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Povok

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Posts posted by Povok

  1. Nah, i'd say it just needs adjusting and it would be much beter.

    For example:

    1. Remove the option of them being wounded. Instead just have them retreat with less intel and info why they retreated.

    2. Use cumulative value of more attributes to determine proficiency of a scout (hp + dex + agi + wis) or at least 2 (agi + wis).

     

    On this point I must add that including more attributes in the fomula to determine proficiency in other operations would also give more "balance" to the game.

    Examples of (not so) more complex fomulas: Repairing: (DEX + 2xMEC)/3, Training: (WIS + 2xLDR)/3, Crafting (WIS + DEX + 3xEXP)/5...

  2. 11 hours ago, Solaris_Wave said:

    There is supposedly some risk vs. reward but it happens quite often where your scout(s) get wounded and then need a lengthy healing process. I thought the whole point of reconnaissance was to check out the area, make note of its layout, study enemy activity but avoid contact with them. They shouldn't get into combat to the point of being wounded. It takes long enough to recon as it is, let alone need to be healed after.

    This. 

    It's quite annoying when I try to coordinate/synchronize/optimize activities/operations and then this rather lenghty process causes more wounds to my mercenaries than actual firefights.

    This is why I usually send scouting those mercenaries that have more of a supporting role and are usually staying back (if they are at all included) in firefights due to ther inefficiency/fragility.

  3. 17 minutes ago, Jaywalker said:

    Why would you want a patch every week? This isn't a live service game, nor is it buggy or broken in a way that'd require any immediate action.

    Nicely put. A patch every week for a TBS game? Ridiculous. Weekly info about what is going to be in the upcoming patch - even that is a maybe.

    Surely there are issues that need adressing and some features changed/added/removed to improve gameplay experience but far from needing an immediate patch to "fix" the game.

     

  4. On 7/23/2023 at 10:10 PM, scope112 said:

    This is the perk that really needs to be nerved. It is way too OP, and greatly reduced gameplay fun.

    I started playing with Livewire too and was really offput by the lack of fog of war. These were the game balance breaking perks that I was afraid off prior to release.

    I agree this perk should be nerfed at first opportunity. It should just stay with the extra intel for scouting/hacking and that's more than a good enough bonus. Especially if you consider she's a support merc and that fits perfectly to that role.

    Because of her combiantion of OP perk, stats and price, she's probably the first pick you should make in a squad assembly (of course disregarding the fact it's immersion-breaking and unrealistic to have real time  vision of all enemies in the sector).

    Her only drawback is only the fact she can be "quite annoying". :classic_dry: But we put up with Ira too and she was only moderately useful, not a character that drastically ease conflicts like no other...

  5. On 7/26/2023 at 2:02 PM, shadoww said:

    hello, i am save scummer and do lots of quick loads but game gets stuck at loading and force me to alt+f4 quite often.

    I noticed this happens (not always) when I try to quick load during a "cutscene" when I get detected and enemies are in the reposition phase. 

    • Like 1
  6. 17 hours ago, marcinl0 said:

    Simple option from JA2: AMMO: take a look at JA2 -> blue for HP, red for AP

    Why not the same in JA3...

    I'm missing that too.

    There's a lot of different types of ammunition but they are not recognizable when they load info weapons.

    Hopefully this is going to be in some future patch.

  7. 4 hours ago, Warmonger said:

    OMG, so we will start our downloads all at the same time lol. Well, we all know what this means. Do not think to have before the weekend really then. Anybody knows how big the game will be on the hard disk? 

    15.749.556.387 Bytes (seconds after install) :classic_cool:

    Now I gotta go... I have some important bussiness to do. :classic_biggrin:

  8. 33 minutes ago, ShadowMagic said:

    Shadow looks like one of the guys from WestLife with his gay crop top.

    It does go nice together with his too short camo vest so his abs can be seen... Only thing missing is a nice shiny belly button piercing and the look would be perfect.  🙈:classic_angry:

  9. 1 hour ago, Solaris_Wave said:

    if insisting on having the shared inventory, restricting what items that inventory can have and when that inventory is available.

    This would probably be the best compromise in the given time. Have shared inventory before combat, make it unavailable during combat. Not great, not terrible...

    • Like 1
  10. 24 minutes ago, Xeth Nyrrow said:

    In addition to this, I'm 100% certain this was done to appeal to a larger audience. I'll even go so far as to say it appeals to more people than it turns off because people have to remember that we are the vocal minority.

    This is an issue where IMO many developers fail. And unfortunatelly it is likely it is going to happen here too.

    When a feature is likely to appeal to a larger audience but the vocal minority is against it, it comes down to whom this actually matters. Larger audience doesn't realy care how this is going to be implemented - they do care however, what reviews the game is going to get - and these are going to come from the vocal community.

    Here is a very nice (:classic_sad:) example: https://www.metacritic.com/game/pc/company-of-heroes-3

  11. On 6/23/2023 at 7:20 AM, Jaywalker said:

    It's not unrealistic, it's what you recruited a "packmule" merc for, or why you carried a large pack in 1.13: there is no penalty to lugging all that stuff beyond having to click a button to drop it all at the start of combat.

    There are several issues with this statement... 

    Let's assusme it's true you hired a packmule - there was still limitation, how much you could load there. If you had large pack - it was still related to space and especially weight

    No penalty? Cost off maintaining a "mule", number of items you can load, and especially weight of items which directly affects stamina (even while traveling). Disregarding all this - the items you "conveniently" drop at start of the combat are still not available. 

    A big part of a battle is being prepared for combat. If you have everything available and don't need think what to take with you before combat beggins, this is eliminated and a big part of planing is just gone. FFS we have an option to scout a sector (which is great) to better prepare for what avaits - now why would you scout a sector if you don't need to plan what to take with you?

    So having inventory shared and non restricting is quite unrealistic and overly simplified. 

    On 6/23/2023 at 7:20 AM, Jaywalker said:

    Some level of abstraction, like the local carrying your luggage, does not need to be visually represented to anyone with an ounce of imagination.

    I agree. Mercenaries are however not using exoskeletons to help them carry stuff around, not traveling with dropships and not using weapons with endless fuel-cells.

    • Like 2
  12. 1 hour ago, Kordanor said:

    Yeah, the roll for success is also something I don't like either. I mean it's the same in previous games, but I would always just load.

    I see no problem in roll for sucess (even if the item is going to be damaged in the process). I see a problem in destroying the item if unsucsessful.

    IMO destroying the item is just going to increase the number of "loads per try".

    • Like 1
  13. Arms dealers are definitely something I'm missing in what I saw until now. 

    I actually prefered Tony to Bobby Rays: Selling off "useless" weapons and supplies for stuff that is needed on the field and getting extra funds to keep/hire more/better mercenaries? Yes please.

  14. On 6/15/2023 at 4:07 AM, Claypl said:

    I think that there is just one way to show online coop .. hopefully they wont write about it but show it instead!

    I'm quite interested to see how this is going to be implemented in the game.

    How about PvP? Certain amount od cash, select mercenaries, buy weapons, get thrown onto a map.

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