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V18.3 Geoscape Balance Discussion


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I think if a player swings and strikes out against a lone, unescorted landing ship, they might deserve to lose... A landing ship would be able to be taken out fairly easily without losing anything if one just uses common sense and retreats after firing missiles and, if necessary, using multiple sorties. The amount of damage the landing ship takes should be enough to indicate to the player that they need to up their game as better ships come along.

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I have a suggestion that could make air combat more balanced. Make hangers cheaper. It would let us make room for building new planes more easily, let us have more aircraft, and therefore less of a chance to lose the game automatically if we lose a single plane.

Also, repairing an aircraft shouldn't prevent refueling it. Maybe it would if the aircraft had taken severe damage, but not if it only got grazed by a single plasma bolt. I've seen complaints about that.

I agree with both of these ideas.
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But if you've never seen a landing ship before (a newbie) then you might not know what you're getting into.

True... but if the rest of the game is relatively unforgiving, they should expect that getting into firing range is a potential death sentence. Regardless, it shouldn't be a game breaker to lose a single squadron, and with the costs of condors and migs as low as they are now, I think it's getting there.

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I accidentally posted this in the wrong forum so I'll repost my experience with the geoscape here again:

'So I've been playing for three months ingame now and I've noticed a certain discrepancy/imbalance when it comes to UFOs attacking with the potential of being game breaking. I either get fighters, which simply get destroyed, or medium UFOs my Condors and Foxtrots can't do jack about. The Foxtrots might if they could carry more payload, but with a total of 2 torps and 2 missiles each this is a futile attempt because you can only have 3 planes per squad and even with all missiles hitting, it didn't seem to even annoy the Corvette.'

Additionally, I think for a 'medium' Ufo the next tier plane after the Condor should do the trick, seeing how the medium UFO is more or less the aliens' second tier craft that bothers to fight back as well.

Then I researched the X-37 but lo and behold, I can't build it because I'm out of alloys and UFOs my planes can take on no longer spawn. This also means I can't upgrade my soldiers' equipment, and I have a pretty bad assumption of where this will lead down the line.

A possibility to solve this would be to either have those small UFOs drop more (a LOT more) alloys, the Foxtrot needing to be buffed or medium UFOs nerfed. As it stands right now, I'm somewhat certain that a vastly experienced player might be able to salvage this situation, but alas, this was easy difficulty like I said. Right now, at least for me, it is indeed game breaking >_<...

Edited by Harmor
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Harmor, you can attack any UFO multiple times, each time coming back with new rockets. At later stages, this is the only way to go, at least for me; however, Corvettes shouldn't give you so much trouble, they fall easily to alenium torpedos.

Anyway, this problem will be fixed indirectly, since Devs promised us that scouts would be available for combat until the end of the game. Yay!

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Right - I just don't really like the idea of having to do it multiple times tbh. I'd like it better if you could send more than just three planes into a dogfight at any given time. Good thing about the scouts though.

Incidentally, is transferring resources broken perhaps? I tried to transfer alerium and some alloys from one base to the next and instead, both just disappeared from the first base yet never showed up at the other one.

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You have to use the arrows at the far right of the stores section. You might have accidentally sold them. I've done it a few times. There's a set in the middle, and a set on the right. Use the ones on the right. Takes a few hours to show up (up to a day).

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I always save before transfers just in case :P

Oh, and don't transfer soldiers. I think it screws up your game still. So save beforehand in a new slot.

Didn't know that, thanks! On a sidenote I think some balancing should be done to the pacing of the Geoscape, aka, on lower difficulties players should get more leeway. Right now it appears that small mistakes you make early on can be a drastic predicament to overcome later. Don't get me wrong however, I really like that the aliens don't obligingly wait for you, but right now it's a little out of whack I think (it has been years since I last properly played the old XCom games, saying I'm a little rusty would be like saying the devil is a little cranky in the morning >_<).

And a question: right now with this current build, by what time should a second and third base be set up? I'm asking in particular because of the fact that everything in the game costs a ton and I can't seem to get the Geoscope stuff right without being constantly on the brink of my organization going belly up ^^.

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Right - I just don't really like the idea of having to do it multiple times tbh. I'd like it better if you could send more than just three planes into a dogfight at any given time.

You can send more than one squadron at a time and engage the UFOs one squadron at a time. This is equivalent to sending more than 3 aircrafts at a time.

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You can send more than one squadron at a time and engage the UFOs one squadron at a time. This is equivalent to sending more than 3 aircrafts at a time.

Right - UFOs don't regain health after the initial fight I take it? I couldn't quite tell because so far, they either died during the first encounter (scouts, fighters) or didn't seem at all fazed by my planes (Corvettes)...

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Right - UFOs don't regain health after the initial fight I take it? I couldn't quite tell because so far, they either died during the first encounter (scouts, fighters) or didn't seem at all fazed by my planes (Corvettes)...

Oh no, they don't. Which is crucial to battling them.

And a question: right now with this current build, by what time should a second and third base be set up?

As soon as possible. :P I my current game I put everything in one basket, which was to have a second base in the United States in the first month (with just a radar, more stuff was done by the end of second month). I didn't even build any MiGs. ;)

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  • 2 weeks later...

I tend to focus on one base as otherwise I end up getting smashed in later months.

Regarding corvettes, I tend to do the multiple attacks if I havent already researched alenium explosives. You do know you can re-equip the front 2 sidewinders to avalanche torpedoes? 4 torpeodoes and 4 missiles from your condor should do the trick on corvettes. The landing ships are a bit more tricky.

My issues with balancing is around the aircraft capabilities vs cost vs waves of ufos.

I never bother with the corsair as it takes to much time and resource to build versus what it gives. Might as well risk condors and buy more if they get shot down.

The marauder on the other hand is a tough piece of kit but takes bloody ages to build and costs loads. Without taking advantage of bugs, I havent been able to build one before aliens start spam attacking my base, at which point the game is unplayable because of the human base attack bugs.

Think either the corsair should be balanced as a worthy stop gap (I.e 3 would be a match for a large ufo, 1 or 2 for medium) or the marauder should take far less time or money to build (I.e. less engineers needed or less money to allow for more engineers).

I hope the human base bugs are being worked on for version 19 as that is what results in my quitting and starting again.

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