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Discussion / Re: Feedback 2.3
« on: August 05, 2010, 05:23:33 am »
Using plasma rifles pretty much invalidates any complaints about missing at long range.
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- 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.
- 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.
- 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.
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.
- 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?
That wouldn't make any sense. You don't cut a UFO in half and disassemble it in two bases, don't you?
So I guess the last one includes the fire mode I select for RF?
No wonder I stopped getting RF since I put all my troops on higher damage, higher TU modes instead of the "snapshots". I'll try going back to snapshots instead and see if it makes a difference. If true it makes pistols more useful in close quarters to proc those RF as the alien comes round the corner.