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Posted

Just wanted to check out the new milestone, so didn't expect to do a long one but felt very different, both because of the new changes and the difficulty. As almost always, lost due to North and South America getting overwhelmed. 

  • Difficulty wise, Commander feels extremely punishing, and potentially not balanced with the new amount of soldiers we get. I had 15 aliens on I think my first or second crashed scout, while only having 7 soldiers and a MARS to bring against them was really quite scary
  • Androns and Wraiths as always felt very strong, lost my first terror mission because I got massacred by them, that 130% accuracy difficulty option is horrifying on them because they can just nail you so easily on those wide open lacking in cover streets while they're in buildings, 15 aliens total on that mission and I only managed to kill 10 of them before getting fully wiped out while again having only 8 units to use myself
  • Was constantly starved for cash and honestly not much for alien resources, got lucky with a landed observer at day 150 but never really needed to dip into OP's to grab alloy or such
  • Smaller maps were almost always bloodbaths because the amount of aliens were concentrated together so you ended up with mission fails within a couple turns or a win with 2 or 3 people surviving after the initial massacre
  • I didn't mind disabling auto resolve at first but it can be slightly tedious with probes and destroyers past a certain point and even though I like the mini game, I can imagine some people finding it slightly disruptive especially with that 150% UFO damage meaning any slip up can take out a Angel very quickly
  • Defender UFOs are very strong, only fought them twice but they absolutely castrated my Angels flying solo so it makes having two interceptors a hard check because you aren't taking it down alone and I just couldn't afford to build them quick enough meaning panic ruled near worldwide
  • Also felt pretty starved for Operational Points constantly as well, especially at the start clearing all 8 infiltrators and the 2 or 3 that popped up along the way, with the rest going into cash or near the end reducing panic
  • The earlier introduction of plasma weapons did feel like quite a step up difficulty wise, along with most of the start of Phase 2 feeling much more oppressive with how many UFOs waves spawn and a Alien base in Asia not long after

Honestly didn't enjoy the difficulty as much as I wanted to, felt like Legendary difficulty in Halo where it's really hard and punishing but not that fun because it's just teeth kicking you. 

Posted
15 minutes ago, Bookshelf11 said:

Just wanted to check out the new milestone, so didn't expect to do a long one but felt very different, both because of the new changes and the difficulty. As almost always, lost due to North and South America getting overwhelmed. 

  • Difficulty wise, Commander feels extremely punishing, and potentially not balanced with the new amount of soldiers we get. I had 15 aliens on I think my first or second crashed scout, while only having 7 soldiers and a MARS to bring against them was really quite scary
  • Androns and Wraiths as always felt very strong, lost my first terror mission because I got massacred by them, that 130% accuracy difficulty option is horrifying on them because they can just nail you so easily on those wide open lacking in cover streets while they're in buildings, 15 aliens total on that mission and I only managed to kill 10 of them before getting fully wiped out while again having only 8 units to use myself
  • Was constantly starved for cash and honestly not much for alien resources, got lucky with a landed observer at day 150 but never really needed to dip into OP's to grab alloy or such
  • Smaller maps were almost always bloodbaths because the amount of aliens were concentrated together so you ended up with mission fails within a couple turns or a win with 2 or 3 people surviving after the initial massacre
  • I didn't mind disabling auto resolve at first but it can be slightly tedious with probes and destroyers past a certain point and even though I like the mini game, I can imagine some people finding it slightly disruptive especially with that 150% UFO damage meaning any slip up can take out a Angel very quickly
  • Defender UFOs are very strong, only fought them twice but they absolutely castrated my Angels flying solo so it makes having two interceptors a hard check because you aren't taking it down alone and I just couldn't afford to build them quick enough meaning panic ruled near worldwide
  • Also felt pretty starved for Operational Points constantly as well, especially at the start clearing all 8 infiltrators and the 2 or 3 that popped up along the way, with the rest going into cash or near the end reducing panic
  • The earlier introduction of plasma weapons did feel like quite a step up difficulty wise, along with most of the start of Phase 2 feeling much more oppressive with how many UFOs waves spawn and a Alien base in Asia not long after

Honestly didn't enjoy the difficulty as much as I wanted to, felt like Legendary difficulty in Halo where it's really hard and punishing but not that fun because it's just teeth kicking you. 

Thanks for this. Can I just check what versions you played on? I've tweaked a few of the most oppressive parts already but I don't know if you were playing before or after that. I released the last version (6.3.0) late in the evening on Friday, UK time, so if you were playing over the weekend it'll have been with all of my tweaks already included.

Did you lose simply because you couldn't keep up with the UFOs, or had you also failed some ground missions? Or done unusually badly on some missions like Abduction / Data Raid missions where you'd normally expect to get more rewards?

I agree that the game is probably a bit too tough at the moment.

