The Riftbreaker

The Riftbreaker

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This game is fantastic...except for the difficulty.
We need scaling difficulty available as an ingame option. I love all the ways you can edit difficulty before the match starts, but finding a setting set that is survivable early game and still provides a challenge later on is hard to impossible.

Increases to difficulty are massively and disproportionately harder to manage for the early game vs late game. Being able to increase enemy damage would extend the playability drastically, especially for campaign which is really a joke after you start visiting other planets. This could either be in options, or as a additional buildings that "attracts more dangerous animals to further stress test the simulation"


My favorite game of all time for this genre is colony survival, because it has an item you can place endlessly that ramps up attack difficulty each placement
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Showing 1-6 of 6 comments
I think someone mention that the Level of your Headquarter influence the difficulty.

My only problem is that when the enemy has oblirated a chunk of your base you run in giant Carboniom bottleneck and cant defense a second wave.
Originally posted by Caparino:
I think someone mention that the Level of your Headquarter influence the difficulty.

My only problem is that when the enemy has oblirated a chunk of your base you run in giant Carboniom bottleneck and cant defense a second wave.
If you get into a situation like this, one thing you can do is find a new location using the orbital scanner and harvest a bunch of bioanomalies & geoscanner caches there to quickly rebuild your resource supply.

Your base will not be attacked while you're at a different location, so there's no need to rush before the next wave happens.
Originally posted by Blargo:
Originally posted by Caparino:
I think someone mention that the Level of your Headquarter influence the difficulty.

My only problem is that when the enemy has oblirated a chunk of your base you run in giant Carboniom bottleneck and cant defense a second wave.
If you get into a situation like this, one thing you can do is find a new location using the orbital scanner and harvest a bunch of bioanomalies & geoscanner caches there to quickly rebuild your resource supply.

Your base will not be attacked while you're at a different location, so there's no need to rush before the next wave happens.

This is really what kills the campaign difficulty :(. I know you know that, just brutal how badly it ♥♥♥♥♥ it up. Your main base pumps out resources while you ♥♥♥♥ around on a new map with weak enemy attacks
The start of any campaign above normal at 100% multiplier is pretty messed up. And if you get bad RNG you'll also have the game go feral and spawn attack waves with very little time between them from multiple directions.

In my opinion the first waves should cycle through the pools of enemies from every difficulty until it reaches the chosen one. So on brutal difficulty the first one would be easy, then normal followed by hard before locking in the brutal spawns.
Try Riftbreaker Legacy. So much fun with overpowered mech.

I don't mind tons of monsters attacking, but when human tech (mech especially) got nerfed so much, it wasn't fun for me anymore. It just got more tedious with World 2.0 update especially on Open Campaign.
Originally posted by Stimpacker:
Try Riftbreaker Legacy. So much fun with overpowered mech.

I don't mind tons of monsters attacking, but when human tech (mech especially) got nerfed so much, it wasn't fun for me anymore. It just got more tedious with World 2.0 update especially on Open Campaign.

I agree. As mentioned in the other thread, I'm one of the people who thought 2.0 was too much. I tried a new legacy campaign just for the hell of it, and the game is fun again. No more overpowered omegas that feel like Diablo bosses, no silly loot system, no more paying ridiculous amounts of resources for research, no more being forced to build Factorio-style megabases to succeed. Just having fun exploring and building up my base. Missing a few minor QoL features, but the magic is back. :)
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