Kamehamehayes Posted February 23 Share Posted February 23 (edited) I am thoroughly enjoying playing through v26, but I have noticed a lot of balance issues as I was playing. A few of these issues (like the ones present in the cleaner base and some of the air combat as aircraft weapons are much cheaper) are different enough from v25 to warrant a new v26 balance discussion over the other thread. (This feedback is up to after I completed the Cleaner Base Assault on month 3 on Veteran difficulty) Ground Combat: I feel that the strength and tu stats blow all of the other soldier base stats out of the water for the most part because of the sheer utility both of those stats add to a soldier. This does make soldier customization and their utility in ground combat really fun, but both strength and tus outclass every other base stat so much that I find myself picking soldiers with high stats in both of those options far more than any other stat. It can be a bit of a balance breaker at times, even if it can make the game really fun and opens up neat strategies. Grenades in general feel really strong at present. With only having weights of 5 and a tu cost of 25 for the crazy amount of utility they bring, these grenades are easily spammed and can single-handedly secure a combat victory with little casualties. There needs to be some small nerf to them to balance them. I would assume that increasing the tu cost of grenades or forcing grenades to use a % of tus instead of a set number will cause them to become less spammable. (This also applies to the grenade-wielding enemies as well). I don’t really feel like snipers are very effective in the current game meta. It feels like the machinegun is superior to it in every way. Machineguns have similar issues to sniper rifles in that they require other teammates to blow up cover to make best use of their aim buff while not moving. However, machineguns with their 10-round burst have a lot more potential damage (which can hit other things in the vicinity) and can suppress surrounding aliens, making it better with dealing with multiple aliens and in most situations in general. Machineguns also have a decent short-range option with their 3-round burst, similar to that of rifles, that can make them effective short range weapons as well. Machineguns have so much better reward relative to sniper rifles that I often just switch my snipers to heavies so they can use their massive accuracy stat to effectively use machineguns instead. It is quite annoying to capture a mentarch (and other aliens that only show up once per mission) and not get the autopsy report that details all of its abilities and strengths. It makes sense to not get the autopsy on a captured alien, but it feels weird to know less about an alien by capturing it than if you killed it already. I don’t know if it is intended or not, but enemies can also reaction fire off of someone using a medkit. This feels very wrong as there are no loud noises/big movements/twitchiness while using a medkit, so there is not that much an alien has to react to in that sense imo. I feel like this one is more debatable and prone to change, but I find it odd. Cleaner Intelligence Hq: This mission was played in month 2 with steel plating and warden armor. I’ve noticed that a lot of people consider the cleaner intelligence mission quite difficult, but I feel the opposite about it. I did the cleaner intelligence mission in the middle of month 2 with access to MARS, more experienced soldiers, and warden armor and managed to juggernaut it pretty easily (with all 25 drives and little casualties). I feel like the cleaner intelligence mission should also get slightly harder over time just like the cleaner base assault does. However, knowing that many people do struggle with this mission, I don’t know if there is a decent compromise here or the mission will just have to remain somewhat easy for players that do it later than others. Start of mission save: user_cleaner_inetelligence_hub_mission_-4.json Cleaner base: This mission was played in month 3 with lasers, alloy plating, and warden armor. The sentries here feel extremely weird. They seem very stationary and only seem to fire on reaction shots. Players will assume that these guys work the same way your sentries do, but then they will be punished for believing that. Their reflex stat is way too high and they are able to reaction fire on any action imaginable, and they seem to suppress my soldiers more often than not. One can’t even use a flashbang to stop them from firing as they are mechanical. They feel really powerful, the player does not have great ways of taking them out, and the way they function feels really counter-intuitive compared to how your sentries seem to work. The issues with grenades also apply here to the enemies. It is incredibly frustrating to suppress and smoke a cleaner officer and then still have a soldier die because the officer can still throw a grenade over cover. The grenade nerf I mentioned earlier will help to make these grenades much more manageable and less frustrating. Start of mission save: auto_strategy_before_combat-42.json Air Combat: I noticed that Ablative plating in engineering seems completely useless and redundant. Planes are already built with Ablative plating and you can only build 1 ablative plating at a time, which is very different from how things like alloy plating works currently. I don’t feel like the differences between cannons and missiles in air combat are significant enough. It looks like they do the exact same job, so having both of them in the game feels redundant right now. In air combat, the jump from fighting scouts, destroyers, and fighters to fighting observers is a huge jump. Fighting the others were pretty easy but the observer has incredible tracking and durability and heavily damages my angels in every encounter while the others don’t do anywhere near as much. I think that Observers should be toned down a smidge. (I had alloy plating, ballistic cannons, and regular missiles/torpedoes a the time). Observer Interception save: auto_strategy_before_intercept-39.json General Geoscape: Certain Base structures like radar arrays are really expensive. I don't really feel like even considering building extra radar arrays in the earlygame because I have a bunch of other things to spend money on (base structures, mars/sentries, a second base, alloy plating, accelerated/laser weapons, more angels, aircraft weaponry, and potentially the dragonfly and phantom depending on how early I want to rush those). It feels very much like a midgame/lategame option that feels extremely weird to have the option to have at the beginning. The game almost guarantees that 1/2 funding regions will have way more panic than every other region in the world as it is very unlikely to have more than 2 working bases by month 3. I would have lost North America in the third month if I was on the highest difficulty. I think the game needs some way of better counteracting some of this panic temporarily to allow time to build another base a month or two later. It would also be kind of nice if there was a one-time way to reacquire contact with a region already under alien control through a very special mission type, but that's just me and I know that can't be implemented for some time. Edited February 23 by Kamehamehayes Quote Link to comment Share on other sites More sharing options...
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