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I thought the same at first, but I gave it a few more chances and I understood it better, trust me.
I don't find it hard at all, maybe you need a better understanding of the core mechanics, in that case there's a good re-cap pinned: https://steamcommunity.com/app/2321470/discussions/0/6292161380814681942/
Honestly, I have found this much more polished and bit easier than I did last year's demo - there's not really much substantial difference in difficulty that I can tell.
This is not an insurmountable game by any means, I would recommend trying some different approaches and I think you'll find the right rhythm.
Just my opinion. Overall, it's a great game. But needs work!
You do not have to. You start off failing at Haz1 until you upgrade and unlock enough, why would you all the sudden not be able to do the same for Haz2 and beyond? You do not lose everything by failing a run.
Reload speed + Fire rate buffs will get you more damage than damage alone. Fire rate fires your clip faster, with reload refilling it faster. you get more rounds into bugs. And if you have an elemental attack to it, you get more of those dots onto bugs.
Run Speed is also a good thing to work on. It lets you get to minerals faster to mine, and lets you stay ahead of the swarm, particularly the Macteras
Everyone has their soft skill ceiling in games, legit 99% of people do not understand that. Its sad that people just expect everyone to be 'as good as them'.
But in all seriousness yea you wont beat haz1 in yoru first few attempts, gotta buy upgrades and most importantly get weapons to level 12. Its ridiculous that the game locks weapon upgrades until you get them to level 12 in a previous run first.
Makes the first 5 hours of the game consist of not actually playing really, just getting all your weapons to 12 so they are usable. This should be changed imo.
Have been playing the demo on maximum hazard but grinding to it now feels like a real chore.
what changed from the demo:
drop rate of magnets reduced to <1 per stage.
this has simply reduced the amount of level ups you can get and feels really bad since some combos will leave a lot of xp on the ground that you can't get.
enemies now power up once the boss spawns.
also reduces xp but makes it so you can't get as many minerals/gold/nitra per stage. I have moved to just supply dropping the boss so I can invest into late game stuff first.
mining speed reduced.
I'm not sure if the speed reduced overall or just the upgrade amount but while you could easily tunnel away from bugs in the demo you can't anymore. this makes it so you run past things instead of getting them during large swarms cause you would just die.
bugs destroy walls a lot quicker.
this means clever tunnelling doesn't give you extra time to mine and you can't squeeze swarms into chokepoints, so you can't really do anything but run around which means less xp/minerals. (bugs are faster at mining minerals than you are)
the trigger radius and explosion radius of exploding bugs is weird now.
you need to get so close to the exploding bugs now that you will get damaged if they explode. sounds fine but in reality this means you will get damaged if they die while you try to activate them, so no more weaving back and forth to trigger them and clear a path. instead you just run away.
I feel like the stingy magnet drop rate is one of the biggest blunders since if you run a setup with drones/piercing/throwables you will leave a lot of xp in the far back where you can't really get to it without circling around and losing a lot of time.
oh yes they should at least give you the last overclock when you unlock lvl 12. right now it feels like "do I invest in a future run, or make this one more fun?".
Actually, you DO have to start off with Haz 1 - Haz 2 is not unlocked until you fulfill the requirements to unlock Haz 2...one of which is beating Haz 1. Even the game knows you need to pull up some stats to begin with.