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报告翻译问题


Maybe characters could start with +1 upgrade points per each run they survived. Or a skill point. Or maybe I could use some of those shards that I excessivelly hoarded in the previous run to buy more weapon upgrades / skills the next time I start a new run...?
Or maybe a crazy idea like - during run you could come across events that would permanently upgrade a character for future runs onwards. Giving them more upgrade parts, skills or additional supplies when they join the team ? Just a thought.
I like the general idea of having more than just the unlocks carry over between runs, but I definitely see the danger of making things unbalanced if characters start with extra advantages from the very first mission. Maybe if some of the rescueable survivors started with bonus XP, based on their performance in previous runs?
I also think it would be fun to see stats tied to a profile, such as knowing which character has the most kills or loot across all runs, etc.
I would feel more inclined to make another run if I were rewarded with a score of some kind instead of the stat summary at the end, and a high score list accessible from the main menu. I think the score could be based on difficulty level, # of turns spent per level (fewer = better), amount of loot scavenged, and enemies killed, with the latter weighted such that efficiency in mission completion is worth more than vermurder. Ideally each high score in the register would show which characters were used, along with the stats we already get at the end.
I might be inclined to give it another go just to see if I can win at a higher difficulty, but for me real longevity would be ensured by a high score list.
In any case, great job. I hope the game proves successful enough for you to do more in the future.
I've just beaten the Game and i was never in any real struggle or danger.
Thats especially awkward when the Game tells you: Its not an easy Game, and then you proceed to clear it with only the starting Formation, no deaths and just steamroll through the Enemies.
The ActionPoints after each Map are way too much.
I can heal all my characters, search for stuff, prepare all my weapons and then rest my carry 3-4 times and give him %crit that stacks so he oneshots all enemies.
The Food Part is basically non existent as i've used food every, single, time and never had a shortage.
I've killed 493 Vermin, used 35 Grenades and healed 225 Hitpoints in my Campaign.
And theres no NewGame+ aswell.
The Game is Fun and i absolutely love the Style and Gameplay.
But it feels somewhat is "missing". There is no real Endgame.
I'm a ESDF player, so it is kind of odd that everything but movement can be remapped.
There are a lot of discussions about characters and balancing, and in general I agree (but honestly once I found a workable set, I stuck with them). But in general the weak characters were frustrating. I would (personally) love to see more incentives to go melee, but a lot of times the best option was simply to Overwatch from cover.
I did think enemy spawning could be "cheap" at times, literally spawning right next to the bunker doors. Seems unfair when suicide bombers spawn three tiles away.
Overall, it's fun and I'm looking forward to future changes.
In the first two chapters of the game I was looting everything I could because I was scared of not having enough, but by the third chapter I looted only when there wasn't much else to do in that turn. I didn't find the "less loot" mission option to be a negative... sometimes I took it just so that I wouldn't feel bad about not looting much!
Food is kind of weird in that it's relatively rare compared to other resources, gives a useful +1 HP heal, but the dodge bonus doesn't feel very significant for when you are full, and nothing bad happens if you don't eat. I was quite scared of my team starving at first, but by the end they were fasting all the time because I was just saving the food.
Fusion Cores don't seem that important for their purported rarity. I never needed to use them as explosives, and I kind of enjoyed hunkering down with the support bot aura while waiting for the door to open. I only used one once to heal my support bot. I think a way to make them much more valuable could be if the support bot needed to burn a Fusion Core in order to use one of its powerful abilities like Taunt.
Support Bot's Taunt is probably one of the two best abilities in the game. I actually loved how powerful it was at bailing me out.
I was overflowing with stimpacks and grenades. At the start of the game I was worried about not having enough of them, but part way through the game I had more than I could ever use. I never needed to craft any. I sometimes needed to use the camp healing command, so I did care about the amount of medical resource I had.
I really liked the little story events, like helping the people who you talked with through the sewer grates. I wish there were more of them.
I really liked the team bonuses from doing things like looting three times, or overwatching next to each other, etc.
I like how you can overwatch shoot the enemy reinforcements on the turn they enter the map. It makes the sniper with the extra overwatch shots really powerful at wiping out the reinforcements without costing any abilities.
I liked how generous the game was with respeccing upgrade modules, but it almost feels TOO generous. I wouldn't mind if upgrading or respeccing or both involved the use of resources like the shard resource, because it often feels like the only real resources of importance are the medical resource for healing and the upgrade modules.
