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@Neobaka have you had a chance to play skirmish with someone else using the UBAS?
I'm just wondering how it's speed compares to a player.
Slower ---> Longer deployment ---> More likely to hit the higher waves with the top tier enemies
For any objective that's a distance away (which they always seem to place one across the map from your previous one) your better off leaving it unless your going to bunker in place there. But i don't think the mobs will attack unpiloted UBAS and according to the ability description you can't call another down till it's destroyed. So it's a one time use ability unless you pilot it until your dead or destroy it with explosives. But we all know that ability descriptions don't always work as advertised so maybe you can call down another after the cooldown is finished?
Noticed that while I was mucking around with it on a very hard skirmish run.
As a strategy, I was trying to use it for a bit, then leave it somewhere central & charging to come back to. Only kinda worked.
I wonder if there is a way to cause it to self destruct.... or if not, maybe it could do with one?
"To resummon UBAS, you need to remove all points from the skill, that'll destroy existing UBAS and you can summon new one once cooldown is"
Later in the game, ok, i get it. but not the very first thing that happens.
Please dont balance around one class forcing us to play it to deliver enough ammo. dont know if the engibot will be able to take over the ammospam since i didnt have time to lvl him high enough in the 3 missions so far.
why are the energypylons in the very first map placed slightly to the side of the gates if i basicaly have to park the ubas on it to continue fighting for the time it takes for the objective. and dont think about firing the rockets, 400 energy takes AGES to restore even with all 4 beams on you.
Ah neat, well at least someone has figured out how to get around that problem. I still think there are problems with the balance of its operation time. I've seen so some pretty annoyingly quick spawns; a swarm of holers/etaph/fluffy/slasher + speci spawning just after you finish the previous one (we had in this one match) i can't imagine being able to kite without running out of battery which may be why i haven't seen UBAS in later waves
Even assuming you can manage it's battery time I also don't know how well it would fares with a team striping armor off higher tier mobs which you get in droves in later waves. I'm assuming it takes damage from friendly explosives just like the rest of the Engi placeables and if it does, it will take some friendly fire since it's big on top of being hit by mobs since it's slower.
And that is the crux of the thread here, it feels like they are balancing the mob spawn on a single class
And again i also wonder if the the new map size is also increases the difficult quite a bit too. So not only do you end up fighting across a large map leading to ammo problems but also biomass builds up since it takes ages to work your way to where it may have spawned out of the way leading to even more mobs.
It would be interesting if they intended some maps to be played with a mobile class like recon to get around quickly. if so the dropship size also needs to be increased
So yes, 100% agree that this scaling needs to be looked into.
The enemies seem to spawn like zerg balls of death that circle and overwhelm now.
I saw AI terminator Ubas complety locked by enemies, like the blocking with units from warcraft 3.
I did play skirmish on nightmare with some very high level players. The enemy spawns were off the charts, we didnt have time to catch a break.
After wave 16 we specimens, hunters and worms like they were defending their queen/overlord:)
I played with neobaka so he knows:D
We had 2 engineers who seem to go for drones and reaper turets. The ubas is too cluncky to be usefull and turret building is a luxury so they might need a balance patch.
The egineer class seems to suffer from the same problem as other classes, there is only 1 or 2 ways to play it. You basically use the same skills every time because they are op compared to the rest
https://m.youtube.com/watch?v=bCFQFHtBOrE
Then after your first story is done, you're then rewarded with 3 followers, especially one of them is a Hellfire with the signature flamethrower. if you can't handle it, just have the Hellfire handle it, which really sucks for players, because we have rocket ammo generate ability, yet no access to any explosive 2ndary from the start.
the problem with this is the scaling is often far, far too much to even get there. A friend and I have lost nearly every since mission in the new campaign at least twice, even abusing Arclite + fire immunity, even abusing recharging UBAS'
the enemies come far too much, far too fast. We lost one mission, a non-story mission, to six Fluffies at the same time, with some Behemoths ready to follow up if we did somehow magically get out of that
just wanted to let you know that we're working on the difficulty. Both for Campaign as for skirmish, especially scaling.
Fun fact for skirmish: Spawns have not been changed from 1.9x to 2.0.
I think the devs forgot that the main point was always to not take on the strol on a boxing match, you have to move around to get items, do objectives and extract.
In my original campaign i think i reached the highest difficulty possible, not couting the actual map difficulty.
It got so bad that i couldnt move 1 meter without enemies attacking me but i never got flufffies that early or constant groups of elities like i was geting here on normal difficulty:D
Not to mention the terminator ubas 1shot your followers with their rockets wich means standing still or using the ubas is out of the question. It takes a long time to get the speed bonuses so the base speed for engineer is going to kill you more often than you would like
Btw, does anyone know if the engineer gun has an upgrade you can find in missions?