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And another thing I'd like to mention is key bindings. I would like to have key bindings for every single sensitive action. Like those that belong to sniper class. Maybe I'm missing something, but currently I enable them with mouse click rather than keyboard. Sometimes I want to make 7 pistol shots(4 default, 3 with will points) and surely all this clicking time adds up.
Also, I would like to make a point that XCOM is not flawless eithe. I just always notice when game starts to unnecessary waste time(gremlin animations, same case here, I remember avoiding to use them).
The evac all was in combination with being able to send your solders moving as they travel, you can be giving your other soldiers orders to move as well. So ideally you would run a guy into the zone, and as he's running, send the next and the next and the next, then evac all there without having to wait for everyone to run single file would be nice.
You're right in not really needing "evac all" in this game, but it would be nice to be able to give orders to my other guys instead of watching each soldier run, one at a time.
But some rare ones are up to 45 minutes.
Depends on the circumstances and what set of soldiers is used.
However, I want to say that if it is not so important at the beginning and middle of the game when new types of enemies appear and there is something to explore and strive for.
Then, closer to the late game, it starts to get boring, because you already train you dream-team or two and formed you strategy, but Pandorans attack more often, and it takes more time to simply defend heavens, bases, mines and hunt their lairs, in comparison with advancing through the tasks of the main plot and factions reps...
For the better tactical combats, I won't agree at all, but let keep it at the opinion level, at least I don't agree you own the truth in that matter.
For the XCOM pods, lol, if you like this fine for you, for me it's just a tedious simple trick to create a thrill, totally boring in a combat and tactical perspective.
Same for the two phases design, it's faster to play, but a lot too simple. That you prefer it is fine, it's just a preference matter, not a quality matter. And thankfully not all shooters TB need clone XCOM.
I won't deny XCOM2 is a lot of fun, but there's ton of tedious aspects anyway:
- Abuse of timers.
- Boredom pods mechanism.
- Excessive RNG use.
- Excessive gambling temptations as hacking but a lot more.
- The 2 phases action is basic.
- The stealth system is just an attempt to change boredom of pods mechanisms but it's just once per mission. And between awful side effect from having two pods reaveal when stealth is discovered, enemies knowing where you are no matter how, and more, overall it's a tedious system.
EDIT: About enemy reveal for party generating a stop, for me, it's fine and fair play, but eventually it should not be applied for allies revealed even if there's a logic it does.
But I agree that I lack the possibility to move units simultaneously. That would be great.
You correctly mention why it is difficult to compare XCOM2, a stable game that nobody plays without mods (and I also use the two mods you mention), and PP, which is a new game where the modders have not yet brought the quality of life improvements that we take for granted in XCOM. Compare PP and XCOM2 without mods. Well, I think we will all agree that PP is far better. Mods do improve XCOM2 tremendously.
Another aspect rather unfair is XCOM1&2 are a lot more frustrating than PP, but a ton of players learned to feel it normal, "that's XCOM", or get disgusted and probably won't ever bother on PP but a few older players already fan of tactical games that aren't mainly strategy games.
For me:
- "stop wasting my time" never did anything noticeable for me, or what a player option could do already. Ok the mod was first but still.
- If evac all is changing your opinion on the whole game I'll argue it's weird it does, it's a tiny detail.
- Otherwise, original games without mods are a lot cleaner and more globally coherent than current PP, and XCOM2 is better for me, no matter its design choices I don't like, and no matter the extra depth PP has.
If PP reaches a final version globally coherent I doubt that for me any mod will make XCOM2 better than PP. But it's far from that, including design direction could change and not be as much my fun. I'm' particularly skeptical about top players' constant complain it's too easy and that many skills need to be removed or largely nerfed/changed. But there's clearly designs weirdness around it, and how to fix it without breaking arms of the gameplay, that's not obvious.
Hell i played legend ironman while drunk af and streaming and its still easy as ♥♥♥♥ game.
For global management, the globe UI has been already improved a lot, for QoL I could see some, option for scaling zoom in/out speed two options for globe and separated for combats, a new roster view allowing some sorts, ability to manually reorg the ordered list of aircraft, option for PP bases menu like aircraft menu, fix manual selection by clicking on base/aircraft so it works even when the position isn't at 90°, have a list of sites to dig, ok there's perhaps more.
For PP final state, hard to say, after one year the game changed on many aspects and was cleaned on many aspects, but it's still a lot more an EA game than a final release pas many changes and patches. For me PP won't be able to be really clean, it targeted too many difficult design aspects that weren't enough experienced before in past games.
Talking about battlescape, I want to remind my idea that would improve gameplay without "dumbing down": when you move with one unit you can still switch to another if they won't reveal any unit squad didn't see or they may go even further and make it so you can switch even if initial unit's movement is going to be inturrupted by revealing an enemy. Just lock only one square where unit will stop.. Why not? I must fully understand consequences of taking actions while not knowing whether my scout will find some hidden things or not.
For example. I might want to move medic into pocket with 3 full covers where they won't do much impact anyway. So there is no need apparent reason to lock their movement. Or almost everything on the map is pretty much dead all I do now is rushing all my squad to a lonely pandorian having fun with civilians. Nothing is going to be revealed, because even this single unit is visible. How can it be justified that I can't switch even in these simple cases? I hope they will continue development. I'm looking forward to have 1000 hours, but I don't to waste 20% of this time watching heavies fly.
For parallel moves it won't work with the stop mechanism, sorry but in my point of view it's a dumbing down to remove this mechanism. But yeah player option to not have move interrupted and parallel run. But it's possible that the parallel thing is too late for the code state. I quoted Wasteland 3 allows simultaneous enemies turns as did Temple of Elemental Evil. But how many TB games added such an option in their budget size? Not many. I suspect such an element wasn't in the plan and add it now could be too late.
EDIT: For heavy flies, it's a typical movement that could have an option for instant execution. This should be simpler to implement than a parallel system never planed. And for LOS calculation along with the travel, I hardly believe it's more than a tiny part of the animation lenght.