I like the small and tiny maps because larger maps make for longer missions and sooner or later doing them becomes just a chore. I would much rather that the maps remained the same size and the mobility was reduced. This is, of course, a matter of personal taste. I want few big maps and many small maps, other players might want many big maps and few small maps.
Taking out bloodlust and frenzy, perhaps 25 as the absolute top speed would be alright (dash = 18 tiles). But frenzy is also meant as a boost for slow soldiers. Perhaps it needs a rework to just do + 10 to speed (so the cap kicks in if it goes beyond 25), instead of +50% to speed.
To be honest, I’m not sure if the buffs are adding or multiplying.
My most OP guy I think is an infiltrator serker sniperist with thief and a virophage sniper rifle wearing synedrion sniper armor. I got him just last night. He kills almost anything with one shot on adrenaline rush, remaining very accurate because of the armor. He killed a Scylla in 3 shots, after a teammate applied marked for death on her.
I don’t want either big maps, or only for rare combats. Map size of ambush and all defenses when diff scale high is just totally ridiculous, it’s plain tiny. Second campain played long enough and now it’s clear that auto scaling parameter is generating smaller maps for higher difficulty. It’s boredom.
25 is only 6 mobility? I thought it was higher, what’s formula? I read it but forgot. Again a cap is lacking of simplicity, max 20 speed attribute is simpler.
I had one in previous campaign, frankly last part of final total bore me and I was happy have him for 500+ damages shot if I remember well, perhaps even 600. But it has traps and counter balance. Stealth is broken easily, or aiming isn’t that good. He hasn’t RB so is crap for paralysis. Myself I tempered the aiming to increase stealth, but eventually it was a wrong choice, but it was from having stealth break too often. This build isn’t better than Sniper/Heavy/Sniperist/Reckless. Sure it’s less damages but RB and no need of Stealth management and Armor Break without will use on part destruction.
For Adrenalin Rush 50% Aiming penalty is an effective nerf and is no way better than RB for big targets as Scylla, and smaller targets generate aiming problems. Play more with him and if you don’t have problems of Stealth broken then explain me your tricks.
It’s nerf that target problems that have one source, Stealth and Vanish, and it’s nerfs on all directions but targeting core problems.
If nerfs are done on base of very optimized builds and rare setup, many players will never have the opportunity to use RC if RC requires very tuned build.
Vanish is source of many problems, but remove it seems weird, the question is how limit it.
You know, my infiltrators don’t even have vanish. The infiltrator/serker is a sniper, he is never anywhere near an enemy (the accuracy to armor and the damage buff completely offsets the accuracy to penalty from adrenaline rush, even though not being a sniper he doesn’t have the marksman perk). I have another infiltrator assault and the trick is to keep him 8 tiles away from an enemy. If he does get revealed because I get careless he just dashes to safety.
I agree. How about if rapid clearance had the same penalty as adrenaline rush, i.e. No use of any skills that require WPs? (just to be clear: no penalty to aim, of course).
This would take care of all the problems, I think. 1) No more using it with quick aim or adrenaline rush.
2) No more using it with dash.
3) Can’t be used with heavy weapons or SRs repeatedly
4) Can be used to clear closely packed groups of enemies.
For me your sniper isn’t a problem, the problem is you do RC 5 kills at each combat. I don’t know how you do it, thought it was with Stealth, if not I have no clue how you do that.
It leads to the nerfs to RC will be good for you, awful for me. That said with Infiltrator, ok there’s a problem with RC and my play and soldiers.
This particular guy, using Deceptor, the NJ HMG. He is a sniper/assault, so he has dash, rapid clearance and quick aim. And the heavy weapons perk, which gives +30% damage. At 4-5 tiles or less it’s a guaranteed kill for crabs, tritons and sirens without horns. So use dash to get in position, rapid clearance to refund APs, quick aim to reduce cost of firing to 2 APs. He has 18 WP, which is a good reserve, and the WP refunds from kills offset the costs.
But it’s not the only build that can do something like this. It all depends on the “third row” skills.
A sniper/assault with reckless and shotgun/melee damage bonus can do this too, with a shotgun. Even if he can’t one shot kill always, he can always use quick aim to do it in two shots.
An infiltrator with AR damage buff, reckless and thief (so that he can wear the synedrion armor to offset penalty to accuracy).
For me it’s a huge problem. 3 APs to take down a Scylla at any distance? Not even RB can do that.
Thinking about it some more… How about RC didn’t allow to use any skills that cost WPs, but it would give 2APs on casting, in addition to the 2 APs for each kill?
? It’s a sniper rifle, with no accuracy penalty (because synedrion armor), shooting at a big target. As long as there is LOS, given the size of the maps it’s a sure shot.
“at any distance” as in “the target can be very far”, not literally “at any distance up to and including close range (8 tiles or less)”, this build doesn’t have 100% stealth, I already told you that.
Well it looks more like manipulation, but let say it’s language problem, ok.
So again no your sniper isn’t a problem, the “at any distance” is plain wrong and this is the core problem of this build because stealth is broken very often because of distances.
Otherwise thanks for the details to explain builds of your op hole.
You pretend constantly do RC 5 kills chain with that and no Vanish? Ok, the piercing AR even nerfed recently is perhaps the point, I never played this weapon. I should be able try soon in my current play. In previous campaign, a bug stopped NJ relationship at 49 and I don’t like stealing.
No the Quick shot is to move, but the problem is you can play a glass cannon low armor close range.
I need check, it’s possible in my current play I didn’t setup a soldier for RC chains with reckless too, what’s sure is I don’t play glass cannon such soldier.
For me here is the core problem to fix, players should be severely punished to use weak armor with front soldier.
No, I use one and it’s not working, 5 tiles no way, 4 tiles only with RNG luck and with RF and kills chain this is a huge problem. And then again the problem is probably you abuse of aiming bonus and play a front soldier with weak armor. And then this would be the core problem to fix.
In case a lot is coming from syn sniper armor set abuse for front soldiers, for me there’s nothing to fix but punish severely players doing that. I mean it’s ok it works a few time, but it should inevitably lead to a dead soldier.
Speaking of skills, I’d like the Biochemist skill removed or replaced with something else. Not for balance, but rather for plot reasons.
From the start, Pandora virus is an enigma for us, requiring the capture of specific Pandoran creatures to reveal its secrets. The Disciples of Anu do use it in their weapons and hallowed rituals, but this is not the knowledge they are willing to share with others. So it’s rather strange to see recruits (not only from DOA, but even from pandoraphobic NJ) who can easily learn how to dip their bullets (or laser beams!) in the moral-corrupting strain of PV.
I know, there are other things in the game that look even less realistic, but as the plot of the game evolves around the mystery of PV, such shortcut ruins the overall atmosphere. Maybe replace it with some skill for bleeding or shock damage instead of viral one.