Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I am also approaching 50 and have played Computer games pretty much since they exist, starting with Pong. Make it difficult, thats ok, but random "You loose, game over" events may have happened in very early computer games but since then it has been figured out that this is not how games should be. The problems of LW2 are such basic game design failures that it should be very embarrasing for any game designer to be reminded of those issues.
Current fixes to LW2 balance in my opinion do not need to change the mechanics of the game. I actually enjoy them very much, and find Veteran Ironman to be fair 95% of the time. What would improve it would be introducing a fix to reduce absolute/extreme randomness that ruin the game that 5% of the time.
You can introduce a system similar to Vanilla that would modify rolls depending on the degree of luck the player is experiencing. For examplle, if the player misses two 85% rolls, the game can internally increase his chance to hit on the next shot. On the other hand, if Advent hits a 15% crit, it could reduce the aim of their following shot to prevent clustering of extremely bad luck in one jolt. Those extremely unlucky rolls are what usually produces sudden soldier deaths, or the loss of a 50+ hr campaign without the player actually having made any major mistakes.
The reason I'm giving this suggestion is because I truly believe LW2 can be one of the best mods/games ever made. It just needs to keep its current mechanics (maybe with some future tweaks) and reduce patient frustration by creating an internal anti-randomness counter. Players will still lose soldiers and campaigns, but only if they play badly, but it will eleminate the occurence of extremely unlucky series of rolls resulting in more consistency and with that more fun for the player.
The reason is that "bad luck" adds up. If chance has you finding an important mission late, even with ten rebels and a scientist on intel gathering, there is not much you can do to stop its effects from happening, that in turn can initiate worse effects. Bad luck, in the currrent state of the game, can be like an avalanche, snowballing you out of the game no matter what you do. As there is no game mechanic to stop that avalanche, I consider the game broken.
Make mission detection 100% 2.5 days before the event expires. Make it a tough choice to do a mission with short infiltration time, but make it a choice. Showing the gamer the things he can't do, because some random dice roll in the game fell against him, is just bad game design beyond compare. I really cant think of a game in the recent decades that did something equally annoying, and annoying, is what games really should not be.
I trust in them ...
I meanwhile play on Rookie ... with tactical supressor mod ... and ... on this difficulty you can counter the flaws the mod has, cause its not so hard if you loose a squad ... you get plenty of resources in any way on Rookie. Much more then you really need, so its still frustrating some times, but ... it does not end your campaign when you get ♥♥♥♥♥♥ by the balancing or luck.
And i have fun with it, more then frustration.
Will win my campaign within the next days ... and after I will start a new try on Veteran, with tactical supressor mod (this mod gives you really a lot of tatical extra options) .. and perhaps, with all I did learn meanwhile and my new way to play this kind of games ... more stealthy ... I will have a chance ... smile.
If not ... ok, I wait for a balance patch ... hehe.
So far, from my own thoughts, and from what I've read, here are some ideas that don't revampe the game mechanics completely but can decrease frustration by a lot for most players.
1. Adding an internal "anti-luck" mechanism (at least for Rookie & Veteran) that adjusts for XCOM misses (at least on high chance shots), and for enemy hits (especially crits on low chance shots!) by making the enemy less likely to hit on subsequent shots. If the player made some terrible decisions he will still lose (i.e flanked soldier attacked with 3 x 70% shots will still die), but it would be fair then.
2. When the Dark Events monthly report appears, allow the player to "focus/pick" one of them to make it much easier to detect. This will give players choice, and allows them to reliably counter (or otherwise suffer the consequences) at least one nasty event a month.
3. Alternatively, and what might be a better idea, allow the player to research a current Dark Event. At the end, they can go on a mission to remove it! That would add a great deal of control, and is fair and gratifying. It also makes sense for a commander. You would want to actively gain intel on the most dangerous current enemy activity, and sabotage it. Naturally, this should be too resource intensive/time demanding to do too often, but remains viable to remove the most annoying of Dark Events.
4. Stop the automatic "Emergency Off-World reinforcements" that increase Advent STR dramatically if XCOM is doing well (i.e Vigilance > Severe). Reward good play by slowing Advent STR ramping up, not by increasing their STR anyway.
If anyone can think of more ideas, put them out. Randomness (i.e cheap shots), and having no control of Dark events are current balance breakers. I believe that if they start by fixing those, then balance will improve significantly.