“Behemoth detected” @ 6:45 of the EGX presentation! And look at that cool mutated terrain, and the search lights! Hopefully all this stuff makes it back in.
Lots of people agree that the game drags for the last 20%. Based on past additions (such as the melee torso in B&T) I will guess that the holes in the game will be plugged later, but for now it is incomplete.
I played the backer build so I know what it looked like and I find the UI more appealing than the current version.
For base specialization I guess that could be a challenge to specialize them but I rather have it an intended game mechanic. And specializing depending on your favored faction also sound great but in the couple runs I played in the current version, I always end up maxing diplomacy with all 3 factions at the same time because you win reputation for every nest you destroy. Even after stealing 5 aircrafts to NJ I was still at max rep with them…
For me personally, the genius of PP, in contrast to the mass / casual FiraCom, lies in the re-release of the “UFO System”: TU, Ballistics, Inventory (+ close to reality). If this System of Three is in Perfect Balance, then this is 60% Success for me. (current game rating is 70%)
Now (more than 2 years ago) the TBI System is a mess, not a Tactical balance.
OP skills (over 200% effective) break each of: TU, Ballistics and Inventory. The excuse that this is for Casual players cannot be accepted until there is an opportunity to try “Legal” skills.
Phoenix Point, like the Cthulhu enemies, is constantly evolving, and improving. With over 2500 hours in the UFO/XCOM series, and 300 in Phoenix Point at this time. My money is on Phoenix Point, because XCOM really has gone nowhere slowly, in improving their game. Regardless the fact I still play both.
Mostly agree with the following; [quote=“Telendar, post:9, topic:12520”]
Top 3 love
Top 3 hate
R&D - Weapon/Armor tier
About this Hate thing. Which I do not Hate in the game, but would enjoy seeing implemented as a fix: 1. No Soldier Left Behind. Yes the option to Assist a paralyzed soldier by either Carrying them, at a reduced movement rate of course. Or shaking them out of a Panic would be a great thing to have. It should also end the turn of the soldier doing the rescue shake/wake.
1b. A Virus is a what it is. However It would be great for surviving soldiers to be able to build up an immunity to that kind of attack in the future. Perhaps halving, or quartering the affect? Just more overhead to add to the game processing.
Always thought that you should get a bonus for a Base named R&D, Aviation, etc. Enter Micro Management of the game, and a much longer play.
2b. Stores Management could be a thing, wherein you set the level of Ammo, Armor, and Weapons per base. Manufacturing plants would have a meaningful purpose then as they keep up with the demands per base.
2c. I can get on board with an Armor Tier by Faction. Which seems to be lacking for all.
I’m not seeing this OP thing, you mention. But it would be nice if a Sniper got a tighter hit box at range, than the same one the Assault Class has.
3b. The Heavy … No Splash damage with that mini-cannon it totes is a huge let down for me.
3c. More a Love than Hate for me: Line 'em up, and Light 'em up! aka Spray & Pray. It is my experience, that Grouped enemies are vulnerable to any missed shots within up to three tiles behind, in front, and 1 tile next to your main target. Place your shots wisely.
Your opinion comes off as an uneducated one. Quick Shot, offhand in Real Life says so. Both are actual aimed shots. One is a more careful aim than the other. Quick/Snap shots are roughly 1 to 2 seconds. Aimed are 2.5 to 4 seconds, which in combat is an eternity. Or so my experience has shown myself, as a Veteran of Vietnam, and post Nam Deer, and Bird hunter.
For me (playing XCOM on Classic, familiar with various turn based games in general)
What I like in PP:
Real Balistic system
combat design opposite to modern XCOM, where usually enemies must be killed in first turn
apocalyptic & Lovecraft setting - I am also fan of original Fallout and Darkest Dungeon
interaction with factions
What I do not like in PP:
Class & Skills balance/design
Here I would like to state, that for me, the skills rather look a bit like magic spells (willpower can be mana), than tactical skills, the gap between basic classes - super deadly sniper and weird heavy
3 weapon ready slots (i know, that can play only with 1 weapon) this is not only cosmetic feature - on begging of turn, player can choose, which weapon will be used for attack - Heavy cannon or Sniper Rifle; this is element, which directly decreases tactical depth
I apologize in advance if the text is slightly crooked, since I use Google translator.
After nearly 100 hours of playing Phoenix Point, a number of suggestions came up:
the ability to change the equipment of soldiers outside the base looks very unrealistic, replenishment of ammunition (ammunition, first-aid kits, etc.) is normal, there may be a supply on the plane. But changing the armor or weapons that you removed from a soldier from another plane or from a base, which is on the other end of the map, is an imbalance;
Instantaneous operations on mutations or augmentation are also not realistic, even if the soldier after the operation loses all his vigor, then he will have to restore it at the base for at least a few hours. And by the way, conducting such operations outside the base is also not realistic, it is necessary to make such operations possible only on those bases where there are corresponding buildings;
a full random of research points, in my opinion, is not very good, just save / load leads to the fact that you can choose the most profitable result of points exploration. You can somehow fix this, for example, at the moment of arrival at the point and the beginning of its scanning;
the same full random with the skills of soldiers that are hired at the Phoenix base or come after rescue missions. Through save / load, you can endlessly reroll their parameters. It is necessary to somehow fix this, then the players will be interested in coming up with new builds of class combinations to maximize the use of soldiers;
add “hot” keys for skills, selection of soldiers and other things, this is not critical, but many “old” players are accustomed to the keyboard and mouse, not just the mouse;
make filters in the “soldiers” section by class (main), it is very inconvenient to scroll through the list when you have 20-30 soldiers, make a rank by level;
it is very inconvenient when on the plane you lined up the soldiers in a certain sequence, and on missions this sequence flies, you can somehow fix it;
well, and probably the last one for today - after a reboot on missions, soldiers sometimes turn off their skills, it is not possible to use “jerk”, “observation”, and even a “shot” sometimes becomes unavailable.
Thank you if you listen to my suggestions. Hope they were helpful.
I suppose dash, bad Google Translator Maybe we need the JERK skill :))
Finished first Steam YOE campaign, on rookie, 2 months, easy Synderion way out. No mutations, no cyber enhancements, but used a lot of mark of deaths on Entity
What game needs is:
A bit more mission types, enemies and weapons
Different solution to Panda power but constant attacks on heavens in later part of game - like in UFO aliens had different types of missions, not only terrors
A way better final mission, too many ordinary enemy, Entity too protected but passive, something more dynamic after 2 Scylas attack
More unique soldier skills rather then generic class ones, to make them different
Finding some better solution to running over different bases, just because its all over Earth - I preferred XCom freedom of creation where bases will be. Maybe just first base is given, and this means nests-lairs etc. wont be dependent on radar to be discovered
Game is interesting and has a great tactical level, but at general grand strategy level feels quite passive
Saving “score tables” after finishing the game, so players can compare performance
Phoenix Point reminded me a bit of “Baldur’s Gate” , a old-school isometric RPG. there is similar -ready weapon- system, and multiclass as well, but You must decided between full potential of default class, or advantage of multiclass, so it is important decision with pros and cons