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And it seems like theres no timers or any other objectives besides staying alive. So if enemies lack certain units you can just go to high cover and spam overwatch. They WILL eventually come at you and kill themselves because they will have ZERO percent change on hitting you because of the stupid 0-25-50-75-100 system. They also constantly do very questionable moves like going into overwatch even thought you arent even close.
What makes the game hard is that you have hard time telling how many enemies will be alerted. Sometimes you alert only 2 to 3. And sometimes the whole area... The difference in difficulty between these situations is HUGE. You also cannot tell when you're walking into overwatch range and when not unless youre manually counting tiles. I would like it more if every zone was pulled by default BUT if there was few specific zones where you could pull them seperately.
The game is deliberately conceptualised as a stealth-tactics game (remember most devs are from IO, devs of the Hitman series). If you don't do this then yes, it will be hard and you will have problems. But if you do this however almost every area gets reduced to a single group of 2-3 enemies at once (some rare exceptions where you might have one group of 4 or 2 seperate groups of 2-3, like Spear of Heaven... or like Sea of Titans, where at the end the named guy is all alone - and on top of that you knock him also out... poor guy).
this. +1
that was the whole point of the game. to stealthly pick off stragglers. explore the map and see which groups are in what proximity to each other and start your fights off in an area where the shots will not be heard. if you go shooting at a group and you're smack bang in the middle between 2 groups you're f***ed. try to start fights off on the edge of the map where you would pull only one set of enemies.
You cant read? You are unable to understand in game what area will be alerted! In some sectors you can shotgun your opponents openly and nearby group will give a flying peny about it, and some other sector you shot isolated opponent and even opponents from the opposite corner of map will jump from their pants. Whole points the guy wrote is unpredictable outcome of your actions in game.
Like in one area I was trying to be really smart with my positioning and taking a good high ground spot but it turned out that it was a terrible spot because I would always end up alerting the entire area and eventually get overrun.
So what I did next was that I just shot some guy who was in the corner of the area without any sort of tactical positioning. I ended up alerting only 1 other enemy. Then on my next fight I ended up alerting only 2 additional enemies. And then third fight was the last. It just felt lucky and wrong.
So I would preferred if you always alerted everyone by default and the game was balanced around that. Meaning that the game expects you to find a good spot and start the fight by eliminating key targets and from there on holding your ground while you're being swarmed down by the rest. And preferably smaller maps so that it isnt so bothersome to find lootables and it would feel more like a survival scenario because you're in tHe ZoNe and stuff.
And maybe some additional winning and losing conditions like some zones would have low air so you only have X turns time to clear the area or some have infinite spawns until X turns or in some you need to destroy something in X turns. I didnt finish the game yet but I think im close and I just cant stop thinking how overly simplistic (while sometimes confusing) the game is and how much more it could been.
Sorry to say but you are the opposite of smart, as you didn't understand anything - you have:
Sneak through the area, observe paths, kill the stragglers, reduce enemies... the rest is just a simple (3-ish) group. This is how the game was conceptualised, this is how the devs wanted it to be played. A STEALTH TACTIC game. Or maybe better: see it rather as a puzzle game.
Is that really so hard for you to understand?
This is... just not a good game and saying other wise is very... um... 'going fallout 76' about this.
it's because you were far away from any groups of enemies. I've done this deliberately countless times without alerting the enemy.
well durr....then that enemy is not meant to be stealth killed. facepalm. When i finished the game I could kill ANY enemy that was 26 HP or lower silently. For enemies greater than 26hp and if they were far away from main groups I could kill them with actual assault weapons and shotguns without being heard due to distance. failing to explore the map and locate ALL enemy locations and not planning which group to attack first is your biggest downfall.
git gud
And if you play on normal you can just mindlessly spam the skills in every fight. On hard/very hard you have to think about the order in which you dispose the mobs for the skill CDs. But also very much doable. I.e. every "Chief" can be hogrushed and this way killed silently and alone. And (also again) in the end you have a tiny sad group left that will be "normal" fought.
But it's a SP game and I like it that way; it's ok to be the badass ;)
However the game was designed to be played in this very specific way (these are Ex "Hitman" devs; you also have to play that game the way it is supposed - stealthy and not like Rambo - or you will most likely fail). You have to understand and accept this. If you do you'll notice it is very much balanced - just in this specific way. Problem here is that most people expect another XCOM. I never played XCOM but it's pretty clear that these two games have more or less only in common that they have turn based combat. But the "philosophy" is completely different (again haven't played XCOM, so it's an assumption based on comments). So IMHO it's more a matter of personal expectation and willingness to overthrow that expectation and embracing the way the devs meant it to be played.
And yes, I also had to learn this... took me a while trying to learn that because I also wanted to brute force the first group. It was miserable and I also was angry at this "damn unbalanced game"... Then I saw how it is balanced as I learned the intention behind the design. But (again again) it's that specific design that you have to accept.
Or you just play something else if you don't want to - I guess everyone's pile of shame is big enough ;D Lykke til!
And these git gud arguments are so dumb.. The game isn't THAT difficult. It is just that the lack of information makes the whole stealth system very questionable. Same goes with predicting overwatch range. I've beaten majority of the game just by alerting pretty much everyone. Yesterday I alerted the whole camp in some zone where there was a moose picture or something. There was a tank, sectopod, boss, pyro and multiple melee and rifle units. It is also interesting how cooldowns are balanced around kills instead of turns but it is also... weird. Like some of them are highly abuseable because of this. Being able to make Bormir immune two turns in a row is just ridiculous and thats just one skill.