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So, missiles are quite easily avoided by dashing. Sure, it's annoying having to do some mental math and make a logical assumption as to when the missiles will hit, but trust me, missiles are far less an issue now than they used to be, especially since the absurd +70% damage bug was fixed.
Second, if you'd done any sort of research regarding replays and damage dealt here, you'd know that the devs have posted, on more than two or three occasions, that due to the non-deterministic nature of the game, the game itself quite literally CANNOT predict what damage is going to be dealt and when, or replay the damage that was dealt.
The game doesn't know what's going to hit when or where. Everything is calculated on the fly. Your chances of hitting a target are ENTIRELY based on the right shots hitting on-target despite any scatter or cover/terrain obstructions.
As far as heat goes, you can quite easily see your max heat in the mech building phase. Just hover over the red attack icon or the purple dash, you'll see how much heat they're expected to generate over how much heat you have maximum. Sure, you can't see the exact amount of heat you have at any given time during combat, but that's never been an issue for me.
You can also view your total heat dissipation on the same screen, in the far upper right corner. I'd agree that comparing parts is a bit of a chore in terms of having to remove modules, compare, re-equip modules, etc, but for a game like Phantom Brigade? It's a minor inconvenience I'm more than willing to put up with.
Game was made by an indie dev team, it's priced at an indie dev game range, and I'd say it's worth absolutely every penny spent. Just might not be the type of game you'd assumed it was going to be or a game you enjoy, and that happens. If you're not liking the game, request a refund through Steam.
And for clarification:
Meaning of non-deterministic in English
likely to have a different result every time, so that it is not possible to guess what will happen: We can adopt a non-deterministic position that sees social structure as a complex system that is unstable and dynamic.
For instance the prediction allows you to plan walking directly into an enemy and lets you pass through them as if you were ghosts. In execution, either one of the units will crash, or both depending on weight classes or damage dealt.
In a similar fashion, if you plan a mech to attack an enemy and hit execute, but the mech gets destroyed or disabled before action can get carried out, this can open the door to a domino effect. An enemy you thought would get destroyed does not get shot at, which in turn shoots at another of your mechs and you potentially take damage on multiple units.
The game can track slow as hell projectiles fired from a launcher and it shows their estimated path and speed, they could have done the same with missiles.
Although, in at least some fairness, plasma weapons seem to have some issues too so perhaps the game really just needs some bugs quashed when it comes to non-ballistic projectiles of all kinds.
Also I second the notion that there should be a toggle that shows damage numbers in the replay. If there is one, I haven't found it, and personally I'd love to be able to look at those numbers in slow-time since it's way easier to read than numbers popping up rapid fire all over the map.
EDIT:
Also, the developer did make a balance pass on missile units and you should rarely see more than one in a given map. Occasionally you'll have two of them, and then even more rarely three. I haven't seen a map with ALL launchers since the patch maybe a week ago.
lol wtf.
Expectation: Managed to trick a unit to harm itself by shooting a missile into a building.
Reality: Most missiles go THROUGH the building...
Im just done with this game.
Too bad, looked promising... and now i read this behavior is AFTER missiles were nerfed... how horrible were they before? Whoever designed this needs to be fired.
If you pay attention, the missiles DID hit the building and it blocked half of them from launching.
Missiles do a ton of impact damage that blows buildings apart, so it doesn't necessarily take an entire volley to vaporize soft cover like a building.
Same trick with the same angle using a hillside would have blocked 100% of the missiles instead of just half of them.
Wait until you run up against units with railguns. Those suckers punch through literally everything, including your shield.
Math im good at, problem is i need to also keep up with the visual aspects, that so fat have only failed me. I posted a gif of missiles going through buildings. What 'mental math' on my part could have prevented that?
Sound like bad design to me.
Most games have in reality two variables, one shown to the player and the 'real one'. Best example i can think of is in X-Com that secretly add buffs to the player the worse it gets. Forgot exactly what or how coz im an old, but 'if you do some research'...
