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Claypl

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Posts posted by Claypl

  1. Well that has been a while .. glad to see solid roadmap of the things to come. One small thing missing, not to  be complainer but .. DLCs, when where and how?! 🙂 Would love to see additions to gameplay, new mercs, weapons, items etc..

    This aside loving the commitment to improving game, weekly streams are great too although the latter is bit challenging for my schedule.. but always trying to pop in to annoy you guys 😉

  2. The worst part of this is game is how easy it is to decide to restart the game even after small tumble.

    Setting up your team is where I have the most fun, so even if I loose one merc I already start thinking what if I have these and these guys, who can work together, who new put into the team and which specialists I can bench or which traits I can skip.

    Then going through new dialogs or listen through their bickering is always fun no matter how silly it is sometimes 😄

    I'm doomed with my iron man playthroughs 😄

    • Like 1
  3. I would also suggest to everyone to lower strength on IMP builds, unless you going for melee imp or strength based perks you can easily train it. Most of mercs are in 80+ range so you will have very reasonable gains and you do not need to gain much.

    I like to assign not more then 60 and train rest whenever I can. Sometimes I run with 50 to be just notch above my weakest merc.

    That 20-30 attribute points can make huge difference.

  4. One thing I just realised (perhaps obvious to others) that you have more lootable items (not only scrapable) when you have mechanic with 80+ skill. Wonder if there is same check on med skills..

    Having Steroid as mechanic did not reveal some items for me which Livewire/Vicki did (FYI tested in villa where you have 2 possible hacking items vs 0 depending on wisdom/mechanic skill values). I guess I'm stuck with these two if I want extra loot.

    Wont be making IMP mechanic, too costly I guess will always go with high leadership instead.

    • Like 1
  5. I would welcome additional counter attack route through jungle in down south, perhaps after the refugee events.

    Perhaps not difficult to implement and make defending bit more dynamic.

    As it is, I dont think it is terrible as they have to come from somewhere and you suppose to proceed with your conquest not just park yourself in one spot.

  6. @Melliores I agree with having to work around the limitations but penalty is just too severe.

    I think that good game decision is not to totally forbid character to get into area but instead have a reasonable trade off.

    IMHO 30 days = access forbidden, 7 days reasonable tradeoff/penalty.

    I do not know any person with these phobias, but IMHO it has to be gameplay reasonable not reality based.

  7. @Melliores that seems kind of pointless then to hire anyone with these debuffs.

    Imagine taking -1AP debuff for 30 days after your tutorial bunker with Vicki. Then you have one average encounter and you got -2AP.

    I dont mind it to last longer but 30days is crazy. Would be fine with couple days, to week, but anything over that period is killing effectively taking those people on team.

  8. @Raeven I have encounter that bunch of times with Vicki. She get debuff after bunkers and that drags on what it seems forever.

    I got handicapped by some of these for long time, longer then I would expect..

    Personally I run

    All Mercs at Start - it help to build your fav team more reliably, they still can refuse but on start but it is way less of problem, after you start campaign it get back to normal random approach which is how I like it

    Descriptive Ammo Icons - because I'm blind

    Explain Morale Influences - because I want to learn, sometimes these effects are confusing

    Fix Claustrophobia, Guilty, Sinful - just added it based on suggestion here, again it messed me bad couple times, I'm OK with debuff being there but it should not last as long as it does. I will try to get some clarifications whether this work as designed or it is in fact bugged.

    So nothing game breaking I think..

    It will be interesting what will end up becoming vanilla after couple patching rounds when Haemimont boys get back from holidays.

  9. Thanks @Melliores.

    @sandman25dcsss Livewire is OP but I'm just so much over her after one playthrough, looking for alternatives. She get quite annoying after couple hours with her (would wish to have mute button like in multiplayer games just for her 😄 ) .

    I'm looking to building team around Raven and these two do not mash well ..

    Blood is killing machine and have reasonable med skills, I think that will be my pick.

  10. Any reason to take medic early on? Always feel a bit scammed with that recruitment.

    Beyond obvious healing speed which can be cover later by B team or Larry which can be grab very early?

    Any important story point early on that require high med skill? I'm aware of Granny needing it and there are some mid game story points but is there anything early that I would be missing out?

  11. @sandman25dcsss yes I'm aware of this (thanks to @Kordanor for in depth explanation in one of his videos) but from what I understand nerf to leadership is coming.

    I guess would just love to see more variety in starting teams. IMHO need more low/mid level specialists (mech/demo/leader), here is my hope for DLC to cover that at some point.

    More specialists and no limit on leadership would open up a lot of options.

  12. I like going with Vicki (Elbow Grease is amazing for pushing game early) but it is quite an overhead on early budget and limit a lot of hiring options early on.

    IMHO IMP as mechanic is a waste, especially because of hard limit for leadership which force 30 points into that instead of other skills, wonder what was the thought behind this hard limit.

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