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I just think that the Game is pressing me so hard when it comes to Combat.. I know that this is a tactical Espionage Game (haha...got you Metal Gear refference) but it limits my way of playing it, to the guy with the camouflage in many Missions.

Because when it comes to combat, the AI has too much of bonuses and can endlessly respawn, doing massive damage and kill my agents easily. While my Agents cant even use their skill... due to sometimes 3 Limiters

Action Points
Weapon Action point
and finally this awfull Watchpoint system....

Why am I even fielding combat teams when I can not even do combat. I can not fortify my Position, as AI spawn right behind me or I am always exposed as I try to do the mission... and going in guns blazing just doenst make sense here.

am I doing something wrong here? I can not even figure out how to get the skill for the Suppressor....

i tried it to compare it with Sielnt Storm or XCom.... but booth play very much differently and sometimes better in combat
Post edited August 15, 2018 by Andariel89
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Andariel89: I just think that the Game is pressing me so hard when it comes to Combat.. I know that this is a tactical Espionage Game (haha...got you Metal Gear refference) but it limits my way of playing it, to the guy with the camouflage in many Missions.

Because when it comes to combat, the AI has too much of bonuses and can endlessly respawn, doing massive damage and kill my agents easily. While my Agents cant even use their skill... due to sometimes 3 Limiters

Action Points
Weapon Action point
and finally this awfull Watchpoint system....

Why am I even fielding combat teams when I can not even do combat. I can not fortify my Position, as AI spawn right behind me or I am always exposed as I try to do the mission... and going in guns blazing just doenst make sense here.

am I doing something wrong here? I can not even figure out how to get the skill for the Suppressor....

i tried it to compare it with Sielnt Storm or XCom.... but booth play very much differently and sometimes better in combat
Offtopic, but - you need to find suppressor during the missions among the loot (it's random), then you have to train the skill for the weapon for which this particular silencer is compatible, and finally you have to possess that weapon (also thru loot). Only then u can have your silenced weapon.
Post edited August 15, 2018 by Yunipuma
Is there a way to change my agents codename without having to forge new identity? I can customize their uniform and look but I'd also like to add my own codenames to each of them so i can distinguish them better.

Would be nice if such an option was added.
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Andariel89: I just think that the Game is pressing me so hard when it comes to Combat.. I know that this is a tactical Espionage Game (haha...got you Metal Gear refference) but it limits my way of playing it, to the guy with the camouflage in many Missions.

Because when it comes to combat, the AI has too much of bonuses and can endlessly respawn, doing massive damage and kill my agents easily. While my Agents cant even use their skill... due to sometimes 3 Limiters

Action Points
Weapon Action point
and finally this awfull Watchpoint system....

Why am I even fielding combat teams when I can not even do combat. I can not fortify my Position, as AI spawn right behind me or I am always exposed as I try to do the mission... and going in guns blazing just doenst make sense here.

am I doing something wrong here? I can not even figure out how to get the skill for the Suppressor....

i tried it to compare it with Sielnt Storm or XCom.... but booth play very much differently and sometimes better in combat
avatar
Yunipuma: Offtopic, but - you need to find suppressor during the missions among the loot (it's random), then you have to train the skill for the weapon for which this particular silencer is compatible, and finally you have to possess that weapon (also thru loot). Only then u can have your silenced weapon.
I wouldnt say offtopic...scince I can not figure out how to train the weapons....
The tooltips dont give me enough hints...and dont know if I have not seen it on tutotial window
I'd like to have an option to force a fps limiter, like 60.

The problem is that I'm playing it on my notebook, but it is displaying 120+ fps, with mostly 100% use of graphics card 100% of the time, that leads to fan noise to try and cool the card.

Since this game doesn't need (for sure) more than 60 fps, I'd like to have an option to force a maximum fps.

Note - for now I've solved this issue with RTSS, but a built-in feature would be better.
Post edited August 15, 2018 by deesko666
Some kind of in-game encyclopedia explaining game mechanics and concepts would be cool, for all the people who forgot some information from tutorial or returned to game after break.

Also, an option to change the zoom without having to hold the V button all the time
So it seems some people are very happy with the lack of RNG others couldn't live without it :)

As a solution that should make everyone happy, could you add optional RNG to combat please?
Similarly, more detailed explanations for those who wouldn't want to guess/reload...
Make the endless respawn of the enemy optional as well.

Doing these could still keep your vision of the game (and keep those agreeing with it happy), while adding new players who find these issues deal-breakers hence don't buy the game with its current rules.

