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Post by ntsheep on May 30, 2015 11:19:54 GMT -5
I've already found hidden bonuses in level 2 and 3.
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Post by jknut on May 30, 2015 11:42:13 GMT -5
I've already found hidden bonuses in level 2 and 3. ?
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Post by Cory Trese on May 30, 2015 11:53:20 GMT -5
But seriously I think the biggest issue is that Skitters were out of control in Phase 1.
I went back and played the game with that scalar bug turned back on and it is a LOT harder.
So, sorry about that folks.
Phase 2 should be coming out Monday.
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Post by ntsheep on May 30, 2015 12:06:58 GMT -5
Oh all right jknut. That cute little face on your avatar has got me. Level 2: Before you cross the bridge to get to the Xeno TP, send someone East to find some dead Templars. You'll have to stand in the center of the body. You get a bonus for that. Level 3: Your first move with the Engineer should be to activate the TP. After that walk to the East bank of capacitors. You get a bonus for fixing them. You just have to stand next to the first one.
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Post by ntsheep on May 30, 2015 12:11:01 GMT -5
But seriously I think the biggest issue is that Skitters were out of control in Phase 1. I went back and played the game with that scalar bug turned back on and it is a LOT harder. So, sorry about that folks. Phase 2 should be coming out Monday. If they are easy to kill, small swarms of them could be a fun challenge. This is where Burstfire and Overwatch really shine. Today on Brutal, I had one Skitter come up and hit my Captain two times. First hit, 21 damage. Second hit, 61 damage! Captain only starts out with around 140 HP.
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Post by Cory Trese on May 30, 2015 12:31:17 GMT -5
But seriously I think the biggest issue is that Skitters were out of control in Phase 1. I went back and played the game with that scalar bug turned back on and it is a LOT harder. So, sorry about that folks. Phase 2 should be coming out Monday. If they are easy to kill, small swarms of them could be a fun challenge. This is where Burstfire and Overwatch really shine. Today on Brutal, I had one Skitter come up and hit my Captain two times. First hit, 21 damage. Second hit, 61 damage! Captain only starts out with around 140 HP. 61 damage is literally impossible for that monster with the bug fixed.
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Post by jknut on May 30, 2015 12:59:38 GMT -5
One hit from Goliath and lost 56hp on level 4 (Hard). Two hits and I'm dead. Seems pretty rough.
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Post by Cory Trese on May 30, 2015 13:17:09 GMT -5
One hit from Goliath and lost 56hp on level 4 (Hard). Two hits and I'm dead. Seems pretty rough. Sigh ... we're trying! We won't agree on everything in terms of game design, and the bugs don't help. A) Monster scaling had some issues in Phase 1. Phase 2 will be better B) We removed Goliath and Brood Mother from the Tutorial for Phase 2 ------------- 1) The game is intended to be difficult. 2) You will have Xeno enemies that can two-three hit a Templar.
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Post by ntsheep on May 30, 2015 14:16:08 GMT -5
I look at it this way, it's an Alpha with Xenos, of course there's a few bugs On a side note, the higher difficulty levels are living up to their names. Which I think is good. These high HP attacks that even the little xenos get almost fit very well. I'm still having fun. Haven't found any reason not to like this game or not recommend it. This is actually my first time in any sort of Alpha, Beta, whatever you want to call them, test game. It's been worth it! As long as I can get the money in the future, I will always join a TB Alpha.
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Post by jknut on May 30, 2015 15:45:37 GMT -5
This game is great. I'm happy to be in the Alpha.
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Post by contributor on May 30, 2015 18:24:37 GMT -5
I just finished it on NMI and I didn't find it to be significantly harder than Hard. Yeah it's possible that I just gained some more experience that made me a better player, but if that's the case, I got better real quick. I still find the randomness of spawns as having a big impact on level difficulty. This time through I only had one Goliath I had to fight and a second one coming in just as I claimed the second TP. He would have done some damage but I think everyone would have survived. So that made it much easier than the time I got bum-rushed by 4 of them in one hard game.
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Post by CdrPlatypus on May 30, 2015 18:27:55 GMT -5
Cory Trese Regarding XP bonuses Will it be more beneficial to find little secrets or finish the mission as fast as possible??
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Post by Cory Trese on May 30, 2015 20:51:45 GMT -5
Cory Trese Regarding XP bonuses Will it be more beneficial to find little secrets or finish the mission as fast as possible?? Probably depend on the level. Maybe both? =)
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Post by saltin on May 31, 2015 9:23:06 GMT -5
I was going to suggest to just reduce the movement speed of the xenos from their formula one standard of 6 to something more manageable (maybe 5?)as currently proper positioning of the squad doesn't seem to have the usual defensive benefit. IE:the xenos are so fast that no matter what stance/location you pick they will be on top of you. But this might not work since it will have a global effect on all difficulty levels and the consensus so far seems to be that the harder settings are fine as is,that tweeks are needed the most only at the EASY and maybe NORMAL setting.
Regarding gundamgoth last question I favor stronger bonus with locations set in such a way as to reward the "bad"/less optimal choice of map route.In that way a map/level can have multiple winning strategies instead of just one optimal route that everyone must memorize.Less linear progression and more choices and game depth FTW.
Finally is there anyways we will eventually see custom difficulty like in CK rpg? Nothing specific in mind as this coukd be done in many different way,but in general I really wish this was standard practice in all of TB games.
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Post by Officer Genious on May 31, 2015 9:30:07 GMT -5
I was going to suggest to just reduce the movement speed of the xenos from their formula one standard of 6 to something more manageable (maybe 5?)as currently proper positioning of the squad doesn't seem to have the usual defensive benefit. IE:the xenos are so fast that no matter what stance/location you pick they will be on top of you. But this might not work since it will have a global effect on all difficulty levels and the consensus so far seems to be that the harder settings are fine as is,that tweeks are needed the most only at the EASY and maybe NORMAL setting. Regarding gundamgoth last question I favor stronger bonus with locations set in such a way as to reward the "bad"/less optimal choice of map route.In that way a map/level can have multiple winning strategies instead of just one optimal route that everyone must memorize.Less linear progression and more choices and game depth FTW. Finally is there anyways we will eventually see custom difficulty like in CK rpg? Nothing specific in mind as this coukd be done in many different way,but in general I really wish this was standard practice in all of TB games. What this guy said! Listen to this guy!
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