![]() Of course there can always be situations where you turn a corner and just ARE adjacent to a reaver - in most cases this is an instant loss due to the accuracy penalties from pain rendering you unable to hit anything in front of you, and their move speed being larger than yours rendering you unable to escape without the aid of smoke grenades or teleport kits, but outside of events like that gameplay mostly remains the exact same. Most of the runs honestly have almost the exact same playstyle until around the third zone where you finally have enough gear and skills to have a more unique approach - hug corners, dance around looking for enemies to wiggle your butt at, run back to your corner, rinse and repeat until a level is cleared. The majority of runs go as follows: collect a shotgun somewhere, wiggle your bum at enemies to draw them to your cover corner, stockpile as many medkits as you can (you will likely be spending most or all of them in IO or Dante to remove poison or attempt to mitigate fire), and grind through each level so you can put another level into whatever your chosen build for the run is. for a scifi game there is very little weapon variation outside of unique/special variants of guns that usually only add things like "no pain penalty on aiming" or "+aim to crit chance", without adding any more interesting mechanics or effects. There exist a number of AOE options, mostly in the form of shotgun cones, grenades/launcher circular AOEs, but nothing else. The new unique weapons are fun but don't really add anything outside of being occaisionally an item that simply wins you a run with no additional effort. There is no room for improvisation, either you find a gun that works with what you are doing or it is garbage. But also essentially forcing a player to decide within the first 5 player levels (or 3-4 stages) what build they must commit entirely to ahead of time. Most melee enemies apply an enormous amount of bleeding and pain on hit, rendering almost any melee build just completely useless instantly.Īs for builds, they seem interesting at face value but there is unfortunately less depth in the character skills than there could be - mostly focused around melee, boosting range/damage, allowing dual wielding or some form of ammo conservation. When bleeding, every few turns it ticks down by one, dealing its full damage and giving you pain equal to bleed stacks x 5 (and is often applied in stacks of 7-10, resulting in taking an enormous penalty to accuracy and around 30-40 damage over time if you do not happen to have a medkit handy). This isn't even including the pain and bleeding mechanic - taking damage causes pain, which reduces your accuracy by a sizeable amount. and cannot be removed anymore due to the fire pool mechanic they recently introduced). Not to mention how many of their status effects are designed to stack insanely fast, and wear down by one per turn (poison deals its number then reduces by 1, can be removed with a medkit - and fire stacks, reducing down by one per turn. that also stacks on you) on the off chance one of them DOES hit you, forcing you to run either out of your cover or retreat down a hall - giving anyone within range free turns to deliver you a healthy lead supplement. ![]() And even without them, expect almost every elemental enemy to leave a puddle of damage at your feet (acid, destroying armor, poison that stacks every turn, or fire that stacks every turn and causes you to leave a trail of fire. Linear beams that penetrate walls, AOE blasts, and suicide bombers will be commonplace lategame. You can have a excellent spot of cover or dodge % and learn that the majority of lategame enemies simply. And while the cover mechanic seems to be what the game was built around, many of the recent updates have been introducing more and more content that specifically renders cover useless to the PLAYER. What this results in though is most runs revolve around dancing out from a corner to get someone's attention by waggling your butt at them, then running giggling back to your corner to shoot at enemies one at a time. The cover mechanic is integral to the game - outside of cover you can expect to eat a lot of gunfire unless you have a build that lets you shoot while moving, maintaining a % dodge chance by doing so. I'm sure the developers listen to their community, but I also get the impression the people they listen to might not understand what makes things fun to play. The game feels like theres a lot of potential for fun choices in it, but all of that potential seems wasted by some very questionable design decisions. It's fun for a while - if you enjoy roguelikes it's worth picking up to see at least.
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