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Removing the orbs does not make it slower. The games pace is controlled by level, enemy and weapon design.
different strokes for different folks brother. I hate rpgs.
But do you think my suggestion about the cell pick up gadget would solve your problem though? Because then you might as well start a thread suggesting that and maybe the devs will see it and do something with it.
I would say a big part of the game is ensuring you are getting those orbs. It makes it fun. I went from that game + Gunfire Reborn, into this game. I'm content with the current game design.
They have a lot they can tweak concerning pickups, if the affix isn't proc'ing on crits with other affixes, might want to report that as a bug instead?
The orbs in that game are so easy to collect without research or ataraxia that it's really not comparable, and there's much more room for error. Losing exp to a singularity or not having the early dps to kill some enemy spawns doesn't really change that you typically get to around level 35+ by wave 100
Roboquest cells are literally static. Every enemy is calculated to ALWAYS be the same, the quarry path in the first stage doesn't get you to level 3 because the quarry secret gives you a bunch of bonus exp. The other 2 paths DO get you to level 3 and 10% so missing out on cells is so much more insanely detrimental on higher difficulties where you need those benefits (unless you just get lucky with early levels or have the wrenches to just re-roll flippantly)
The problem though is either the magnet is useless and not worth the trade off of the slot (like it is right now) OR it's TOO good and invalidates the entire point of cells disappearing in the first place.
Also the example of rpgs I was using as a clearer comparison to choice. But in the doom games, you decide exclusively how to handle each encounter with various environmental tools provided to you along with different abilities of yourself to defeat each encounter how YOU personally want to.
This isn't the case in this game, to get abilities to augment how you play the game, you need to collect the STATIC cells, which in turn FORCES you to deal with encounters in a specific way to make sure you don't miss out, which takes away player autonomy.
There, now everyone can play however they want and level up at the same rate but you need to get reckless if you want to heal and have a higher score.
Orbs should just replenish heal, exp should be automatically applied.
So you just heal when you take the risk, but you gain exp no matter what.
Best of both worlds.
But I can agree on balancing, I'd honestly prefer devs to split exp and healing, you get exp either way for kills and orbs only heal you so you can play aggressively with close ranged weapons and such. See, the whole precise gun category seems redundant since you still need to be close to level up anyway, it feels weird that the game punishes you for using sniper rifles and forces you to use long range weapons with scopes as a mid range semiauto rifles. It's just a weird decision. The thing is the game will be vastly easier if played with scoped weapons this way, so enemies had to be rebalanced too since the game only has like two enemies that can mess you up at long range - everything else has slow projectile attacks designed around close range encounters. The game definitely needs another balancing pass and something should be back at drawing board, since not every design decision is working in tandem.
I know the AI will start pre-firing on you if you try and peek around corners and I think they rush you if you sit still for too long, although that might be a heroes+2 thing since it increases enemy aggression.
Honestly, it seems like the game was designed for fast tight close range game play, with most enemies having slow projectiles and every single enemy having a visual wind-up complete with arrows letting you know when enemies you can't see fire at you. Honestly it feels like the entire precision category and all the perks related to long range and staying still are at odds with the game's design, as well as the various things that can sap your movement and make you a sitting duck. The guardian used to have the rocket instead of his shield, and I still feel like a close range aoe damage effect that has some sort of defensive quality would be a better fit for him to match the pace of the game.
I feel like the game wants to be have fast tight game play were you fight up close and constantly move to dodge incoming fire but there's things are in the game that work against, like the tracking sniper turrets or the enemies that stun for getting too close as well as certain classes having a mix of stuff that makes you want to be fast and close or slow and far.
The Recon class for example has perks that reward you for staying still or not firing when they also have perks for moving faster or shooting faster the more you use your melee. The engineer well always be overpowered and not as interesting to play as long as their ability gives them free damage and bullet sponges to soak damage for them, the most fun I had with him was when I had the perk that had your drones turn into rockets when they died and I used it along with my mining laser perks the be a budget commando.
I know a lot of people will hate it but I really think everything should be shifted towards this idea of fast moving close range combat, and anything that slows you down or encourages you to sit in one spot or hide and let something else do the work should be tuned or removed.