Posted
54 minutes ago, Chris said:

Thanks for this. Can I just check what versions you played on? I've tweaked a few of the most oppressive parts already but I don't know if you were playing before or after that. I released the last version (6.3.0) late in the evening on Friday, UK time, so if you were playing over the weekend it'll have been with all of my tweaks already included.

Did you lose simply because you couldn't keep up with the UFOs, or had you also failed some ground missions? Or done unusually badly on some missions like Abduction / Data Raid missions where you'd normally expect to get more rewards?

I agree that the game is probably a bit too tough at the moment.

Either 6.1 or 6.2. 

Thinking on losing, quite a lot of things stacked together really

  • I lost the Andron/Wraith terror mission in the US which boosted panic up a ton and was broke constantly so I couldn't build a new base there to reduce UFO activity which cost me it as both North and South America were unable to be calmed down
  • 2nd base I had in Asia was essentially worthless because I didn't have enough to make two hangers or two interceptors and by that time most UFOs then were either Observers I couldn't catch unless I upgraded the engines using the resources I couldn't shoot down to get or they had a Defender escort who I couldn't take on alone 
  • The 8 infiltrators reduced a lot of cash flow because I had to spend all my points on removing them or any that popped up, when most of the time I'd put those points into getting a starter fund for a new base or aircraft to help bootstrap my panic management, which indirectly led to me losing the air war and probably the campaign
  • Funding was much lower than I anticipated, combined with multiple mission losses and the costs of losing so many people or MARS units, just couldn't afford much so I couldn't hire who I needed or build myself up
  • Had a total loss on a Cleaner Convoy which wiped out my MARS, all my A Team and their gear meaning I lost a huge amount of resources, there were so many cleaners that it made it quite hard to not be overwhelmed even when I had the jump on them and managed to kill or supress quite a few on the first turn
  • I also had a really bad abduction because the map was quite small so the enemies were close together and the landing zone was a kill zone, the artic map where you're surrounded by fencing and there's cargo containers up ahead, you can't really advance without having your sides exposed, I've had bad missions there before but this felt worse since I had less troops and more aliens
  • A couple times where a unlucky dodge or dogfight led to a Angel getting downed due to the 150% UFO damage, leaving me unable to tackle the Phase 2 UFO wave and panic outbreaks, infiltrations or get resources from crashes

On average, the amount of troops and missions I lost were way higher than most campaigns due to I feel like having less soldiers and more enemies who have better aim. Losing armour on death, making new weapons, rebuilding MARS units and hiring up new troops really can drain your funding that it makes you unable to put it towards anything else, and when considering funding is lower and the amount of infiltrators is higher, your ability to spend Op points on a emergency reserve of cash is really strongly reduced, especially when you're using them to also reduce panic in countries you can't reach yet. 

  • Like 1
Posted
3 hours ago, Bookshelf11 said:

Either 6.1 or 6.2. 

Thinking on losing, quite a lot of things stacked together really

  • I lost the Andron/Wraith terror mission in the US which boosted panic up a ton and was broke constantly so I couldn't build a new base there to reduce UFO activity which cost me it as both North and South America were unable to be calmed down
  • 2nd base I had in Asia was essentially worthless because I didn't have enough to make two hangers or two interceptors and by that time most UFOs then were either Observers I couldn't catch unless I upgraded the engines using the resources I couldn't shoot down to get or they had a Defender escort who I couldn't take on alone 
  • The 8 infiltrators reduced a lot of cash flow because I had to spend all my points on removing them or any that popped up, when most of the time I'd put those points into getting a starter fund for a new base or aircraft to help bootstrap my panic management, which indirectly led to me losing the air war and probably the campaign
  • Funding was much lower than I anticipated, combined with multiple mission losses and the costs of losing so many people or MARS units, just couldn't afford much so I couldn't hire who I needed or build myself up
  • Had a total loss on a Cleaner Convoy which wiped out my MARS, all my A Team and their gear meaning I lost a huge amount of resources, there were so many cleaners that it made it quite hard to not be overwhelmed even when I had the jump on them and managed to kill or supress quite a few on the first turn
  • I also had a really bad abduction because the map was quite small so the enemies were close together and the landing zone was a kill zone, the artic map where you're surrounded by fencing and there's cargo containers up ahead, you can't really advance without having your sides exposed, I've had bad missions there before but this felt worse since I had less troops and more aliens
  • A couple times where a unlucky dodge or dogfight led to a Angel getting downed due to the 150% UFO damage, leaving me unable to tackle the Phase 2 UFO wave and panic outbreaks, infiltrations or get resources from crashes

On average, the amount of troops and missions I lost were way higher than most campaigns due to I feel like having less soldiers and more enemies who have better aim. Losing armour on death, making new weapons, rebuilding MARS units and hiring up new troops really can drain your funding that it makes you unable to put it towards anything else, and when considering funding is lower and the amount of infiltrators is higher, your ability to spend Op points on a emergency reserve of cash is really strongly reduced, especially when you're using them to also reduce panic in countries you can't reach yet. 

