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Same with the items, you can upgrade unending varied combinations of items (with exceptions of GPS and such) and it can all work. Its really not luck based
Blue weapons are very strong and power curve is very flat, it all depends on movement and weapon handling. Some people even say picking up legendaries is not worth it over upgraded blues.
You can get carried by being lucky but its really not balanced around that.
Maybe try look at some other peoples footage, stand still to shoot, aim for headshots and move well around enemies, that is the key to the game. If you find yourself reliant on heavy luck to progress, maybe the difficulty is just set too high. There is no shame in turning it down a bit - thats why its for!
Do I pick the cheaper SMG that has a pretty standard output? Do I instead blow all my credits on a risky gun like the armageddon? Should I keep the Orb of Fire? Which of these stats best suits my need at this moment?
When it comes down to it, there is a general amount of credits you will find (the scavenging and credits stats CAN affect this, but you have a conscious power to improve those in many games) and there are ways to guarantee a few weapons and items you like will appear for your class. The rest comes down to polishing your ability to handle your weapon types, how to avoid or mitigate enemy fire, knowing when to make strategic choices instead of investing immediately, and how to accept risk for not-always-guaranteed reward.
It is true that there are many systems to understand and more to learn about how the game functions, but making observations on your runs is key. It is a roguelike. Die, learn, rinse, repeat has always been in the DNA.
The community has been very open in sharing information, and the Devs are working to further clarify the many systems at play. But ultimately the game is a challenging but fair experience that you can tweak to your current comfort or blow out of proportion to absolute slugfest if you want the challenge.
If you aren't satisfied, at least it was cheap. If you want to stay the course, you will improve.
Rip and Tear, til it is Done.
But I still kept playing the game for at least 100 hours of gameplay on 200%. Leveling up all classes to Prestige 1 & Level 25 finally gave me an insight to how to overcome luck.
Please keep in mind that this post will be quite long, because in order to claim why this game isn't heavily luck-based, it's unavoidable to explain a number of strategies/tactics available in-game.
For me part of the fun/challenge is improvising with the weapons and (often powerful) items a game session drops for me, and then upgrading them. That's how the game stays fresh for me after closing on 200 hours.
Maybe if I had my druthers I would use FMJ-9 and Enforcer Carbine and nothing else, just I think that would get boring. :) I adored Arrowhead's Helldivers, but I would get tired of watching players use their favorite laser rifle and pew-pew-pew, never trying any other weapon in the game.
I wouldn't mind maybe some separate skirmish mode where we could maybe pick one favorite weapon at the start? Maybe some year. :)
P.S. I'll admit I still hate the crossbow weapons and refuse to use them. I've read the beta update does something to finally make those more appealing, but I'll believe it when I see it. :)
This is the reason why this game is so addicting. To quote Crysis 1:
"Adapt. Engage. Survive."
I admit that sometimes I would like to choose my own setup, but did I have fun when I got to upgrade my rail shotgun into fully automatic one.
-HeaT
Personal skill, meta knowledge, proper equipment selection, delusion of gunshop appearance making your playthroughs reliable - only makes up for half of your run the other half is either luck or balance abuse (like 1st floor weapon rerolling or unlimited upgrades Coil shotgun/Tactical Observer). Sure, all classes normal 145% playthrough completion can be achieved by simply playing the game, but then there is also postgame (loops and increased terror level due to high sum total of your class levels) and challenge modes completion which is incentivised by class unlocks - and suddenly you start longing for things that could make for a viable build material, which is only available through sheer luck alone.
Add to all of that the fact that there are essential class level unlocks that are only achieved through grinding and it will be no surprise that some would find the game repulsing in some aspect or the other.
If I were to change something, then I would add guaranteed attachment rolls (1 rare or 2 common), conditionally guaranteed gunshop and boss variant spawns, due to how I don't find wasted weapon upgrades/fighting with garbage rolled form crates/no apc and no slime boss runs as "alternative ways for having fun".
If any of the suggestions are "too broken" then what's likely going to be the reason is the absence of balance across outcomes of equal probability.
The way you try to play the game is what is leading you to believe it's overly based on luck. You aren't supposed to carry around upgrade kits or the Heart Core for more than one non-boss floor. If you promptly use these items, you'll find that the extra power they give you will be plenty to reach the next form of upgrading yourself - even if you have weapons that may not appear to complement your current class.
Do not underestimate the different weapons and items in this game; I completed my first 205% difficulty run with a loadout that I didn't feel good about at all.
And STOP with that "first floor weapon rerolling" BS. You are going to hurt your enjoyment of the game if you keep wasting time trying for "perfect" (there is no such thing) outcomes rather than playing the game. This applies to other roguelikes as well.
EDIT: Oh, and remember to use your supply tokens wisely. With these, you can effectively plan a loadout ahead of time (even when you're short on stores). Even when I use all 4 of my supply up tokens, I typically find AT LEAST 2 of the items I was trying for during the run. These eliminate a large portion of the game's luck factor outside of legendary items, which cannot receive supply tokens (but are also nowhere near necessary for success).