Red Solstice 2: Survivors

Red Solstice 2: Survivors

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TRS 1 tactical mode Vs TRS 2 Radial/talent trees
As a veteran of TRS1 and finally purchasing TRS 2 I have to say I’ve greatly enjoyed the game flaws and all but one thing has without a doubt left a bad taste in my mouth and that would be the bots and the amount of control/ customization you have on them.

Now I will start off saying I totally understand why the radial system and talent tree was put in place and that is the fact that TRS 1s tactical mode was complicated AF
But it opened up so many possibilities and tactics you could use while in game.

I’m going to use the demolition as my example in both versions of TRS

As of now in TRS 2 your demo is pretty much dumb as dirt with only one skill you can use/talent into

Where as in TRS 1 you had the ability to build your demo into whatever you want and take control of him to use skills and give him commands. That being said you had to take control of the demo in order to use the skills while micro managing your other three marines.

Again I completely understand the use of the radial menu in order to simplify the game but tactical mode in TRS1 gave the game much more replay ability.

Now I do not see the radial menu going away but we need way more customization for the bots.

Now my next issue is the dam talent tree for the bots.

So in the campaign you take the time to research skills and new abilities for your executor. You would think you would have the option to put those skills to use with your bots? Well the answer is no.

You pretty much have to roll the dice and hope you get RNG on your side for the talents you want. At least for the assault class I’m not sure of how many abilities are possible for your other marines.

The problem is if you get a bad roll on your marine you have to spend resources/time and specialists to be able to roll the dice again meanwhile your map is being infested.
I would much rather have the choice between all of the abilities to build your marine into what you want with the tiers allowing you to slowly develop your marine “obviously limit the choices so you don’t pick weapon damage for all the tiers”

Now one idea for a fix would be to allow you the choice of 8 skill slots across you and your bots with passives being limited to 8 as well. While allowing you full control of your executor but for example if you wanted to take a recon with the gunship drones ability to use as the executor.

I would like to hear feedback from you guys on this
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While in general I don't care much for bots as multiplayer is true heart of the game, the bots do serve their purpose, allowing you to customize your party just enough in campaign.

TRS1 bots had to be babysit and micromanaged completely, TRS2 they are more self sufficient, both approaches have their ups and downs and I think they were made into what we have to increase "approach-ability" of the game as many new players start with campaign, TRS1 had extremely steep learning curve, TRS2 is a bit better in that regard and current bots do help with onboarding.

Lastly, campaign being fully playable in coop now might be the reason why bots are taking 2nd place as you still can fully customize and use your team to best results, simply now you have the option to take friends into the fray.
Katitoff a écrit :
While in general I don't care much for bots as multiplayer is true heart of the game, the bots do serve their purpose, allowing you to customize your party just enough in campaign.

TRS1 bots had to be babysit and micromanaged completely, TRS2 they are more self sufficient, both approaches have their ups and downs and I think they were made into what we have to increase "approach-ability" of the game as many new players start with campaign, TRS1 had extremely steep learning curve, TRS2 is a bit better in that regard and current bots do help with onboarding.

Lastly, campaign being fully playable in coop now might be the reason why bots are taking 2nd place as you still can fully customize and use your team to best results, simply now you have the option to take friends into the fray.

So in TRS1 it was very easy to build bots into passive shooters. Really the only thing they would need to do is to create automatic skill ups and the ability to set a skill to “use off cooldown”

Meaning you could right click the heal gun skill and it would be “used off cooldown” or turn it off and use the ability when you want to. It really isn’t that difficult.

Also I call bull on this being a “multiplayer only game” tactical mode worked amazing in single player in TRS1
I think the main way to play the game is multiplayer, singleplayer is more like a fun past time. With version 1.3 the single player got a lot better but is still weak compared to the MP. I like the challenge anyway so having 4 soldiers with 3 of them being bots...it's ok.

The way you build bots now it's fun but too random, you might get one that doesnt have a passive skill you want and have to wait a long time before you can train another.
Anyway, in my opinion the game is still work in progress and i hope they continue to expand it because there is too much potential for something great here.

Just means you have to see the bigger picture now, taking supplies, skills or other builds depending on what mission/infection you have
Dernière modification de Neyreyan_Youtube; 8 juil. 2021 à 16h37
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Posté le 8 juil. 2021 à 5h33
Messages : 3