Jump to content

DonBilbo

Members
  • Posts

    68
  • Joined

  • Last visited

Everything posted by DonBilbo

  1. It’s a game after all and melee combat has to work as a game mechanic. You can try to come from a realistic stand point and try to derive from that, but I think you have to make more concessions for melee to work as a game mechanic (compared to shooting), because attacking a gun wielding opponent with a melee in reality could get you killed really quick if you can’t surprise him. If you get spotted it’s a death sentence. Do you want to risk your mercs life every time you try to go melee? This is also the reason that you don’t get incapacitated if hit by one bullet and can get healed up again easily. That’s also a game compromise and not realistic, but easier to balance. We should grant them the artistic license to make melee work as a game mechanic so it’s a useable and balanced risk reward without getting you killed if the coin toss is not in your favor. IMHO you have to derive further from reality to make melee work in game which is ok for me because it shouldn’t be useless but also not OP.
  2. I don't think this will be available from the official side (at most via mods), as it clashes with many other game mechanics. The mercenary that you can create at the beginning only costs a one-time fee. I also think that this mercenary starts with above average stats. If you could create several of them, it would break all the monetary game and balancing mechanics. The mercenaries you hire are only hired for a certain amount of time, and the contracts have to be renewed afterwards, so there is a certain pressure to earn money.
  3. Hi I would also approve of a Mac version. Especially if it would also support the new architecture like M1 and upwards. There are not many bigger games for M1. Maybe worthwhile to port it. Would this also help for Steam Deck compatibility?
  4. I did just that. Thanks for the tip.
  5. I read one of the threads from the first page?! And the wall of text, the way he wrote, the attitude, something about „staple of strategy games“ or something reminded me a lot of how you write. Might be a coincidence, but to be honest I don’t care. I just came here to talk about the game as in the steam forums there is not much going on and I had time at my hands. I don’t get why you attack people so much as sometimes in some threads you actually write something useful on the topic (I found the AP increase for bursts a good idea). I will gladly join in on those arguments.
  6. True, it’s not realistic, but it reduces micromanagement, which might be the devs intention. I can live with that, but totally get that’s not for everyone. I’d love to see an option for that to make both sides happy, but I guess that’s not easy to implement as we would need ammo clips first.
  7. Because I went to sleep. Another time zone. But keep living in your bubble.
  8. The latter. I currently have a cold and Ahmad some time reading. I switched from Steam forum to here as there is not much activity.
  9. Says the one sounding and phrasing exactly like anonxxx 😂
  10. You do the same again. I feel a little sorry for you, because you seem not to be able to learn. See what I did there? Isn’t that boring and unproductive? As long as you don’t come up with real arguments on the topic I won’t converse with you anymore.
  11. You should read about conversation tactics. You do the old I have no argument so I attack the person approach. My point still stands.
  12. Probably 1 person with 2 alts 😄. Just kidding. But a prime example of vocal minority none the less.
  13. Ok now I see. More AP cost for burst/full-auto fire seems at least more believable than reduced bullet damage in burst/full-auto. After all, one could argue that holding the weapon steady requires more concentration/time commitment. So that you can just move very little if you wanna use burst/full-auto. Melee could also be balanced this way. Make it useful in some situations but not exploitable.
  14. I haven’t read all your comments, sorry. But wouldn’t be an quick an easy solution to just raise the detect/watch range of enemies so that you are too far away to run up and shoot with given AP? That way nothing else needs adjustment or rebalancing.
  15. With you, a real discussion is apparently not possible. Instead of exchanging arguments. And maybe also to see and understand the other side, you always try to twist the words around in someone's mouth. Only your own point of view seems legitimate and it simply cannot be that someone possibly enjoys not having CTH. That person must be lying. I'm glad the developers aren't listening to the vocal minority and are sticking to their plan.
  16. I agree, but shouldn’t it be easy in this day and age to print one for yourself? There are lots of site on the internet which offer this service. You just need a nice pic/logo.
  17. I totally agree with your view on this point and also think it feels not right, but on the other hand I also hate wasting time micromanaging items around. So I think they found a good middle ground here that you don‘t have to fiddle around with ammo especially when you find new weapons and start to change them around your mercs which always ment ammo next, but you still can equip them with weapons and mod them which is the more interesting part imo. lets see how this actually feels when playing.
  18. I watched a lot of the streams and really liked how differently players made their decisions on whether or not to take a shot and how much AP they put in, which led to very interesting situations and outcomes. I've seen shots that were at the far end of the range with only the base amount of AP put in on the opponent's head! (I wonder what kind of CTH that would have been?) And every now and then such shots hit. I can't imagine that the same player would have taken that shot if there had been a CTH of 5% there. So it really creates a different style of play, which in my eyes is also better and ultimately more enjoyable. Also, you don't get annoyed about 90% misses and primarily just take the option with the highest percentage. That sounds a lot like min/max gaming and I think it's better that the game is designed in such a way that you don't always have to take only the shots with the highest CTH. I think it's very good that the developers have made this decision and are sticking to it. I still hope that all those who miss CTH will give the game a chance and try it out. Maybe you will be positively surprised.
×
×
  • Create New...