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In older games it was understandable, when there were only 1 or 2 classes
As wing you can dodge a lot, as air raider you don't need armor as long as you got vehicles, as ranger you steal another air raider's vehicle ^^ and as fencer... well.... you are in a bad place :P
The worst part is that indeed, armor is best farmed at easy difficulty, there is no bonus on inferno difficulty... So when you see an armor box on inferno it's still only 1 armor...
If you are bored on the lower difficulties and you wanna play inferno w/o afk farming or cheating, you just gotta take wing or air raider (best).
Your vehicles are far, far larger than the characters you can play as, and almost every enemy attack in the game is scattershot meaning larger targets are guaranteed to take more damage.
Fencers are actually incredibly good at running inferno with low amounts of health, possibly the best at it. This is because they have amazing mobility and shields capable of reflecting attacks back at their attackers. Fencer can defeat a king spider in a single blow using only level 0 weapons. I doubt any other class can pull that off.
I'm beginning to think it should almost be:
Easy x1 (No change)
Normal x1 (No change)
Hard x1.5 (50% increase over Normal)
Hardest x2 (Double the Normal rate)
Insane x3 (Triple the Normal rate)
Double the rate should be more than enough. But only for the higher levels like lvl28+.
Either way, I'm more interested in just making the harder difficulties worth farming in.
The whole dropping system is done extremely poorly to boot, with ranges making no sense, and the capacity to get duplicate weapons, which is completly stupid.
Wing diver also doesn't get enough armor by crate, the mobility doesn't justify the low armor.
Not only that, but having to actually physically collect crates break the flow of the game greatly. Usually it means leaving a few ennemies alive while you painfully move around the map to collect everything. Or do so between ennemies groups. We're here for the action, not the crate collecting. Just give us all our rewards at the end of the mission automatically instead, and everyone will be happy.
And of course people who skip the first 3-4 difficulties (too boring) will find that they simply can not get hit in inferno AT ALL due to low armor and no armor scaling in higher difficulty.
I'm more miffed about the poor weapon balance. There are tons of weapons that are just downright useless in this game. I would guess close to 70-80% I have never used more than once after realizing how terrible they were.
I guess collecting armor doesn't bother me too much, but it IS super annoying to beat one of the "bosses" and never have the chance to collect what they drop since the level ends immediately after they die. Plus, the amount they drop should be 2-3x as much.
I get why the Wing Diver gets so little for each Armor; they can easily gather ALL of them on a level whereas the others have a harder time doing so.
And actually saying that WD should get less armor because they can actually pick up the crate is ludicrous. That's justifying a serie of poor design decisions in one fell swoop. Rangers should never have been so slow, and walking/running speed in general, especially seeing how large the maps are. Crates should never have been able to fall in places where you can't get them. You shouldn't even have to pick up crates. Thoses are the big low points of the games, and issues that need adressing.
Ergonomy is the second most important thing a game must have after stability. Even before it has a good/cool concept.
That said, I think there is some common ground/solutions that needs to be found in this game.
There is currently absolutely no benefit to grinding for armor in the harder difficulties (I), grinding for some classes (especially Ranger) is very hard because of their low mobility (II), and crates can sometimes be inaccessible (III).
(I) The first, I think, should be resolved with a difficulty multiplier as suggested in the OP (original post).
(II) The second issue regarding mobility, thankfully, sounds like it will be somewhat addressed in EDF 5 with the ability to sprint for the Ranger. I wish it was coming in EDF 4.1, but it doesn't appear that they are too interested in changing or adding anything to the game. They have our money already...sorry suckers. I still feel like more should be done, but I don't know how to do that without fundamentally changing the mechanics of the different classes. I ahve some ideas that tie in with the third issue of crate accessibility.
(III) The third could use some finesse.
*** Out of Bounds ***
First of all, they did addresss some issues going from 2017 -> 2025. That being crates will no longer spawn out of bounds when an eneamy is killed out of bounds. Instead it spawns at the closest in-bounds location.
*** Buldings ***
However, what about crates that fall on top of buildings? Only wing divers can access those, though, the other classes could blow up the building if they brought explosive weapons. Two solutions I can think of is either have crates only spawn around buildings or have the crates bounce of an invisible slopped wall that is added to the top of every building.
*** Climbing ***
Another issue is crates spawning in mountanous areas that are hard/impossible for the other classes to reach. One thought I had is make the "sprint" funcitonality added in EDF 5 ALSO act as a "climbing" functionality. Once they reach a wall they will begin to climb it (though weapons will be disabled). If they stop "climbing" to shoot, then they will slide down as usual.
*** Crate Physics ***
A possible aid to everyone would be to "doctor" the physics of the falling crates. Any time a crate falls make it so that it has a tendency to bounce towards the nearest player on impact. This would reduce how far apart the crates tend to fly and give less mobile classes an easier time at crate collection.
I really hope Sandlot does indeed read these forums. I would love to see a game series I love continue to grow and increase in its fun factor