Thank you for listening :)
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IFW: So it seems some people are very happy with the lack of RNG others couldn't live without it :)

As a solution that should make everyone happy, could you add optional RNG to combat please?
I`d be happy with that.
How are they going to make optional RNG-based shooting? This is a major feature of the game. They can't just add a toggle and call it a day. They first have to redesign combat entirely to even support the feature and then they have to test it out so that it's balanced. We're talking many months of work here. By the time that has been done the game will be old enough that a majority of the players that bought it have moved on to a new game. I'm not hating on guys that want RNG for the combat just trying to think logically here about what would be involved and I can't see how it could possibly happen at this point.
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Gliese58i: How are they going to make optional RNG-based shooting? This is a major feature of the game. They can't just add a toggle and call it a day. They first have to redesign combat entirely to even support the feature and then they have to test it out so that it's balanced. We're talking many months of work here. By the time that has been done the game will be old enough that a majority of the players that bought it have moved on to a new game. I'm not hating on guys that want RNG for the combat just trying to think logically here about what would be involved and I can't see how it could possibly happen at this point.
The issue is line of sight being limitless for enemies and endless reinforcements, not rng or no rng.
How do you guys think about the information puzzle minigame?

I think it is very confusing, esp with the random set "covernames"
It sometimes sounds like an interesting story but many pieces are so crippled with black stripes, so it doenst make any sense only to give you covernames.

I would like to see a resume with every objekt beeing named (as you uncovered the names) and as final Conclusion of the Story you uncovered with your hard fieldwork.

right now... I cant get much interesting stories out of it.

(I love history and you guys [I mean the Devs] made it seem cool to use real top secret stuff like MK Ultra)
Post edited August 15, 2018 by Andariel89
The issue about RNG is that the lack of it combined with LOS problems and damage not changing with distance makes the combat way weirder than it should be for most people. The endless respawn makes it even worse.
They do not have to spend months to rebalance these additions since they feel completely unbalanced in the first place right now... plus if there is a user option to change these, that would keep the original vision for extreme hardcore people like the creators of the game and let the rest of us play something more enjoyable for us.
Win-win :)
As far as i know Battletech had similar issues on release although mostly about usability and slowness problems by design and it made everyone happy that user options were added to address the problems for those who thought of the original design features as game breaking bugs...

I hope these things will be addressed as otherwise for me the game is easily one of the best things released this year and as I see many people feel the same including the reviews.

Another option could be hero points for doing something incredible, but expected from a super spy in a semi fictitious environment where brain control is normal thus should work fine as well.
Post edited August 16, 2018 by IFW
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IFW: The issue about RNG is that the lack of it combined with LOS problems and damage not changing with distance makes the combat way weirder than it should be for most people. The endless respawn makes it even worse.
I don`t really mind the endless respawn. If you`re fighting a large enemy they would have the resources to bring on at least a few dozen men, especially if an army. They won`t just give up because you shot them, they`ll just get angrier.

However, the no-miss mechanic really annoys because,

a, They hit from halfway across the map- guaranteed unless you have a lucky dodge kick in once in a blue moon. i`ve had an enemy dodge never seen one of mine dodge and range makes no difference at all.
b, Cover makes no difference. He`ll hit- always.

So this means a guy can be seen by 4 or 5 enemies in an alert and if so he`s dead, no matter how far away they are because they never miss - it`s that simple and it`s almost impossible to avoid being seen by multiple tangos. i`ve lost 2 Iron man games now just because my man tripped the Alert was seen by nearly EVERYONE on the map- instant death cos no one can miss.

It`s becoming a game breaker. I wonder what genius thought having a no-miss mechanic was better than Xcom or any other game of this type??
Post edited August 16, 2018 by Socratatus
I haven't gotten particularly far but I really could do with more in-game help.

Several mechanics get introduced before they're explained at all. For example "Danger" is introduced in the first mission when evacuating your agents without any explanation as to why it is something to be worried about (It is later explained briefly when looking at the world map, otherwise I would have no idea what it is to this day - It represents how close your hideout is to being uncovered (I think...)).

Also I found "Analytics" to be very confusing. I like puzzles and get much satisfaction out of solving them, but I feel I'm just joining up lines to key words until it becomes red, but then my character makes all of these extrapolations from the information while I'm just left feeling confused and wondering whether I'm actually just not smart enough to actually make sense of it. To make matters worse all of the information disappears after all the data is collected so I can't go back and try to work through it slowly to at least try to make the same extrapolations as my main character did.

Really would like a message history inside and outside of combat as once something is said, there is no way to rehear it without reloading from before that point.

There isn't a tutorial for setting up your first combat mission, eg like how agents work in support roles and how to use "Trade Contacts" would be helpful. Starting my first combat mission was pretty confusing...I still aren't sure why I couldn't select more agents to appear in combat, while I could assign them to support rolls...

Mostly a lot of frustration I've come across in the game would be immensely helped by more in-depth information and tutorials; or some kind of in-game wiki as suggested by Piliffus would be great.

Once again, having the ability to look at completed Investigation boards would be a welcome change. Introducing a message history so that I can go over all dialogue said at my own leisure would be a nice change. Finally, I would love to see togglable combat roll information, so I can see a breakdown of all combat actions and how cover and dodge work in game.
The "[ i ]" hints that pop up during the tutorial bits and your first time in the hideout looking around and figuring out all the different things you can do could use some sort of cancel/dismiss/closing functionality ("X" button in the top right corner or something similar).
It's more often than not that they're in the way (e.g. the first time using the evidence board in Analytics) and you just want them gone without having to proceed to the next thing to do in the order of things to do, if you know what I mean.
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Post edited August 16, 2018 by Swedrami