If you feel its to powerfull dont use it. Theres more ways then 1 to deal with a Scylla.
Just making an enemy immume to your abilities all of a sudden isent adding tactical situations or depth. Its an half arsed easy band-aid fix to something that isent a problem.
As for virus damage beeing effective against the Scylla. If its shouldnt work against her, it shouldnt work against ANY Pandoran. Theyre made by the virus right? That said, with all the science in the game its far from far-fetched to believe that we turned the virus in a weapon ourselves.
Heck, its basicly what a vaccine is. Except that we are using it to actively weaken them with it.
That is what I will ask them to implement. So Virus weapons will only work on human opponents.
I suppose you haven’t been on the forum for too long. But this argument is not working for me and for many other. It would be like playing chess while restricting some moves while opponent doesn’t have that restriction. It is about game balance, challenge and fairness. It is not right to leave anything overpowered in the game, may it be on player side or may it be on enemy side.
Isent it explained ingame that virus damage was basicly tooled to work against the Pandorans though? Pretty sure I read that in one of the lore blurbs somewhere
And to add to my previous comment. I am already playing with many self-restrictions and it is dull to add more such restrictions to playthrough. If developers will make it as an option then I’m fine with it. I will change all these setting to have more difficult game. But not using something because I just have such a whim removes all the challenge and fun from winning the game.
Maybe if you have so much ease in winning the game you should take a step back and play something else? I think its safe to say that you ‘beat it’ after all so why not come back at some time later. Maybe when the next DLC hits or something. Or maybe try some mods.
I dont see the point in suddenly making it more difficult for other players because you yourself dont see any more challenge in it.
But I like the world and the mood of the game. And I really enjoy it while I’m not using overpowered stuff. I just want to eliminate these options… if it will be by switching an option somewhere in the settings or during new campaign start, then I will be fine.
I don’t want to install mods when the game is not finished, and every new patch breaks the mods.
I understand you man, I love the game and the atmosphere to/ But changing a enemy creature in itself effects ALL players, and the devs have to keep their entire player base in mind.
A second wave option like you mentioned in the Sirens thread you mean? Like I said there: second wave options are always great. They dont alter the game for everyone, just the people who want it. They add to replay value rather then just make the game more difficult.
Im all in favour of adding options for gameplay to the game. Not everyone will share the opinion that Scyllas are so easy to deal with though, so just buffing them arbitrarily will effect them in a negative manner. They might not know how to deal with it yet or havent researched options to counter it. Or they havent thought about specific hard counters as just that: hard counters.
A second wave option for more experienced players is a good idea. Would love to see that!
So your suggestion when we found an overpower in game is “just don’t use it”? … so the game still overpower to satisfy the rookie player that can’t win without it. If a game has overpowers and exploits we should allert the devs to they change it and make a better game, this is my oppinion.
The hard game levels should be a challenge and not like it is now. After mid late game our soldiers become super heros killing machines and this has ZERO fun for good players who want a challenging tactical game.
Combination of Acid and Explosives weakens Scyllas heavy armor making it easy to kill with experienced squad in a turn or two - making it much less threathening enemy.
Virus, if put enough, makes her panic and run, which is kind of silly for such a big boss.
If some other enemies can resist acid or virus, and we have means to counter it, it would come natural not to be applicable to all enemies.
I complain capturing scylla is a bit bitchy task but required - lower its level until paralyzed
Dont even need to use a combination honestly. Shredding the armor can be done very easily with explosives. Say a Heavy with boomb blast, grenade launcher and fury 2 missle can strip it off just about all of the armor that it has.
Or a Beserker (cross classed or not) with armor breaker and an explosive will do the same with a single attack. Its armour values arent that hard to overcome to be perfectly honest.
I think virus damage as a whole is abit…much. I feel it should be lowered by the amount of WP that it eats away rather then 1 per turn, that would make it both more managable for the player as for the Pandorans to overcome while still beeing threatening. It prevents your soldiers from beeing locked in panic mode for 20+ turns and prevents the same from beeing done to a Scylla (to a degree)
Maybe having it be immume to panic would make sense. I will conced that. I think such a huge beast cowering like a little Triton doesent make that much sense.
But like I said earlier, make it a second wave option. A small percentage of the total player base completes the game as is. I dont think making it harder for them to complete it is a good choice from a designer perspective. But a second wave option is always an option. If people want it for the challenge, they could pick it. And the ones who dont want it can just not pick it. Everyone wins
Imo the second wave should be to put the standard game in a easy way and not the opposite.
