played the new built for a bit and a thing that really bothers me is impossible defend crate missions.
like 2 out of 4 missions ( what feels like 99% ) the crates which i am supposed to protect are at the opposite of where i am starting on the map… i even tried to just run towards the crates - which appareantly is kind of non tactical suicidal and defeats the purpose why i play the game- yet still some times even that effort is in vain because there is a bunch of aliens standing next to the crates from the beginning.
another thing which really bothers me to an extend where i think it shouldnt even be in the game is fumble. actions with a chance to fumble have never been a fun experience. in no game. ever. its like you thought about that thing you want to do and then you get error 404. it just feels like an artificial cock block.
also enemy behaviour… f.e. witht he crate protection missions. the aliens dont give a fck about staying alive. they only do it to stretch the end. sure they use cover but crates are absolute top priority. this could work if crates dont spawn in their corner of the map so they also approach the player. they dont approach the player because they know you will have to squash them to complete the mission. so in the end its that one alien sitting in a corner not doing anything up until you get close enough so it can at least hit you on its last turn. only way arround this is wasting things like grenades to force that bugger out.
like i see why it was done that way but it doesnt add challenge but nuiseance to the game imho. the last two aliens should maybe go into yolo mode and go at you with all they got or smth instead of doing the crawl into a corner thing.
i hope you will let us speed up enemy phase or do smth about the camera tracking.
Granted, those crates are their missions objective, but they definitely seem to over prioritize attacking them. While they’re focused on the crates I get easy kills. It’s unlikely they value individual lives as much as the player side, but there’s gotta be some emphasis on the bottom line, or else they’re an evolutionary dead end.
Agreed, but I do like the risk/reward calculation you now have to make: ‘I need Tech to get that thing I really want, but the Tech crate is in the far corner with a Mist Monster hanging over it. Do I overxtend myself to protect that crate, or do I play it safe and risk losing it?’
It makes sense that they would attack crates when not threatened by enemies (i.e. us), but I feel that they should prioritise retaliation over continuing to attack crates as soon as we shoot at them (if not on sight). As is, they don’t even seek cover.
I don’t really understand what the crabs have against those crates anyway. I would have thought that they would simply try to kill you but it seems to be their primary goal.
With exertion, I’m able to clean a scavenging site very quickly. I usually kill lots of them on the first turn. Enough for the others to panic and not do anything on their turn.
True that the first few missions till my assaults get to level 2 or my other classes to level 4 (dual class to assault), I get to lose some crates. In the beginning of the game, I try to prioritize saving the “material” crates.
It was Julian himself explaining that Pandoravirus is trying to cut us from resources? I suppose they just roam there freely, but when you show up on spot, they realise why are you there and they implement ‘destroy’ protocol, which may be more important and more easy strategically than killing human soldiers. Thus crates have greater priority than some tasty flesh in the shell.
I personally dont think these missions is overly hard. But then again I dont assume I should get 75-100% of the crates. But I think the AI are the same with the civilians missions, since they tend to run towards the crabs that kill them, and from you who are their to rescue them. Both missions needs to be fixed, and some times you should be needed to retreat of the map.
On the fumbling side, you could expect that all your soldiers know how to use a handgun . The heavy could use a pistol when the enemy has low health (better than body-slaming him for 2 WP or bashing him for 2 damage to your weapon).
Overall heavy knows how to use handgun - not like in XCOM where you can’t give him this weapon. But here in case of fumble he just misplaced his fat finger and didn’t give a shot.
On the other hand. I suppose that lack of proficiency should only increase innacuracy with “Fire” ability (also other main abilities of explosive weapons). Fumble should be used with more specialized skills like Overwatch, Deadly Duo, Rapid Clearance, Rage Burst, Return Fire, Jet Jump, Technician Heal etc.