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Bir çeviri sorunu bildirin
What I do love is when the spawns go ape during a mission and all of the sudden the team is getting hammered by an armor column backed by massive enemy units.
It's a fair criticism. Maybe the Overseers are a bit too tanky for the very many that can appear. For me personally, I think the Illuminate were introduced very well for the last few days they were added. I look forward to what the future content is gonna be.
There was a lot more need to specialize, and play cooperatively. And if you played cooperatively with four players running specialized loadouts even difficulty 10 was very viable to defeat consistently.
The reason people struggled so much is purely because they would try to one man army. There was no usage of squad tactics or any sort of cooperative play and everyone failed to specialize. People failed to use stealth or any sort of strategy to complete higher difficulties and then they started to complain about it being too hard.
Weapons that were too strong got nerfed, and then the playerbase continued to whine whine whine and now we're here.
It's not terribly awful. But I have not failed a single difficulty 10 in recent memory. There is never any threat of losing a mission and the game has lost it's stakes.
I can run around with a one man army loadout on my own, and be completely fine.
We do need some progression and new ways to play the game though so people can rotate between game modes and burn out less. Even with the squids the game hasn't fundamentally changed.
Back to difficulty: RNG in regards to enemy spawns has a huge influence on if the game is easy or not. I actually think the game gets easier in D9 and D10 on bots and bugs because the amount of heavy units there often times eat up the spawn budget of the small enemies that call in bot drops and bug breaches. Especially on the automaton side you often get single tanks where you just shoot one shot and move on (laughably easy).
The game in many regards is a knowledge check, once you know all the tricks like how to properly space enemies, where their weak points are and have prepared for it, it's rather easy. Especially in a team where you have near infinite eagles to constantly overlap and blow everything up.
If Arrowhead really wants to make the game harder and more fun at higher difficulties, all they have to do is crank up the spawn rate of small enemies. That way people have something fun to do (shoot stuff) and those small enemies will wear down your health and supplies while not feeling like you can only play if you have an AT weapon.
And for super sweatdivers I propose a booster that will lock a stratagem slot, if you have a team of four, take that booster four times and only do a primary / secondary only self found run. Give players a choice but make it so that you can only take that booster in private lobbies.
I seriously doubt that you have been playing this game outside your friend group.
I have dropped into MANY missions where there was only like 2 reinforcements left at Diff 10.
I have 700+ hours in this game, does it need to be ball-bustingly difficult? No, fun is the highest priority, and if I get that, then it's good.
If you want more difficulty ask if they will start working on lobbies where you can place mission modifiers for extra difficulty. Asking to bump up the difficulty on NON-CUSTOM missions is a recipe for disaster. They have proven time and time again that buffing and fixing enemies is what people want.
While I understand the need for a challenge, the proper way would be to allow special lobbies for modified high-difficulty missions, not forcing that difficulty on people using the basic search function.
After all, this game literally has the function since launch to win just by completing the objective despite using all reinforcements, which is pretty easy to do. Furthermore, back in the start of this game, the railgun could one-shot Bile Titans in the head.
The game was never hard, the only time it was "hard" was when they dropped escalation of freedom and all the mobs that would just CC you into oblivion (Ragdolling, slowing, knockback, etc...). Not being able to control your character to even play WAS NOT FUN. It had nothing to do with difficulty, only enjoyment.
You are letting nostalgia blind you, there are videos by OhDough that specifically call out this Glazing if your curious. Otherwise, post your Diff 10 solos here or STFU.
I am the real santa claus. I only work 1 day in the year and deliver 4 billion gifts to the children all over the world in 24 hrs with my time-bending, lightspeed, rendeer-powered sled. Yuu dont believe me? I am a random internet guy claiming ridicolous things in a steam forum.
Game's not too easy, the skill ceiling is just very high.
Example those regular troopers the ones with the caster staffs, OP flat out without question.
Once they melee you you're 100% dead because the followup animation has ZERO windup and no cool down window so they knock you down then while you're down unable to get up because AH is VERY smart, they melee you and OHK you. This is not fun at all and anyone with half a functioning braincell would have seen this nonsense during testing and listed it as something to balance properly. That fact doesn't speak to kindly about how good AH is at their job.
The zombies... yeah again point blank shots to the body, face etc. they just eat it all up, mags worth for a single small hoard of them, should not be the case. Especially when we can just kill the normal Citizens with one or two shots anywhere on the body during the evacuation objective. They shouldn't be more durable than their regular counterparts if you are going to put that many in and spawn them in mass groups infinitely.
The hovering guys, yeah way too many shots from Medium AP weapons or even HEAVY AP weapons designed to kill tanks! Requiring more than 1 AMR/AC round to the body or face is far too much, but to require 3 or 4 shots?! Nope you guys clearly didn't play test this. SM2 was bad because of how spongy every enemy was and how weak our weapons are, this game continues to go back and forth and most of the time backwards in weapon damage and forwards in enemy durability. Meanwhile we continue to lose durability, still hate having brittle bone disease ever since they change our limb health to nothing.
The Tripods (no I refuse to use any of the ingame names because I don't care) can tank all 6 rounds from your backpack from the RR... HOW?! Oh just aim for the spindly legs or the very small hitbox on the joint next to the body. The joints that are right next to the head where you tend to aim and where a large detonation happens... again OP and just way too tanky, period.
It's just not a serious enough story/world build to draw from soft type players. Work with who you brought to the dance not who you fantasize about.