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Fordítási probléma jelentése
I got to be honest, I turned it down to visual novel mode after a while. I just wasn't interested in the combat, the meat of this game is in the story, the pressures of command, the cost of war etc.
I had to turn down the game the VN mode as well the combat just got tiring with how its always the same, turtle up hope your flak holds back the missile spam and slowly creep to the other side of the map.
For a strategy style game there really isnt much in the way of strategy only praying to RNGesus that the enemy wont spam flak down/disable on your whole fleet.
Reminds me of the beach scene with Icari about rockets and armour. It's so true.
But then the carriers just spawn new supports which can work the turn they're made and do that anyway XD
The gameplay needs a HUGE overhaul with how it currently works, the simplest fixe I can think of for the ryders is to make the enemy support ryders flakoff reduce flak not out right stop it, and to reduce their total energy, I've had a single ryder spam two repairs and then flakoff. THATS NOT BROKENLY OP AT ALL!! [sarcastic]
I noticed that this will prompt some of those supports to use a restore ability on them, thus wasting some of their turn's actions. To do this, you might want to upgrade the energy for the ryders that can put some debuffs however.
Also Union Frigates are actually pretty good, they can take down a few ryders, and using all 4 of them can help in taking down battleships, or even carriers. They can even practically destroy a single cruiser if you focus all of their lasers on one after taking down its shields which they can also do.
Other than that though, this game can get pretty challenging, I've had to outright restart entire missions simply because I had to approach and place my units differently. It's all in good fun however.
So now we have a situation where your only healer, Chigara, is forced to disable people instead of supporting the Sunrider - which inevitably attracts all the enemy fire from trying to bring down the carriers with Vanguard blasts (it's only viable method of moving quickly and dealing big damage on the same turn), upon which using that ability blocks you from using a repair drones order if you need it. Complicating matters further is Kriska's inability to give meaningful offensive support due to her extremely high movement cost, putting the Sunrider in even greater danger from aggro. The carriers can spawn several waves of riders before she even becomes a factor on that side of the map. And Sola is of little help since she has only one attack per round and has to use Awaken to make it count.
What I'm trying to say in this longish post is that the entire debuffing system is broken from a game-design standpoint. Even in the player's hands, the abilities are overpowered due to their unlimited range. It wasn't until I started playing Mask of Arcadius that I realized just how OP it is and how much I had come to rely on it in First Arrival. Short of drastically lowering the difficulty setting, it is game-breaking when it's used against you by a numerically superior enemy. My solution to this issue is simple. Nerf the range of debuffs, both for you and the enemy. That alone will fix all of the subsequent issues I described for the escort mission, changing the prospects of success from impossible to reasonably challenging. This to me is completely fair. If you want to gain a major advantage by neutralizing flak for a missile/rocket barrage, you have to put your debuffer at some degree of risk - say at effective laser range. There is no other strategy game I can think of that doesn't limit "spellcasters" in this way. Why must Sunrider violate this time-tested rule? It doesn't work as is.
it seems to me that those who can't deal with enemy Support are underestimating how important it is to deal with them first and foremost - and underestimating how useful Sola is in dealing with them.
the Seraphim can be made extremely powerful with upgrades, as she scales very well with them. she's very specialized. she's also your primary and best bet against enemy support, especially if you upgrade her to have 2 shots per round. the enemy usually doesn't start with more than 2 support, and if you take them down as they spawn they're not that much of a threat. also, you should consider disabling them yourself with Chigara - or the assault carrier that spawns them.
It's true that newly spawned enemy support units can still act the same turn, but they'll act dead last and the rest of the enemies won't be able to take advantage of their curses.
the small frigates may not seem very good, but you can have 4 of them and their combined ability to jam shielding can be useful in lasering down enemy support units too.
I'm serious, support ryders completely RUIN the game balance. You need to fix them pronto because they're simply UNFUN to have to deal with.
Sola and Icari are great support unit hunters - and disable assault carriers if you can. torpedo carriers when possible together with flakoff if you can get away with it.
doing damage before the AI gets to build up is key.