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Anyone has an idea how to finish this turn without losses?
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wow this one is even better unavodable 4 grid damage 0_o
RNG in this game is Fable to be told.
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1- If you've powered your weapons (brute or prime have + damage) and the alpha firefly acts before the other one, attack the beetle with your prime without moving it, move the alpha fiefly with your ranged so it attacks the other firefly and finish the beetle with your brute.

2- You're screwed. you should be able to minimise the damage taken to 2 so bear and grin. Also, hope you've learned to mind your initial placement.
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bobrong: 1- If you've powered your weapons (brute or prime have + damage) and the alpha firefly acts before the other one, attack the beetle with your prime without moving it, move the alpha fiefly with your ranged so it attacks the other firefly and finish the beetle with your brute.

2- You're screwed. you should be able to minimise the damage taken to 2 so bear and grin. Also, hope you've learned to mind your initial placement.
1- won't work without + damage(this is only 2nd island)
2. It's game over bacause of RNG. I cant see where to place units pillars drop after you placed units

The game have GARBAGE balance for hard in general, wasted potential sadly
1- Did the first island go badly? If not, what did you use your reactor cores for?

2- It's true, but placing a mech in range of a scorpion leader is a mistake in my book.

And you complain about the hard difficulty in quite a lot of posts... if you hate it so much, why don't you play normal?
Post edited March 10, 2018 by bobrong
I agree with bobrong.

You compalin about blaance and RNG when the only major problem with that screenshot is because of a decision that YOU made. (putting the mech in range of the scorpion leader).

You have plenty of grid points, so you could have easily minimized damage and continued the fight if not for the poor placement of that mech.

I'm not a turn based tactics expert, but I've found that this game is pretty fair. This isn't a game about being some badass that plows through the enemy. You need to be able to assess risk vs reward.
Scorpion would just target the pillon making things even worse.
Normal is boring
Balance IS trash, i can perfect clear 4 islands on hard and then die on last mission because AI will make a grid rush.
I played 15000+ hours in this genre I'm not to be mentored.
I bugs thr hell out of me that this devs have near cult following for extremely mediocre games.

But you are right it's my mistake for buying the game in the 1st place should go back to torrent bay
Post edited March 11, 2018 by K0S-M0S
I think you should read Keith Burgun's article "Randomness and Game Design".

Most the randomness in this game is Input Randomness. Something random happens, then you get a chance to respond to it. Where as FTL - not a good strategy game - used lots of Output randomness where you could randomly lose a crew member or fuel without having any chance to stop it.

For someone who claims to be an expert with 15,000+ hours in this genre, you have been unable to articulate the problem and present a solution. If you did that, maybe I could agree with you, and maybe the devlopers would want to know. They are a small team - they aren't perfect, but they're doing a good job.

You seem to just write off your mistakes as the game's RNG. And I don't see your argument as valid. I'm geniunely interested if you have something constructive to say, though. But, simply stating that the game is grabage and relies on RNG without giving a valid argument is not productive.

Maybe you could record your games so that you can better demonstrate why it's garbage.
Neither do you.
Please provide a step by step winning stratege for the last mission with blitz with that enemie placement.
It's a bit hard for me to even talk I'm on suicide verge.

Ok
I move shocker from scorp range.
Hooker is ineffective on left side, artillery will hide behind mountain.
Shocker don't have enough dmg to kill any unit.
Mover at best can move one unit.
So you have effective 2 treat errasers on this move but enemy give you depend on what eber loadout 3-4 pillon treat and 0-1 pilot treat and 3 spawn treath.
In one of YouTube videos guy lost blitz even thou he played decently, but covering 4-7 treaths with potential of 3-5 is just unreal.
Then there is a noob who have a video for each squad on hard i only watched 2 in both he uses mass freeze, he is a noob I won't evem explain why.

As said in post topic, give solution to mission if you dare bother.
If you know most of items in game make a list and randomize it exclude mass freeze and smoke you have 2 reactors from pods one from mission and 18 money to spend.
Btw in that same video the last mission spawed with him being able to kill 3 or 4 enemies with ONE shot of basic skill, yes balanced 0=4.
So... in some ways I agree with you.

I agree that the energy pylons are quite random. You aren't able to know exactly where they will fall, which hurts your initial placement. I also think intial placement is super important (and one of the harder things to master in this game).

Your spelling is so bad, it's hard to understand half of what you're saying. But, I'm starting to think that you like the game, and you mostly just hate the final battle.