I liked how there are differences between what abilities can affect the support droid vs. the humans.
Overall I enjoyed playing through the game, and even though I won't go play through it again anytime soon, there's plenty of games I never finish even once!
Played through normal and hard, both once.
1. The game lacks longevity, I think that would be my biggest criticism. There's very little variance between runs; once you've played through the game one time you've seen pretty much everything the game has to offer. The unlockable characters do add a bit off flavour to repeat runs, but that alone doesn't feel enough to warrant starting a new run, the combat will be almost identical, no matter who you choose.
2. There's also just a lack of variety in how you engage with the environment, it's either move or press X.
The occasional side objectives are a neat distraction, but they are usually over way too quickly, and it's mostly just more 'press x' gameplay.
Perhaps some objectives could play out over a couple maps; like you pick something up on map #2 and deliver it on map #4.
Perhaps characters could have their own mini-stories/missions, like wanting to hunt down a unique enemy in the sewers or check up on their house.
Perhaps something that would be a neat addition is to be able to break down and construct barricades/cover objects. Allowing your team to create or block off passages. Could also provide a non-combat use for weapons, like it's faster to chainsaw through a barricade than to carefully dismantle it.
Could add a new dimension to maps? Creating risky shortcuts, or corraling/slowing down rats with makeshift blockades.
Setup boobytraps usin grenades or other supplies.
3. Gameplay can be a bit sluggish. As in certain events just take too long to play out. like when enemies are revealed. Or the text for special missions. or just walking around in general.
4. Logaritmic difficulty curve. The biggest hurdle is right at the start, when you are still missing key upgrades. But once you have something like Tilly's berserk, you just steamroll the game. The rats can't really keep up, even if stronger units do start appearing later on.
5. Some special tactics are a bit too easy to activate. Having a near 100% uptime on looting spree really kills the hype.
6. Hector's Lv3 Propaganda talk completely trivializes the bunker phase. You just get soooo many APs that you run out of things to do, and just end up spamming Rest for 50+% crit bonus. Imo the game just gives you too many AP for camping. The base value and PT's bonus could both get dropped by 1.
7. Grenades and Fusion cores are kind of overabundant. I ususally have like 20+ of both towards the end of the palace sewers, and only really use them on the final map. i just rarely feel the need
8 There's a mission modifier, 'Weak supports' that disables grenades, but you can still use the stun variation. is that intended?
Also, stun grenades are a bit OP, as you can pretty much perma lock down a handful of units. Other stun moves have a hefty cooldown, I feel at least a 1 turn cooldown is warranted for grenades too. Or some other method of anti-cheese.
Also also, imo the stun and damage up should be two separate upgrades.
9. It's possible to softlock yourself out of achivements. Blade retaliation, for example. If you don't unlock Hector before you've achieved all non-character specific achivement, then you can no longer get a medal to unlock him because you'd need to finish Blade retaliation to get a medal to unlock Hector, but you can't do the achivement without him). I haven't personally encountered this myself, but I can def see the softlock potential here.
10. When a character gets a bonus AP it doesn't show up during movement planning until you move. What I mean is the movement range is always capped to two moves at a time, which could trip new players up, making them think that they can't use the bonus AP for movement, and they end up moving unoptimally.
11. Siege Rat (palace boss) can attack other rats if they are standing right in front of him. This feels unintentional.
Also, he and his healing tanks can't be hit with certain abilities, like Penetrating shot or Taunt. Is he just a giant oversized 'cover' object (codewise, mean)?
12 Penetrating shot: Being able to shoot in secondary ordinal direction was a huge surprise, but there're some issues i've noticed with them:
I. One direction is missing, you can't shoot SSE (available directions: N NNW NW NWW W SWW SW SSW S SE SEE E NEE NE NNE).
II. The secondary ordinal directions are kind of inconistently drawn, half of them start on corner tiles (NNW SWW NEE), while the others start on side tiles (NWW SSW SEE NNE)
III. The red highlights are also inconsistent/irregular. Like some of them use an even 2 squares for the whole length, others alternate between 1 and 2 squares and some of them even throw in a triple square bit. It's hard to explain exactly what I mean, but if you load up the game and check out the available direction while standing in an open area you should be able to see how inconsistent the highlights are.
IV. It's hard to calculate what you'll be able to hit after you move. This is mostly because the grid is not highlighted, unless the game considers it relevant. Would be neat if there was a way to check targetting highlights of other squares without moving, kinda like how you can check hit percentage by holding Alt.
