There were a few people who were initially concerned about speed, but no real complaints.
It’s often the way that people will complain about something if it’s being removed/reduced or changed in a perceived “negative” way (nerfed). But, in my experience, most of these complaints come before or shortly after it happens.
After a short adjustment period, most people seem to happily accept the changes for the better and adapt their playstyle.
The speed caps didn’t really impact my play style. I always concentrated on WP & strength first. The only real downside is the extra turns out now takes to retrieve mission items after one has cleared the battle zone.
This is something that will hopefully change. I have suggested that on missions where all enemies are cleared (and there are no reinforcements) that everything should be automatically recovered.
This beast wiped out a whole squad of 6 soldiers. Now none of them were level 7, but between 4 to 6. They all had a reasonable combination of weapons, so I dispatched the other Pandoran units without too much trouble. But, the combination of Sonic Blast and ability to spawn Mindfraggers cleaned me out. My soldiers who couldn’t run because they weren’t as quick as before, so mostly got killed by the the front Smashers. It was a fight against Mindfraggers, avoiding being stunned and smashed and the regular Pandoran. I simply couldn’t do enough damage. Perhaps my squad didn’t have enough abilities to counter it?
I’m not complaining, merely trying to understand the mindset of their upgrade.
Generally it was to reduce the opportunities to use alpha strikes against her. Clearly there’s still some more balancing to be done. As terminator builds are expected to be addressed in Cthulhu, it’s likely enemies will receive some rebalancing to remove a need for alpha strikes.
By the way, I like the speed nerf too. The further away we get from irreplacible super soldiers the better. Game needs to flow with our tactics and not be decided solely by abilities and stats.
I don’t think Scylla survived more \then a turn after being attacked before this patch. Right now she has more damage but takes a lot of bleed damage, encouriging disabling multiple limbs and bleeding her out rather then killing her in one turn. With Rage Burst right she still can be still killed relatively quickly, but it requres more commitment. Hopefully, the next rebalance will move rage burst away from being so powerful.
Speed nerf make early game a little difficult. I always use all SP to max speed for all soldiers at the first, so this nerf forced me to change my game style and make game in some cases harder for me. But I think speed nerf was right.
I hope to see some nerf to human enimies, cause fighting them in the beggining at faction missions is near impossible. Before nerf hit-and-run tactic worked well in some situation, but now not.
One time (back in Derleth) a Scylla Sonic-Blasted 4 (out of 6) of my guys that I set up to attack her from a 2-story building, so I can see how with her buffed armor and HPs that can now be a challenge. (In Derleth my two remaining guys were enough to destroy her).
However, don’t you think that had your guys being further apart, the outcome would have been different?
So far in Danforth I have only faced one Scylla twice (first on a Haven defense and then in a Citadel). In the Haven it turned out to be quite easy, though my squad was very low level and tired, because the Scylla insisted on spawning mist bombs and Mindfraggers… In the Citadel it was more interesting, as she switched to blaster cannons, had a pet explosive Chiron, Sirens, etc.
I liked the new Citadel a lot, btw. However, I noticed that the enemies arriving as reinforcement had some pathfinding issues - most of them camped near the spawn points. Perhaps because it was opposite the evacuation zone? There was a chasm between the spawn point and the evac zone where my troops were gathering while I was looting the place.
I like to play without save scumming and like to play a difficulty level that will kill my soldiers occasionally but won’t lose the game if you have 1 bad mission (and have enough money to actually afford gear for my guys). The new difficulty levels are definitely a step in the right direction to have some lower difficulties not massacre the casual player.
Human enemy’s already don’t use all their abilities (Boom Blast, Rage Burst, and so on). In this case everyone would cry out loud how overpowered they are
What’s interesting for me is that with the new Citadels, I don’t want to kill them in a haven - just injure them badly until they walk of the haven map. That way when you find the same Scylla in it’s Citadel, the fight is over quite quickly. An injured Scylla is not so dangerous then.
Perhaps giving the same reward for Scylla Vivisection as the Spawnery Vivisection. Up the 10% that was give pre-Danforth and give 20%. She’s now a tougher enemy that the Spawnery as she has offensive capabilities.
I was desperately trying to get way from her. I understand your point about spreading out, but she was also sending out the mindfraggers which I had to bash off, so now there’s two soldiers together again. It was a unique perfect storm for me and I just had nothing to really damage her. She was bashing my snipers who just couldn’t run away fast enough. But I had no level 7 soldiers.
Same here and the same issue. But a interesting improvement.
The Pandorans have an uncanny (and I feel unreal) sense of the enemy presence through walls (even the 10-15 feet thick PP Base walls). They will gravitate and stick to PP units on the other side of the wall and never attempt to come around. To my knowledge, none of the Pandorans have the skill to detect enemies behind walls, but they do it anyway…
And take into account that capturing a Scylla is important, Athena is the most viable option, and nerfing RB could affect that purpose, but I don’t know about next rebalance