General > Discussion

2.5 sucks completely

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GPS51:
Smoke grenades are the #1 used item in my games for a reason. Just lob 1 or 2 (depending on spread) to cover your group and then let the aliens charge you. You just have to make sure to get LOS every turn by moving at least 1 unit out of the smoke. No more dealing with strange RF, just efficient combat!

Visitor:
Hello. After years following losing my account and two random failed attempts on the way with making another, I show up to share a few thoughts about 2.5 dev and the thing I also find not overly good about it - a good excuse for making an account again, at last, even if probably I will use it somewhat rarely.

I see the whole discussion went to the topic of tactics, but the problem I see in the game, a thing that irritates me currently, is not just the fact that aliens have overpowered RF (though it should be balanced) but how generally stats are set for them. In the first months of the game (in-game time, of course) when I see a skinny taman clad in it's armor but still walking casually through half of the map, shooting (with deadly accuracy) one of my marines with his bulky plasma blaster and still having enough AP in reserve for RF I can only call bullshit, especially since by comparison soldiers of 'competent' level in stats get half as much mobility with the weight of just standard issue outfit - assault rifle, spare magazine, grenade and armor.

I can understand that aliens have to have a bit above-average stats to make up for AI shortcomings (together with alien powers to detect every living creature on the map etc). I can also understand that there are ambitious players, veterans of many X-com games who want a constant challenge and threat but making every little alien ultra-mobile sniper stopping rockets with it's face on Normal difficulty I find to be a plain mistake and a waste of opportunity of making different enemy types/species different (since, especially late-game every one of them is comparatively resistant, quick, strong and heavily armed).

I'd suggest leaving hardcore aliens for hardcore difficulty and offer normal enemies for normal difficulty which, as far as I know, is suggested for regular player hoping for balanced play. Balancing alien stats and their progression thorough the game, setting some stat cap on them and so on will take care of both matrix-RF-reflexes of aliens and general combat silyness where, while I still in the end can win, I am forced to experience situations where in case of aliens, max range = optimal range and my sharpshooters barely equal medium-range accuracy of random alien weaklings with sidearms. It's not a challenge at that point, it's breaking the immersion for me.

That being said, I have to disagree with statement that 2.5 sucks. Right now, again - despite it being a dev version - I have quite some fun with it (alien commando at every difficulty and few maps glitched recently excluded) and I thank the devteam for their work.

A few other things I am lacking currently:
Progression is nice, seeing aliens deploy new ships and armaments is nice but it's sad some stuff disappears for the sake of scaling difficulty - in the late-game I'd like to see, even in token amount, aliens still taking a kerrblade or two for harvesting mission, packing a plasma grenade in addition to their rifle or sending occasional scout ship in geoscape - things that would improve immersion a bit as they realistically would maintain their usefulness thorough invasion campaign.

Patupi:
I too do not think 2.5 sucks, exactly. I just get so frustrated with it I give up for a little while every now and then. Plus I don't think the aliens have TONS better RF than the human player. RF seems to suck all round, just a little more for the humans, though that may just be the accuracy of the aliens and the fact they are almost always seem to be set in a good position.

Yes, alien accuracy seems high. I've seen a hovernet from literally across the map sniper my guys 50% of the time which seems excessive when my laser rifles seem to have an accuracy of 8% at that range! And yes I was kneeling! OK, I know it might have been coincidence but it seems to happen way too often. True with smoke grenades a lot of these troubles do go away, but it seems a kludge fix to me, and not being able to set any defensive position is just wrong in my opinion. As far as I can tell if I set up a careful crossfire, use snap shot only on RF, have good armour (currently the first nano armour) I can get 1 out of 6 of the aliens that pop up. The others all seem to shoot me once or twice before I can get a shot in, they invariably hit where I miss occasionally even at short range (due to being forced into snap shot when they aren't) and even with my armour sometimes they one shot me. IRRITATING!

Still, at least I have found a way around that, even if it forces me on a constant staged offensive.

korda:
I don't think that it's ok when game has content that requires so much in-depth knowledge about game mechanics, tactics etc. It's stupid. It just pisses off normal players. I really can't understand how you can give that advices here H-Hour, if they are required to play and succeed at normal difficulty why aren't they written in bold letters in-game? I would expect to see a discussion about advanced tactics for harder game modes here...

After reading through some threads I have feeling that this game is being changed for harder-better enthusiasts.

Btw, is 2.5 really so hard? I'm playing 2.4 on easy now, I wonder how strong punch in my face will 2.5 be for me...

Denthar:

--- Quote from: korda on April 21, 2013, 10:28:39 pm ---Btw, is 2.5 really so hard? I'm playing 2.4 on easy now, I wonder how strong punch in my face will 2.5 be for me...
--- End quote ---

If you don't use smoke and flashbangs, it's a bloody nightmare.

If you do, then it's fairly easy up until some of the later aliens appear with what's essentially a super shotgun.


I also want to say something about this post from H-Hour:

--- Quote from: H-Hour on April 08, 2013, 11:47:01 am ---The AI always knows where you are. This is common in many games as it's very difficult to create a challenging AI if they don't know where to look. AI improvements are always welcome, but it's a bit of a specialised field and hard to attract talent.
--- End quote ---

Just because aliens always happen to know where you are, doesn't mean they have to behave like they've got a direct line of sight.

While I've never done AI in my life (if I had, I'd offer to help), I've got a pretty good notion that either state machines (and some other bits and bobs) or fuzzy logic could be very useful in giving the AI a bit more variety and kill off the homing notion.

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