[BB5] Allied base raided way too frequently

I’ll tried to be smoothier but that’s somehow what i feeled too yep.

I don’t have much problem with difficulties, as the game is (in hard anyway) relatively simple. I have more issues with some too repetitive gameplay. And again, i played all xcom, including firaxis ones (and long war 1&2) & the excellent xenonauth. I don’t mind doing hundreds of missions during the campain, it’s not at all an issue. My issue is; i mostly do only 2 mission types right now cause crabs seem way too focused :stuck_out_tongue:

As of overwatch i’m not sure to understand what you mean. Overwatch seem totaly usable regardless of what dev said like in BB3. i still use it just a little more wisely than before. (like 1 - 2 soldier overwatching each turn. Assuming you kill at least one ennemy per turn with the rest of the squad, you can basicaly win enough will to do it continuously. It’s just the end of the “all squad overwatch spam” we had before ^^

For grenades erasing weapons. I’m sort of agree with you. Their is not much ennemy using grenades, and as long you have a scoot that reveal them, you can just shoot the grenade direclty on their boddy and have a free kill, way before it go kaboom on your squad. On ~30h play in BB5 i only lost one weapon of grenade, while i’ve been hit by them like 4 - 5 times, witch is a lost for sure, but definetly not an issue by itself.

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There is some issue that explosives do more damage to equipment than their maximum damage noted in inventory. That frustrates me too.

What do you mean by free kill?

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That when an enemy “carry” a grenade, if you shoot at it and make it explode, it will damage the whole enemy body, frequently destroying his own weapon (if he carry one) and most of his body part. If the initial exploding don’t kill it, most time he die in one or two turn cause of bloodloss :stuck_out_tongue:

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It never exploded in my gameplay. Maybe I didn’t aimed at it in BB5.

Yep it’s not the easiest part to hit, it’s below the arm so its basicaly untargetable when you’re in front, on top or on left side of the crab. But if you are in his back it’s the little bubble below his right arm that seem to kaboom, not the weapon itself :slight_smile:

I am. That is how I feel after this demo/beta. I would need alcohol or drugs to carry on, just like the devs mentioned.

Yes, that is why I said:

I lost at least one weapon in every mission. If weapon was merely broken utill the end of the mission, than I had to pay for repairs, that would be fine. but its evaporated. Frag (regular) grenade can damage a rifle only if some shard jams in somewhere, it could not destroy it. With the redundant design phoenix rifles have, it would never happen.

It is usable, but that was not the point. They said they did not want overwatch to be abused every turn, yet that is the only way of stopping worms, unless you want to chase them.

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I have had great success with both sniping (withor without a pistol) for my sniper and grenades when they are grouped and worms seem to group often for me.

I haven’t tried a pistol with my other soldiers, but my sniper was able to get 6+ shots in a turn with quick aim (cost 2 will).

When you see them, yes, but if you don’t know where they are, or how many, only overwatch helps.

I’ve given a pistol to one of the Assaults, that also caries a shotgun, so the pistol is range 24, which helps.
Also nice to have one more free over-watch with the pistol, which is in general more useful that the shotgun.

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Edit: Redoing to make it more clear.

Right now there are too many fights and too few toys. It feels a lot like Long War in the current form.

I think I’ve played 10 fights and not gotten one new technology.

The “new toy” to fight ratio is too low.

Correction: I did get a new pistol that I can’t make ammo for.

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Considering that battles are only fun as long as you can test the new toys in them, at least for some of us, that is exactly the point.

I concur. On my current game, by the time I get my guys back to the main base and healed, another outpost is attacked. So it seems a bit high right now.

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lol I did read your post above whilst thinking to myself ‘well at least the Lovecraftian horror element is doing its job’ :wink:

I’m also finding the battles tedious, but for me it’s due to the fact that a) I can’t graphically see where or what anything is to which I’m really just shooting at health bars or body part names rather than the creatures that are represented by them, and b) I feel like the whole battle is a case slowly crawling your mouse around the screen until the UI tells you where to move (based on target lines) and then what to shoot at (based on expected damage). I don’t really feel like I’m playing the battle myself, it’s the game doing it and I’m just following its recommended actions. I think this is getting a bit better by my gameplay experience so far is:

BB1 - played half of a battle, couldn’t face any more and quit
BB2/BB3 played 1 battle and quit
BB4 - played 2 battles, quite enjoyed it, but avoided playing more to not get spoilers
BB5 - played 1 day battle and thought it was okay (not as much I enjoyed BB4), played 1 night battle and couldn’t see anything. Started a 3rd battle, at a haven which looked like it could be interesting, but then saw a free weekend for Kingdom Come and I’ve since gone to play that instead.

