Hard West

Hard West

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uncleseano Feb 4, 2017 @ 2:31am
What's up with the official Main Menu (New Game) Mods?
They sorta make the game easier? Where they always there? Do they affect achivements etc? Seems strange to me to have them in and have regular difficulty settings
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Showing 1-8 of 8 comments
Nilla Wafers Feb 5, 2017 @ 9:08pm 
they don't affect achievements from what i noticed. playing through campaigns i played iron man, hard , injurys, and used the in game option for 1 battle time injury recover. made that part of the game much more enjoyable.

as for ai use other talents - they get tarrot card effects applied to them, which does increase the difficulty. and using luck regen per turn, also effects the enemy, so it can be a strategy changer as well.

the rest, well, didn't play with em.
uncleseano Feb 6, 2017 @ 12:45am 
I ended up the luck on kills/regen and the combat injuries to one round. Seems like a good fit for my Hard/Iron/Inj campaign.

No snags!
King in Yellow Feb 6, 2017 @ 2:34am 
I tried the luck regen per turn and it was terrible, I'd spend 2x more time fighting since half of my shot would miss. Same for the ennemies.
uncleseano Feb 6, 2017 @ 5:50am 
Originally posted by King in Yellow:
I tried the luck regen per turn and it was terrible, I'd spend 2x more time fighting since half of my shot would miss. Same for the ennemies.

On the hardest settings I thought it was a god send. It mean that I had a safety net if ♥♥♥♥ hit the fan as it protected me a lil bit, also I could use my golden bullet.transfusion a few more times a round which is always nice.

Am finishing off the second scenario now so I'll try the next without the mod active for a change
Nilla Wafers Feb 6, 2017 @ 10:26am 
luck per turn is also nice for the effect of ------- enemy units getting to use their abilitys more, if you have that turned on ------

and I tended to play at times with some heavy arterilly on one person - which required close to 200 luck to use even half of em - once dodges r factored in, and the limited restore options (mainly my choice there - iron man === healing item > luck restore item) * * * so, having regen there would be more beneficial in these scenarios. perhaps a 1 or 2 party member only run.


but yeah overall I totally agree - luck regen per turn increases battle longetivity and without proper playstyles and other in game mods to compliment it - worthless.

A favortie tactic of mine is using Crippler Ace card with a Revovler Rifle ( ammo capactiy mainly vs the 2 shot per turn pistols) and shooting 2 enemies per turn.
We all know the 2nd shot Never hits after that luck boost from the 1st.... but then again, there are times when u want to drop someones luck. perhaps so that 4 damage half cover musket can connect ;-)
Og-the-Trog Feb 8, 2017 @ 1:59am 
Welp, seems like Good as Dead wasn't balanced for luck regen at all.
Scattershot will miss 4/4 enemies in a wide-open group, they'll regen 10 luck & scatter, and then scattershot will miss 4/4 AGAIN (100-55=45+10=55-55=0=MISSx2) even if you manage to line up some of that same group in the open a second time.
At least on this first mission, it makes the shotgun scattershot ability utterly useless- the only way to kill the dozen or so enemies is to abuse LOS to get close for a 100%-to-hit, or luck out and have someone in the open you can Fan down. And they have more than enough people to pin you down with their reaction-fire circles. It's a little bit ridiculous.

The other 2 scenarios I played with it on, (method in madness, law & order), it worked out fine.
But this second main campaign scenario is REALLY not balanced for it, at least on hard.
King in Yellow Feb 8, 2017 @ 2:03am 
Originally posted by Grizzly Adamz:
Welp, seems like Good as Dead wasn't balanced for luck regen at all.
Scattershot will miss 4/4 enemies in a wide-open group, they'll regen 10 luck & scatter, and then scattershot will miss 4/4 AGAIN (100-55=45+10=55-55=0=MISSx2) even if you manage to line up some of that same group in the open a second time.
At least on this first mission, it makes the shotgun scattershot ability utterly useless- the only way to kill the dozen or so enemies is to abuse LOS to get close for a 100%-to-hit, or luck out and have someone in the open you can Fan down. And they have more than enough people to pin you down with their reaction-fire circles. It's a little bit ridiculous.

The other 2 scenarios I played with it on, (method in madness, law & order), it worked out fine.
But this second main campaign scenario is REALLY not balanced for it, at least on hard.

That's actually the scenario I first tried the luck regen with and yeah, it made the first encounter last forever. Haven't tried it in the others yet but I can see it being a good thing if you're also using the enemies abilites modifier.
uncleseano Feb 8, 2017 @ 10:55am 
I actually dropped Luck Regen on the next sceanario and it was way more fun. Scatter shot was useful again!
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Date Posted: Feb 4, 2017 @ 2:31am
Posts: 8