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
* The equipment you are wearing doesn't count toward your limit. I also thought this at first but later realized it didn't. I think this is why there is no "unequip" option (which I found annoying). I personally didn't use Mule much. I used Nia, Josh, and Jenna whenever possible. I would give each character 1 Medkit, 2 Ammo, and an extra gun (usually 1 assault rifle and 1 sniper). I only ever had to buy ammo (not until the last few stages) and rarely had a problem picking up loot. The levels almost always provide plenty of extra ammo / grenades (which I found mostly useless).
* I agree that the snipers are the best but on occasion, I found it useful to have an assault rifle / shotgun to switch to. Jenna + Mk III Shotgun + Berserk was epic in more than one situation. It cost 1 AP to switch to the gun and then 1 AP to use berserk. Most of the time I had her with a sniper but sometimes it was useful. Better documentation on the weapons / enemies would help with utilizing these better.
* Mission difficulty was my main complaint. The first 75% of the game is a cake walk. There are a few good levels (I never had to restart a mission more than once). The last level was really dumb in my opinion. Who wants to charge an enemy? I played the game for the strategy part of it. I would have much preferred an epic circular room where you kept having to run / hide / shoot at some epic baddy that was chasing you down.
* Completely agree about 13 / Schaffer. I tried the teleport ability a few times before I realized how bad it was. Everytime I tried to use it I wished there was a cancel button. If 13 had the teleport it would make more sense. He could run in, punch something, if it doesn't die teleport back. Or he could jump to something quickly and punch it twice. I felt like he was definitely not play tested.
The thing about shotgun and berserk is the low hit chance -- I was thinking of trying it like that but when I tried it with sniper rifle the result was already abyssmal, so I didnt. The only way how I see this useful is, if the enemies get warped in on you. I rather placed my guys beforehand so didnt have much problems with that. And having everybody with sniper rifles made short work with melee types.
On the sniper rifles, in turn-based squad strategy titles like Wasteland 2 and Firaxis' XCOM: Enemy Unknown, the Sniper Rifle Achille's Heel is that you can't move and fire a sniper rifle on the same turn. I think one way to make the Sniper Rifle less omnipotent in Halfway is to introduce that drawback -- I guess in Halfway it would be: always require 2 AP to fire a sniper rifle. I realize that's kind of at odds with the game's "right click to assign an AP and increase % to hit."
They could alleviate it a bit by letting one character have a passive ability: "Joe Schmoe only needs 1 AP to fire a sniper rifle." Maybe even a temporary "sniper stim" that enables you to fire a sniper rifle with just 1 AP for 5-6 turns, etc. I've really never played any squad-based strategy titles where it made sense to have more than one or two snipers in a group, and usually only one if limited to 4 squad members.
I wouldn't suggest only making that sniper rifle change -- it would drastically alter how people choose weapons in the game. It would probabably need to be part of a comprehensive revamp of all the firearms in the game (or, via mod, if they let us drill down to that level of altering the game), so everything had its advantages, drawbacks and appeal, and the game better rewarded "combined tactics" in terms of firearms.
Otherwise people would just say, "Thanks, BlackjackGT, now ALL the weapons in Halfway are USELESS! IDIOT!" :-)
P.S. I should've read the op's post all the way. I already wasted a stimpack on Shaffer -- his HP just seemed too wimpy. :D
That said, I think it is a great game and found it very entertaining. I really hope to see a sequal.
One idea to improve both shotguns and assault rifles immensely would be to count their bullets/pellets (I get that they're technically energy weapons, but whatever the equivalent of them is). on both the chance to hit and damage variables.
I.E. when firing an assault rifle, each "bullet" fired makes a separate chance to hit check against the opponent. So the assault rifle that fires two shots has the chance to hit twice, and the laser rifle that fires three shots has three chances per shot (perhaps with modifiers so that each subsequent hit chance is affected by the success of the prior hit).
The same thing with shotguns, which should be broken up even further, but affected by range much more. There should probably be 5-9 (depending on type of gun) "pellets" per shot, each doing minimal damage but if they all hit, it's quite a bit. This would have the effect of making them highly effective against shields, but highly ineffective against foes with high Damage Reduction. The chance to hit with each "pellet" would be greatly reduced with range on shotguns, but due to some spread of the "pellets" (or maybe it's waves with an energy weapon variation) could hit multiple foes in a horizontal line.
Basically . . . more simulation on the physics of the projectiles could solve a lot of the problems with the weapon balance. This is what's done in a LOT of other games, and it tends to work.
Sniper rifles:
Should have extremely high damage and accuracy but should as a disadvantage keep this all or nothing style. If you hit, its massive damage, if not, not damage at all.
Shotguns and Assault Rifles:
They definately should have always multiple projectiles with the full percent chance to hit of the attack for each bullet. Then the individual bullets of the burst should have their damage tweaked and adjusted. This way you have for rifles a much more reliable damage source. Lets say to clear those really low life enemies reliably or to do splash damage in an area and deal with a large mass of enemies approaching (shotguns)(a situation where sniper rifles should also be bad at). They should always have a high chance to at least do some damage, as opposed to sniper rifles which really rely on good aim.
In general: Sniper rifles should really be risky to use special weapons by higly trained specialist with high base aim and aim stims to pick out certain threats from a distance, but not your one and only bread and butter skill that wins the game. For example: a guy equipped with a sniper rifle should really have massive trouble in close combat. Up to the point where he should have to spent ap to switch his weapon to a pistol or shotgun which he uses to defend himself in that case. But right now it makes no difference, he can just wreak havoc at short distance aswell.
My shotgun thought is couldn't they make it so they do some sort of AOE or cone damage, albeit less dmg per tile than the other weapons? I think this is generally how that type of weapon works in stuff like XCOM Enemy Unknown and Wasteland 2. In Wasteland 2 I found shotguns very useful for tackling grouped enemies but the cone dmg makes it tricky to use around friendly troops without friendly fire occurring.
Maybe they could have one shotgun-skilled troop who could also "penetrate" with a special attack so the shotgun would damage a target and the enemy behind it, something like that. Or maybe a shotgun special ability that knocks a target on his back for a turn, etc.
In Halfway, if I don't have a grenade handy, the only attack really useful against a bunched up group seems to be Wallace's Beserk. :)
I love the various weapons suggestions in this thread. I guess it'll be up to devs whether they think any of them are feasible changes for Halfway at some point, best saved for a followup game, or if they're things we can mod into the game when the tools are released. :)
there is a superstim (+1 to all) in Labratory I,
Actually I havent tried it, didnt seem that appealing to me, so I have sold it right during the mission.
Actually, my bad memory (my brain) hurts me in this game sometimes. Like on that duo mission (the one where you can only take Nia and the initial guy) , I forgot the initial guy has Steady Aim. Probably cost me the chance to finish off that frustrating last turret. :D
Mod builders thought will have the possibility to tweak them and bring them back into the game.