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Skaldy

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Everything posted by Skaldy

  1. Pure RNG magic. Depends on which weapons you find. Read my post. I just quited and deleted one more run because i cant fight. I had 400 9mm and assorted variations of .44 and shotgun shells. I dont have any weapons to use these, i dont have anymore ammo to reload anything that my squad uses. For context, i cleared the map from Fleatown to Biff's last stand area and to the south, Port, city Cacoo or whatever to Haunted Mansion's real owner(Hermit's Shack) Edit: aside from RNG magic, depends on difficulty, i am on commando dif.
  2. Game hits the wall very fast, if you are following Fleatown-Refrugee Camp-Communist quest line route. Around Poacher Camp/Flay recruitment my interest just dwindles. Main reason is poorly implemented mechanics i think, RNG effects the game too much IMO. There is literally no challenge when RNG is cool with you. For example in one of my runs, region around Fleamarket town up to Communist area, i dropped 14 M14s and various small arms(pistols). With FAMAS from(thank god that 5.56) i literally ran out of ammo and had to quit/restart. In another run i dropped right after Haunted Mansion HK12 and RPK, FN-FAL from south of Fleatown and M24 around Refugee camp. Other than huge problem with RNG i can list bunch of mechanics, poorly implemented or was just an after thought, because lets face it, no dev cares about rebooting games or making good games anymore. 90 percent of us are here due to nostalgia(at least i am). Poor mechanics are: -Difficulty from get go. It is just lazy game development, less loot and money? really? I can agree with enemies being higher level or more enemies in occupation zones but punishing players for successfully beating your after thought mechanics is just lazy. -SAT VIEW OPS: Partially garbage. Some of OPS are not even explained or that short explanations they added was for console players. Allow me to explain, did you guys know, scouting op actually capture "supplies" from enemies but for some divine reason, these supplies are "mystery" supplies. I am assuming gun parts, meds or ammo. People get into combat during scouting with enemy patrol, i cant control them and they get wounded for no reason or skill check. Rest of the OPs are situational and are there to create "illusion of" activity. -No actual trade, no actual Black Market which we can view from SAT view, No Bobby Ray’s. Devs, not adding features and logical mechanics doesnt make your game challenging, it makes it tedious and an after thought. -Another punishment for successful players: Towns. No reward for capping town, i need to spend time and money to proctect them, since they cant radio in to my team and ask for orders/directions after first successful autocombat you will lose the zone, unless, you drop your mission, return back and retrain the militia. Civilians are not grateful or helpful. Towns are just empty shells to give 1-2 NPCs a lively "neighbourhood". Is it really hard to think small rewards for success? "OH THANKS YOU SAVED MY SHOP LET ME MAKE YOUR AMMO PRODUCTION OP 30 percent FASTER BECAUSE I AM A SKILLED PROFESSIONAL IN MECHANICS AND EXPLOSIVES". You dont even need to add visual just put a simple line of text, enrich everyone's experience. Simple effing example. -Loyalty:Lol rescuing and babysitting these towns are not enough, we need to earn their trust. For what exactly? For some income boost to nearby mine(if even a mine exists there). Cheaper militia training? Why are we even paying for that when we are under Adonis contract lol. -Diamond Mines: Literally would be interesting since it is our direct control. I dont know, hiring extra workers, improving work quality and workers life with bonuses to boost our income. There is literally and OP specific to a single mine which improves income, yeah as you guessed it, it is SAT OP. I dont know what to say -Town Defense: Literally most annoying part of the game, i need to babysit militias. I am sorry why though? Ok i can somewhat agree town defense is good idea for in game economy/mechanics(which are non existing after thoughts). Why not make it a fricking event? "If your squad doesnt intervene in 16 hours XXX town will be occupied by Legion Forces". Just simple stuff like this, makes your games more interesting, well thought(or at least you will look like you "cared") Devs wasted game's potential, because even how hard try to make this game, it is actually playable and some stuff(quests) are actually not half bad. Mind you guys that, they dont even need to add visuals, sound, graphics. Few lines of code here and there. Really. Thanks, if anyone read anything i wrote.
  3. i have the same problem i ran out of ammo after employing mg gunner. Best advice i can come up with spread around guns and caliber. Build squad with different abilities and weapons to compliment them. I had minor success with my current squad/build but it is tedious and doesnt get any better squad looks like this Custom merc: stealth, knife+silenced smgs Fox: Stealth Sniper(switches between Nato and WW ammo rifles) Barry: Any handgun+nades Livewire: Overwatch specialist(assault rifles/shotgun) Grizzly: Machinegunner(switches between Nato ammo guns and WW guns) Larry: Shotguns and nades Even with these guys switching between weapons i constantly sneak with custom merc and thin out the herd with knife Fox can make 2 sniper headshots in a row so 90 of time it is -2 thugs and surprised enemies If i use Grizzly against 10+ size enemy squads after 2 battles i can just use 2 mercs in combat.
  4. not very correct since rng is a thing. I have been switching between HK12 and RPK constantly while entire team almost never can fire a shot due to bullet shortage, grizzly is just taking out multiple squads in one or 2 zones then there is no more bullets aside 9mm. Accuracy doesnt even matter in my case, dude hits his entire salvo and overkills his enemies anyway. Bonus if few other enemies line up behind main target. I found HK12 for example directly after Refugee camp in a secret stash somewhere. At that point i had decent amount of bullets. After 3 combat encounters i had to gear up my squad with inferior weapons and after couple of battle it was just my main merc and his knife and silenced smg. Everyone else had to watch besides Barry and Larry since i had ample supply of nades. Long story short, RNG+Difficulty decides what is unstoppable and what is not. In my exprience mgs are unsustainable, this is why i started a new game with spreading out more weapons variations for my team
  5. Machine guns are not unstoppable. I have been using Grizzly as main mg gunner from start, he burns through your bullets so fast, it just gets worst when you fight against 2-3 squads at once. I had to restart my game because i ran out of 7.62 NATO and WWP. I dont have enough weapons(other than FAMAS which i am not going to use on my main assaulter mid game). I constantly craft and buy bullets and i cant manage at all. If anyone needs to know i play on Commando difficulty .
  6. Game says Livewire can hack and obtain additional intel . I have never used someone other than Livewire so i cant compare but i believe she unlocks some interesting unique secret stashes and intel for nearby regions.
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