If that's what you're saying, then I guess I agree with you.

Some of the squads seem like they would be unable to adequately take on the final battle without some random luck.

So, I guess the question is now:

Are the squads unbalanced? or is just the final battle unfair?
Post edited March 12, 2018 by mazraen
Typing from mobile if you don't get something ask again English is not native for both of us probably.

Final battle is badly designed.

But core game is no better either, it doesn't check what you have to then provide an adequate challenge. Game just pulls from the pull of possibilities(which are quite limited) at absolute fucking random.
I compared to invisible core design where the game actually checks possibility of executions. This game design is stuck in the 90s. And frankly it's hard to tell is this badly designed rng fest is better than static gameplay of the FM 3 or 4 and games in the genre of past decades.
Have i touched island rng?
Placing a 1 reward mission that blocks progression effectively ripping you out of 1 reward, mission spawning 7 kill objective in no trespass(the one that you should beat to progress through the island) while you have low kill team.

Nitpick but seriously sacrificing a building(loosing 1 grid is better then 1 star in most cases) for objective like destroy a mountain or pod of goo is so immersive, the game tells you to protect citizens not use them for personal gain.

Item balance like 2 froze items and smoke compared to others.
General scope of the game i finished it in what 7 hours rest is ny optional free will, yes it does cost less then Aaa but it costed to make way less too i would expect at least 20 hours of core game.
Etc.

Offtopic: And what we have is 92 on metacrtitic and 97 on steam, why? All i can see is a 6/10 as of now if patched 7.5/10.
All right, so I am on your side on this now. lol.

I haven't played quite enough to really say what I'd rate this game yet, but it does seem to have serious issues.

I also haven't played enough to get a feel for how easy it is to get perfect islands scores 100% of the time. But, I am starting to think that it would be impossible because of the randomness.

Static battles would probably have better design to them, but this game is somewhat made for people who want to play it over and over and over.

This game does have a lot in common with Invisible, Inc. Do you think Invisible, Inc is a better game? (I've played Invisible, Inc and I really liked it.)

And what other games of the genre do you like? I ask because this is one of my favorite genres and I want to play more.
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mazraen: I also haven't played enough to get a feel for how easy it is to get perfect islands scores 100% of the time. But, I am starting to think that it would be impossible because of the randomness.
Is that a bad thing though? I feel it makes sense in the context of that game: an infinite battle of humanities againts veks, sometimes won, sometimes lost. And if you carefully choose your islands and your missions according to your current squad, it should be rare enough.
Well, as a pure strategy game it's not ideal. The story should not be there to give an excuse for poor game design. If the game generates a random scenario that is impossible to beat, then it can be very frustrating.

So, I think what K0S-M0S said is interesting - Ideally this game would check when it creates a battle whether or not you can actually win it.

It is obvious this game was made for people who want to play a turn based strategy game over and over. So to accomplish that, randomness was needed. In 2 or 3 years when Machine Learning games start getting made, then perhaps games like this won't have to rely on the random generators.

I personally think that this game has a lot of good things going for it. (The UI is great , level and character progression is fun, the mechs are cool).

Eventually FTL got a pretty major update. So, perhaps this game will be updated as well (they've already fixed somethings - i haven't experienced a single bug yet, but it seems like others have)
Apart from invisible nothing worth mentioning sadly
From upcoming: BATTLE TECH from creators of shadowrun, phantom brigade(FM Spiritual successor) idk if they will be any good. Renowned explores is good as a mobile game but sadly is wasted potential as a fun of the genre it hurt that a decent design was wasted for mobile sake.
As for classics you might have not played Kings bounty : armored princess it's a stellar game based on design of the guy who created homm 3.


If you played invisible then tell me how did i manage to have a very respectable 50%+ success by running no item runs on expert(i can't use any single item in game, probably augs too).
Now compare that level design to this game? Invisible is light years ahead of it.


Yes it's a bad thing. If you want to imply immersion in the game read post above, consciously sacrificing citizens for loot is hardly immersive
I don't expect ANYTHING from a 10$ game apart from it's core: gameplay , style, sound whatever
Part of the reason is that all of those 97 positive reviews are people eho played 2 hous yet the game is supposed to be played Over And Over, and here is me who actually did play over and over unlike zombies above. Getting any hard achievement is a joke on hard if not immposible like lucky start it is impossible for most of squads.