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Post by contributor on Jun 5, 2015 17:09:22 GMT -5
Is anybody else finding the number of xenos to be overwhelming? I played a few of the non-temple new levels and am completely mired down on the second level. On the third temple level I kill 125 before dying and probably left another 30-40 on the map (see the screenshot below). I get from some of the pictures that we're supposed to feel like we are being swarmed by them but I'm having a hard time coping. Are others experiencing the same thing? I"m playing on hard.
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Post by ntsheep on Jun 5, 2015 17:31:29 GMT -5
I didn't start seeing a big increase in numbers until I had taken the north TP from them. I'm playing on Normal for the moment. Sentry Guns help big time.
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Post by Cory Trese on Jun 5, 2015 17:36:35 GMT -5
I'm definitely not having any problems -- 125 kills is way too many. Sounds like you're moving too slow and letting the Xeno numbers overwhelm you.
We are going to be using the spawning rate as a difficulty limiter, and will be reducing it on Hard by approximately 14% for the next phase. Easy will be getting a 37% reduction.
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Post by bobc on Jun 5, 2015 17:41:44 GMT -5
contributor Just played that level twice on normal. First time round it looked like your picture & I quit. Everything was manageable until I captured the eastern TP and then the Xeno seemed to surge from the west and I was swamped. Second time around I dropped a couple of sentries on the first TP and everybody raced up the eastern corridor and cut left to the north TP. This went a lot better. It almost feels like if you fall behind the 'turn count' you get swarmed. The next level was similar, it went from a steady stream to 4:1 in a turn. Suppose this is why its called alpha!
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Post by Cory Trese on Jun 5, 2015 17:46:18 GMT -5
Yeah -- those levels are hard. You've got to move fast and stay on your toes for shifting attacks from the AI.
If it starts to see you get bogged down, it's going to take advantage of that.
You're right tho -- this is why it is called alpha -- you're playing hard levels without lots of tactical dialog and advice.
The full game will have lots of smaller, easier levels that will help you master the Templar tactics and the different units and Talents.
The alpha, as you know, is no-mercy throws you right into the deep end. You can absolutely beat it (I've done it almost 30 times now) on every difficulty level with any mix of classes ... but it is alpha and it is unforgiving.
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Post by johndramey on Jun 5, 2015 20:11:21 GMT -5
I've noticed that as well, contributor, on the tutorial levels. I also am not by any means a conservative player. I usually grab the TP and move out the very next turn, leaving a soldier behind as defense. I'm curious if anyone has rerun the tutorial and can comment on that with me? So far I've been noticing a large difference in the number of xenos spawned.
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Post by Cory Trese on Jun 5, 2015 20:17:35 GMT -5
Grabbed the old version of HockeyApp and hooked it up to the sim. Playing a side-by-side run of v0.0.7 and v0.0.8 with spawn measuring turned up to max level. Will have a full report out of rates and types in the next 30 minutes or so. I'll be able to let you know if the rate has changed in the game, or just psychologically based on the AI.
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Post by fallen on Jun 5, 2015 21:49:13 GMT -5
I would say a rule you'll find about any Templar Battleforce level is that "turns on the map are bad." Every turn increases your risk of loss, getting mired, running out of buffs, getting a bad hit, someone cutting through OW. Move quickly, Templars. contributor - thanks for the feedback. They are alpha levels and we are working on tuning. The levels are very different than P1, so trying to compare "spawn rate" is not very effective I think. Because - bigger levels, more objectives, longer on the map -- all of these things contribute to the count of xenos. We're working on some new statistical tools that will help us get the best insight into this. Looking forward to more alpha updates based on feedback..
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Post by Cory Trese on Jun 5, 2015 22:13:11 GMT -5
Playing with some Xeno rate reductions as follows ...
Easy -> 50% Less Normal -> 40% Less Demanding -> 30% Less Hard -> 20% Less Brutal -> 10% Less Nightmare -> 100% of P2 Rate Ironmare -> 110% of P2 Rate
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Post by fallen on Jun 5, 2015 22:16:00 GMT -5
contributor - one question we didn't think to ask -- are you playing with a Boost-In squad or one coming through the Tutorial? The RP and XP for a tutorial squad will be drastically less, making this challenge way, way harder.
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Post by contributor on Jun 6, 2015 1:18:17 GMT -5
I've noticed that as well, contributor, on the tutorial levels. I also am not by any means a conservative player. I usually grab the TP and move out the very next turn, leaving a soldier behind as defense. I'm curious if anyone has rerun the tutorial and can comment on that with me? So far I've been noticing a large difference in the number of xenos spawned. There is no way right now that one templar can guard a TP. With Xenos coming from multiple directions and constantly spawn behind you, you need at least 2 for the normal attacks and probably a third to pick up the ones that make it through OW or spawn behind you. For now at least I'm giving up on trying to hold them.
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Post by contributor on Jun 6, 2015 7:14:34 GMT -5
Went back and played the level again with a boost-in team. It was a bit more manageable this time. It also helps that the second time you know a lot more about the map and mission, enough to know that it's silly to try and hang onto the TPs. I did it in 26 turns with 100 kills. I think the goal was 20 turns. The biggest slow down was trying to keep my engineer cool. I probably burned 3-4 turns at the last TP just trying to get his heat under control. I've put all his stats into willpower and engineering, but it's still taking him a long time to capture a TP. It was probably 5 turns to disinfect with the last one and one to capture. The Capture talent doesn't really spell out how it gets better with each level (+ accuracy?). Maybe I need to invest in that.
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Post by Cory Trese on Jun 6, 2015 7:47:35 GMT -5
The Capture Talent tries to spell out the damage it does -- more damage and accuracy mean faster capturing of TP.
Engineers run hot -- it is what they do. I've cooked a few in their Leviathan suits, poor guys.
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Post by fallen on Jun 6, 2015 7:48:38 GMT -5
contributor - if you have an Engineer whose job it is to Capture TPs, then definitely invest in that Talent. Also try Sentry Pods. My tactic for beating that level is to setup 1 sentry and one soldier to hold the east passage, one soldier to hold the north and then rush the western TP on the first turn. As soon as you have 2 TPs held, you can summon more defenses and then use the offensive force to push north up the western passage to the main TP. Worked well for me a few times.
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