Dev feedback..To balance or not to balance?

Yeah, that just happened to me. Actually, the Scylla was already badly hurt because it was the same one that attacked the haven and run away when I almost killed her. I don’t use rage burst out of principle. Anyway, 2 quickshots with sniper rifle to a tiny bit of a leg that was sticking out and mission complete.

I disagree with this though, I like the skills sandbox and the gameplay style that comes with it. I just want certain specific issues to be addressed, like certain combos that are basically exploits. And the Citadels to be reworked so that the Scylla appears only after a few waves of lesser :panda_face:s.

And of course it would be great to have proper Panda evolution as was advertised.

I also like the experience system, because hitting level 7 is fairly easy, but to make the soldiers really elite you have to spend skill points from the common pool, so it’s fairly balanced IMO.

You had an example of mission done in 1 turn. It was base defence. Then @SpiteAndMalice put video of citadal 1 turn hit (with hurt queen, but with rage burst it would also end really quickly). I had few missions like that. Of course not all missions are possible to be done in 1 turn, but there are such mission and that is broken. Soldiers are too strong and unnatural. I don’t feel they are human beings doing all the stuff they can do. I think that it should change. Unless players want to have a game of “Space Marines vs Pandorans”. I want to have armed scientists vs few monstrous mutants (but also not vs waves of enemies).

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DDA cranks up the difficulty so much your cheese tactics become neutered. Boosted :crab: won’t go down with a single cannon shot, never mind peashooters. Add a few sirens, Scylla, couple of artillery bugs and good luck running through the mission.

All RB needs to be fixed is a limit on the number of shots.

Some enemies are op. And some abilities are op.

You are forced to use op abilities to fight the op enemies and 80% of the content doesnt even get used by the player since your limited to only using the most op things.

Thats been my experience playing legend difficulty. I just stopped playing because i got really bored of using rage burst snipers and infiltrators.

The balance is horribly out of whack. It just is not fun.
It is not even hard, i think the only missions that were “hard” were lairs just because the map layout is SUCH GARBAGE that people will die.
Not really any other reason… The map itself is just so shit and unfun to navigate that ai will have a huge advantage finding los then the player.
Fuck those maps… Its funny how citadel is so easy it can be beaten in 1 single turn every single time, yet lairs are way more bs.

Citadels, you take me for an idiot? :slight_smile: Your both examples are so dishonest, don’t try manipulate me, you’ll only fail big. :slight_smile:

I can’t believe you base you arguing on Citadels and base defense and you don’t see the problem, facepalm.

Once more RB only require a well deserved nerf to sniper rifles, nothing else. And there’s probably a problem with Rally The Troops targeting whole team.

You asked for an example.

You’ve now had two examples, here’s a 3rd one that doesn’t use sniper rifle.

No comment.

I think you’re missing the intent of the thread entirely there, it’s not you that anyone need to convince… well unless you’re secretly the head of Snapshot in disguise, I don’t know… maybe you are. Do you think you are? :wink:

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War never been balance :rofl:

Guys, chill…jeeezz. Back to topic please.

Edit :
Imho I guess the game need 1 custom game mode. Which player can do customize the way they want to.

TBH Zzzz, what feels ‘dishonest’ is your repeated attempts to deny what is so obviously true.

Some skills ARE OP. It IS manifestly possible to take out a Mission in 1 turn using Skill exploits.

I’m not saying it’s possible to do this every single time, and I don’t do it myself because I don’t believe in it, but I’ve found myself in enough positions by now where if I had chosen to equip my Sniper with RB, or ramp my Infltrators up to 100%, or used my 3 Snipers to enable Moby to Jet-Jump all over the map with her HMG, I could have done.

So saying: “It’s not possible, I need proof” - especially when people have now provided you with 3 perfectly legitimate examples of it happening - isn’t helping the debate.

So you don’t believe it. As Spite says: ultimately ‘so what?’ It’s not you we’re trying to convince. We’d just like JG and the Devs to either balance this so that it becomes the Strat/Tac game we thought we were buying into (rather than a game of superheroes vs supervillains), or to tell us that ain’t going to happen so that we can spend our valuable time playing something more satisfying.

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I think it may be UnstableVoltage trolling us in his second account. :slight_smile:

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Citadels need a rework and no way remove RB will fix it, that’s plain obvious.

Ok I didn’t noticed but base defense become basic with some Assault team setup.

And it’s only repeated examples of both.

If you can’t see the problem in your arguing, I can’t help you.

So you don’t see the logic problem.

Use missions that need a rework prove nothing. And even if repeated it’s only that which is listed in this thread.

Moreover there’s a big deal on what is easy to fix by reducing clip size of SR, and I’m tired to quote I agree that most probably Rally shouldn’t target the whole team.

Im’ no dev, but I think dev design in general is more interesting than players design. So I’m a lot more interested to see where they want go when all will be cleaning than some copy/paste random suggestions of players.

Obviously players suggestion can improve a game, as soon as they are well filtered by the design.

But I read here too many complain on difficulty from same that argue it’s a lot too easy too. And for the OP tools, that’ it’s general for a majority of mission I still haven’t see any let’s play example. And I agree some tuning can improve it anyway.

And on that note :blush:

FIX OP SQUAD SKILLS – OP Skills should have either cooldowns or turn limits set on them. If the devs don’t want to do that, they should have a significantly higher WP cost (and imho an exponentially rising cost for every subsequent use in a turn). At a bare minimum, the devs should nerf any skill or combo of skills that enables players to end a mission on Turn 1.

