Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Ebisu_rkz

Pages: [1]
1
I have played almost 200 hours between the betas and since the release up to now.
I have almost all weapons, I am lacking Mikah's weapons. I have got and tried all weapons in the betas.

I only played 3 games as antagonist, I have won the three games. I don't enjoy this gamemode because I am a coop player. I really enjoy the coop mode because it is harder than most coops, forcing you to play together in some stages. I enjoy coop games where you are forced to play as a team and not as 4 individuals. So, I have high hopes for this game on that regard.

My problem is, since the release I have lost 5 games or so, all games the first day in the early hours from the release. The problem is that I am not that good to justify that result. And yes, I have played against the top antagonist. Maybe I have been exremely lucky with my games...

I don't have any solution because I don't know how to balance it, but there are problems on both extremes in my opinion. If you let an antagonist play against new people they get wrecked pretty soon with a bad experience for the raiders, they only die and they get frustrated and probably will leave the game.

If you have 4 people that really know how to play and know how to play together, they can't lose.... I am lying, they can lose, because they can get a survive time with some deaths and they can die in that window.

My problem is that I dont think this is enjoyable for the antagonist, he dies like in 15-30 secs and maybe he get some kill or a few kills and then he has to wait the respawn time. if the raiders don't seperate too much and try to stick together mostly when the antagonist spawn, they will often beat the antagonist on melee bc of how the close combat works.

The game is new yet, but the time will come when most ppl will know how to move and be aware of the antagonist. And then the antagonist mode won't be that fun.

I am not saying that you should do it easier for the antangonist and harder for the raiders, I explain myself pretty bad. The start of the game is already hard for the raiders and news antagonist, when they face experienced players, even enemies with little experince.

I think that the curve of difficulty should have more slope, and be much harder for teams full of experienced players as a team of 4 experienced players is really different from a team of 2 experienced players and 2 new player, even if the second team elo is higher than the first one imo.

The ppl of both sides should spent more time playing than trying to suicide themselves to get some kill.

2
Gameplay Feedback / Harec weapons
 on: July 15, 2017, 05:19:03 PM 
I like the lottery system and the blueprint hunt. Different mechanics for different weapons and all that.

My only problem is the fact that some weapons are underperforming for what I would expect of them.

I have all weapons of Harec and Hans, most weapons of others characters.

Hans in my opinion is well designed, a default weapon and an obvious upgrade with the new ones, maybe the USU is too OP for PvP IMO.

Harec, IME, is the opposite. I have all weapons, but the weapon that works better for me is the first one, and that is a little disappointing when you try them becuase I was hyped when I got the weapons.

- Aura mortis: the only one that I had some succes, but it take so long to charge. I understand that it does not increase your aleph, but as Harec I am most of the time hidden, so no problem for me when I am visible little time IME.

- Ignis fugit: that weapon lacks damage IMO.

- Vindicta Anima: Nice charge time, good enough damage to one-shot (That is why that weapon trump Aura mortis IMO, no need to do an overkill and faster than Aura mortis).

3
Gameplay Feedback / Visible archievments for Raiders
 on: July 09, 2017, 06:01:50 PM 
Will there be some visible archievements for the raiders on the release date? I would like to see something like this as IMO it gives some sense of useful to replay the game a lot of times, I have seen players farm for that archievments for months, even some years. Mostly on coop games.

The Antagonist has the league of antagonist and their title. What have the Raiders once they have maxed their build and completed the adventure?

4
Gameplay Feedback / Shae
 on: July 09, 2017, 05:53:49 PM 
I have tried to use her as I like the model.... but fuck... I can't get used to her in any way. I have used all the other characters with a decent succes.

Special skill needs to charge to blind, if there are a lot of objects in the middle is hard to use this skill with succes, much less against an antagonist that go behind covers constantly, I could use her skill maybe 10 times in a game? compared to the other special skills that you are using them constantly....

Weapon need to charge like 2 or 3 times more than Harec only to do less damage than him. I don't know if the other weapons will fix her as I can't buy her to unlock new weapons.

I can see that she doesn't need to reload as much as Harec, but with the time she need to charge Harec end up shooting faster than Shae and doing more damage. Maybe it's only me, bu I feel like Shae is like 1 or 2 tiers behind any other character.

If someone had success using her I am open to listen some tips about her.

She is a sniper should do a lot of damage IMO, but she doesn't, in close combat she is dead, her weapon and special skill is a little useless and she has the same health as Harec.

What is supposed to be her advantage over harec? She is the character less played by far IME, maybe it's because she is bugged, although that doesn't help her tbh.

5
Gameplay Feedback / Progression system
 on: June 12, 2017, 01:01:48 PM 
I haven't find any post related to that yet.

Has someone unlocked the rare cards?

I only unlocked the common ones so far, but I have looked at the bonuses.

I also would like to know if someone have noticed some noticeable improvement on their character with the cards thing. I haven't unlocked anything good so far, but I feel like the bonus and the fact that you can only have 1 card active is not worth the time needed to unlock them.

The system is interesting, but the fact that you can only have 1 card active is the thing that worry me more, there are no builds to build like this, no theorycrafting of any type or testing different gameplays. Some bonuses are really specific about a part of the game, like the downed state, but not big changes.

