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Can anyone tell me if a speed-up option was added? I'd hope to be able to *toggle* increased speed as opposed to having to press the space bar every time I want to speed up (because I ALWAYS want to speed up...)
Thanks for the input, this is exactly what I was looking for.
It looks brilliant, has some smart innovative features...but I played the demo and it was just so difficult it sucked all the fun out of it.
So I presume, from today's release its still really difficult?
Could anyone confirm for me?
Unavoidable damage is always, always, terrible in tactical/turn-based games.
As a rogulke the game as an inverse difficulty curve , as your knowledge of the game accumulate averything become clear and simpler . Passive skill and loadout knowledge on par with optimal action management are required to progress even past the second boss. Once you finaly beat it , you'll see the game open up and then , i think you'll know if you are going to enjoy what's next or not. Game isn't X-com . The Dev did take the Running part of the Run'n"Gun theme pretty seriously indeed!
Have funn y'all.
This^ It's basically the same theory you apply to an arcade style game. You practice to become better and master the gameplay then eventually achieve the 1cc.
For instance: Flashback doesn't grant a bonus action if the character in question already did one. Or how Nadia's gunbot literally takes her handgun for it's ranged attack, locking her to her special weapon until the bot dies. I initially assumed it just used Nadia's handgun for it's stats.
I'm not sure if it's a bug, but Leona's Flash passive's downside is oblique. On the surface, it seems like the only penalty is -1 range for all Afterimage sync attacks in exchange for them hitting every single target in their range. If you have the passive that increases their range by 1, it's basically a straight upgrade.
That is, until you find out her Afterimages achieve this effect by being given the Kamikaze tag. Meaning in-game wise, they're technically blowing themselves up instead of shooting once. Since they can only target themselves, this somehow translate to Flare straight up not working with these "upgraded" Afterimages. They'll self destruct, but do 0 damage. Hope you didn't build Leona around Flare!
Things should be explained more and there should be a way to lock tooltips in place. I can't tell you how many times I've tried to find out what the enemy's capable of only for the window to disappear before I could right click on the keywords.
Other than that, it'd be nice to see what the skills upgrade to in advance as some of get unique effects upon hitting max level. I thought MS Alice would be one of those skills, but no, all you get for maxxing it out is reducing it's Adrenaline cost to 0 and getting one more turn out of it. It doesn't summon a Slug nor does it do anything else except for hitting interactables at long range.
Like, maybe getting a free Slug for every mission is a bit much, but c'mon, you're stuck with a skill that's entirely dependent on luck to get any use out of. Upgrading it means you have to pick it over anything immediately useful. So it'd be nice if it was a Magikarp skill where it sucks at the start, but gets way better once you've fully upraded it.
On that note, being able to carry multiple duplicate Slugs would be nice. At the very least, prevent the player from picking it instead of how it is now. (You can select it as an award but if you already have that type, it'll just go poof!)
One last thing: It'd be nice to have a record of your winning runs somewhere. Does it exist already?
IMHO more than "difficult" the issue lies in poorley conveyed information.
The game lacks many QoL / clarity in certain areas.
However, these nitpicks, once you are confronted to them do not exist anymore (since you figured it out - probably in the hard way).
Once you know how things work out, it's much less "difficult" since you know the consequences of your actions
The game isn't "easy" (until you start getting an actual build), but with knowledge - and i'm not speaking of breaking the game, just genreal, actual information - it isn't THAT difficult
All those Roguelike-like mechanics feel tacked on.
The way you unlock Characters, Loadouts and the few new skills to randomly get at a level up don't work for me.
Failing a Mission to also fail the Campaign doesn't make me want to "play around with Characters and Loadout" combination.
The very first Mission I did play right after the Tutorial was the one where you have to protect the Backpack girl, where she just ran strait forward into getting mauled by enemies in the first turn. At the second turn she was so low on health, it didn't help that by I now used all my Ammo spenders as the one hit she needed was done by the single guy surviving.
That loss felt double punishing, for loosing a Mission and getting booted to the Start Screen.
Only able to shoot in strait lines feels bad, not being able to shoot down from a higher-up location with a grenade also.
I understand that the Devs wanted to make a "Into the Breach-like" experience. But you can't just outright copy some parts of it and expect that it works out the same way.
What Metal Slug Tactics would need in order to be a really great game in my opinion:
There should be a Campaign where the player can save the game after a Mission. You can add a Game Mode where you can't load a save more then once and have to go through the whole thing just like it is right now, for an achievement.
Characters and Loadouts should be unlocked within a Campaign. Also the player should be allowed to freely switch Characters and Loadouts between Missions.
All Characters should have a area around them where they can shoot their weapons. That "strait line only" doesn't feel tactical, it just feels bad, unrealistic and more hindering/limiting then fun and engaging.
Shooting up and down from raised should be possible, of course Line of Sight rules should apply and non-strait weapons like a thrown Grenade should still be possible.
The game should have more areas. For the money charged, there is very little game here. And it is not like there is not enough content that could be re-used from the Arcade Metal Slug games, there are so many enemies and areas that don't show up, like the aliens as example.
I could go on, but at that point I rather sit down and make a own game about it, then giving out free suggestions.
It's a run, not a campaign. It's meant to be a self-contained experience, not an ongoing affair that you play for days and keep building and building upon. That's how rogue-likes work.
You're essentially saying 'this game would be great if it were an entirely different game'. That's not useful feedback for anyone. We get it, you don't like rogue-likes.
As for the 'characters shouldn't have to shoot in straight lines': it's a major feature of the game. This game has a heavy emphasis on positioning and in this case shooting in straight lines is heavily tied into the sync mechanic, rewarding you for finding ways to efficiently line up your characters, while also trying to move far distances to generate dodge and adrenaline.
It is not a 'copied Into the Breach for no reason' situation. It was a very deliberate gameplay choice and is kind of the most unique thing the game does.
They should have not done those "strait line" attack patterns, rather give every one a normal range. That would make it possible to sync more attacks from one side.
Also just make a big campaign and let people work through it, every loadout and character is unlocked in a campaign run for that campaign run.
But of course as it is it is best for you that like Roguelights.
A. You're not guaranteed, or even likely, to be offered a +2 damage mod in any given run (and even if you do, it comes at the cost of -2 range). The extra damage does matter a fair bit. Plus, it gains more damage as it levels up, further widening that gap.
B. Eagle ignores height, allowing you to attack an enemy on a different elevation level than you, which her basic handgun (and Overheating) cannot do.