TBH Zzzz, I think you are a) overanalyzing this and b) taking offence where there is none.
All Yokes said is: “I’m glad someone on these forums agrees with me.” No presumption, no insult, simply a statement of relief that in all the noise saying ‘this game sucks’, ‘this game is broken’, ‘this isn’t what we expected’, ‘this game’s too hard/too easy/too boring/too cheesy’, someone out there seems to be expressing the same kind of opinion that he has.
No more, no less. He’s not presuming to know what you think, other than what you have stated in multiple posts on these forums - and he’s not even thinking about you when he says it. He’s just telling me that he agrees with me.
When I first started playing PP I found RF a completely unfair, unbalanced and nearly a game breaking ‘feature’. I had one instance where taking down one Crabbie nearly killed two soldiers and wounded the rest badly. It did not even seem realistic in the sense of time and ammo clip size that it could even do that. Also I never had shotguns until later as I did not research the correct tech to unlock it, and was instrumental in starting my third play through.
Essentially it was in need of a large nerf, after playing more - I would agree that it still needs tweaking, but of all of your suggestions - I would say a massive decrease in accuracy in each return shot is the best option, but returning RF to before would be a huge mistake.
I admit at the moment that I have (regretfully) shelved the game after my third attempt - due to balance and glitches getting the better of me.
I get all that you are saying, because we all experienced that horrible learning curve in the BBs. The howls of anguish in BB2 or 3 were much like they were on Dec 4th.
But we all learned how to deal with it, and it actually added a degree of challenge (and bizarrely realism) to the tactical game which is now completely lacking.
Given that we now face Crabbies doling out 300 HP/shot, it clearly needs to be limited - though my first suggestion would be ‘nerf the bloody machine guns’, not ‘nerf RF’ - but RF as it stands damn near trivialises it.
You make a big deal from a quote I did, on base on a very common quote in forums, the overuse of “we” and “the majority of players”.
It’s fine, there’s no big deal here, Yokes can even continue use “we” (if is is an Emperor, joking) and explain opinion of “majority”, correction of what he believe be the majority opinion. Ok ok.
Not damages I believe, how they get that? With advanced weapons? For now the worse I saw is the AR 40*4 it’s more 80 damages and two close RF to kill a soldier.
There’s also the required tuning of the auto scaling system, there’s no point to fix what is just broken by this system, just tune the system.
Crabs, later, have a machine gun that does 50 damages with a burst of 6 (300 damage), shreds 2 per bullet (12 total), with an effective range of 16 (deceptor is 9, hellcanon is 17).
Of course, if you are armored you will take less than 300, but an assault with 20 armor will take close to 210 damage if all bullets hit the same part.
Let’s say you thought you were going to kill the Arthron point blank with the shotgun, but it stays alive with 1HP. Your assault is dead from return fire.
Nope, I’m pretty sure it’s Auto-Scaling - though I’m starting to believe that ‘Auto-Scaling’ or ‘Pandoran Evolution’, or whatever you want to call it, is simply another term for ‘giving Crabbies bigger weapons every time the ODI goes up by 10’, which is not what was advertised.
But then, my opinion on the whole Pandoran Evolution thing is well documented elsewhere.
Sigh so auto scaling uses weapons that don’t exist, weird.
ODI? The global timer? I had my huger spikes no way with it, but with different plays compared to each other. This isn’t auto scaling, it’s one more aspect, the global timeout scaling, there’s one even in XCOM1&2, but yeah it should not go wild.
I had some explosive Chirons at 3% ODI with my first lair, and I have crabbies with heavy machine guns too now with 6%, so they definitely don’t scale with that.
This is clearly auto scaling. And that’s certainly the biggest problem currently in the game. Im’ not saying to remove it, but tune it a lot, scale it to difficulty level choose, and eventually make it a player option if the game isn’t a boredom without it.
This is clearly what they meant when they said: ‘The Pandorans evolve in response to your tactics’.
My problem with it is that it’s not a very interesting form of evolution. I’d much rather see Crabbies & Sirens turn up with bigger shields in response to my reliance on Snipers, as I detailed here: [COMBAT FEEDBACK] from Ignotus
Let’s agree to disagree on that. To my mind, a Siren growing a shield arm that she cowers behind after movement is a genetic mutation in response to getting her head shot off by Snipers, in the same way that a crab evolving a carapace is a genetic mutation in response to big fish with sharp teeth.
Well I don’t know how other players think, but MichalIgnotus is writing a lot and I can align with his thoughts in most cases. Sometimes I disagree but most of the time I would click “like”
Sigh I made a confusion with Tritons using human manufactured weapons, crabs gun weapons are clearly genetical and more part of their body like the shield.
I have also those crabs with 300 base damages points, ha well yeah they need some extra care but it’s not like I’m forced to kill everything with a shotgun short range.
I don’t agree it’s that much a trouble, but I agree it’s totally coherent with story/lore.