Feedback from a full campaign played on Legend difficulty on the new Cthullu patch.
TLDR
• Strategic difficulty is good, tactical difficulty is too easy.
• Much too grindy! Too many repetitive missions with low rewards.
• Research/weapon balance seems fine.
• UI is better but could still use some tweaks.
Background
I’m a long-running fan of XCOM-type games - played XCOM and XCOM 2 to death, then played the Long War and Long War 2 mods, and was one of the playtesters for Long War 2 for Pavonis. I usually play on max difficulty settings.
Campaign Feedback
I started a new Legend campaign as soon as the Cthullu patch came out. Just finished it today, and that was with playing several hours most days. Cthullu campaigns are LONG. Actually, too long. The biggest problem with the game as the moment is that finishing a full playthrough of the campaign just gets really damn tedious!
Early game is fine – you’re discovering new things, unlocking new abilities, growing and expanding. The problem comes once you hit mid game and have 2+ teams spread out across the world (I usually find you need one team to cover the Americas and at least one team to cover Asia/Europe/Africa – a third team helps a lot as soon as you can manage it). By late January/early February I was doing what felt like a neverending stream of haven defences with the odd nest clearance and scavenging/diplomacy mission thrown in. There were just too many missions and I was really losing enthusiasm by the time I got to mid-late game. I was very glad when I got the tech that let me scan for Pandoran nests (which meant no more haven defences) and I was happy to finish the campaign by the end.
The big problem is repetition. The first time you assault a Lair or a Nest it’s exciting. The second time you do one, you know what to expect, but it’s still fun. By the fifth one, it’s become a routine. By the end of the campaign, I’d done something like 20 of the damn things and I was bored of them. Nests became speedrunning contests where I’d dash through as fast as possible to snipe the Hatching Sentinels to end the mission, and haven defences were farming operations where the only question was how long it’d take to clean up all the bugs so I could collect the reward and go home. I’m not sure I’d play through another campaign without some major changes.
Difficulty
The strategic difficulty on Legend feels about right – you get lots of resources, but you never have enough to do everything you want and it’s a big challenge to have enough teams to both do exploration and also be in position to respond to haven attacks.
Tactical difficulty is another story. With Cthullu, the Pandorans are mostly a joke on the tactical map, for two reasons:
• Melee vs ranged – melee Pandorans have no chance against your soldiers because they get shot to death before they can get close. In the early game the Pandorans are mostly melee, which means they just run uselessly towards your team and get mowed down before ever getting to swing their weapons. As the campaign goes on the percentage of ranged enemies goes up, but by then you have well-levelled, well-equipped soldiers who can one-shot them before they get to fire.
• Numbers - In most missions the Pandorans outnumber you around 2 to 1. This isn’t anywhere near enough to be challenging. Assaults, Heavies, and Snipers with a few levels and early-game equipment can kill about 1 enemy a turn, which means that most maps consist of you killing about 2/3rds of the enemies in the first 2 turns and then the rest of the battle is mop-up.
You’d have to literally double the number of Pandorans in most missions to make them challenging, ie make them outnumber your soldiers by 4 to 1 or 5 to 1 or so (which is the kind of ratio the XCOM games use). Example: the first room of the final mission has something like 7 Arthrons, 3 Tritons, 3 Chirons, 3 Sirens, and 2 Scyllas, and it was the first time in about 20 missions I’d actually had to make an effort. Even then the enemies were all dead or panicked after two turns. Those are the sorts of numbers you need to make the missions a challenge.
And yeah, I know, you’re expected to win most missions, but this is supposed to be Legend difficulty. I feel like my soldiers ought to be at least a little threatened. In the course of the whole campaign I lost exactly 1 soldier, and that was when my underlevelled 5-man C-team with bad equipment got ambushed by 4 Sirens at once. Even then the other 4 soldiers got out easily.
Economy
Despite winning every mission, I made slow progress on the strategic map because everything cost huge amounts of resources. The biggest culprit for this is the Phoenix Bases. By mid-game a new base activation costs something like 800 resources and 100 tech, plus the money required to build/repair the generator and Satellite Uplink. That’s like 2 missions worth of income for just one base. And there are NINETEEN of these things, each more expensive than the last!
