buy or make them, and I'm certain they would be handy
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They were removed from 2.3 because they didn't work well. I thought it's better not having unusable objects in the game.
-geever
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