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[Aliens: Fireteam Elite] LETS ROCK! PEW PEW PEW

darkmayodarkmayo Registered User regular
https://www.aliensfireteamelite.com/en/

So this came out just a few weeks ago and nobody has made a thread on it (that I could find)

Its a left4dead style survival shooter in 3rd person perspective set in the Aliens universe. You are a colonial marine who sets out with 2 other squad members to explode xenomorphs with a barrage of fire from Pulse Rifles, Smartguns and other delightful death throwing devices.

Unlike left4dead you have teams of 3 instead of 4 and it is a class based game with skill you can slot into to alter aspects of your class. Weapons can be levelled up and modified with attachments. As well there is an ok character customization aspect to change the usual things (face, hair, skin color, voice) and you can change up your outfits and customize your weapons with colors and decals (sadly the outfits lack color/decal customizations)

Classes are

Gunner - Uses Rifles (pulse rifles, sniper rifles etc) and CQC weapons (shotguns, flamers, SMGs) , has a grenade ability and a reload/RoF buff for when things get hairy and they get a damage buff that scales up when you are damaging enemies

Demolisher - Uses Rifles and Heavy Weapons (Smartguns, heavy flamers, rocket and grenade launchers) - has a shoulder mounted rocket ability and a PBAOE grenade ability.

Doc - Uses Rifles and Handguns (auto pistols, handguns etc) - has a combat stim ability that does.. something I cant remember and a placeable AOE heal station.

Technician - Uses Handguns and CQC Weapons - has a deployable turret and a throwable electric shock thingy that slows enemies.

Recon (unlocks when you finish campaign) - Uses Rifles and CQC Weapons - has a deployable ammo station and a little scanning drone thingy that highlights enemies

Phalanx (just came out 9/8/2021) - Uses CQC Weapons and Handguns - has a deployable shield that protect them from the front from ranged and melee attacks, has a shock grenade PBAOE and ... something else that I dont remember as it just came out. :D


Currently there is 4 environments with 3 missions in each one, as well as a horde shooter mode.

As well the game doesn't do the AI director thing like left4dead. Missions usually will play out very similar, a special xenomorph in specific spots , horde waves at areas etc. There is some variation but usually you will know what to expect during each segment. Its not as boring as it sounds though surprisingly. You can also change aspects of runs by using challenge cards. These cards can change how much xp/credits you get at the end and alter things like enemy health, which enemies spawn in, if your abilities work or sidearms. Some cards are pretty unforgiving others like the one that deals 2% of your total health damage every second unless you kill an enemy.

There is also multiple levels of difficulty to try that really throw things for a loop and demand some solid teamwork when you ratchet up the slider. Friendly fire, instant kill grabs etc turn it into a recreation of the first scene when the marines meet the xenomorphs in Aliens.

The sounds design is spot on, with the iconic sound of the M-41A Pulse Rifle to the motion tracker pulses to the cries and shrieks of the Aliens. Being someone who was a little kid when the film came out the game really resonated with me. Who didn't want to be Hicks after they saw that film (though we all secretly wanted to be Vasquez )

There is a few hiccups with the game, matchmaking kinda sucks as there isn't a general quick play option. You queue up for one of 12 missions and if nobody is looking to play that specific mission you will end up playing with bots that are pretty useless past standard difficulty.

Some bugs here and there (haha) and if you get dropped from a session you get nothing and cant rejoin which hopefully they will get some more patches out and maybe allow for rejoining or joining missions in progress.

Anyways... check it out I think it is pretty fun.

