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Most enemies after Europa don't worry me at all. Only the enemies with AoE attacks and fast exalted fiends/reavers bother me now. Maybe the enemies with claws and guns could get an upgrade.
My first thought is something like the maggots from Doom 3: melee enemies that are invisible until they're about 2 tiles away, basically in your face. You can't one-shot them from a distance because you don't know they're there. They can appear when you're already engaged with other enemies farther away.
Levels connected via short-range teleporters are another option. Basically you generate the level as a handful of disconnected complexes with one-way teleporters to travel between them, so that the player can't see what he's getting into as he ports between areas. A handful of blind jumps are then required on every level. Understandably, a rework of level generation might be off the table at this point in development.
Enemies with summons would fit the bill, too. That might be easiest - and as I understand it, an arch-vile-esque monster is already being planned?
One more brainstorm: demon "eggs"? Something that might spawn a monster at any moment, but which you wouldn't just obliterate on sight (at least, not all the time) because it costs too much ammo.
Played a bunch of times on Normal on 0.8.5a now, I'm not getting anywhere. :-)
The big problem is getting swarmed by lots of enemies of course.
For solutions, I think the enemies in the beginning need a lot lower aggro radius. Or be nerfed some other way. Maybe move slower, reload often and slow, etc etc.
For difficulty scaling, look at the survival function (https://en.wikipedia.org/wiki/Survival_function) and note it's an ingral. If the probability of surviving a particular level is constant, then the probability of winning the game decreases linearly. And so, if the difficulty of each level increases linearly, the probability of winning the game will decrease quadratically.
I think that quadratic curve would make for frustrating gameplay: to improve, you need to play at the deeper levels that challenge you. You would spend most of your game time grinding in early levels, hoping for better RNG when you get to the later ones. I think you want a curve that allows people to progress to depth. This is similar to The Hero's Journey, that is, how people expect story arcs to be structured.
I think there's also a problem in that the only real viable late game option seems to be the "overkill sniper". To deal with CRI bots and siege ravagers you have to be able to take them out range before they can close to attack. Anything short range is underpowered when enemies can shoot rockets or archreaver balls. You end up handle all the high level enemies about the same way (kill them at range).
As for your particular suggestions - the aggro was lower, and that annoyed people because they got swarmed instead of being able to bait enemies into fighting them one on one. They do move slower, but I don't want to overdo it, as it looks wierd if they skip too many turns.
I play a lot of Medium, and currently, i've felt the game was very fair, especially with the Marine's new anti-rocket perk. I felt i never had to super consider my ammo or health pack usage, and it's been relatively reasonable. The added durability to armor was really needed and it's in a good place now, though maaaybe could use tuning down just a bit (also have repair packs changed how they calculate the repaired amount? used to be straight 50%).
All in all, for at this point a decent player of Jupiter Hell, i feel Medium is in the right spot at the very least. 0.8.4 was brutal sometimes and the lack of early game loot (i read Calisto got a bit of a boost) could spell disaster for a run.
There are enough medpacks, armor shouldn't break either.
Ammo is more than sufficient for both 9mm and shotguns, you'll only have about 60% of the .44 ammo needed to main a revolver (without cycling weapon from the floor).
Easy is easy, medium not so much because you'll fight more enemies, and medpacks are barely enough to cover for dumb mistakes. Only way i can see someone getting killed in the early game is a fiend ambush or standing out in the open fighting multiple enemies and/or keep shooting with high pain.
9mm auto rifle and revolver are +/- efficient for Callisto, with .44 hunter even better choice. Pistol and SMG are weak, and shotgun has a skill component (basically if you don't know how much hp each enemy has and when and where to move closer and shoot, you'll end up eating lead during an otherwise unnecessary reload).
Not sure why, either I'm incredibly lucky or I just know something you don't - I got to Europa my first try on medium. I perked into hellrunner to begin with (marine) because I assumed there would be some point where I'd be ambushed and not be able to just blast shotgun pellets down a hallway to win everything. This also hedges against the possibility that you won't find good armor since it scales inversely with your armor grade, for an avoidance-style defense rather than damage mitigation.
Autorifle can pretty much just handle the entirety of Callisto alone. The application of the SMG is a little more mysterious, but you'll notice it's 5x6 damage vs. the auto rifle's 3x7, and its range is 2/6 instead of 2/3/8. In other words, it's an auto shotgun that uses 9mm rounds instead of 12ga cartridges. 9 mm pistol is just for challenges I assume, since its strength seems to be in cost effectiveness and accuracy at range (beating even the auto rifle at medium range), but is overall poop.
At ideal range 2 it has only about 60% chance of landing all 5 shots.
Sargeants and soldiers have 20hp and armor 2. 4 SMGs shots will leave them with 1 hp (really!), so if you try to use a SMG instead of a revolver or a shotgun, 40% of the time you'll end up hurting.
If you're a technician, go ahead and A-mod that SMG and you should be fine, anyone else should just go with revolver or shotty.
the main part of this would be giving the person a chance rather than being surrounded and killed first level.
i only ever play on harder difficulties :P because i like pain and have not had a completion yet.