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It was more or less same for me. However, when the game comes out, you will have to finish the whole game, possibly 4 times for each ending, as this will most likely be only way to see the whole story. Or let some poor lets-player earn his bread and just watch a video. I showed my dissatisfaction this way because 70 % of dissatisfaction posts start like:“Hello guys, I love you blindly, this game is the best game ever, and I pray to the icon of JG every day, but this little thing could maybe fixed, no biggie if you don’t, it will probably be better the way you envision…” And that annoys me the most. You are veteran of this forum like me, you know how many ideas I tossed out. Several things I thought would go wrong, got wrong. Features are being cut left and right, game is padded with endless missions to artificially make it longer.

Actually, you know what, I’ll just compare this game with UFO: Afterlight. That game has:

  1. Multiple factions (Races) with diplomacy, with alliances determined by more than defending land (I don’t want to spoil too much). They could also trade resources and gear, and give you their tech, which you could also steal, but that required several live captures to be fully exploited. You could even get some of the aliens to work for you and reestablish communication with Earth. All the factions, regardless of race, had their own tech.
  2. Exploring and Terraforming the Mars. At first you only get a few plants, but later stages, even the seas will appear.
  3. You have very limited manpower, as most of the humans are in cryosleep, so you can’t just recruit more guys. But each of the soldiers was voiced and had his own lines, along with the scientist and technicians who held some special rank, like armorer, ambassador or librarian
  4. Class system separates people into Scientist, Technicians and Soldiers. There were people who had 2, especially Soldier hybrids were interesting, as they were only ones that could deploy in mission and do specialist work, from analyzing ruins and repairing your Aquaduct, to medical and repair assistance.
  5. Surroundigs were also hostile, since you were on, you know, Mars, and you needed space-suits until the end of the game.
  6. Each bullet was calculated separately, and you could pick which body part to target, albeit, only with a well trained sniper.
  7. You could skip almost all of the missions, except story important one and base defense. You know since you only had half a dozen soldiers, and those need some R&R, just like the player.
  8. Fully implemented drones, that were made, healed, progressed differently than humans, but gained experience. Not as versatile, but you can’t really argue with 4 Gatling guns or rocket launchers.
  9. Also had mixing and matching all the technology from the different factions. And tonnes of different weapons, from shuriken, to homing plasma balls and from chainsaw crossbows to acid grenades.
  10. Bunch of different perks for the soldiers and Technicians and Scientists, too. From dual wielding, heavy weapons training and stealth, to driving and alien anatomy>
  11. That’s right, stealth and detection. But not only eye sight and sound. Smell, psy activity, electromagnetic field, movement detecting doppler scaner, etc.
  12. You could protect yourself from smell detection with a suit mod. Yes, there are suit mods. Also gun mods. From laser cooler that allowed it to fire in bursts, to silencer and accelerators on ballistic weapons.

This is just from the top of my head, I played this game last time 5 years ago. The game itself is 12 years old. So, it precedes both the FiraXcom and Xenonauts. It was made by indie studio, without the epic or crowdfunding.

Edit: They also made their own engine, and did not have Unity.

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I totally agree with this. The ratio of tactical battles to strategic developments (new technologies, new soldiers, special loot) etc is way way off. There’s virtually no change between fights to power up your troops, but the alien forces ramp up to zerg numbers pretty quickly.

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I agree that After-X series was good and enjoyable and I’m disappointed they didn’t make more. It did have a strategic/technology to tactical balance that this game currently lacks.

From the images I can find it look kinda like Silent Storm (graphically). I’m going to wishlist and pickup in some steam sale I recon - Thanks :slight_smile:

I think I briefly played UFO Aftermath years ago, but wasn’t really into PC gaming during the time.

Geoscape date 27.03.2047
Synedrion haven STR 10 is attacked, Alien invasion got down to STR 7.
Mission is defend personel, 8 civilians are present rather than 10 because I let the haven defend itself for a bit. On first Pandoran turn 13 Tritons move forward, some to the middle of the map already.

So that is 2340 HPs to kill, 13 mist emiters. I lost my will to live :roll_eyes:

So if the initial attack was STR10 and the haven fought them down to STR 7, why are there 13 Tritons (that I could see on the first enemy turn)? This also highlights the “fighting in a phone both” problem that we currently have, the maps should be 2-3 times bigger IMHO.

PS Imagine if they were the upgraded Tritons with stealth on being hit… :rofl:

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There are always 8 civilians. Haven strength will be represented by their soldiers when it will be available. And strength doesn’t correspond to count of enemy units. It is rather some simplification of enemy deployment units. AI uses this value to deploy variety of units available in nearby bases. More powerful enemies take more of those deployment units. Maybe Tritons have too small this value and that is why they appear in such vast numbers. :wink:

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Yeah, yesterday i had a battle against 32 tritons with pain camaleon, but instead of mist, they were heavily armored. Almost emptied every magazine, and it took me 1 hour… And the best thing is that the geoscape frozen afterwards so i lost that time xD

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