Hey devs and gamers,
I first want to state that I do actually like this game a lot and what I’m about to specifyil is constructive criticism and not a fan rage attack.
I’ve been playing this game for 3 maybe 4 days now and I’ve invested quite a number of hours into it so I’m quite familiar with the mechanics.
I’ll start with the most glaring experience that occurred just now. Phoenix Avionics is under siege by Pandorans. I landed at the base ahead of time. When the battle begins my team are scattered all over the place like they’re on leave. Now, these guys are professional soldiers (or at least they’re supposed to be). If an attack was imminent and you’d landed on site ahead of the enemy, the best strategy would be to create a chokepoint. But you don’t get this. It’s anti strategy. It doesn’t make sense. Theyre all over the place while the invading are all in one specific place having just entered the building (pro strategy). The pro strategy (if it’d been considered) would be to start the mission off with the soldiers in defensive positions. They’re stood about like they’re on a tea break. It goes against the whole strategy thing. Let’s consider this in reverse. The soldiers are going to reclaim a sacred site of Anu and have entered the site in a formation of sorts. The defending patrol, while somewhat scattered, still are in defensible positions. Going back to Avionics, there is no consistency either in the strategic locations of the squad or the reason for being where they are. Like I said, it goes against its own rules and at this point, doesn’t make sense why this was done as a whole.
Moving on to overwatch now. Usually overwatch is to slap an enemy with bullets for moving out of cover or running into your POV. One enemy and multiple overwatch should reduce the enemy to mush. However, 2 problems occur. An enemy can pass through overwatch without triggering it and when multiple overwatches overlap, only one is activated. I’m not sure if this is a bug or not but it needs work. When you use overwatch, you kind of expect it to work.
Another issue- and again I’m not sure if this is a bug or not- is half the time my heavy gunners on overwatch are hitting things but doing no damage. I just had a machine gun heavy hit Anthron Shieldbearer Alpha on the lower armour body parts as it ran towards my formation and yet, even though there was visible impact, no damage was received. It was completely unscathed. My machine heavy usually decimated most enemies but this has happened a few times.
Manufacturing goods is all well and good but I’m getting people proficient in certain classes that can’t use weapons for that class. I have a sniper that cannot use sniper rifles but can use heavy weapons. This is utterly confusing as I specifically recruited a sniper. This issue needs clarity. A lot of clarity. Also, the class comes with symbols. I know there’s a class tab system on manufacture and inventory but perhaps you should put the symbols on the manufacture for weapons and armour and specify any conditions the character needs to use it in the inventory. A bit like an RPG does. It’s very effective.
Now on to healing. I’m not sure how you managed this but with yellow player indicator and bright green healing indicator it’s tricky to see who you are healing. Sometimes I’ve healed the complete opposite of who I meant because it’s very difficult to see which is the dominant indicator as to who is being healed. Maybe change the indicator to dark blue on the character to be healed and keep it on yellow for the character doing the healing? It’s just a thought.
Onto AP counts now. I understand the way the AP system works. I’m very familiar with strategy and RPG games but for some reason enemies on this game defy AP rules while the player is constrained by them. A Synedrion sniper jumped down the stairs (5 tiles), moved out of the building (8 tiles), went to cover, and shot at my infantryman 5 times. Heavies only get to move once and shoot once or shoot once without moving, very similar to infantry who can do the same unless they stay stationary and shoot twice. Snipers aren’t so much different from heavies. So how come the enemies get free roam? This is a strategy, yes? This isn’t strategic. Even RPGs limit the AP of all classes after a certain number of moves but you can guarantee that even while they may have 1 or 2 more available AP than your character, they don’t take the kids like this did.
The game crashes a lot. 'Nuff said.
All this could do with fixing. It’s a good game but these things let it down. Oh, I also had bug issues with key structures not showing when hovering over them. I could only locate them with free aim snap on when near to them.
Good work but I know you can do better.
Things I do like:
The depth of story and the political motives. The ability to customize characters. The artwork and settings. The gameplay is good but would be great if it achieved equilibrium between gamer and system mechanics (no taking the mick with AP for a start). I’ve already left a 4 star review on MicroStore, only citing the crashes and bugs as a 1 star deficit but it’s likely to get knocked down to 3 maybe 2 because of the poor balance. Otherwise, it truly is a good game but does need a bit more work.