I feel like the progression system is almost inexistent, but I haven't played with that yet tbh. Looking for other opinions here.

6
Gameplay Feedback / Maps and Spawns
 on: June 11, 2017, 09:56:42 PM 
The AI spawn is a little frustrating and predictible in some cases.

First mission:
  • First zone . They spawn from the gates, a lot of times they spawn from your back without any warning making the cover a little useless.

    Lots of minions that you need to kill fast so lycus won't die. This zone is the hardest zone of this mission playing against an antagonist. Taking into account that this will be the first pvp experience that a new player will have I don't know if this is the right thing.

    The engineer thing make this mission entretaining IMO.

  • Second zone: Too easy. Predictible spawns and easy to camp them. The turret of the end of this zone make it easier yet, it's too easy to take all of them out with that turret and be left without enemies pretty fast.

    when you have to destroy the airships they end spawning only from two sides. In this case I find it too predictible, you only need to camp that two spawns (some time only one as they spawn almost always from the same side) and you won't have a lot of problems. For example, with one or two raiders is really easy to camp an spawn point.

    Maybe if they would spawn from more far away and surrounding you more would help to force you to move more.

  • Third zone: Too easy when you know how it works. The melee enemies are really interesting, Maybe it would be interesting to mix different type of mobs with different mechanics and weakness on other areas. The variety makes the game more enjoyable.


Second mission:
  • First zone. Some tentacles position would need a review, there are some positions where you can only hit them for 1 sec before you die by the laser thing. Or the laser need more time before killing you. We lost a game only because the position of a tentacle and there was anyone that could kill it.

    Also, the laser is a bit frustrating for characters as Alicia. After you grab someone you have to run to the nearset safe place before dying by the architect.

  • Second zone (boss). I really liked that one, I hope to see more like this in the future. GJ.

7
Gameplay Feedback / Opinion about characters
 on: June 11, 2017, 12:37:31 AM 
I make a post to expose my opnion of the different characters so far.

Harec:
- Probably the best design, great synergy with the special skills.

Alicia:
- Her special skill is useless. Only two uses IMO:
  • Shot from the air. It is useless if you have a shotgun with a really short reach. And you are exposed to the enemies as you are not too high.
  • For mobility (I guess that is the objective of this skill as she uses a shotgun). It help a little with that.... but it's not enough. Maybe beacuase of the maps or maybe because it needs some changes, I don't know. Maybe it should be able toconcadenate more than one jump.

- Shotgun: More damage on close and medium distances. It make no sense to use that weapon when you can use the melee actions. Which are really OP.

- Always visible: I haven't played her as antagonist, but I played against an Alicia antagonist. The grab is too OP against players, so is too easy to ambush her from behind, like really easy. You always know where she is and where she goes. Being invisible and the ambushes are one of the greats things of this game IMO.

Lycus:
- I haven't used him too much tbh. My opinion about him would be a little unfair.

Konstantin:
- Special skill: It  is the only support skill in the game so far, I really like it. Great synergy with his weapon and slow mobility.

Hans:
- Special skill:
  • It doesn't fly, It levitates above covers. Again you are exposed. Lethal when playing agaisnt players (hi konstantin!)
  • Great mobility, but it would help if you could have more control about the height
- Weapon: IMO, it would need more bullets.

Shae:
- She really needs a tutorial about her special skill and shooting mechanic.
- The mark timer for her special skill seem a little too slow, as it get interrupted when the enemy goes undercover.
- The time for her weapon seem a little too slow. The diferences in damage and charge timers between Harec's weapon and her weapon are too much.


Overall:
- Weapons:
Most weapons that are not snipers or konstanin need more bullets before the reload IMO. You find a group of 3 minions and the best option is going melee if you are not konstantin.

I find that the characters more fun to play are kosntantin and Harec, casually the ones that have good weapons for their characters. With the other players I find myself looking for an opening for melee always. They need more balancing IMO.

- Special skill:
More tutorials, even a video would be nice to show how that skill work. Not a lot of people will read the description, and some description are not clear how their skills work. Shae is the most obvious.

- Sprint:
It's a little anti-intuitive how it works, I have played a lot of games and it is hard to get used to it. The maps are small on some missions, and you only want to run some small distances, but the sprint will never trigger. The game has a high pace and the sprint seem to work against that pace. Some times the sprint will trigger too late, it's really frustrating how it works. It would be nice that we can decide when to sprint.

- Evade:
You can do a "dash" and a roll from what I have seen. The roll it covers a small distance, it's only usefull on melee. A lot of times I would like to use the dash to reach covers faster and it does a slow roll, its frustrating some times. I am not sure that this two skill should have the same key, as the roll doesn't seem to help you in any way when someone is shoting you. If someone can correct me if I am missing something here, but their purposes look really different.

- Shoulder side:
I have seen that your character can change the side for the weapon when coming off from covers, but you don't have any control about what side do you want. Some times it comes from one side and I get exposed because it is the wrong side. It would be really nice to have a control about from what side you want to use the weapon.It's a mechanic that is really usefull in cover-shoters.

This it is only my opinion, I understand that some mechanics are design decision to force us to do use other tactics or playgame.

Pages: [1]