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    ProhassProhass Registered User regular
    edited September 2021
    I really like this game but there’s just not enough reason to grind. I’m the kind of person that needs like cosmetic and other incentives to play the same content over and over, and this game just doesn’t have enough. It’s gotten easier to find people to play with since launch tho which is good

    They need way more rewards, since even leveling the classes doesn’t provide that many new abilities, just a handful per class. Also it’s buggy a lot, right now weapon leveling isn’t working cos everything’s stuck at max

    Also the secret chests you find eventually stop giving out cosmetic loot, or at least they have for me, unless it requires you to play on higher difficulty levels for it, in which case nuts to that since friendly fire is a nightmare and all the higher difficulty does is make the special enemies bullet sponges and you spend forever rezzing team mates.

    Speaking of which early levels give out less Xp so if you’re playing to level up classes you don’t revisit them much, luckily the last chapter is the best in the game, but it’s still not a great situation since it discourages playing early levels if you’re looking to grind xp

    I’d say it’s a good first effort if very unambitious. But from a small company’s first time effort it looks and feels good to play, there’s just unfortunately not much to it. The lack of variety for replaying missions, since they play out identically every time, and the lack of stuff to unlock, really make this game something I enjoyed playing through once, but don’t really feel the need to grind in

    The horde mode is also undercooked, it’s one level with no variety in how it plays out.

    The visuals and sound are great, but I can only recommend it to alien fans who would appreciate going through the levels once just for that experience, because if you’re looking for a left 4 dead style game it simply doesn’t have the depth or variety to compete on that level. It needs a lot more content, rewards and some form of randomisation.

    However having said that it’s definitely a good start for the studio and it’s the kind of situation where I want them to add more precisely because I think they have a decent base here

    Prohass on
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    darkmayodarkmayo Registered User regular
    "They need way more rewards, since even leveling the classes doesn’t provide that many new abilities, just a handful per class. Also it’s buggy a lot, right now weapon leveling isn’t working cos everything’s stuck at max
    "

    Thats what I thought too and then it turned out that before the patch yesterday all the guns were giving all their bonuses right out of the gate even though visually the weapon had not been levelled. They said in the patch notes that it is now fixed and they reduced the amount of xp to level a gun to 4 stars but since they didnt want to make things harder on folks since the guns had all their perks unlocked before they just max ranked all the guns you had unlocked.

    I bought the new laser pistol and I got one of the new rifles and those were not levelled.

    I do agree though needs more unlocks and fluff, I am more impressed with this than I was with Back4Blood.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    I've been playing the campaign with some friends and overall it hits a lot of high numbers. Been playing exclusively as the medic and having a mostly good time, but good lord they need to fix the medic's trauma station something fierce.

    Since it requires medkits to replenish itself instead of recharging, currently you can't refill the Trauma Station without picking up a medkit. But you can't pick up a medkit if you already have one. And you can't use up your medkit unless you or another teammate are injured. So I've often found myself in situations where my trauma center is completely bone dry, I'm staring at a pile of medkits on the ground, my team and I have maybe been damaged 5 hp, and there's no way to refill the trauma station without going through an elaborate ring-around-the-rosey dance of 'use medkit', 'pick up medkit', 'use medkit on teammate', 'pick up medkit' etc. that's infuriating. We need to be able to just apply a medkit to a trauma station straight from the ground super badly.

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    JeixJeix Registered User regular
    edited September 2021
    Been playing on PC. Also wish there was more stuff to unlock. The secret chests can also drop rare slotted skills, think one for each class. Edit: The chests only drop skills on intense and up
    I don't know about chests giving new stuff on harder difficulties but you do get new weapons as end mission rewards on intense difficulty and up.

    Jeix on
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    darkmayodarkmayo Registered User regular
    Intense is a good challenge and doable with pubs, not sure about the next difficulties up, I know there is a some cosmetics that are locked behind the last difficulty level, but its pretty minor and I think with how the game is setup thats a good thing. Considering its only been two weeks and we had a little content drop I forsee good things with this game.

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    Moridin889Moridin889 Registered User regular
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

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    PreacherPreacher Registered User regular
    Moridin889 wrote: »
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

    Yeah the shotguns if anything are almost too strong.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    ErlkönigErlkönig Seattle, WARegistered User regular
    Preacher wrote: »
    Moridin889 wrote: »
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

    Yeah the shotguns if anything are almost too strong.

