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4. Nearby visible enemy indicator.
If an agent isn't currently engaged in combat but has an enemy within line of sight near them they should have an icon of some kind, noticeable and decently sized, display on or above their character portrait.
This would be handy for situations where I have my group split up such as when my Hacker or Infiltrator is doing something solo while the others take cover nearby. It would be a handy way to keep tabs better on my agents that aren't my current focus and are off screen.
Granted, this wouldn't do much more than give a bit of an early warning unless the combat was also made pauseable as in request 3 above, but it would be better than the current situation where I don't realize my hidden people have been found until they start taking fire... and by then its usually too late.
5. Remember grouping assignments after agent death.
I always use F1 - F4 to group my agents so that I can better command them. F1 - all agents, F2 - all but Hacker, F3 - all but Support, F4 - all but Infiltrator. Unfortunately, whenever any or all agents die it clears all my group assignments.
I could understand if we had a completely customizable group of agents, but we don't. They are always those same classes in those same slots so I can't see any reason why the grouping assignments wouldn't be saved.
Ideally, it should not only persist throughout death but also be saved when you save the game. It would be a very appreciated quality of life improvement.
Its bad enough when an agent gets killed in a bad spot in a mission, but it compounds the issue a bunch when you now can't properly control your surviving agents.
Pathfinding is a real problem for me. I am trying to navigate the city and when clicking somewhere, the agents either refuse to move or move a little and then stop. You have to babysit them clicking on the ground every ten meters to get anywhere. I also lose agent selection for no reason all the time... Extremely disappointed with how clunky the game feels.
I do not remember having any problem with weapons holstering or unholstering unless I ask the agents to do so. Maybe if they get attack they draw the weapon and start shooting back? I do not remember, but that seemed like a good thing to me, since they had been discovered anyway.
Babysitting is awful. Im seriously surprised to see game like this not having basic fuctions like agressive levels - simply being able to set your people into either "fire at every enemy in range", "fire only when attacked first" or "do not return fire under any chance" would GREATLY improve gameplay and fun.
It is simply frustrating to geting discovered and then right click on EVERY SINGLE ENEMY, because agents will happily ignore those guards testing durability of their armors. Or somehow forgetting what they were doing and stopping in the middle between two covers.
5-6 agent fights are terrible and barely playable in any sensible manner
Would be nice with range indicator for your weapons, and updated damage amounts for weapons taking all bonuses and buffs into account.
Having to control the agents is annoying I guess, but I actually completed the game the first time without ever using the supports Stim Packs, I do not really see why the game should need more than those Stim Packs, since you can queue agents actions, you can slow the game down 90% which makes the game very close to fully paused and if you memorize the hot keys, its not even needed to slow down / pause the game really. That is how I made it through the game on the first play through.
If there was a tactical pause, the game would begin to feel much less like an action game. In RTS games you do not have to option to pause the game and then still command your units.
But would be nice with something that made it clear to see what agents were about to do, their plan of action, and the queued actions they got. And it would make sense to make it easier to control and change the AI of your agents, In the original Syndicate agents did return fire on their own, when left behind.
Correction - there are couple RTS games with active pause, especially if they focus on "tactical" part. Secondly, Satellite Reign is not RTS game - it is closer to RTT. There is not strategy here, only tactics.
This game has something that comes close to a tactical pause, so I do not really see that argument against this game as especially valid. I could complete the game without using that skill at all, and there is of course the regular pause when you go to the menus.
In multiplayer the tactical pause could just be disabled.
My assumption was that the multiplayer would likely be co-op of up to 4 players so each player would be controlling one of the agents. In such a case you could all be easily coordinated to simultaneously execute tactical plans.
Simultaneous execution of tactical plans isn't really possible in singleplayer though... which is why I'd like a tactical pause.
The game does have the stim packs which is somewhat like a tactical pause... but its not a tactical pause. See #3 of initial post for more details on why the stim pack isn't good as a tactical pause.
Yeah entirely right that you can complete the game without that skill. I hate the skill myself so I haven't used it. I've barely used any of the skills that aren't core skills like hacking and hardwiring.
I don't want a tactical pause because the game is hard and warrants it or anything. Its a matter of preference and playstyle.
If I had a tactical pause I could set up highly coordinate actions like taking out a large guard patrol in one silent stealthy strike by having my Soldier and Support stealth kill two of the guards, my Infiltrator melee the third guard, and my hacker hijacking the drone... all in one coordinated simultaneous strike.
It would make it possible to control your squad in more seperated groups.
Tactical pause wouldn't make the game easier. It would just allow me to play it in a more tactical way that I find enjoyable. It would actually make each mission take longer since it mostly be a series of careful planning and attempts to be stealthy and such.
It would certain take more time than my current method of approaching missions... which is to just roll in a four man deathball. The deathball is stupidly effective and pretty damn boring since there is no real variation in it and it doesn't really seem capable of losing.
Since there wasn't much hope of playing a fun tactical way I just skilled out, geared up, and augmented my guys solely for combat. I don't worry about things like ziplines or vents and rarely even bother to shut down power or cameras. I just shoot everything with four unstoppable gods.
Especially at about the mid point in the game. I didn't even bother opening doors anymore. I'd just blow them apart, shoot out the cameras, and carve a path to my objective. When it comes to combat I either just group my guys up as a firing squad behind one piece of cover until everything is dead or I just ignore cover all together and just march on slaughtering. I barely ever use active skills with the exception of the Infiltrators sword attack because thats fun to watch and break ups the tedium of the deathball for a couple seconds.
Highly effective, but pretty bland and boring after the fifth time you use the deathball tactic.
I'd much rather have access to a tactical pause so I could play the game in a way thats more fun for me.
As for pathfinding, just try running around an area of the city that has car traffic. My agents try to run through cars. Sometimes they succeed and run around them. Sometimes they just give up and stop after a while. When they stop like that new commands to move in the same direction are often ignored because the agent can't find a way around the car.
Stimpack is not a tactical pause. It's a special ability that slows time. It uses energy and creates a weird screen effect. You can use it in the heat of battle, but it does not FEEL like a pause.
Game does not have multiplayer and if it ever has one pause can be disabled.
Oh, and I found one of the reasons why the game fell so clunky for me. I assigned camera to WASD. Turns out A was assigned to attack move. The game did not tell me about it and did not clear the previous assignment. So every time I moved camera to the left the game switched to attack move. Brilliant. I don't remember any other game that would just allow double assignment like that. Basically every time I want to assign a button I have to scroll through every command in the game to check that the button is not used already.
Doing all of it with one set of orders by the whole team is in my experience a very unsafe move. If you fail to factor in the speed each of your agents move with, or if just one of the enemies pauses or changes direction, the whole thing is probably goes wrong. Which is why I stick with the support and infiltrator for stealth kills like these.
As for the Stim Packs, the cooldown is 3 seconds, is that really a problem? I guess it might be 4 seconds if your support agent has not fully upgraded the leadership skill. Sure, the team stim gives bonuses to the team, but only while it is active, so you can just deactivate it before your team begins doing damage. I guess that might not be possible when your team is in combat and probably already firing at the enemy, but you find it a problem that your team gets bonuses when pausing / slowing down the game?