General > Discussion

2.5 sucks completely

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noctilucus:

--- 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 ---
Maybe too simple, but how about setting the area of/around the phalanx ship as target for the aliens until they start seeing phalanx soldiers?
Another possibility would be to add 1 characteristic to each phalanx soldier's position: as long as it hasn't been spotted yet, set to 0 meaning the AI will ignore those position. As soon as the soldier has been spotted, set it to 1 and continue to give the AI full knowledge of that position. This sort of assumes that the aliens are clever enough to keep track of your soldiers after they've been spotted once.

Garavani:
Hey guys just dropping my two cents though it's just an echo of what has been said by many others.  I really enjoyed 2.4 and turned a lot of my friends onto the game.

I understand the devs have been playing the game a lot more than me and require a greater challenge to have fun, and since no one is paying you that is your right, it's your game. 

In my opinion 2.5dev is too hard for the casual player, and even for someone who is fairly apt at tactical games if feels like you have to lean on what I consider cheesy tactics (smoke grenades) in order to win with acceptable loses.  This will turn off the vast majority of your players though.

Just my thoughts, please don't reply with "It's fine just learn some tactics".  If the game frustrates me when 2.5 release launches I just won't play.

Duke:
I recently applied a small but significant change to reaction fire.
Not really a bugfix, but let's call it a fix for a design bug.

There was a check for visibility that tested 3 points of the target: eyes, belly and feet. If two of them were not visible, it was considered a bad hit chance. Reasonable so far. The problem was that if visibility was interrupted, the reaction timer was reset (as intended) and started over.

After the change only one of the three points is needed. That will result in
- reaction occurring earlier
- RF hitting the cover more often.
Overall, RF should *feel* much more right now.

So everybody who complained about RF not working is encouraged to get latest HEAD from git and try again.
Have fun :)

ShipIt:
Confirmed RF feels quite different now. Soldiers blasting away there ammo with every none-zero chance to hit. I wonder when people will start to complain about this.

ShipIt:
There was also this commit, which prevents aliens on certain missions from fielding the advanced weapons. This makes some missions much easier.

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