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Play on Elite from beginning to end, and then go for the 4-star ending afterwards.
Medpacks aren't worth using to begin with. Time spent healing is time not spent moving forward.
Some characters just take more damage, it happens. No shame in healing if you need it. For me, there's no point to playing on the higher difficulty outside of achievements, so I probably won't even play it legit for that. I'm enjoying the setting I'm on (middle?) but this isn't the sort of genre I normally dive into.
Its not weird, since I (we) are complaining that the game gets much easier in later on. It should get harder, not easier.
When my weapons didnt one shot the enemies in beginning of Act 2, I was having much harder time.
I should have played Elite, but I am pretty certain that the same balance issue is in every difficulty setting.
Game was still fun though , acts 1 and 2 just were better than 3.
If you play on Elite, your damage output will remain the same as if you were playing on Casual; but the enemy damage, health and quantity will increase.
The level that provided the most trouble for me in the entire game, was the act 1 challenge mission where you have to move through a very long ship and pick up an optional amount of swag. Act 3 never provided much of a challenge at all.
I agree on healing items btw. Never found them useful. Armors sort of do the same thing without costing you a move.
On the other hand.. I don't think I want the game any harder. I'm already too obsessive with redoing turns if I screw up a particularly tricky (but seemingly important) shot.
If I had to suggest a tweak, it'd be some way to reduce the outrageous amount of waving the characters do when you're trying to line up a shot only to have them move at the last second.
Yeah well, the thing is, that the difficulty names dont make it sound it like that. There is Casual, Regular, Experienced, Veteran and Elite. Regular sounds kind of NORMAL difficulty, and experienced HARD. I thought the rest 2 were aimed at people who have finished the game already, and nowhere it makes it sound that Elite is the "intended" difficulty setting to which the game is balanced.
I guess the Act 3 would have been harder with added enemy health. I could one shot most of the enemies, which made them trivial. At some point in Act2 I couldnt do that, and some rooms were much much harder than anything in Act 3 due that.
It smacks of the same sort of logic behind "playing on Legendary for first run" of an FPS. It doesn't matter how good you may or may not be, it's hardly the difficulty the devs intended players to do their first time.
Dont forget either: that the DLC provides gear that makes level 3 significantly easier. And arguably one of the more powerful characters in Fen. Although i never used Fen.
A big part of Steamworld mechanics is manual aiming. I suspect that by level 3 players are also way better at picking headshots and overall aim, thus increasing survivibility.
Also, Tough beginnings compared to endgame seems to be a common balance issue in rpg gaming. On this point, maybe future devs can try to adjust accordingly, because i too, find many games anticlimatic in the end. If you play hardest or second hardest difficulty in SteamWorld heist, you WILL find the endgame challenge you are looking for.
Its been a while since I played, but I am pretty sure the game states the 3rd out of 5 as "hard" already. The way the difficulty levels are named and explained give the impression that 1 is easy, 2 is normal, 3 is hard, 4 is super hard, and 5 is almost impossible to complete. I always pick "hard" in games, so in this game I took 3 since I thought the rest are meant only for long time veterans and 5 is just a curiosity mode made for 0.1%.
Reason was, as stated before, that the overall damage output of enemies were lower than in earlier acts compared to player characters. The only enemies in act 3 that does deal a ton of damage, are the ones that used an entire turn to aim, making them easy to avoid getting hit by.
The hardest level of all levels for me was the last challenge level in act 1. I tried this level on difficulty 5 of 5, and ended up reaching maximum alarm on my way back to the exit, meaning that 5 enemies spawn every turn. Other than that, level 5 has not been that hard because of the added XP gain.