I know this is a common point of talk (I'm sure I'm not the first), but I'm wondering if anyone has any thoughts or has heard anything about improvements. I'm not currently on the supporter discord so I'm sortof out of the whole loop.
Played the supporter edition last night. Game seemed to run smoother and environments were much more detailed, dialog is better also. I saw some talk about it having some enemy reaction time being improved and after playing both versions, I'm not seeing any positive change. It almost seemes worse. Hostile accuracy seems based on range (if they are 15 yards away they will instakill you, at 50 yards they will miss 4 shots before instakilling you.)
My thoughts: -Suspect reaction times need about a half second added to them. -Accuracy needs to be toned waaaaaaaaaay down. Being headshot with a Makarov from 60 yards, fired from 1 hand of a woman in her underwear, barefoot sprinting on gravel is pure insanity. -You should be able to clear a whole house without the mirror gun. It should be a convenient addition, not a need. I'm aware you can peek doors for traps, but you run the risk of being wallbanged. There needs to be a way to clear traps without opening the door. -Friendly ai are terrible at breaching doors, often standing in the line of fire to throw a grenade or shoot the lock. -armor needs to be changed, it isn't a stop one bullet type of thing, heavy armor should make you pretty safe from light small arms fire and shrapnel without vanishing off your body. -grenade counts need to be brought back up from 4, 6 might be a happy middle ground, 5 would even be fine. -You should not have to subdue all civs or report all arrests, let us finish the mission then just penalize us on the back end. -traps shouldn't reduce score. The current system deters me from using my best resources out of fear of a wayward flashback -speed should be encouraged. The current game build forces you to check every door meticulously and tiptoe through the mission. There needs to be a score incentive for intense execution, this will increase likelihood of mistakes and emergent gameplay.
I feel like the insane reaction time and accuracy is being used to inflate difficulty. Which it shouldn't be. Focus should be more on unpredictable ai behavior and placement. Examples: - Enemies prone behind a mattress and popping up for a shot or in fear. -erradict ai behavior that could potentially be misjudged as hostile. -Less reliance on predictable armed suspect models. -Unarmed suspects diving for guns or resisting cuffing. -Etc. -A before map briefing indicating the likelihood you will encounter traps based on suspect MO. -slower ai units that focus more on taking cover rather than sprinting and firing wildly.
In reality, it shouldn't be suicide to clear a square 30'×30' room with no furniture. That can be soloed, yet with the enemy reaction time, it's like rolling dice if you'll even get the door open without being instantly headshot through the wall.
Those are my thoughts. I've not been following this game as long as others so if anyone else has any insight or thoughts into their planned direction, I'd be interested to hear it.
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