Author Topic: V21 feedback  (Read 4308 times)

Nomad

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V21 feedback
« on: November 09, 2017, 04:08:05 AM »
Version 21 Feedback

Loving the help screens being able to be individually checked off. I really appreciate that. I always left the help screens on in case there was something later in the game that might be important... but that meant I kept getting all the previous help screens over and over. Now I can check them off as read and anything that pops up can get a read.
Good quality of life improvement.

High Calibre ammo still seems scarce. I've been taking on Danger Level 3 Survivalists and I've only found one lot of 15 rounds in the market to buy. I bought them.
However... the Assault Rifles have changed to Medium Calibre munitions, so I haven't had any need for the High Calibre rounds yet.
So, the change of ammo has made a big difference. I'm still scavenging all the Med rounds I can find or buy, but I've managed to balance it (come close to running out, but not completely).

Mind you... in relation to the lack of High Calibre ammo... I'm level 21, taken out some Lieutenants and some Rackets... and I'm yet to see a weapon that uses the High Calibre ammo. The shop hasn't had any and though I've been fighting lots of Danger Level 3 enemies, I haven't picked up a High Calibre weapon.

Tactical Repositioning is much improved. It is worth attempting now.
« Last Edit: November 10, 2017, 06:47:36 AM by Nomad »

Daithi

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Re: V21 feedback
« Reply #1 on: November 10, 2017, 11:45:43 AM »
Yeah, they were annoying the hell out of me too :)

What will likely happen with HCR is that a couple of the bigger weapons (heavier sniper, assault and machine gun) will use them. It's not tied down yet, as many of the items aren't added yet, so figuring out which ones and balancing the shop will come.

It's a step in the right direction for repositioning. Will likely set it to allow characters to jump over one another at some point too, as scenery and adjacent characters can restrict the options a lot.

Nomad

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Re: V21 feedback
« Reply #2 on: November 11, 2017, 01:32:58 AM »
What will likely happen with HCR is that a couple of the bigger weapons (heavier sniper, assault and machine gun) will use them. It's not tied down yet, as many of the items aren't added yet, so figuring out which ones and balancing the shop will come.
Cool. Sounds good.

It's a step in the right direction for repositioning. Will likely set it to allow characters to jump over one another at some point too, as scenery and adjacent characters can restrict the options a lot.
lol... I was thinking about suggesting having the distance be a radius (as they do get in each other's way a lot), but then thought "Oh, it is just a number of free moves" and have then just been accepting it as such.

Daithi

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Re: V21 feedback
« Reply #3 on: November 21, 2017, 10:22:17 AM »
Hey Nomad, having a look through your save - notice you've killed off quite a few gang leaders. How did you find the fights against them? You're on Vigilante difficulty? Also noticed the gangs don't have any rackets, have you knocked out many of them? Any guess on how many hours you've played?

ushas

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Re: V21 feedback
« Reply #4 on: November 21, 2017, 10:11:55 PM »
FINALY I've just got my first lieutenant down! Oh yeah!:)
... and of course he won't tell anything about the Survivalist general:(

Anyway, how the team is faring after this battle (July 18, HB):
-- It was big, 10 Survivalists with assaults, Sam started the battle halfway through lvl 12 and now is lvl 13
-- The whole team is ranged, Firearms are 80-100 (the only skill I rise for allies, Sam is used for non-combat skills)
-- Facilities: Surgery/Workshop lvl1, Library lvl 2, Firing ranage lvl 2->3 (we just sold a bunch of assault rifles)
-- Went for all allies early, using team of 4. Had ~16 battles since. No racket uncovered yet.

Primarily targeting high danger & crime districts of Survivalists and Mafia, giving Churchers a false sense of security.

Enemies have a pretty good gear, way ahead the shop. Don't know whether it's the difficulty (HB now, enemies having more money?), but we definitely upgraded Firearms earlier than in past versions (on Vigilante). Just looted the Nobuki Ronin on a battle before going after the lieutenant.

However, hard to find specialists. So far (in 15 regular initial battles) encountered 4 in total. Luckily 3 have spoken. Guessing, they will be more common later. Btw. the last interrogated rank 2 was lvl 6 and the lieutenant lvl 13 (~July 18).

The last battle aside, the game is becoming easier. I can imagine it will be again harder once the weapon progression and our leveling slows down and specialists start catching breath. But for income, unless they downgrade, we will be rich.

Right now all allies use primarily assault and precision rifles. In v21, progression feels linear, Nobukis better in all accounts. I'm keeping small caliber guns and buy MCRs each day, but thanks to looting no shortage of ammo so far, bursting everything.

Not resting much anymore. Most of the healing happens during repair. Thinking of keeping spare items to lower this time too. I loot more healing kits than use in battles. It's possible all ranged party is at fault. In CC we are suffering. Good.

Some log data:
LoadSaveManager.LoadRacket. Number of rackets retrieved : 6
RacketDataScript.CopyAndReturnRacket. Method called. Retrieving Mafia Villa level: 1
CityMapDataScript.PlaceLoadedRackets. racket of type: 0 /Level:1 instantiated bonus: 0
RacketDataScript.CopyAndReturnRacket. Method called. Retrieving Night Club level: 2
CityMapDataScript.PlaceLoadedRackets. racket of type: 7 /Level:2 instantiated bonus: 1
RacketDataScript.CopyAndReturnRacket. Method called. Retrieving Chop Shop level: 2
CityMapDataScript.PlaceLoadedRackets. racket of type: 6 /Level:2 instantiated bonus: 2
RacketDataScript.CopyAndReturnRacket. Method called. Retrieving Churcher HQ level: 1
CityMapDataScript.PlaceLoadedRackets. racket of type: 1 /Level:1 instantiated bonus: 0
RacketDataScript.CopyAndReturnRacket. Method called. Retrieving Training Facility level: 1
CityMapDataScript.PlaceLoadedRackets. racket of type: 5 /Level:1 instantiated bonus: 0
RacketDataScript.CopyAndReturnRacket. Method called. Retrieving Survivalist Bunker level: 1
CityMapDataScript.PlaceLoadedRackets. racket of type: 2 /Level:1 instantiated bonus: 0
Levels from time based upgrades: 5 equipment levels from permanent upgrades: 1
Levels from time based upgrades: 5 equipment levels from permanent upgrades: 1
Levels from time based upgrades: 5 equipment levels from permanent upgrades: 1

So... each has one racket and survivalist's training facility isn't upgraded yet, if I read it right.

I realize all of that is balancing in progress, so not criticizing, only describing.

Edit: Sorry for wrestling in. Was happy to find a lieutenant for the first time. Feel free to move this somewhere else.
« Last Edit: December 01, 2017, 08:56:12 PM by ushas »

Nomad

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Re: V21 feedback
« Reply #5 on: November 22, 2017, 11:51:12 AM »
Hey Nomad, having a look through your save - notice you've killed off quite a few gang leaders.
How did you find the fights against them?
Got grenade-d quite a few times because I have a tendency to bunch up.
I was never at risk of dying. Only real damage taken was from fire grenades.
The fight was definitely tougher though. I knew there was a "boss" involved. Increased numbers and a guy with double the health of the regular dudes (around a hundred and change).

You're on Vigilante difficulty?
Yes. Assuming that's the default.

Also noticed the gangs don't have any rackets, have you knocked out many of them?
I've knocked off roughly 3 or so rackets. Maybe up to 5.

Any guess on how many hours you've played?
At a guess I'd say.... a lot.
Do you know the metric system? I'm in Australia, so I use the metric system. I can confidently say that I've played a metric fuck-tonne.