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-The Sec AI can be downright oppressive at points. The passive tick on Normal (where I’ve played most) doesn’t seem like much but with 2 ticks per turn plus any use of Lures or diversions that attract to pull guards away that can quickly escalate the Security Level. Which may not be the worst but it does start you off with the sense of having to rush, if you want to keep your SL low (particularly for a secondary objective) since it’s only a matter of time before you lose that SL secondary objective. And with how good the AI patrols are (which is a good thing) it is extremely difficult if not sometimes impossible not to use a plethora of diversionary measures to displace or lure guards to their deaths in concealed locations which will often force you to up that SL score. It makes it seem like it wants you to stealth but also rush that stealth considerably and it often leads to disaster. I think an incremental Sec AI passive generation would be preferable, each level either increasing the rate of passive Security Tallies or having the chance to potentially increase per Security Level or even per disturbance/suspicious activity in higher difficulties.
-The secondary objectives are clearly randomly generated, which is perfectly fine. But when it asks you to sleuth across an entire facility full of guards, bio scanner fields, motion sensors and cameras with less than 2 Security level or deal with 15+ soldiers in under 7 rounds (with the first round often being wasted as you get your guys into position) it begins to feel quite cheeky in a bad way. Especially considering the rewards for these side objectives isn’t, at least to me thus far, all that appealing. If you’re lucky you may get a favor for the objective but even then with the extreme difficulty of some of these secondaries, due to the random generation, that is nowhere near worth the headache and expert execution such objectives would require. But 20% Influence and 10 Blue NBS cubes for completing an entire mission (which means extracting as well) with less than 4 Sec Level in under 8 turns? Client can either pony up something substantial or get bent as far as I’m concerned. Ain’t putting my crew in stretchers for influence to use as a discount or some drek. I think those extreme secondaries are fine, as long as the reward matches the demand of the task and those demands are realistic (that is to say possible) in the first place as sometimes they simply are not.
-The economy is harsh, which I have no problem with on paper, but it can take some things a bit too far. Running a mission with all paydata collected just to be able to afford two sets of armor that is only marginally better than what I am currently running is what I like to call ‘a waste of good eddies’. Paying 16-30k for miniscule accuracy and recoil reduction mods seems a bit much considering each job generally pays about 170k in my experience, and can go lower or higher depending on the mission and number of objectives. I think some of the prices are fair but some of it can go with some tweaking, either with your payouts or the prices of certain goods compared to what they offer. A 5% bonus in protection for your armor is not worth 106k from the market. I also think a wider range of pay, even if only by like 25% lower for some and 25% higher for others or whatnot would give a bit more consideration for what jobs to take or not. Maybe 50% or more over for multi stage jobs, especially considering you may wind up throwing down as much as 50k in leverage out of pocket or in the form of favors (which blunts the cost of course) for jobs that don’t pay super well in my opinion, granted there is substantial paydata that can make a killing on top of the job. Especially some of the combat jobs that are arduous paying no more than a standard stealth op, the only reason to take those is to curry favor with specific contacts it seems and I just tell them to get bent myself, and then I bend them over myself when they want me to do said combat mission with only 3 guys to the 21 goons and have the audacity to ask me to do it in under 7 turns for 1% Trust bonus with them. No thanks, get rotated.
-Heat is a bit of a problem and one that I both have a poor understanding of and don’t think is consistent either. One mission I get 8 Heat generation for a mission that got to Sec Level 9 and the next I get 10 Heat generation for a mission that didn’t go even a whole tally over Sec Level 5. But I also don’t think I fully understand how the Heat mechanic functions and I also have only just started building my Counter-Intel center to try to mitigate that, as I’ve been sitting on 90+ Heat for the last few play sessions, and my apprehension of letting missions expire for fear of harming relationships with contacts hasn’t helped that. I think overall some more work can be done on this to better communicate the effects of the Heat on Stress levels of your crew and other listed effects would be appreciated. Maybe even a weekly pop up that shows the effects of it, if at all relevant, to better understand how it is affecting your gameplay. But so far it hasn’t significantly impacted my gameplay as of yet so this is a bit more of a nit pick at the moment than anything else.
-A more minor complaint I have is the way Debuffs/Buffs appear on the field. Mostly the Debuffs, it doesn’t seem super clear when a character of yours is getting debuffed by an enemy. I mean the camera switches to them and then a purple circle goes off around the character model but I think it could certainly go with a flashing of the text of what the ability is and maybe additional texts flowing underneath it of what the debuffed stats are.
-Another minor complaint is that a mission will show you what you get for not completing it but doesn’t seem to show you what will happen if you do not complete it. And with the game instilling you with the knowledge that not completing missions you may upset a contact in some way it kinda left me anxious to refuse jobs and let them pass over. I think a small tab in the mission info of the backlash or consequences, however you want to term it, should you decline or let the mission pass over would be helpful in determining whether the pay, the risk and such of a job is worth the reward or if it’s more worth just taking a little hit to your cred with a contact and let it pass.
-Loading and Saving of the game are very easy to confuse together and I have on multiple occasions screwed myself over accidently saving when I meant to load or loading when I meant to save. I think it would definitely benefit from a Hold to Save/Hold to Load confirmation for like 2-3 seconds. Yes I understand it may be a bit of inconvenience but that would have saved me multiple times as I realized the moment I hit the confirm button that I had clicked the wrong function and now kinda ♥♥♥♥♥♥ myself. Maybe a little more visual differential between the two, even as simple as a different color for the outline of the text boxes, might be good as well. You also can’t seem to change the key bindings for those two functions which I think would also help as well.
-Another nitpick is that if something happens after your last character’s turn and there are several AI after them and they spot a character you didn’t anticipate them doing and you want to pause and Retry the turn or maybe a combat encounter is going badly and you are losing, decide to try to restart the mission or at least Retry that turn and such you have to wait until every one of the AI are done with their turn before you can even open the Options menu you can’t do so because the Skip AI Action is the same button prompt for opening the Options menu and you cannot seem to rebind either of these controls. And, though I’ve only had it happen once, when the game seemed to freeze on an AI turn I was unable to try reloading the game because I could open the options menu and was forced to ALT+F4 out of the game. Not a major issue but definitely one that, at the moment, can be quite frustrating.