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The canaanites are too tanky, deal too much damage, and rarely get staggered by your attacks. If i could atleast stunlock them with a molly or blows to the head it`d be fine, but they are each their own walking tank with a timed alarm inside. They will literally rush to the bell while half their brain is missing and/or melted after i walloped them with a thermal mallet, and then turn around and die instantly from the next attack. I really don`t understand who keeps this trend alive and why does this happen in so many indie games specifically.
Specifically this. They wouldn't feel so miserable to fight if it wasn't for the fact they take so much damage to actually kill. Conversely, they wouldn't feel bad if they just didn't deal so much damage. The only enemies that actually have more HP than them are the Yeti, Tarasque, and Defense Bots (maybe containment bots.) If it was just dealing a lot of damage or taking a lot of damage nobody would care, but it's not, it's BOTH. Their melee strikes hurt WAY MORE than any guns you're shot with that aren't the snipers or Defense Bots, and they're tankier than any other human enemy to the point that you really can't actually do the usual thing you do with enemies and just beat their heads in while stunning half their attacks. That could've been an interesting angle to work, making it so you have to consider blocking or stealth much more. But it doesn't work when 2 of them can ignore shields and their immediate response to seeing you isn't "Kill this guy" but rather "Run to the bell while being near impossible to stagger or kill before you ring it, effectively ensuring you are going to have to deal with a fresh wave of them coming in, one of that wave ringing the bell again while you're busy fighting the other 3 canaanites."
And again. NOBODY WOULD CARE IF IT WAS JUST IN CANAAN, BUT THEY RAID YOUR BASE. Which makes them feel WAY less special, because now they're just an overworld enemy too. You know a portal based enemy that takes this sort of idea and does it well? THE ZOMBIES. Because they're mostly non-intrusive to the areas they invade and generally just add to the environment as opposed to "Well ♥♥♥♥ me guess I'm losing half my hp this encounter."
Cause there's nothing to "git gud" at here....
It's just numercis being overtuned, that's it. The enemy AI in this game is still rudimentary as all heck that it's easy to make distance and make space between crowds of enemies to pick them off.
It's made that way simply because the devs wanted to simulate a stealth heavy playstyle and tension for the Halloween spook theme but with how basic the AI and stealth mechanics are, it simply does not work and most encounters will lead to an all out brawl.
mine and my friends base is built in the section where there is a fence shutter you can make go up and down, and funny enough, each time a random event spawns, the enemies spawn down by where the robot is, and they ALWAYS make their way up to the closed shutter and just walk into it.
i know this will probably get fixed. but currently the enemies can't tell wether or not the shutter is closed as it doesn't "cut off" their path finding, so they just keep walking into it, allowing me and my friend to shoot or poke at the enemies "hands" that stick through it for very easy kills
I don't even think these guys hit me once my entire playthrough of Canaan, but that doesn't mean that they're good.
That said, from what I've seen I'm also weird for liking the heavy melee weapons compared to most players, so...
Base invasions add another layer of base complexity, but at the same time they still get chewed up easily enough from my pre-existing defenses (that is to say, ones I made before running into Canaan) but again, maybe I'm weird with my setup or something and got lucky.
In any case, the Canaan music might be my favorite track in the game and that alone makes every trip there worth it for me.
They were still absolutely reaming my HP, and you can't just fight them the way you do the rest of the enemies. They run directly at you, there is no wind-up to their attacks, the pitchforks have grab moves, they are infinitely spawning, they alert the horde if they ring the bell (you really should be allowed to cut those ropes), they have more hp than like any of the Order units WHO ARE IN BODY ARMOR (Yes I know about the corn and I don't care the Breacher is meant to be the present "big tanky unit." Even comparing them to the mountaineer enemies isn't particularly fair given those guys are still weaker). It is wild that the least dangerous ones are the crossbow guards.
"Just get good. Are you using grenades?" I want you to know I have, at the present, done everything in the game except for go to the toilet dimension. I always do everything in the update when it's released because I really do enjoy this game, I love the way they do the bases, the power, the cooking, the crafting, the inventory management. It's all fun. So yes, I have done the things you all are asking, and I bring 3 healing briefcases with me because I'm GOING to get hit a lot there. The canaanites, at first, were not a problem. They were restricted to a solitary dimension that was inherently optional and you never had to go to, but if you did you got rewarded. THAT WAS FINE. THAT WAS ENTIRELY FINE, I DO NOT HAVE A PROBLEM WITH THEM IN THEIR DIMENSION. The bell thing is annoying but it is f-i-n-e. What I have a problem with is these absurdly powerful enemies spawning in my base and screwing up my farms when they were before an entirely optional challenge. It is because of them I actually decided "screw it" and chose to put laser turrets in my base when I didn't need ANY turrets before.
By the way thank you to the guy who said that it's only the "cracked" portals that're stopped. ...Which tbh, kind of begs the question of what is even the point of that upgrade at a point because you entirely stop getting those kinds of raids? But overall, I'm just upset at how they're trying to make them an external force when that's not really how the rest of the game goes with the express exclusion of the zombies, which are done well.
there is only 2 types of raid events that actually spawn portals inside your base : the very first one which is blocked for good by the upgrade.
and the lazor beam one. which.... doesnt even spawn any enemies to begin with. just fires some lazors at the player only and then ends.
the rest is always spawned outside your workbench area UNLESS your base is so large and cramped that they cannot find a proper spawn spot and then the failsafe triggers which allows them to spawn in anywhere to prevent the player from spawnblocking em.
and if you dont want raids well just build in the mirror. done.
The point of the portal suppression upgrade is to stop the Pest (and electo-pest) and Peccary attacks from showing up behind your base defenses. The Raids are handled by your growing arsenal of defenses you've collected.
As for the 'People of the Corn' Canaanites, they are tougher and hit harder and there really isn't much of an apparent reason for it other than power creep. Head canon makes me think the weird corn they eat is making them numb to pain and amps up strength, not unlike taking certain drugs. Something else to keep in mind that the torches they attack you with are not normal, they have some 'holy fire' trait (ignoring armor) and can and will wreck you if you are careless. Similar with the axes, where they poison you on hit.
My first 'joke' comment was only half joking, since there is more going on there than what meets the eye. I think that lack of broadcasting some of those important details by the game is likely why people are both caught so badly off guard and highly confused.
The co-op group I'm in just went through that area, and while it was rough, the 5-6 of us did clean house, but it used a good amount of ammo. I'm not sure what difficulty you are in, but we are in the Hard difficulty. When I played it in solo, I personally didn't mind, even in Apocalyptic difficulty. However I too noticed how hard they were to down, but I was kind of starving for a good challenge by that point.
Canaan might be overturned for most people playing in solo. There are so many new and dangerous attacks from 'simple village people' that the power scale feels more like bad coding than intentional'show rather than tell' story telling.
But...Here's the thing. Just about every obstacle has some sort of improvement or solution available once you have explored enough, researched enough, progressed enough. I know some of the those changes have been relatively recent like with everyone's 'loving friend'.
And additional changes will continue to happen until we are feature and sector complete. If I have had an issue fighting an enemy, I was doing something wrong and not using the tools available to me in the best way, or at all if I had discounted it for some reason or another.
At least for me, part of the fun has been the game gently leading me to the answer, I then ignored the answer or got distracted. And then continue to bash my head against a wall until I have the "Eureka!" moment.
Also, as a general question, do you have to 'complete a portal' (in that you made it to the end portal and returned back home) for the enemies there to start spawning as base raids, or just have entered the portal world at all?