Phantom Brigade

Phantom Brigade

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wishing for more intuitive stat information
after playing for a bit, and then getting frustrated with trying to figure out how melee works. Im noticing some important information that just doesnt really show itself well or not explained well in this game.

1. I dont understand the damage system and numbers. I can understand that each gun can do different types of damage all at once, kinetic doing damage to the mechs, concussion doing damage to the pilot and impact doing damage to cover, but what does the damage numbers actually mean, what does 200 kinetic damage really mean? each shot does 200 damage? without this information its hard to judge how many times do I have to attack an enemy and how much would end up being over kill and end up damaging the mech more than you need to.

2. what is each weapon's over heat value, I can understand on the mech parts it'll show maximum over heat number, and how much it dissipate per second. but in battle theres no where that tells you how much heat the weapon does on it's own. leaving us to have to guess and slide the weapon back and forth, making a lot of guess an checks. i'd really like to know some where on screen to know how much I need to wait before I can attack again. especially if the weapon's attack spills onto the next round. at that point you cant even see if you overheat or not and you cant cancel the attack that is already in action.
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Showing 1-4 of 4 comments
Chicago Ted Mar 1, 2023 @ 6:24pm 
1. That's why there's three numbers, one for the damage it can do per action, per second, and per hit. If you know how much each bullet does, that's under "hit". Of course, there's the chance for missing from spread or movement or cover or whatever, so the action and second ones are more upper limits than realistic performance.
DarkenDragon Mar 1, 2023 @ 6:30pm 
Originally posted by Chicago Ted:
1. That's why there's three numbers, one for the damage it can do per action, per second, and per hit. If you know how much each bullet does, that's under "hit". Of course, there's the chance for missing from spread or movement or cover or whatever, so the action and second ones are more upper limits than realistic performance.
ok that makes more sense now, I think leaving out the word "per" in front of each word makes a huge difference. I think if they left it at just showing per shot, it'd be much better. I know that this game was birthed out of the ideas of front mission and thats how it was done all the time, we were given the per hit values only and left us to do the calculations ourselves, which makes sense because saying 200 damge per action is misleading as the damage will be spread between different parts depending on what gets hit. its better to just show per shot and letting us figure it out.
Chicago Ted Mar 1, 2023 @ 6:56pm 
I prefer them showing the damage per action/second, but having a 'per' in front of the action/second/hit thing would be nice
Kreyco Mar 1, 2023 @ 8:42pm 
I think there's some other mechanics at play because I find that fighting "higher level" units result in reduced concussive, and possibly other types, of damage. But having to equip a common part just because it's 2 levels higher feels wrong, because your stats decrease from the lack of slots in the item.

I had a heavy machine gunner unit go toe-to-toe with another enemy heavy gunner unit, but it was a few levels higher. I started firing first but got demolished before even getting halfway through the attack. I did about 1/4th the damage it did to me.... so I have to conclude that there's wonky level scaling which isn't reflected in the stats.
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Showing 1-4 of 4 comments
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Date Posted: Mar 1, 2023 @ 6:00pm
Posts: 4