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Bir çeviri sorunu bildirin
Most of my frustrations with the game in general is all the bs environmental damage, poor pathing, someone walks up to disarm a trap and walks onto it, etc. The amount of times I've had to "go back to ship to clear bs trauma" is just making me sit through loading screns, seems stupid.
I dont care if some would call it Mr Willabies Fancy Dancing.
Yeah, there's SERIOUS balance issues.
I did finally manage to clear the fight, but it took me 4 tries. It was a mind numbing unbelievably tedious slog of turds... but I got it.
As others have mentioned, you can hit the encounter REALLY early in the game with no real warning you're about to walk into something that if you're even SLIGHTLY out of spec, or your even the tiniest bit undergeared etc.. you lose. Frankly, I'd rather fight a full squad of Khorne Berserkers than ever deal with that nonsense ever again.
Like there are options that say "Shoot first at the enemy voidship", and you'll still go last in the turn order and be down half your HP before you can even act.
But you can heal your ship during combat from the voidship management screen.
And the award for "Didnt read the post at ALL goes too.....
Congratulations! Here's your clown award!
Went back at the end of act 2 and destroyed it first try no downs.
It would be far more frustrating if there were no hard fights found by exploring.
If your struggling this hard in Chapter 1, oh boy, it spikes HARD in Chapter 3 & 4, where everything has 500+ health, and can one shot anyone not built full tank.
That said, if you have stuff with 400+ health in Chapter 1 your difficulty settings are WAY off, I'd look into that, as your issues are likely in settings and not the game itself.
now space combat is just over with
it is far too slow paced for me to experiment and enjoy my time with it
1) If you just want to explore space before going to the next big plot location, you will naturally stumble upon this ship very early.
2) Once you're in, the fighting doesen't start until you are at the back end of the station. You must win two pretty challenging encounters back-to-back to leave so you're stuck nless you want to reload a previous save.
It would be far better to have a warning and the option to turn back and have a really juicy reward at the end so you'd come back when you have a little more experience as a player.
3) The game is really bad at telling you the mechanics of a fight: I tought the little speakers on the wall were "decorative halluciantions" for three tries before I figured out I could target them. OP speaks about "invisible enemies that buff" so they seem to have the same problem. It's the same with the lenses on Rykard - they don't tell you that these things are bad and you should prioritze them you're supposed to somehow know this or loose until you figure it out.
4) The Kamera doesn't help to figuring out what's happening either: The buff is done so quick it's lost between a dozent enemy actions and the kamera just wildly jumps between mobs until it's my turn again. You have to scroll up in the log and read what actually happened to find the buff has happened.
I do hope they re-assign the area to a later zone or add a line for a companion to warn you. Because the atmosphere of the mission and the story I tought were really cool, I'd be a shame if it got ignored because of the difficulty.
they should just tone down the hp buff.
either that or make the heralds immune to it.
how easy and how hard the large encounter is has a lot to do with the turn order. If you can get in and kill a couple of heralds before they buff each other then the fight becomes a lot easier.
but if they buff before you can do that then its a lot less likely you will win.