General > Discussion
My 2.5 feedback
Grug:
Interesting reading everyone's perspectives, both in this thread and others.
I used the grenade launcher and flame-throwers heaps in early game (2 of each on a squad) and found them super useful, but far less so by mid-game. I used the rocket launcher a few times initially, but found after about the first 6 months that I was taking far less shots with it than anything else so dropped it.
I'm still in love with my snipers, especially with EP rounds. I also make extensive use of assault rifles with EP rounds and fairly frequent use of grenades.
I have also never bothered with secondary weapons. The TU's required to get it out of the holster, shoot and return to the holster is usually more than using the primary weapon. I've found it far more effective to carry and use grenades for close range.
H-Hour:
Thanks for the feedback Sarin. As ShipIt said, there are some really solid points in there. I'll just raise a couple of things to keep in mind:
1. You're right, the pace is pretty quick now, especially for someone like you coming from the ~300 mission marathon that was 2.4 and previous versions. I still feel the game is pretty long in general game terms. We have a lot of content to get through and the number of missions for a campaign can vary a lot. Sometimes it can take a month before someone spots a Bomber, which can easily mean another 10-15 missions at that stage. But control over pacing is kind of a trade-off between structured pacing and the game's loose sandbox mechanics. We determine when a weapon/ship/alien is available for use, but not exactly when it will first appear.
2. I agree that Assault tends to be the most widely useful, but like anonymissimus the GL is actually the powerhouse for me. All my best soldiers were GL and Snipers because their survivability rate is much higher than assault the way that I play (they're never in RF positions). Close weapons are certainly a skill that takes time to learn properly, and I lose close specialists more than anyone else. They have a limited use case, but I couldn't enter buildings without them.
3. You're right about pistols and knives. I don't think we have a good solution for them yet, but an EP pistol could do wonders for them in the late game.
4. That part in the beginning when the aliens have only pistols seems too easy because you've been playing this game for a long time. But that's kind of a "free month" we give new players, because they will just be learning some of the basic mechanics. If you play on hard or very hard the aliens will start with rifles.
5. The issue with outgunning the aliens is a structural one that ShipIt has raised in the past. As soon as the aliens field a weapon, you can research and deploy it quickly, so their advantages are very short-term. I don't think we've found a good way around this that doesn't feel like a hack, but it's certainly on our radar. It's actually one of the reasons that Needlers work the way they do. They're a pain to face (getting wounded all the time) but not as effective to use yourself.
6. FYI, supply ships and corrupters come at the same time. Each new phase introduces two ships at a time. It was just chance (sandbox mechanics) that it was a month before you saw the corrupter. ShipIt has suggested that we make the "epoch" shifts more gradual, but this will cause issues for outgunning the aliens. If you face your first needler early, you'll have it researched and in the field by the time the aliens are showing up with it regularly.
7. It sounds like endgame came quickly for you. Typically it takes a while for a Bomber to show up. But obviously this part will be better when we extend the game to the Carrier.
Grug:
--- Quote from: H-Hour on June 22, 2014, 02:57:27 pm ---5. The issue with outgunning the aliens is a structural one that ShipIt has raised in the past. As soon as the aliens field a weapon, you can research and deploy it quickly, so their advantages are very short-term. I don't think we've found a good way around this that doesn't feel like a hack, but it's certainly on our radar. It's actually one of the reasons that Needlers work the way they do. They're a pain to face (getting wounded all the time) but not as effective to use yourself.
--- End quote ---
I would think the answer to this is simply that alien armour is more effective at blocking their tech. If I recall correctly, that is how it is documented at the moment (possibly only for the grenades) and how it seems to work. I used plasma rifles as soon as I got them early game but by mid-game they were virtually useless. Maybe dropping their usefulness in the early game (and the other alien tech) even more would have the desired effect?
AntJam:
Another option might be to increase the number of weapons needed in storage before being able to research them from 1 to say 4-6 this would at least give the aliens several missions before you could even start researching the relevant tech.
ShipIt:
--- Quote from: AntJam on June 22, 2014, 05:45:55 pm ---Another option might be to increase the number of weapons needed in storage before being able to research them from 1 to say 4-6 this would at least give the aliens several missions before you could even start researching the relevant tech.
--- End quote ---
The very best way imo would be to have a seperate weapon-tech tree for humans (because the alien weapons are not made to be wielded by humans). This would just need somebody making additional weapon models.
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