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There will be no James Raynor in TAB.
The signs outside of rooms telling us what they were used for are a great start, but they could do with being expanded upon because 1) the number/strength of enemies inside doesn't always correspond to what you'd expect from what the room was used for, and 2) we don't find enough resources around the base in logical locations to both inform and reward our choices.
Or to put it another way, which would you prefer?
You walk in and see three closed doors.
Door 1 sign: Courtyard. Warning: infected! Inside you find lots of zombies, which you kill before going back.
Door 2 sign: Showers. Rat traps have been set. Inside you find a box of grenades which you wish you'd had five minutes ago.
Door 3 sign: Kitchen. Inside you find four chubbies clustered right by the door and get murdered.
OR
You walk in and see three closed powered doors, as well as a crispy dead zombie and a sparking panel that looks like it's been chewed on. A camera high up in the corner has a little red light; it looks to be in working order. You think you can rewire the panel to divert power to one of the doors, but only by locking off the other two in the process (so that they can only be accessed later on, after working your way around to the back entrances).
Door 1 sign: Armory. Inside you find grenades/a rocket launcher/whatever.
Door 2 sign: Security office. Inside you find monitors which reveal all/much of the map when inspected, including enemies.
Door 3 sign: Cellblock. You can hear muffled shouting from behind this door; inside you find a few grateful soldiers who join you for the rest of the mission.
Coming from games like Warcraft and Starcraft, I'm missing the micro potential and variety that active abilities can bring.
It's even weirder that the heroes are so barebones both in personality and ability-wise, and their levelling options (which is basically just numbers boosting, nothing to give the hero more options or abilities), considering that Numantian actually have an RPG under their belt.
Honestly, I would have expected them to know better.
Better yet add some kind of perk or something that just starts you off with an extra soldier or two so it doesn't feel so lonely/stupid most of the time.
The devs could learn a lot just by playing starcraft ONE "hero" missions in terms of design/playability. The worst starcraft I hero mission is better than the best TAB mission, and starcraft I is like...more than 20 years old.
I also agree that some general variation to the gameplay of the hero missions would be great - some other objectives than just "explore, kill, collect, leave" . Maybe escape a self-destructing facility while the horde is sprinting towards you? Maybe fight some hostile survivors? Maybe even expand on this and have the hostile survivors capture the hero and then have a mission where you need to escape from them while employing both stealth and fighting? Maybe have a puzzle somewhere? Anything but the same damn grind of "explore, kill, collect" . It gets old very fast..
tl;dr: Make some active abilities for the heores. Make some variations to the gameplay loop of the hero missions / new objectives.
TBH i've had a deja vu with this situation as another favourite game of mine had done something similar years ago.
There's an awesome Dungeon Keeper clone called War for the overworld, where you have to build dungeons for your minions and defend them.
The devs have put ONE hero mission in their campaign, where you have to search a dungeon with a couple of necromancers who then get undead minions by killing their enemies.
Needless to say, there had been much uproar about why such a type of mission is in their "dungeon builder" game in the first place, but those of us who liked something new and refreshing loved it.
As for the SP missions in TAB, i've noticed the same as with regular missions - the more you push on through and the more tech tree (hero points in this case) you add to your gameplay, the easier it gets.
Once you upgrade the heroes' speed, shooting speed and damage by doing a couple of missions, it actually gets easier later on. At least that's my take on it.
Some special "skills" for the heroes could be a nice add on, but dont fk it up too much.
There's absolutely no entertainment in spending literal tens of minutes just watching your heroes "pew-pew" on single targets (Calliope) or small clusters (Butchman McButch).
Make them drop individual targets like real "heroes," increase aggro radius and noise attraction, and it'd probably fix a lot of the tedium without too much effort involved.
Basically, make fights faster but more dangerous, though I can imagine people Ironmanning on Apoc would probably have a few comments to add about it ;)
You literally get punished for exploring. Even improving your vision range is detrimental because of that.
HAHA the misclick finally happened to me today after 30 mins of clearing (whoever thought "harpies in solo hero missions" should get slapped XD).