FIX THE DDA – At the same time as the above, the DDA needs a significant rebalance. I personally would limit the number of Sirens/Chirons per mission based on the player’s chosen Difficulty Lvl, and the DDA should take into account the number of Restarts a player has made. If the devs can’t or don’t want to do that, then the number & strength of Crabbies etc per mission added by the DDA /RNG (whichever is the real culprit) should be effectively halved – that would slow down the difficulty spike so that it only gets insane by the time your Squad has reached Lvl 7.

As a side note, I have never experienced the insane Crabbie numbers that other players report. The most I have ever counted on a mission is 12+, with a max of 4 Sirens turning up one-by-one. I personally believe that it’s because I very rarely Restart and accept my losses as they come. As an example, I am currently staging a tactical withdrawal from a Lair Mission that has gone south, rather than Restarting and trying again. This will register as a ‘loss with casualties’ on the DDA, rather than a ‘win’. I’m sure that’s why the game hasn’t adjusted itself to overwhelm my artificially outstanding play.

Bizarrely, I think introducing an Ironman mode might actually fix this for many players, as in Ironman you can’t Restart or save scum, so your ability level isn’t artificially boosted. That ain’t gonna happen until the game-breaking bugs are fixed, however.

REBALANCE TRAINING CENTRES
It’s ridiculous that as things stand it’s more efficient to leave your Squad training in the gym than have them gain experience in the field. I’d halve the XP benefit of Training Rooms. That way, if you want to spend resources building a dedicated Training Centre you still can, but giving your Squaddies experience in the field actually counts for something.
And before anyone says: ‘but this game’s so punishing, you have to be able to train up your new recruits to replace casualties,’ see above. I know that: that’s why you have to fix the effing DDA first! (Excuse the rant, but I’m getting tired of people arguing against sensible balancing on the grounds that the game’s not balanced. We get it! That’s why we keep calling for a sensible rebalance).

MAKE SCAVENGING MISSIONS WORTH DOING
Simple fix: double the HP and payout of all barrels on Scavenging Missions. That way some will survive long enough for you to get there and protect them, and the Resources they give you will make it worth the effort.

NERF HAVEN TRADES
As a corollary to the above, make trading with Havens less lucrative, so that you need Scavenging missions more. I suggest keeping it as it is on Easy Mode, but halving it, then halving it again on Veteran/Heroic; then reversing the Heroic payout for Legendary. And yes, I know that means to succeed on Legendary, you will have to play like a f!*£ing Legend – the clue is in the name.

GIVE US REAL EVOLUTION
This is a long-term fix as I think it will take some work. See my Evolution Thread for more details and discussion.

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I think setting accuracy of RB to some constant (rediculously low) value will work better making it a “spray and pray” ability.

Training centers is one of those things where I have gone from total disagreement to enthusiastic acceptance of the game design choice. From “multiple TCs shouldn’t give multiple XPs!” to “well, certainly they have to be nerfed, some system of diminishing returns implemented” to “I have 5 TCs on a single base with the NJ upgrade and I find nothing wrong with it”.

The reason why I think it works and it’s a pretty good system is that training only gets the troops to level 7. To give soldiers better stats you need to spend skill points from the common pool. All of these come from the field, and most from doing missions.

It could be argued that only the soldier’s doing the missions should get the SPs from them, but the flexibility of a common pool and the human resources management that it allows makes it worth it, IMO.

Without this system, or if this system was nerfed in any meaningful way, tolerating casualties would become much harder.

On a more personal note, I hate the grind. I know some players feel it’s very important that soldiers progress in the field. I feel that it is enough that a soldier sees action a few times before reaching level 7.

True but I rather play the game where I need to train new soldiers in combat rather than having some system where KIA guy is replaced by the guy of the same level just because I’ve spent enough resources few hours ago. Why bother with training centers than at all, could add an option to just buy soldiers at any level with different cost, like what Battle Brothers does with different quality of recruits.
For example in X-Com or Xenonauts, you need training center to get your rookies just a bit less awful, not to make them as good as your field team. This can be done by limiting effect of training center to the soldiers bellow level 3 for example.

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The guy is probably not the same level, because you have spent SPs from the common pool to improve him.

Training is pretty fast, but not immediate, especially to get to level 7, especially before the NJ tech. So you need to manage time. Resources (including time) spent on getting a rookie are resources you don’t have for something else.

TBH, I think it’s a bit of a legacy game mechanic that is not really grounded on reality. SFU are trained to a peak before being deployed in the field, and gameplay wise I don’t want to go through same grind with every soldier.

What should actually happen is that they game shouldn’t necessitate you having a squad of level 7 soldiers in the first place. It should be feasible to get through missions with a mixed group, or even a squad of rookies (all be it with some expected losses) if that’s the corner that you’re pushed into. Unfortunately due to the off kilter balance in terms of both opposition forces and squad perks you do need to be sending out a squad of level 7s after the earlier stages of the game.

Which goes back to the earlier point made by BoredEngineer - why not just recruit them at level 7 and for higher cost if you want to have that type of game? Do away with the whole pretence of training anyone up in the first place.

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On beginning I was little frustrated with game, but after some time I get used to mechanics & now I really enjoy:) I think game is little difficult especially for people who playing first time but I think game have a potential to be very good game like Xcom 2. One thing I wish is change: that we can not only get solders but also ships from fractions, I know we can steal but why we need to lose reputation. Regards Ad.

Well here you are on a scavenger mission then with enemies that are placed apart and the player is breaking the game with dash and shotguns.

So how does reducing the clip size of sniper rifles fix that one?

And is it only those 3 mission types now? Are there any others left?

The game as a whole is ridiculously broken when soldiers can move faster than vehicles, it’s not a TBS game anymore, it’s more like The Wacky Races. But this is like talking to a member of the flat earth society who gets taken up into space because they want proof and then still refuse to admit that the Earth is round.

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