The Riftbreaker

The Riftbreaker

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N1kel Oct 28, 2021 @ 11:11am
Suggestion: Terrain should have more Natural rock forming a choke points.
Terrain should have more Natural rock forming a choke points so we can have like 4 or 5 points of defence, and not just defend all the sides at the same time. They Are Billions are doing a great job at that, they feel like a true Tower Defence strategy, Riftbreaker feels more like and Action/Slasher where towers don't do much and you do most of the killing because the base is quite open and you can't plan ahead and build solid defence points that can deal with the threat just by placing right towers in right places.
Just a suggestion, had fun playing the game, but I would have had more fun if there would be more natural choke points where my towers can stand their ground on their own. I don't know, I would guess tweaking the world generator should be enough. The character is way to strong. I can finish a campaign with zero towers just teleporting here and there annihilating all the hordes with gravity mines/grenades/nukes and minigun/blaster. Towers seem to not matter when you can teleport freely at any point in the base at any time.
Also, there should be more waves more frequently to test those defences, so you would have more incentive to build them properly, as it stand now the most optimal way is to ignore most of the towers and just teleport on points when you need to defend them, if the waves were semi-constant you would have to go on an adventures while the waves are coming and that would force you to build the proper defences all the time. They Are Billions have constant threat or random zombies coming at the base from the fog, so maybe something like that.
Last edited by N1kel; Oct 28, 2021 @ 11:19am
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Showing 1-10 of 10 comments
Amoc Oct 28, 2021 @ 11:37am 
I don't think the game needs more chokepoints. It's just a different style than they are Billions. The enemies are non-sentient hordes of critters and their AI reflects that, so it's really easy to set up your own chokes and funnel them where you want them to go.

If all you're doing is building double thickness walls in a box and distributing defenses evenly across them, you'll have a bad time, but if you add strong points outside of that and/or on corners you can almost create your own chokepoints.

By comparison to TAB, your turret defenses are waaaaay better/stronger. They have larger range, bigger splash, more varied effects and your walls are more durable. If they gave us easy choke point setups like They are Billions I think it would be way too easy. As it stands, late game tech is grossly overpowered compared to enemies and by the time you have access to Fusion power you can make even the largest most sprawling bases melt the final attacks before they even bust the first layer of your wall.
[Peppe] Oct 28, 2021 @ 11:39am 
Campaign is very tame compared to survival. Sure there will be more mods, but this is the first to make brutal campaign interesting: https://www.nexusmods.com/theriftbreaker/mods/10

Maps vary greatly, but maybe they can provide custom option on map gen to tweak how open/closed the map is. That would really only affect custom survival though.

There are billions use random maps or each one hand crafted?
Amoc Oct 28, 2021 @ 11:46am 
TAB are very random amps. On a bad roll you can start with an almost literally unplayable map with some of the harder biomes.

Personally I found TAB way harder (campaign and survival) with a much steeper learning curve. Some of the late-game tech in Riftbreaker seems to be very poorly balanced and grossly overpowered, particularly Fusion power.
N1kel Oct 28, 2021 @ 12:47pm 
Originally posted by Peppe:
There are billions use random maps or each one hand crafted?

random



N1kel Oct 28, 2021 @ 12:50pm 
Originally posted by Amoc:
Some of the late-game tech in Riftbreaker seems to be very poorly balanced and grossly overpowered, particularly Fusion power.

yeah, by the lategame it becomes way to trivial. As I said, I fend off all the later waves by my own basically (well, heavy artillery did shoot and I had 4 of them with no planing just pluck it in there, they cost nothing at that point with 2 fusion reactors). I would like to have players impact on a fight diminish by the lategame.

At the start you should be fighting the hordes, by the end you should be in no way able to stop hordes by yourself without heavy tower setup. It is not like that right now.
N1kel Oct 29, 2021 @ 12:09am 
Originally posted by Amoc:
I don't think the game needs more chokepoints. It's just a different style than they are Billions. The enemies are non-sentient hordes of critters and their AI reflects that, so it's really easy to set up your own chokes and funnel them where you want them to go.

But they attack the first thing closest to them, you can't "funnel" them anywhere. The most optimal thing(if we exclude killing the hordes by hand) is building an "island of towers" before the main walls so they attract all the attention.

By the way, I found that building supply depos along the border is much more efficient than walls. They have more health, monsters don't go through them until they destroy everything so they work like walls, and also give storage capacity. All around just better than walls lol.
Shakaka Oct 29, 2021 @ 12:14am 
just set up your own outposts in good spots near the edge of the map and you can force the enemy to fight you where u want to.
N1kel Oct 29, 2021 @ 12:20am 
Originally posted by LeakyAss:
just set up your own outposts in good spots near the edge of the map and you can force the enemy to fight you where u want to.

yeah, I can just teleport anywhere where the horde comes and kill it with my unit also, but that's boring. Exploiting the natural structure of the map is more fun than this. Game is piss poor easy as it is, making chokes must have would make gameplay more fun and defending against a difficult horde an actual achievement and not just spam grenades while holding both mouse buttons until everything is dead without any need for weapon swap at all. Minigun+plasmagun + grenades/mines can kill everything even the last wave without any towers.
Joseph Sneed Oct 29, 2021 @ 2:24am 
I second this provided they give enemies a significant health boost in the mid-late game so they can handle more concentrated defenses. You simply have to line all of your walls with turrets most of the time unless you have observed long enough to know where enemies will start gathering when they attack and when your mech can simply cut through almost anything it is not worth it to make these defenses very good.
Amoc Oct 29, 2021 @ 4:31pm 
If you build your base in the middle of the map you can just build strong points sticking out and the enemies inevitably attack those before going after the meat of your base. It's extremely easy to corral them to where you want them to go and create death traps.
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Date Posted: Oct 28, 2021 @ 11:11am
Posts: 10