Red Solstice 2: Survivors

Red Solstice 2: Survivors

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q4TEKS Sep 2, 2024 @ 12:41pm
ammo generator nerf
the nerf from 3 mags to 1 till 2 mags is quite overdone if the engi is supposed to fulfil its role, 1 mag on GAR every 60 seconds is self-consumed. the skill was perfectly fine, on nightmare you even got ammo problems in a team of 8.
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Showing 16-21 of 21 comments
Meme Turtle Sep 6, 2024 @ 4:00pm 
Originally posted by q4TEKS:
Originally posted by Meme Turtle:
I am sorry you feel provoked. Indeed I enjoy playing balanced and challenging games for fun. If you find current skills balance not fun consider lowering the difficulty.
you provoke other people, i tell this to u and than u write that you are sorry that i feel provoked. What do you want to achieve with it? meme you behave like a little narcissistic boy. are you? the difficulty level also has nothing to do with the fact that a skill is not playable, you consistently ride on your argumentless thin statements and just troll around here.

I resort to basic ♥♥♥♥ posting if a topic has nothing of substance. However, let me get serious for a moment and explain the need for the changes. There are three core elements to TRS1/2:
- Co-op. You have a team of up to 8 people that need to cooperate and coordinate their actions.
- Survival. You start with limited resources and have to scout the map effectively to find more and manage them through out the match.
- Strategy. A team without a plant to do missions, find resources, manage biomass and deal with high threats will fail.

If a particular class starts vastly outperforming other classes, especially, specialist classes you have a problem with strategy and coop elements as it remove the need for people to coordinate and fill roles. If a class can produce limited resources you reduce the need to loot the map and ration supplies. If a specific class combo vastly outperforms all other possible combinations in terms of damage and survivability you limit the strategy aspect of the game and viability of alternative playstyles as well as experimentation.

Prior to 3.0.0
- Seeker mines(exclusive to recon) vastly outperformed anything else in the game in terms of armor shred you rarely saw demo/heavy taking that role. And that's on top of huge aoe damage, seeking enemies beyond visual range, dealing no team damage and providing debuff to enemy resistances. On a 10s cooldown.
- Ammo generator(exclusive to engineer) created so much ammo you often had surplus at the end of the mission. The skill was so effective you'd see engineers take nothing but optimizers and ammo gen and create an ammo surplus through the mission. I literary forgot how to loot the map.
- Without the need to ration ammo gun focused team compositions became the dominant strategy. It's much easier to get buffs for gun damage and debuff enemy kinetic res, guns offer both damage and control via suppression-stun mechanic.

I hope you can see now how those skills violated the game core principles and required a change. Seeker mines are still good for damage and debuff but no longer an all rounder that hinders the use of demo/armor shredding abilities of other classes. Jump jet/ammo combo on engi is still doable but not as effective. Both skills have their uses like providing special ammo on demand or repositioning the entire team but don't steal from alternative strategies. Guns are still dominant in terms of DPS but cannot act as a sole source of CC and require complementary skills and team coordination. Most importantly drastic changes like this force people to leave the comfort zone and start experimenting with builds.

You've played the game since release(or even the beta version) and should understand that experimentation, cooperation and surviving against the odds is what made the game fun and brought people together to play it. Not the jump-jetting ♥♥♥♥ while the team afks on overwatch and one recon spams a single button. If you don't I will have to resort to ♥♥♥♥♥♥♥♥♥♥♥ again.
minstakatten Sep 7, 2024 @ 4:01am 
Just removing what's effective without providing compelling alternatives is a terrible way to balance a game.
Meme Turtle Sep 7, 2024 @ 5:26am 
Originally posted by minstakatten:
compelling alternatives
If you can't find "compelling alternatives" yourself you have a skill issue.
quzexe12 Sep 7, 2024 @ 10:20pm 
Originally posted by minstakatten:
Just removing what's effective without providing compelling alternatives is a terrible way to balance a game.
Try using skills/items to eliminate monsters more often instead of just shooting them with guns. The Safe Zone item provides a lot of ammunition, and Terminator can also supply bullets to the team (if really needed). Before the game starts, you can also use requisition points to purchase ammunition.
Randombandit Sep 8, 2024 @ 1:00pm 
Suggested this elsewhere, but, new module for Engi.

It places and functions like a Safe Zone, but it needs engi-juice to charge (otherwise absurdly slow charge over time). You can only have one (UBAS rules). When fully charged, it calls in a pair of the Recon orbital gatling that rotates around it at a fixed distance for a short time (Maybe max level gives rotating Elpida Beams instead). Then a DropPod slams into the pylon destroying it and spitting out a Supply Crate that is MOSTLY primary ammo packs with rare secondary/satchel/medkits in the loot table.

A more boring fix would be to have a skill that just gens a SZ for the Engi, lol.

Then you have ammo gen for mobility, but you have to build for it to use it as team ammo, and a solid reliable resupply, but it takes time and you have to hold to get it. Seems like a decent balance.
q4TEKS Sep 8, 2024 @ 3:50pm 
Originally posted by Meme Turtle:
I resort to basic ♥♥♥♥ posting if a topic has nothing of substance.

you have such a lack of self-reflection that you don't even realise how idiotic you act in front of others and then justify it with the lack of substance of the topic. why do you even write in here if this topic is insubstantial for you, don't you have anything better to do?

Originally posted by Meme Turtle:
- Ammo generator(exclusive to engineer) created so much ammo you often had surplus at the end of the mission. The skill was so effective you'd see engineers take nothing but optimizers and ammo gen and create an ammo surplus through the mission. I literary forgot how to loot the map.
you repeat yourself.
just because someone out of 25 remaining players is playing some cheesy builds with optimiser modules is that justified now, such a thin argument, just silly. the skill was not touched for years because it was never op.
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