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XPiratez / Re: Cydonia or Bust! Kiri's question thread. Game complete!
« on: August 25, 2017, 10:27:13 pm »
Well I'm off now, thanks a lot for all the help with my campaign
I'd like to suggest to Dioxine:
1) Nerf 37mm rifle, IMO it need an increase to 60% TU for snapshot, 90% TU for aimed shot, lower accuracy %s and about 20-40 less damage
2) Nerf the higher end ballistic tier weapons like LAC and Light Cannon, or else buff the laser tier because by the time I unlocked lower end laser guns like las gun, or higher tier like nuclear lasers from russian files they were overshadowed initially by LACC/light cannon and then by 37mm which is available mid game and a solid solution to anything but mercs (which it can still handle currently)
3) Nerf the shadowbat. It's currently a very early game flying fortress. I suggest you change the stairs with slidey doors into an open ramp like the skyranger, and you add ladders under the wings that enemies can climb up to get on top of the wings. This should make it far less effective for camping. You should also increase the resilience of the supports under the wings because I was deliberately shooting them with 37mm/heavy plasma to allow me to see better while I camp
4) Probably should nerf the barracuda as well, I suggest dropping the dodge to 10% and the toughness to 175. I would've used it as my exclusive interceptor if only it could effectively catch sentries, and I kept only one sabre on hand for that (I had a fleet of sabres to take down a silver towers which they failed to do, for all the difference it made I might as well have stuck with the barracudas who performed spectacularly until the end)
5) Put key tech in underwater, space, organ grinder, monster hunting and mansion raids. I did some underwater missions trying to find gems which I never found so it was a waste of time, I did some organ grinders looking for gems which I didnt find either and quit it after I lost one of my elites to a mere ghoul, I did one mansion raid where I basically just sprinted to the roof and evacced immediately, I did monster hunting only in the late game for some training, and I never did a single space mission. I could have skipped every one of these missions, and considering the high risk involved I may as well have. I also only did 1 of the church bounty hunts and never did the gang bounty hunt due to the risk involved and because I really didn't have an incentive to take that kind of a risk. Placing key tech on these missions would have pushed me to do them, as otherwise it's a stronger strategy (especially as an inexperienced player) to skip them
6) Remove early guns from the market (I'd gate the market for them behind back to school) to force players to use primitive tech like bows, javelins and gunpowder weapons. Gunpowder should be available after bows, and chainmail should be available way before tac vests. Otherwise you start off with low grade firearms and research primitive tech that's a big step backwards in terms of tech level, it's like starting with plasma weapons and unlocking the option for ballistic weapons. You could still loot stuff like niners and old carbines from enemies but would be limited to ammo that was looted from them so they would end up few in number. Perhaps gun wielding enemies should not appear for a few months and early missions are raiding tribals equipped with spears, swords, bows and muskets
And that's all really. Great mod, I had tremendous fun playing, good job Dioxine!
I'd like to suggest to Dioxine:
1) Nerf 37mm rifle, IMO it need an increase to 60% TU for snapshot, 90% TU for aimed shot, lower accuracy %s and about 20-40 less damage
2) Nerf the higher end ballistic tier weapons like LAC and Light Cannon, or else buff the laser tier because by the time I unlocked lower end laser guns like las gun, or higher tier like nuclear lasers from russian files they were overshadowed initially by LACC/light cannon and then by 37mm which is available mid game and a solid solution to anything but mercs (which it can still handle currently)
3) Nerf the shadowbat. It's currently a very early game flying fortress. I suggest you change the stairs with slidey doors into an open ramp like the skyranger, and you add ladders under the wings that enemies can climb up to get on top of the wings. This should make it far less effective for camping. You should also increase the resilience of the supports under the wings because I was deliberately shooting them with 37mm/heavy plasma to allow me to see better while I camp
4) Probably should nerf the barracuda as well, I suggest dropping the dodge to 10% and the toughness to 175. I would've used it as my exclusive interceptor if only it could effectively catch sentries, and I kept only one sabre on hand for that (I had a fleet of sabres to take down a silver towers which they failed to do, for all the difference it made I might as well have stuck with the barracudas who performed spectacularly until the end)
5) Put key tech in underwater, space, organ grinder, monster hunting and mansion raids. I did some underwater missions trying to find gems which I never found so it was a waste of time, I did some organ grinders looking for gems which I didnt find either and quit it after I lost one of my elites to a mere ghoul, I did one mansion raid where I basically just sprinted to the roof and evacced immediately, I did monster hunting only in the late game for some training, and I never did a single space mission. I could have skipped every one of these missions, and considering the high risk involved I may as well have. I also only did 1 of the church bounty hunts and never did the gang bounty hunt due to the risk involved and because I really didn't have an incentive to take that kind of a risk. Placing key tech on these missions would have pushed me to do them, as otherwise it's a stronger strategy (especially as an inexperienced player) to skip them
6) Remove early guns from the market (I'd gate the market for them behind back to school) to force players to use primitive tech like bows, javelins and gunpowder weapons. Gunpowder should be available after bows, and chainmail should be available way before tac vests. Otherwise you start off with low grade firearms and research primitive tech that's a big step backwards in terms of tech level, it's like starting with plasma weapons and unlocking the option for ballistic weapons. You could still loot stuff like niners and old carbines from enemies but would be limited to ammo that was looted from them so they would end up few in number. Perhaps gun wielding enemies should not appear for a few months and early missions are raiding tribals equipped with spears, swords, bows and muskets
And that's all really. Great mod, I had tremendous fun playing, good job Dioxine!