Standard game should be a challenge for players, rookies, noobs and casual players should have possibility to put it easier, not the opposite were the game is dumb and easy to win and good players must have mods, house rules and second waves to have a game to play.
I miss the old day games, like Jagged Alliance 2, original UFOs, etc. where in the standard difficulty the game was hard and you have a good challenge and in legendary difficulty only TOP players could achieve to win the game. That’s not the case in PP. The regular difficulty level is just a walk in the park and legendary after mid game turns in one also… it is almost impossible to lose a top soldier in late game legendary, that says all about game difficulty.
Considering how much investment goes into single near maxed out soldier, losing one is never an option in PP. There is literally nothing that could make a loss worthwhile, except winning final mission.
lol ok. That is the opposite to a competitive and challenging game. It seems roller massacring team with 100% chance win is the way to have fans in game nowadays…
Point is, in PP most of your power comes from unit levels, not research or equipment. A maxed out soldier with basic phoenix gear is infinitely more useful than a newbie with ancient weapons and whatever else you can fit on him.
Since soldiers are very squishy, game is balanced around player being able to kill or disable almost all enemies before they can properly attack.
This isn’t the only or even a good way to balance a game, but just introducing unmanageable threats without changing anything else doesn’t improve the balance either.
Like you need to balance it for new players as well. Playing first time on Veteran when you know nothing about the game is quite hard. You’ll lose and not win before you learn the game. I got my ass kicked massively when I started like week ago. Now Veteran is laughably easy.
But on Legend devs should focus on eliminating loop-holes. They could be blocked only for Legend because even with them game is hard for new player. Like no teleport on Legend. Like no 2 helios deployment on Legend. Like will point regenarating in base 1 per hour only on Legend. It’s not hard to do this changes only for one level of difficulty. It doesn’t require much coding. It would be good for new players (they don’t play on legend) and for players who actually want to play the game they know, becausing using loopholes is boring long-term. You need to balance game for both group, otherwise new players are taking game for masochistic or old players for walk in the park. It’s not either that or that. Both should be implemented. You can’t balance game for teleportation and at the same time without it. It’s like 20.000 resources difference. So the game is permanently unbalanced and player is confused if they should use teleportation or not. But without teleporting is super hard. It’s not balanced for no teleportation. So you end up teleporting or abusing raid mechanic if you have any trouble because stuff is too expensive for no teleportation but too cheap for teleportation. So it’s creating confusion all over the place.
As for scyllas I think some variant could be immune to warcry, some to virus. It would introduce some variety. Making all scyllas immune to everything only because you can’t possibly lose with teleportation, 2 hellios deployment is silly. Try fighting scyllas without teleporting equipment with 5 guys. Warcry won’t help you if you have naked guys around. Scyllas would need to be tone down to not get squad wiped most of the time you’re not prepared. And when you don’t teleport equipment you are not prepered for everything coz you can’t. There are not enough resources to do that.
Game should be balanced separately for new and old players. Currently it is the same for all difficulties. So new players think it hard. Devs make it easier for all. But then it is too easy for knowing players, so they buff pandorans up. It’s endless loop of this. Stop this nonsense. Stop loopholes for Legend. Leave them for new players to abuse if they want.
Which are the core issues. Game has inconsistent design:
Either the game should fully commit to teleporting equipment (fast-swap saveable loadouts at any moment before the fight, even ambushes) OR have logistics system to manage local inventories (on bases, craft and soldiers). And probably make items cheaper and more available in general, since we’d need many copies to get everything where it needs to be.
Same with multi-craft deployments: either allow to make a ‘fleet’ of 2 Helios to conveniently control it as one or disallow double deployment completely. Though this would lead to just another workaround: 5-man Helios teams for easy-to-medium missions, plus empty merger craft (Anu or NJ) that will be routed to hard mission site beforehand (to avoid wasting soldier travel time).
No, it could have both. One for player who knows mechanics of the game and one for new player. Because ottherwise you end up bumping difficulty level massively for new players eliminating these exploits. You will not achieve anything usefull except massive backlash from new players.
You don’t need any logistic system. It will introduce more problmes. You can do that using what we already have. Just block teleporting weapons and armor if your airplane is outside your base but only for Legend. It’s enough to resolve most of teleporting scam. The same for 2 helion deployment. Block this for legend. The loopholes should be eliminated only for Legend. This dynamic difficulty level adjustment doesn’t do this properly because it forces player to play in specific gimmicky way.