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This could also backfire on you though since it works both ways.
It should. It often increases the difficulty (npc raids are always bigger than my squad at least), but it also makes things much less silly.
Except right at the beginning, the game throws a mix at you usually. I agree it is awesome sitting back and watching the chaos unfurl - but that happens a lot with bands of bandits. That leaves the more tense engagements with squads of higher level enemies. These engagements, insofar as its possible for your whole squad, not just a few members, to go down bad, can be tense and focused. Still, like I said, it's personal taste I guess.
- there should be HUGE damage reduction for AOE damage against armor (ok, attack can hit and damage multiple targets, but if they are armored then it shouldn't do much more than scratch them ... attacker shouldn't be able to cleave through several armored enemies with one swing)
- weapon AOE damage should be a lot more strength dependant (strength threshold below which AOE isn't even an option, you need very high strength for AOE to do any meaningfull damage even against unarmored or lightly armored opponents)
- maybe number of targets that can be hit by AOE should be toned down a bit?
If I think I'm going to suffer badly from AOE I'll quickly spread my squad out, small squads individually and large squads just into left, middle and right groups.
That's the EXACT reason why I hate heavy weapons so much and don't use them, they're OP as crap and the game expects you to use them.
I also micro it.
I like to spread out my guys in an effort to avoid AOE attacks but also keep them somewhat close enough to aid one another if someone's fight is going badly.
it is pretty sad when game tries so hard to make really good combat system, only to completely throw it away and go into full "♥♥♥♥♥♥♥ crazy pants-on-head retarded" mode for no good reason when it comes to weapon AOE.
sure, player can work around the problem, but AI can't. Quite often you see two groups of AI enemies clash and the outcome is way too often decided by AOE nonsense because AI doesn't have a clue how to deal with it. In fact AI also doesn't have a clue how to use it properly so any success comes mostly to random chance, which group of AI combatants has better positioning to make better use of the 'accidental' AOE.
for me the AOE just throws a wrench into the otherwise well working combat system. High AOE is fine for large beasts, but what exactly is the current extremely high ammount of AOE damage of normal weapons needed for? For AI units it only works as RNG for combat outcome. For player it allows for cheesing through the combat by abusing things AI can't/won't use. I doubt that the AI will be improved to the point where they can use or counter AOE effectively, so it seems it is there solely for the benefit of player ... but I think that if the game really that desperately needs cheesy "I want to win easily" game mechanics it could be handled easier by simple cheat codes.
Everything is OP once you get the quality ones and the users stats up to handle it.
I don't see how the game expects us to use them, after nearly 1200 hours of using mainly Katanas (just because I like them), I've now started giving my characters their races weapon of choice from the getgo. A 0 stat Shek gets the best fragment axe I can afford whether he/she can lift it or not.
I now have a playstyle diametrically opposed to yours though so our mileages are going to differ vastly.