My Backers Build 4 feedback

Of course there is a way to deal with this issue while waiting for fix or next Backers Build, so I will post it for other frustrated players.

First, you need to locate enemy in the wall. You can tell there is an enemy if you can see light cone on the wall without any specific light source.

Second, you need explosives or Hel cannon. Explosives damage enemy even behind cover (this is different than in previous build - and I think should not stay like that - cover is cover), so carefully thrown grenade or 2 should deal with a problem. Or you can shot in that spot with heavy cannon. It pierce through Phoenix Base wall the same way as it pierce through alien base walls and it kills every kind of crabman there.

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And feedback about base defence.

  • Don’t create wall breach in almost every room. With the light Crabmen it is not a problem, but with bigger enemy forces it becomes annoying that you need to run all over the base because they spawn in 8 different spots. BTW how does it stand with the lore and secure haven inside the rocky mountain? I suppose enemy should enter through entrances and maybe 1 or 2 breaches.
  • And make enemy spawn in that entrance or breach, not in the middle of the room with that breach. Enemy miraculously omits overwatch in this way.
  • Allow us to access the items stored in the base store
  • Other than above (and enemies in walls) I like those missions and design of a base structures and can’t wait to build them in next demo.
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Another point of feedback about resources, but maybe not required. I suppose that all resources will be used in equal fashion. Currently in my second playthrough (first become corrupted when I could not enter the missions) after exploring second continent I have over 500 tech, little over 0 materials and almost 1000 food. And I suppose this disproportion will only raise. I guess we will spend tech on research (which is not implemented) and food will be spent as upkeep cost for soldiers. But will they use proper amount of these resources?

I presume so, as that is a balance issue.

We don’t know what ressources and how much will be needed for base building, research,… i’m not sure if it is just balancing, we will see in the final game.

Hi there, coming late to the party…
Here is some additional feedback from my part (WARNING, long):

  • Cleaning a map with machine gun crab-men without taking return fire is an art. It would seem that they return fire only if in a certain range (good) and you’re not in cover (ammo saving ?). Or is it the way they are facing ?
  • Jetpack (75% AP) followed by ram (25% AP) with a heavy is soooooo satisfying. It would be great to know the damage beforehand though.
  • Hitting the alien with your weapon is also great (only 25% AP). It damages your weapon so it’s a trade-off. It would be great to know the damage you will make (both to the alien and your weapon) and know how many hit-points your weapon has.
  • Exertion is the OP skill the way it currently is, all my soldiers have assault as their secondary class. Maybe it should be limited to 1 per turn (like rockets) rather than setting it to 5 WP. Currently, I can alpha strike any map quite easily. My 8 soldiers have high will and can go very far. Some will cross the will boosts (blue zones) on their way to killing the aliens, which makes for even more willpower for everyone.
  • Gunslinger says it’s for proficient weapons, but it seems it is in fact limited to guns (one handed weapons ?). I thought my assaults could get to use it with their rifle.
  • The way I understand speed is that you run quicker, but you are still slow to use your weapon (still takes the same percentage of your TUs). Let’s say you add 4 to your speed attribute, you will be able to move 2 additional tiles before shooting for an assault, only 1 for a sniper. I didn’t think about the implications of having weapons cost “speed units” rather than a percentage but food for thoughts.
  • I read somewhere that explosives are OP. No they are not. The rockets help your heavy level up, since he is so slow at the beginning. They destroy crab-men, but tougher opponents not so much. Grenades are not exceptional against crab-men (they only cripple them, but if their machine gun or spitter or grenade launcher is intact, they remain a threat). Against a Queen, it’s a tickle. Also, when scatter will come, things will get more random (and dangerous). Sometimes, I do get a rookie sending a grenade on someone when selecting the grenade (not great when facing a Queen). Bug or Feature ?
  • Shotgun description is not great. It says 4 damage with 1 shot. I’ve hit a Queen’s leg that had 2 armor left for 16 damage, so I guess that the description should read: 1 shot, 8 shards, 4 damage per shard. I guess it behave like 8 distinct shots since I got only 14 once where one of the shards may have hit a 4 armor zone)
  • 2 Heavy armored Queens on the same mission. That’s Phoenix Point baby. Shouldn’t have taken the rookies out for training.
  • Life with a single Manticore is hard (created a special topic for this since I had so much to say).
  • Most of the skills on the third row are useless (a sniper with melee skills ??). I’d better use the training facility at the base where a soldier would have to spend some time and APs to learn a maximum of 2-3 skills - any skill he wants - but potentially playing with the AP costs representing his ease to learn this new skill. So your soldier might train any additional skill from the pool but it might cost him the double APs compared to an other soldier.

Probably missing lots of stuff…

A lot of my observations below (some may be not accurate, as I had not enough time to test them all):

It is definitely better in BB4 than was previous builds when they returned fire almost all the time. In BB4 stealth factor makes the difference. The more stealthy your soldier is then from closer range he can attack without provoking return fire. I think that weapon used also have some impact here. Sniper with pistol in his light armor can attack even from 7 (or less?) tiles away standing in completely open space. Heavy with machine gun in his heavy armor need to be like 13 tiles away to nor provoke return fire. Way of facing doesn’t change anything. Crabmen may have some ammo conservation algorithm as they have only 32 bullets in their machine guns.

It is quite steady value. Weight carried by Heavy divided by 2, rounded down and then decreased by armor of body part which was hit. So basically soldier with 42 weight carried will kill any crabmen anytime with one body slam attack. And 28 weight should be sufficient for most of crabmen.

  • damage to enemy is equal to item weight + 3 - body part armor,
  • damage to item is roundup(item weight / 2)-1, so basically handguns and PDW doesn’t break when hitting enemy
  • I hope that new UI prepared by development team will show us armor and HP of each equipped item and body part at a glance, btw isn’t inventory currently showing durability of item when you hover mouse over that item?

It is only for handguns (Cypher and Iron Fury). Skill description is misleading, as many other skill descriptions. :slight_smile:

It is exactly that. It doesn’t increase your speed of doing any other action except moving. So you still shoot taking the same amount of time but you move further away in the same time.

With current cost and accuracy they are. It is most true with Goliath. But it will probably change. Remember that properly placed grenade can wipe out crabman or even 2. And for queen it is tickle but those tickles remove her armor and are only valid way to beat her without endangering soldiers (except full burst of machine gun and many shots of Hel). With the rookie it is a bug with auto throwing grenade (or shooting other explosive weapons).

Exactly. They should mention it somewhere.

I would say it is not playable then when you have more than a continent to cover. :smiley:

Those are personal perks. They are completely random. It is supposed to create more varied soldiers, but well, they are not really interesting currently.

Great, where do you find those formulas (guessed it by playing and taking notes ?)

Taking notes while playing :wink: Sorry, but just got additional comments to my previous post.

please share link backer build 4 very need