Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And you have to use the Soldier select buttons at the bottom to page through the classes.
As for Arc Throwers - are you checking to see if they're damaged? Equipment damage is a normal thing, the 2nd wave option doens't *enable it*, it just makes it happen more.
That is completely ridiculous. You don't get nearly enough resources from a mission to justify the costs to repair the items used to complete that mission. On top of that should you ever get behind (say exalt hack) you can't complete the mission without the items you need to complete the mission to get the the resource to repair the items you need to complete the mission.
Also the hunter UFOs seem bugged. In that if you damage a hunter so that it abandons its mission, but don't destroy it, it'll immediately launch a second one. I imagine this is because the 'UFO escaped' code doesn't check what the type of UFO that got away. Which means you miss one UFO and you can kiss your entire satellite network g-bye.
Just means that you can't rely on having one set of uber-gear to share between soldiers. This is something that EW started (with the base defense mission where you can't choose or equip soldiers) and LW is refining (especially since they put back the ability to equip and choose soldiers for that mission).
As for the Hunters - UFO's have always run two attempts to find the satellite. The second attempt has roughly twice the chance to succeed.
I've always had the opposite problem - destroy a hunter and a second launches immediately, but *drive it off* and no second mission. It may be they've fixed that finally.
LW is not *easy* and there's lot's of things that are fustrating - that's kinda by design. its not just XCOM with some new gear.
Basically, avoid getting hit (yeah, I know) and you won't get damage gear.
"Not all items can be damaged -- and of those that can, different items have different likelihoods. Protective gear has the highest; guns+gun addons is lower. Ammo and Grenades IIRC can't be damaged.
What should be happening is that damaged items sit damaged and unavailable until you build the repair bay and fix them. That's certainly what we've observed. "
I think a resource rebalance may need to happen across the board. Will take some more playing to really decide.
like skyrim or something. that sounds like something I'd remove in the ini without even looking at. I don't want it, I don't think its cool. its not XCOM, its just lame.
An option to make it worse and not a second wave option to remove it entirely is....out of touch.
Hey Hey you know what would make XCOM better? If your stuff broke all the time for no reason.
hell lets give it 50% odds because we love our 50% odds.
Or is it like fatigue for Weapons?
Yeah Talk me into not removing it, and giving it a chance. because Its sounding REALLY stupid from outside.
I mean most of the long war changes sound nice on paper, but this I don't even have to look at to know, I really don't think that adds ANYTHING of value.
The problem is that this mechanic, though well intentioned, is not well thought through. If repairs only cost a minimal amount of resources (alloys, ect...) but not cash this could work. Or not even cost money but just time. But the problem is you can't run with a large cash reserve in this game. You run our of cash, you run out of items, you run out of ways to get items, game over. Its a negative feedback loop. This is the very thing that destroyed Firefall. As addictive as positive feedback loops are to people, negative are equally despised.
RNG is not 'hard'. If its just frustrating due to RNG and no other reason; then only a handfull of masochists will play it. Its why almost no one plays LW without editing the ini. For every cool idea they seem to have this idea that they need to tack on a 'punishment' for using it. Fatique is awesome, what isn't is every single soldier upgrade increasing that to ridiculous levels. UFOs not being super easy to destroy, good. Sending 20+ UFOs a month that take 3 interceptors to take down a single one, with 200$ a satellite. This is not 'hard' its just silly. There's no reliable way to keep satellites in the air. Even with 6 interceptors on a single continent in beta 14 I couldn't keep more than a single satellite up for almost the entire game. Fixing a bug that means they send even more interceptors simply means there is even LESS of an air war.
Ah well thanks for the replys anyways. I had high hopes for beta 15 as alot of the changes seemed rather positive. Its too bad they keep shooting themselves in the foot...
We all like challenges and I love LW(Can't go back to vanilla). Yet sometimes I think they make it to punishing. I don't mind losing soldiers or getting my ass kicked sometimes but LW can go overboard and anyone who has played it for a long length of time knows how ♥♥♥♥♥♥ it can be. I think the game is hard enough and we don't need everything to be so realistic(Down for the choice though, i.e. second wave options)
Yet I love all the great changes they have made also but hey LW Devs I think you made it hard enough in alot of areas now just balance it out before adding more stuff to make it harder. Also equipment damage should be a choice for the player, remember everyone's definition of fun is their own idea so let the choice be there, not a more punishing version of it in the options.