Feedback: Lethality

I think let’s do draw comparisons to the original XCOM, as it was the primary marketing for this game. If it doesn’t stand up to a decades old game, that is a problem. And if there are differences, they need to be justified as equal or better than what they replace.

I ought to add a section for this. The game’s balance makes death reasonably common in the game, especially for non-expert players, and especially since 0 HP means instant death. The hoops and hurdles of recruiting new operatives does not fit the game well in terms of story, balance, or mechanics.

My thoughts on traits are generally covered in the Willpower = Morale thread Suggestion: Make Willpower = Morale
and the abilities rebalance thread Feedback: Abilities - #12 by ZeeraCamay

I don’t consider stats of incomparable value. With various stats, you can get a strong guy who is a coward, or someone who is fast and courageous, or so many other types of characters which can express a personality. If everyone of X class unlocks Suppressing Fire at level 4, that’s not unique or interesting. Having to memorize thirty abilities is also just a pain, if you’re replacing losses.

Having a unique perk is OK, and can add character and interest in a way stats cannot. But only if the perks themselves are well designed. As pointed out in those threads, they generally are not.

Crippled? You recover from a crippled head and torso in half a day of bed rest. There are 0 stakes as far as that’s concerned, and getting shot in the head is an annoyance.

You need to qualify this statement. What makes it better? Certainly, if the bleed was totally RNG as you might be thinking, that’d just be random and annoying. Then again, you can die from a cut thumb, so maybe that would be reasonable.

You did remind me of something important, though. Medikits, they’re currently healing potions from DnD. It would make more sense to have Medikits be dedicated healing items, which can be used continuously (they can have ammo, still). That’s how it works in various games, where you have the medic bandage your wounded or bleeding characters to cure them. The more wounded, the longer it takes. That would make a crippled arm seem serious, if you have to rush to the medic before you bleed out, and one guy is busy for a turn healing your casualty.

Would be better than just adding a bazillion crab enemies to the maps until you get bored of waiting to your turn, surely.

It’s not bad at all. I barely ever have to worry about cover, as even at medium range I can hit people with machine guns and heavy weapons. I often get shot in the face from considerable distance, with automatic fire. The six rounds to the head wasn’t a joke.

The fact you consider only the best sniper build in the game accurate is really weird, as I’ve basically never missed with my basic sniper you get at the start.

So, if you take the VERY least accurate build in the game, accuracy isn’t good? What is this idiocy?

I often use my heavy from a rooftop, and lay hell cannon fire on my enemies, as intended. I’m really disappointed there is no suppression mechanic, but hitting nearly half the time is still pretty good, for a 1-hit-kill weapon. Of course, the real issue there is that LoS and Free Aim don’t work.

Which is why half the people cannot get through the game on easy, and the other half worked out how easy it is to break:

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