13. Overloaded shots seem like a completely pointless feature, it pretty much never worth taking an overloaded shot. the damage bonus doesn't counterbalance the AP you'll have to spend on healing. I think 4HP damage is just too big of a penalty. And the -explosion chances buffs are too small, you can never get to a comfortable level.
14. Some achivements are a bit too strict. Specifically, That's a Big Thump, Lightning Bolt Thrower, Fire in The Hole. The problem is threefold: you have to actively farm and stall rats to have enough for these, but even if you manage to hoard up enough rats, they tend to just scatter all over the place, the AI will rarely ever group everyone up into a neat little pile; ranged and melee units tend to run in opposite directions, which means they are rarely next to each other. ranged units also can just randomly go into overwatch, further reducing the chance of grouping up.
Also also, if the rat have to go through a narrow corridor, as soon as the passage is blocked (by one of the rats), the rest of the group gets confused and doesn't know what to do with themselves, usually running to the nearest cover, instead of trying to get closer to the heroes.
But even if you do manage to exploit the AI and group the rats up, you still need enough damage to kill everything in one go. Which requires a significant skill point/team poin investment. Just for an achivement.
Arguably the only real issue is Fire in The Hole, Big thump only requires 6 units, which is somewhat realistic, while fusion cores have a very generous range.
But I still think that their requirements should be nerfed a bit.
15. It's hard to know what's within attack range of a rat. You CAN see their move range, if you hover over them with Alt, but you can't see if they'll still have enough AP to attack.
16. Enemies can attack you through solid walls, which feels kind of silly. I'm talking about situations like this: O|________|X, with O being a hero and X a rat, the rest being a solid wall (full cover). The rat can target and even hit the hero, despite the bullet needing to either curve around the wall or travel through solid matter/out-of-bounds area. (heroes on the other hand are not allowed to target the rat in this situation, iirc). It's a bit silly and unfair.
17. On the party creation screen you can view a character's skills, but not their weapon stats, even tho that's just as important. The base damage stat is like half the character. Please, consider adding this info.
18. Character balance.
Overall I think each character has something special to offer and they are all A tier on their own rights. All except Silas, who is just a worse Tilly and is therefore a C tier character. The stress gain alone would be a major downside even without 'Sociopath'. Maybe if there was some upside to having high stress, but even then, other characters can just do what he does for cheaper and better.
Here's some examples:
It's been the exact opposite for me. All it took was one tactical mistake to lose 75% of my party. On that same run I then failed to rescue 2 of the 3 survivors available for rescue. I did most of chapter 2 with only 2 survivors and it was crazy. Each mission became more and more desperate until my small party got overwhelmed by rats.
Again, exact opposite for me. Sure, this was true of one of my runs, but on my current normal run I've struggled to find cores and all my scraps get used up on repairs. Currently I've gone about 5 missions without seeing a single core. I have zero cores and 3 grenades. I don't think I'm playing any differently across all my runs, but each run feels different.
I just had a mission where I started with 0 stress on all 4 characters, didn't get hit once during the mission, and still had every character get their stress maxed out just from the stress of seeing the enemies. That feels *extremely* excessive to me.
Also, I've messed about with armor on characters, and it really doesn't feel worth it to me to bother investing in. Every point of armor increases your chance of getting hit, several different enemies can shred it (and rat shotguns can shred even though I can't get armor shred on my shotguns), it costs scrap/AP to repair shredded armor between missions, *and* you have to spend skill points on it that aren't going to offense/buffing skills. It just doesn't feel like the benefit is worth the cost, to me.
Finally, if there's a way to implement it, I'd really like to be able to pick the skills on rescued characters when we get them, rather than having them pre-selected. I've had several cases where I rescued someone who felt underpowered for several levels because the skills seem to be assigned more or less random, and I got a pack of skills that weren't anything like what I would want.
PS- also just wanted to second the point above about overheated shots being pretty much pointless. I've played for 20+ hours, and the only time I ever did it was when the tutorial made me. The damage you take is just too much to make them worth using. This is a pity, because it's a really cool spin on the usual reload mechanics, but the player's given no reason to actually engage with it.
As an off-the-cuff suggestion, I'd remove the damage bonus, but also cut the self-damage chance down to 50% but increasing for every max heat shot after the first, so there's an actual risk-reward calculation to pushing your luck to try to take out one last enemy in a single turn.
The one time I did use overheated shot by accident, my guy also KO'd himself, which probably contributed towards me never wanting to use it again....