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
OP, just wanted to say as well, that this isn't as obscene a suggestion as people make it out to be. While I like that the game is Iron Man Mode, making a 1-hit threshold (that could still be denied by pain threshold, something entirely separate) isn't the stupidest thing in the world. The devs could easily make it a (Classified) or a feature. In fact, I'd love there to be a (Classified) whose whole purpose is "You survive a lethal hit, but, your max health is cut in half."
One-shots don't let you do as much in the way of item preparation, unlike a bunch of other situations in the game. On fire? Pour pepsi on yourself and pray. Acid on the floor? Throw a molotov or shoot out the walls to get around. Bleeding and out of bandages? Tear your clothes apart and stop the bleeding with the cloth. It's fun to be able to save yourself from a mistake and make a comeback.
Yes, these enemies can still be prepared for by lining up a CC/one-shot of your own, with grenades or powerful weapons. But even if these enemies just put you in a REALLY bad spot instead of one-shotting you (like the early-game insta-amputate buzzsaw enemies), you'd still go to the same lengths to counter them.
Either way, getting absolutely destroyed is still an important part of the game, but I personally think it's more fun when it takes 3 agonizing turns instead of 1.
like if you would be 1-shot, you lose an arm, with penalties, then a leg preventing running, and then the 3rd one is fatal.
(but if you manage to survive enough missions, maybe they can rebuild you for a cost which is less than "$6 million dollars")
I'm not excusing it but instead of removing the mechanic I'd rather have more ways to deal with it as is. Maybe enemy difficulty scaling should be slowed down, or company "power" not increase as fast. Space out instakill enemies to make them more proportional to how threatening they are.
As a side note, I still like the idea of a "last chance" mechanic. The ability to pull yourself out of certain death situations that should have killed you are part of what makes Quasimorph great.
Btw even DS has no "loose all your arms and armour" death penalty.
You're exagerrating, it never had them that low, it was around 65% positive reviews at worst somewhere at early access release if you check the review graphs on steam and been increasing since then
bruh wtf is dumb ass point this game is based off of EXTRACTION SHOOTERS ie escape from tarkov, hunt showdown etc. where you enter a area gather loot and try to extract with it if you die you loose that character and loot what about that doesn't make sense to you?
Btw Space Station 13 has much more advanced and elaborated mechanics.
I've played ss13 and I dont get you're point this game is more akin to a hardcore rouge-like as I've said before allá CDDA, caves of qud, etc. combining aspects of those games with elements from extraction shooters whilst refining all of these elements to maximize enjoyably and easy engagement in fact this game simplifies many of those elements much to its benefit I feel the difficulty is warranted as its still trying to seat itself in that genre