And a bit more…Tech research seems a little “light” shall we say.
With the exception of the autopsy providing 10% damage, its a bit puny.
No advanced weapons, no advanced ammo…and going up against mobs with 400 + health is a bit comical. Perhaps take a page out of XCOM 2 and give shredding/piercing ammo (unless I just haven’t found it yet?)
On my comments regarding “environmental damage” I’ve had walls going pop, which is fine, just some cover seems a little too sturdy.
Machine Gun…effective range 9? Marginally more than a shotgun!
I’m sorry but even in the “real world” a Mossberg is good to 40 yards, the AA12 to 200 (pushing it for an automatic shotgun) but the dear old 30 Cal goes out to 1000 yards plus and it’s big brother the 50 cal is double that!
Boom Blast doesn’t seem to function to reduce the AP cost - might be a bug, might just not be ready yet.
Tactical Combat can be painfully slow, almost to the “I’ll go make a cup of coffee while the AI does it’s thing” - and I’m not using a slow machine (although GFX is set to potato) . options to accelerate would be nice.
Would be nice if some recruits were not level 1 when they joined.
Would also be nice if recruits refused to fight their own people (nothing wrong with a conscientious objector)
Would also be nice if we could have a mining module at base as well as food/energy. How about selling surplus energy to the nearest haven, price dependent on range?
How about being able to disassemble an item to research its construction so you can then build more?
Salvage materials might be nice too - all those broken weapons must be worth something
More map variety, perhaps some rural/countryside maps, tunnel maps, large buildings (the building IS the map…image trying to do CQB in the Rijksmuseum?)