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Alien lethality possibly too high?

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Does anyone else feel that the alien lethality in the early game feels too high? It feels like recruiting soldiers based on HP and loading them with the best armor you can afford is pointless because they still get one shot no matter what. I wouldn't have a problem if it was unarmored soldiers being killed, but it feels extremely frustrating and punishing when one of your soldiers just bites the dust because an alien just one taps your soldier through their armor. What's the point in buying armor if it doesn't save their life or reduce casualties? I think that a soldier that gets downed in one hit through their armor should just fall unconscious for the duration of the mission. They can also make the soldier have an extremely long recovery period while they're at base and not die outright, that way their armor still protects them but you are still a man down during the mission. What do you guys think?

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Posted (edited)

That’s realistic what happens to your soldiers. I have no Problems with them.

Use cover, kneeling your Soldiers, use the MARS-Vehicle, light and heavy Armor and different Weapons. Then all Parts of the Game can be done very easy.

You will have casualties with wounds or deaths. That’s fully normal, doesn’t matter you play old or new X-COM, Fan-Projects, Xenonauts 1, Xenonauts 2 in all Versions, Phoenix Point or such.

It’s not the Game, it’s the Player on the Control which decides life or death.

 

 

 

Edited by Alienkiller

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I think Chris and team should implement that xcom thingy when soldiers had 2-3 turns before dying of critical wounds. As is soldier lethality is too high even with "good" armor.

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10 hours ago, DREADNAUGHT said:

I think Chris and team should implement that xcom thingy when soldiers had 2-3 turns before dying of critical wounds. As is soldier lethality is too high even with "good" armor.

I agree, I just don't think soldiers being one shot through their armor with no way to save their lives is fun or interactive, It's just frustrating. I would understand if you're using under tiered armor. But what's the point of rushing combat armor if your soldiers just get one tapped by alien magnetic pistols?

On 7/8/2021 at 3:57 AM, Alienkiller said:

It’s not the Game, it’s the Player on the Control which decides life or death.

This would be true if there is absolutely no RNG involved with the game's mechanics, but damage has a spread, everyone has variable hit chance, you don't have perfect knowledge about which aliens you're fighting, where they are, etc etc. I'm not saying this game shouldn't have RNG, I am saying this game shouldn't punish you for investing in armor that has a fairly high chance of failure. To have a soldier die in one hit with no counter play is just not fun or engaging. Even if you move all of your soldiers one tile at a time through the fog of war, if there's an alien over watching a corner that you're walking through, that soldier has a HIGH likelihood of dying irrespective of his armor, or his health values, hell even combat shields have an 80% chance of being worthless. I wouldn't mind if the soldier was one tapped but survives at the end of the mission. Similar to the bleed out method in XCOM as mentioned above, maybe we can heal them to stop the bleeding but that soldier is now incapacitated for the duration of the mission.

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If you build medical bay, there is some 30% (?) percent change that dead soldier survives.

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10 hours ago, mclang said:

If you build medical bay, there is some 30% (?) percent change that dead soldier survives.

True, but that still doesn't address the outstanding issue of your soldiers potentially being insta-gibbed with no counter play. That's the crux of the problem.

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Huh? I thought the medbay was there to cut down on soldier healing times?

 

As is, you dont need either medbay or armor. Those are resources best spent elsewhere. Pointless to have a soldier survive 10-15 battles and get better only to be instakilled the moment an alien shoots at him

 

 

the 30% does explain a funny bug i found in which i accidentaly sent the chopper with one soldier, after touch down when turn ended he died bc yeah. I was amazed to see that he survived and somehow returned to base too in the after battle screen oO

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Perhaps the solution to this problem is just to buff armor from warden to endgame. The tactical suit and combat armor can stay because they are as they are basic, modern technology, which does not protect very well against bullets going the speed of sound and concentrated bolts of plasma. Buffing all of the armors that contain alien technology will give the player a sense of progression to show how far they have come since the beginning of the war and allow them to have a better chance against the aliens. 

The 30% chance of reviving a soldier when you build a medbay is nice; however, it is too rng dependent to be reliable in any feasible run. Perhaps its upgrade can increase the chance of it happening to 50%, giving the player a reason to build that expensive facility when it is not worth it to build compared to advanced labs and advanced workshops. 

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12 hours ago, Kamehamehayes said:

Perhaps the solution to this problem is just to buff armor from warden to endgame. The tactical suit and combat armor can stay because they are as they are basic, modern technology, which does not protect very well against bullets going the speed of sound and concentrated bolts of plasma. Buffing all of the armors that contain alien technology will give the player a sense of progression to show how far they have come since the beginning of the war and allow them to have a better chance against the aliens. 

I agree that the lower tier armor should still be vulnerable to being one shot, I just don't think it should lead to instant death, there's been so many times where a soldier with 65 HP and Combat Armor just dies on the first mission to a random reaction shot that activated the moment he was spotted by the alien, It's just frustrating.

12 hours ago, Kamehamehayes said:

The 30% chance of reviving a soldier when you build a medbay is nice; however, it is too rng dependent to be reliable in any feasible run. Perhaps its upgrade can increase the chance of it happening to 50%, giving the player a reason to build that expensive facility when it is not worth it to build compared to advanced labs and advanced workshops. 

I think the medbay could use some improvements, definitely. Perhaps lowering the construction period by a week or so can make it more impactful in the early game.

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Posted (edited)

If they change it I would prefer that to be done on difficulty settings. The game should be as realistic for players who want to experience the realism of facing a high probability of dying, because they were shot with a plasma rifle from a highly advanced alien lifeform prior to developing the technological capability to mitigate such weapons destructive prowess against the frailty of human flesh. The early game danger creates the intense atmosphere that creates the immersion that most of us appreciate about the experience. 

Edited by Ninja

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Posted (edited)

You are missing the point, lethality is to high even with latest armor. Meaning one shot one kill, thats the issue.

Edited by DREADNAUGHT

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Personally I like making choices that matter. If armour does nothing then it's not a choice which makes it pointless beyond being a beginners trap. That's no fun for anyone.

I am not saying if armour is good or not, I've not played the game in a while so I don't know. I am just pro-choice.

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