Game become more easier with Danforth

I did not say that

It’s not about harder, but about game breaking mechanics, which are deliberately bypassed by veterans, cannot be used by beginners for several reasons and should not be NEEDED!

The players should not dictate the game design, but should help the devs to HELP with the intent of the devs. For example, if the TB’s and a few other OP skills are desired, which I would not understand but accept, then the players should help the devs to ensure that this game mechanic also benefits the beginners. :wink:

I take your point. But I have also noted that there are some players on these forums who seem to like the TBs. So if there’s a way of letting them have their cake while eating ours too, I’m all for pleasing as many players as possible.

No, they definitely have different stats, and though I have never counted the enemies, I think the numbers can also vary. But earlier in the game = lower stats, on that I’m positive.

I have never done this mission with any LVL7s on my team, as far as I can recall. Last time I didn’t have anyone above LVL5.

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When I come there with lvl 4-5 soldiers, there was about 15-20 enemies, heavies with 270 hp, all soldiers about 20 willpower. Maybe something changes from that time and now that mission easier. Maybe I just don’t know, how to play this game )))

No, I don’t think it’s that.

When I come there in the first days of February there are around 12 enemies, most with 7WPs, under 180 HPs.

It could be that

  1. you went there later in the game (do you remember around what date, in game time)?

  2. the DDA is working against you - do you usually finish missions taking little or no damage?

  3. if none of the above, crazy RNG it is.

Weird I’ve never had a problem ever with that mission (The Man Who Would be Pirate King).

I’d just set up all my squad at the entrance on overwatch and make them come to me. That would take care of most of them. I’ve not played that recently though. I always found that mission relatively easy. Snipers paradise.

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7 WP was before big up for human soldiers. And that times I can normally made that mission. Problems was later, don’t remember exactly what patch it was.
In February I don’t use rally or rage burst, melee terminator didn’t exist before Blood and Titanium. All I used is multiple dashes, which didn’t cost AP. Then was buff for humans and make that mission I was able only with couple lvl7 sniper+berserk with laser sniper rifle. And then comes B&T. Melee weapon was useless before that, I try something new and find out awesome melee terminator.

Please point me to the official list of “unintended” ability and class combinations that I have to avoid in order to be entitled to have an opinion. Thank you.

(BTW you still do not understand the contents of my post. It’s no rocket science, really - of course you make it quite difficult on yourself clinging to that one ad hock term “termintor build”.)

How much snipers you have? And when you last time nade that mission?

In the squad I sent was 2 snipers, 2 heavies, 1 engineer and 1 assault.

Got it all on video:

Jump to 2:38. Recorded back on May 9th. Note that this was on rookie difficulty. I also have a recording from my first play through attempt, of doing the mission on veteran, which was quite some time ago. December of last year. Flow of the mission was exactly the same, and same level of challenge despite the difference in difficulty level selected.

I meant February in game time. I have done this mission with every patch since release, last time 3 days ago. For my last 2-3 playthroughs I always do it in the first week of February in game time.

Speaking of the Pirate King and his band of thugs… At least they do one thing better than PP, they don’t have 3 guys hanging out in the attack done and most of the team aren’t 3 turns away from the action.

Now imagine they were using boom blast. Everything that has a strong effect on the player side also works on the opponent side :wink:

First, thanks to the team at Phoenix Point. The game feels much better than 3 months ago and I cannot confirm that the game has become easier. That’s not entirely true. It makes no sense to make an overall judgement after 2-3 rounds. Just play the game to the end and only then please post what made it better or worse. There will always be players who find the game too easy.

I didn’t remember, when I made it before. Right now I got this mission, it’s about 20-25 January. I’ll try to complete it without terminator, may be there are something changes. If not - my bionic lab will be built in few days and I have three soldiers lvl7 with proper skills to become melee terminators ))

Going back to the original topic…

I’m now approaching late February in game time, and the difficulty has ramped up nicely. I have had many casualties among my veterans, so I don’t have any LVL7s.

Now, I did start in a relatively bad position (Central America), I didn’t make any attempt to optimize my builds (in fact, I tried a few odd combos, like Sniperist assault) , I only built 2 training facilities, I got a bit cocky a few times in some battles and I never reloaded a save. Also, there were specific instances of odd behavior by the AI, some of them already mentioned in this thread.

However, the fact remains that so far there has been a nice, smooth and gradual progression in difficulty, overall presenting a reasonable challenge in accordance with my best expectations.

Anticipating that this will change for the worst once I hit LVL7s and a critical mass of SPs, I have decided that I will not dual class soldiers with LVL7 skills.

Boop

This is such a pointless discussion because we cannot define what the tipping point for a “Terminator Build” (absolutely cringey name by the way) is.

It will be different for every single person.

The only people who will actually have any authority on it are the devs, who haven’t specified what such a build is.

While this is true, I think the biggest issue has to do with the chaining of dash & rapid clearance. Of course that’s just one person’s opinion.

That’s not true. A Terminator Build is precisely what it says - a build which if you use it to its full potential can effectively terminate the entire Panda opposition on Turn 1 - or at least render it so useless that all you have to do for the rest of the mission is mop up the bemused survivors.

There are multiple ways of constructing such a build, most of which employ exploitation of Rally, Rapid Clearance &/or Adrenalin Rush in some form or another. But their common denominator is that they give the Terminator almost infinitely recycling APs - certainly enough to dawdle all around the map on Turn 1 annihilating all significant dangers.

The devs are well aware of these, and are committed to doing something about them, but they don’t intend to rush it because whatever they do will have a significant impact on the balance of the game.

And we started calling it a Terminator Build in order not to confuse it with alpha-striking, which is a completely different thing and is a deliberate design feature that the devs don’t want to touch. You are intended to be able to use different skill combos to take out 1 or maybe even 2 really dangerous enemies in a turn at least once during the mission - you are not intended to be able to exploit those skills to the extent that you wipe out the entire map on Turn 1.

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