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Posted

1.  Basic progression is going smoothly, game builds to having real money and extra bases at notable times.  Cleaner base is timed to be near Lasers and Dragonfly.

2.  One possible bug from last play through, got NO survivors from Med lab or random.  Over 300 days and a dozen fatalities.  I would check the code.

3.  Problems..  Too many upgrades too late.  To much time waiting for late upgrades to gate, as well as missions.

4.  About at orbital, game needs more paths and something to eat up some OP points and Money.  The endgame missions aren't bad, but they take TOO long to appear and several techs are Single-mission wonders.

5.  Penultimate mission is good and tense, then it devolves into "find the goober wandering around".  Give us a target or at least a scanner.

6.  Alien bases should be tied into OP points or $, Let us set a pace depending on how well we are doing.

7.  Non-stun grenades are dang weak, Grenade launchers even more so, and VERY heavy.

8.  We need a "dressing" that can STOP bleeding only, but doesn't heal.  and is light enough for everyone to carry.  As is, riflemen are effectively medics until the Lizards show up.  And this FURTHER restricts grenades.

9.  Carrying captures, and/or teamate's bodies, adds to found play drama, you want MORE of this.

10.  Another reason to tie bases to OPs etc..  With limits on clean-up, resources get VERY tight at certain times.  Alien Bases are the best source, but too far out of player control.

11.  Reapers are TOO fast for current overwatch.  

12.  Last game, Harvesters came AFTER Battleships.

 

  • Like 1
Posted
9 minutes ago, ADederer said:

1.  Basic progression is going smoothly, game builds to having real money and extra bases at notable times.  Cleaner base is timed to be near Lasers and Dragonfly.

2.  One possible bug from last play through, got NO survivors from Med lab or random.  Over 300 days and a dozen fatalities.  I would check the code.

3.  Problems..  Too many upgrades too late.  To much time waiting for late upgrades to gate, as well as missions.

4.  About at orbital, game needs more paths and something to eat up some OP points and Money.  The endgame missions aren't bad, but they take TOO long to appear and several techs are Single-mission wonders.

5.  Penultimate mission is good and tense, then it devolves into "find the goober wandering around".  Give us a target or at least a scanner.

6.  Alien bases should be tied into OP points or $, Let us set a pace depending on how well we are doing.

7.  Non-stun grenades are dang weak, Grenade launchers even more so, and VERY heavy.

8.  We need a "dressing" that can STOP bleeding only, but doesn't heal.  and is light enough for everyone to carry.  As is, riflemen are effectively medics until the Lizards show up.  And this FURTHER restricts grenades.

9.  Carrying captures, and/or teamate's bodies, adds to found play drama, you want MORE of this.

10.  Another reason to tie bases to OPs etc..  With limits on clean-up, resources get VERY tight at certain times.  Alien Bases are the best source, but too far out of player control.

11.  Reapers are TOO fast for current overwatch.  

12.  Last game, Harvesters came AFTER Battleships.

 

Thanks. Could you let us know what version of the game you're playing (Milestone 6 or Milestone 7?) and what difficulty you played the game on?

Posted

7.00 series.  Have been on experimental almost without exception.

Generally Soldier.  I ran some earlier at Veteran.  Usually have tweaks to money survivability etc. (one reason no survivors stood out).

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