Ironically that another game with 'phantom' (doctrine) in its name failed because of being too deterministic. Taking away the devs ability to tweak things mid action sounds like someone cutting corners or making an abysmal design decision that will doom this game to failure.
Congrats.
Why? I don't want to hover, i want to plainly see.
Why force me to click and hover so much?
Its not a 'minor' part of the game, its supposed to be 50% of the game. Spending time building and tweaking mechs is a core aspect of any mech game. Making it so cumbersome is counter intuitive. Indie dev? Hire a UI designer.
Just finished a battle with all of the enemy having missiles (not counting tanks), although one of them was a side weapon. Having a rocket launcher side arm is also mind-blowing. Was this game ever play tested?
Depending on the weapons you're using, double check the levels of your guns versus the enemy level you're shooting at. I've found anything beyond two levels of difference means you're likely dealing less overall damage, and zero concussion damage, period. Every couple provinces you liberate you'll end up needing to upgrade at least your weapons, if not your parts.
As somebody above pointed out, the gif you posted clearly shows at least half the salvo of missiles basically being eaten by the building. Structures are soft cover, nothing more. If you want to stop all the missiles, gotta make them eat terrain. Otherwise, depending on how far away the missiles launch from, give it anywhere from 1-2 seconds on the timeline and then do a dash or two. Should cause the missiles to scramble and, more often than not, just outright fail to reach the target.
When you've been targeted by missiles, the entire job of that mech during the next turn is quite literally nothing more than staying alive and dodging ♥♥♥♥. The more enemies focused on one or two of your mechs, the more they leave themselves open to being shot at by the rest of your squad.
As I said, the game is non-deterministic in nature in regards to what's going to hit and what's not going to hit, quite literally meaning the game CANNOT REPLICATE THE RESULTS. It is IMPOSSIBLE to replicate what happened within the game's engine. What happened, happened. Haven't used it much myself, but I do know that by holding Ctrl you can view more information such as total damage taken. Not sure if it's over the course of the entire battle, or just based on the last immediate turn. While it isn't going to provide per-hit details, it'll give you an overall snapshot of damage dealt and taken.
Congrats, here's your lazy-as-♥♥♥♥ award. I've told you where to find the information in-game, it's up to you to do with it as you will. If you're spending 50% of the game building and tweaking your mechs, then you're going to be in the exact same window where the max heat and heat dissipation are located. It doesn't take more than two seconds of your time to see the information.
I've seen games with far worse UIs than Phantom Brigade. Games with UIs that are far less intuitive than Phantom Brigade. Games that give far less information than Phantom Brigade (Or give too much information in some cases).
Plan A) Is there cover nearby that could block the missiles? If so, hide behind that. Optimally I should be behind cover within a second after they stop firing. Against some missiles with a high arc, this will probably not work. Low trajectory missiles are easier to avoid.
Plan B) If there is no cover, just move until the line that shows missile fire disappears, then move for a second after that, then dash one or twice depending on range. Once if they're fairly close, two if they're further away.
That works easily 80% of the time, and it works for multiple launches against that target.
It's much harder of course against multiple launches against multiple units, but at least one unit should be able to return fire every round and that will eventually whittle down their missile units who I notice are usually light or medium targets so they're a little easier to burst down.
You can often cause missiles to come straight at your mech by dashing, at which point just throw your shield up in the direction they're going to be coming from (Again, by holding Ctrl and clicking on the ground) and you should be able to block 'em.
Wtf is wrong with you?
Ok, explains whats 'wrong' with you. You just like swimming in ♥♥♥♥.
So when you find a less smelly piece of feces ur all giddy with excitement.
Most ppl have standards lol.
Also, there isn't such a thing as too much info in a tactical game.
At worst it gives the illusion of complexity.
In regards to standards, I think too many people have become absolutely spoiled by all the hand-holding current-day AAA titles do. Look at Morrowind, didn't hold your hand in any way what-so-ever. It let you murder any NPC whether they were important to the main plot or not. But when we get to Oblivion and Skyrim? Oh no, that NPC is important, you can't kill them.