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- Ability to move dead bodies around during stealth.
- Overwatch should also work during stealth, in case I have no other choice but to ambush the guards that are gonna notice me in the next turn.
- Breaking windows in front of guards should trigger the alarm.
- Make character animations and civilian turns a tad faster to improve the pacing.
- Sometimes units are able to shoot each other even at very long distances and through multiple rooms inside buildings, so line of sight needs tweaking.
- Something similar to the Breaching mechanic, the ability to send two agents to knock out two guards at the same time while in stealth. Sometimes I've seen two guards talking to each other for the entire time so it was impossible for me to get rid of them stealthily.
Well, all these suggestions about stealth would make the game easier though, so the problem is finding ways to balance the difficulty.
Overwatch doesnt work at all.
That can play two players in the same PC would be a good feature, very few games have this already, and in a turn-based game it should not be very difficult to implement it.
-Faster animations/movement speed.
-Cover that actually works.
-Breaking windows should alert the enemies.
My problem with the game is in the pacing. In XCOM soldiers just do a short running animation/shoot the enemy and it feels a lot more responsive.
It's just weirdly inconsistent and fiddly busywork the way it is now.
Ability to just "repeat job" when notified of someone finishing crafting something.
Better ability tooltips. What's a snap shot? I haven't seen any weapons so far that have it, just single shot, is it the same? Buckshot comes seperate from shotguns, requires them, but doesn't say so.
1 turn delay between a civillian noticing you and it raising the alarm, giving you a chance to react if stuff goes tits up.
Generally better tooltips.
Explanation of how the highlighting works on the investigation board, I didn't realize you could click stuff until I randomly did it. UI also somtimes gets stuck making you unable to click stuff at all which could easily lead people to believe it wasn't possible and not progress without any indication of why.
Ability to stop an agent's training to send them on a mission.
Cover not making sense with how it's visually presented has been mentioned.
Line of text explaining what agents are currently doing when you're sending them somewhere. I've multiple times accidentally sent someone that was already doing something somewhere thinking they were available.
Being able to duck under windows that chest height during infiltration.
Weapon ranges in weapon descriptions.
Oh and of course perks giving you actual numbers. Having to load and save just to see what they actually give isn't very fun. Not easy trying to decide which is better when you can't see the numbers.
Was disappointed there is no Nvidia Ansel support though. Maybe a better free cam at least? lowest zoom level is still pretty far away. I like to get into the action.
- If it is intended, maybe lower the accuracy if the target is far.
>Better descriptions for perks.
>Better cover systems
>I have no idea why breaking windows doesn't alert nearby enemies
>Rework the line of sight.
Isn't this because the game has the same thing from Xcom, where your agents will throw themselves through windows when given a move order because they decide its the most practical path to that spot?
So they just decided to make breaking glass a non-issue to work around it.
I don't know what to comment on that. Never played xcom before.