To get all that money I had to do endless haven defences, every scavenging mission, and trading. I didn’t raid the factions for resources, partly because I was trying to roleplay, and partly because by this point I was sick to death of missions and the last thing I wanted was to do even more. Trading is faster but boring as hell. I had two Helios aircraft circling the globe just trading with every haven one after the other, making a profit of 200 or so resources each time. It was efficient but mind-numbing. Oh, and the game forces you to do it all manually, so you have to remember the route you’ve taken and with each haven you have to click through the same trade deal that you’ve done literally 100 times already.
The game BADLY needs some sort of passive income that you can set up and forget about, rather than being forced to roleplay the Travelling Salesman Problem. Trade routes, like Civilisation, or a regular income, like XCOM.
Combined with the difficulty issue, I’d probably suggest doubling the rewards for missions as well as doubling the enemies. At the moment they’re low-risk low-reward high-frequency, which is a bad combination.
(The change to Food Production facilities with Cthullu has made things worse. They were already slow – now it takes so long to gain the ability to build them that the return on investment is so bad that the game’s over by the time you’re seeing any real profit.)
Research/Tech
Research and tech seems to be in a good place right now. Most weapons are viable, and most are sidegrades/incremental upgrades rather than must-haves. You could probably do the final mission with starting gear without too much trouble. I don’t agree with the complaints about nerfs – various weapons could use some tweaks, but on the whole I think things are pretty good.
Raiding for tech on the other hand is awful. It takes FOREVER to get the one tech you want (all three factions have a bunch of useless techs cluttering up the tech tree as booby prizes). I only tried it once, in my previous campaign, and after only after multiple (and very tedious) Steal Research missions did I realise that it’s far more efficient to just do the Tier 2 Diplomacy missions for all three factions and get all their tech for free. The Diplomacy system in general is a mess but I’m not going to get into that now since it requires a bigger rework.
UI issues
The UI’s definitely improved since release, but there are various minor annoyances that it would be great if you could fix. A few that stand out:
• Third-person aiming is super confusing. I tried using the Dante flamethrower and I had multiple cases of my soldiers apparently flaming enemies right in the face and yet doing no damage. The Destiny laser is even worse – even after 10 or 15 uses I still couldn’t figure out when it was going to hit and when it wasn’t. Please make them ‘lock on’ to targets the way the new Rage Burst does.
• When you run a soldier next to a crate the crate auto-opens and you’re sent to the Inventory screen, prompting you to pick up the stuff. Even if you don’t have enough action points left, the game will let you move the stuff into your inventory, except it won’t happen – it looks like you’re picking it up but you aren’t. If you don’t notice the little red ‘Warning’ message, you’ll end up thinking that you’ve picked up stuff when you haven’t. I lost SO many resource packs on Scavenger missions because of this.
• Every time your soldier sees a new unit while moving they’ll stop. This on its own is annoying enough, especially if they do it 4 or 5 times, but what makes it REALLY infuriating is when you lose movement as a result, especially if it means you’re now one tile short of that cover you thought you were able to reach.
• Lots of animations are annoyingly slow/require too many clicks. Quick Aim for Snipers is especially annoying. Each time you want to use it you have to click on the soldier, click on Quick Aim, confirm Yes, wait for the animation/sound effect to play, and then go through the clicks required to fire. This gets really tedious if you want to spam the ability (which you often will because Quick Aim is really good).
• When you repair a generator the facilities in the base aren’t automatically onlined. So you have to remember which bases have repairing generators and manually turn stuff on once the message pops up (which is easy to miss).
There were probably others but I’ve forgotten them.
(Oh, and this isn’t UI, but why is the Antarctica mission set in an overgrown jungle?)
Overall
I’ve spent a lot of time on the negatives so I should probably say that I really do enjoy the game – the story and atmosphere is great and it’s a worthy edition to the XCOM-type defend the world genre. Hoping that you keep up with balancing and development!
Anyway, hope that some of this was helpful. I’ve seen a lot of these comments made individually on Reddit and these forums, but I figured you might place some value in a full campaign report.
Thanks!
PS - One last thing - bring back the ONI updates! They were wonderfully creepy and added a ton of atmosphere to the game, especially with the lines from the poem ‘The Second Coming’. It’s a big loss not having them in Cthullu.