Yeah, sounds like several things snowballing together. I'll bear that in mind as I continue my own balance playthrough.

BTW, from your message it sounds like you don't usually play on Commander? If not, it might be worth giving your next campaign a try on Veteran (which is what I tend to balance on). You might find that M6 is slightly harder than M5 but without it being quite so harsh as Commander is.

Posted (edited)
2 minutes ago, Chris said:

Yeah, sounds like several things snowballing together. I'll bear that in mind as I continue my own balance playthrough.

BTW, from your message it sounds like you don't usually play on Commander? If not, it might be worth giving your next campaign a try on Veteran (which is what I tend to balance on). You might find that M6 is slightly harder than M5 but without it being quite so harsh as Commander is.

I play on veteran and at least the first ~150 days seemed easier than ms5, but could be just random variance

Edited by Skitso
Posted
Just now, Skitso said:

I play on veteran and at least the first ~150 days seemed easier than ms5

Tactically, or strategically? And you played over the weekend, right? I ironed out a few tactical difficulty spikes in Phase 1 in 6.1 and 6.2, but to me the tactical battles still felt a little harder than M5.

It feels quite easy now I'm past day 150 though.

Posted (edited)
13 minutes ago, Chris said:

Tactically, or strategically? And you played over the weekend, right? I ironed out a few tactical difficulty spikes in Phase 1 in 6.1 and 6.2, but to me the tactical battles still felt a little harder than M5.

It feels quite easy now I'm past day 150 though.

Yeah, over weekend. You red this? 

 

Edited by Skitso
Posted
55 minutes ago, Chris said:

Yeah, sounds like several things snowballing together. I'll bear that in mind as I continue my own balance playthrough.

BTW, from your message it sounds like you don't usually play on Commander? If not, it might be worth giving your next campaign a try on Veteran (which is what I tend to balance on). You might find that M6 is slightly harder than M5 but without it being quite so harsh as Commander is.

This is actually the first time I've attempted a full unmodified Commander run, mostly just to see how it is. I mostly go for Vet with some minor changes like showing health and damage and disabling armour loss on death just because it can be a little annoying to rebuild armour each time a rookie eats it. 

Posted

Yes, commander requires good habits and skills. You get punished for mistakes and sloppy/lazy play which can result from playing on easier difficulties.

Also, you need to play the early game perfect to maximize OP points (capture general, capture cleaner agent, capture cleaner soldier) all give extra OP points versus just killing. You need to focus on eliminating infiltrators or recruiting (isolated) supporters that give daily OP points or reduce daily doomsday.

I also feel MARS is a trap for commander play. too $$$ when you are strapped for cash and need to be focusing on building base infrastructure/planes/gear etc.

Be sure to utilize smoke and flashbangs if you can't kill all visibile aliens on your turn. You need to preserve your soldiers and level them up to make them better. can't be throwing them away.

I do agree that I think angels need their cost reduced slightly, down to 250k. It is too easy to greed 3 angels until phantoms become available). And angels with the upgrade are useful against everything except battleships. you can compensate by making (a) slightly reducing angel health, (b) making the angel upgrade a per/angel upgrade and (c) slightly increasing the number of ufos that spawn post P2. 

@Chris he said his 1st terror mission was against wraiths and androns, is that possible? I thought 1st terror mission was sebillians in M6 or perhaps that was just my experience.

Posted

IMO commander should be punishing. It's the hardest difficulty level, so it should chsllenge even the most seasoned players with multiple playthroughs. However, it should also be balanced in a way that it feels fun/fair to play when you know what you do.

But making it easier just because some players are not comfortable with it is not sonething I would suggest doing. If Chris can manage it, then it's fine.

I tend to play veteran ironmam because that's the "main difficulty level" the game is balanced for. It can be easy for me, but I try to look at relative difficulty levels instead of how eaay the whole playthrough is for me.

Posted (edited)

Commander difficulty goes up exponentially.

I would recommend  balance the top difficulty towards  "more enemies but keep acc bonus same as Veteran"

e.i.   : to prevent un-fair feeling on Commander diff, keep the alien accuracy bonus same as for Veteran.

BTW: thanks for team reduction. I opened this topic about a year ago. Courageous  move but improves gameplay, especially for casual and new players of the genre.

Edited by gG-Unknown
  • 3 weeks later...
Posted (edited)

I have done first 150 days of MS 6.8 Commander and it felt a bit easier than MS 5.x for me despite economy feels really tight.

About delegation system:

I have noticed you can bypass it by spending your OP points before trying the mission (your OP points cannot go below zero) which is probably not intended...

Edited by Rakiii

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