    Y'know what's fun? Having a tactical shotgun on a Gunner (and a friend using a DMR) and pop Overclock as a Warrior approaches.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    PreacherPreacher Registered User regular
    Though personally I hate nerfs, so other guns need to get shotgun buffed.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    Moridin889Moridin889 Registered User regular
    Preacher wrote: »
    Moridin889 wrote: »
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

    Yeah the shotguns if anything are almost too strong.

    I think a big part of it is everything is multiplicative in game bonuswise which heavily favors the slower single shot weapons, but shotguns get extra pellets from leveling which is pretty much the only additive bonus they have in game.

    Either way they need to bring the automatic weapons up a little bit. They are fine on standard but I expect ammo to be a real issue on higher difficulties.

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    JeixJeix Registered User regular
    Moridin889 wrote: »
    Preacher wrote: »
    Moridin889 wrote: »
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

    Yeah the shotguns if anything are almost too strong.

    I think a big part of it is everything is multiplicative in game bonuswise which heavily favors the slower single shot weapons, but shotguns get extra pellets from leveling which is pretty much the only additive bonus they have in game.

    Either way they need to bring the automatic weapons up a little bit. They are fine on standard but I expect ammo to be a real issue on higher difficulties.

    Yeah max ammo really shouldn't decrease with difficulty. The enemies already have scaling, which makes them take more ammo, so I'm not sure why they approached it that way.
    It can be pretty ridiculous too; the Smart Gun, on the hardest difficulty with base max ammo, does not have enough spare ammo for a single full reload.

    It feels like having one Recon is basically required if you don't want to have issues.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Oh damn didn't realize that about the increased difficulties. Crap, less ammo? I already have trouble with ammo using my Standard M41 pulse rifle as a medic and I'm frequently running out of ammo well before we come across the ammo crate fights. I can't imagine having to husband my ammo even moreso on higher difficulties.

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    Moridin889Moridin889 Registered User regular
    See, just play technician like me. Laser gun with unlimited ammo and sentry turret has unlimited ammo. Problems solved. Best class

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    VikingViking Registered User regular
    edited September 2021
    Recon Support Drone ability helps a lot with ammo issues.

    seriously the most useful ability in the game.... Free Ammo, damage reduction and health on kill. And that's just the base version without modifiers.

    Viking on
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    BloodySlothBloodySloth Registered User regular
    edited September 2021
    I've been having fun with it. As I mentioned in the thread for the PA strip about this game, it has a weird combination of really cool creative decisions and really weird ones. It still doesn't really scratch that 'Aliens' itch in the way some of the other games based on this property have, I think partly because the third-person view prevents the game from focusing on the really claustrophobic, close range ambushes that sell the danger of the creatures. There are a lot of swarm fights that start at very long distances, where it sort of feels like a skeet-shoot until they eventually close on your team.

    Also this is one of, like, two games that trigger a motion sickness reaction in Mrs. Sloth who is a huge Aliens fan and my usual co-op partner, which is a bummer. Folks on the steam forum seem to think it might have something to do with the narrow FOV? So I hope they make it possible to alter that so we can at least give that fix a shot.

    BloodySloth on
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    General_ArmchairGeneral_Armchair Registered User regular
    edited September 2021
    I've been playing this game a lot recently and I think that it has a lot of potential, but the lack of a quickplay feature is quickly killing the game. I want to play the campaign on the harder difficulties, but I can't get matches to fire. IIRC there are 120 completely separate matchmaking queues for playing the campaign. That is the most severe level of playerbase fragmentation that I've ever seen. That issue NEEDS to be addressed as a top priority.

    Moridin889 wrote: »
    See, just play technician like me. Laser gun with unlimited ammo and sentry turret has unlimited ammo. Problems solved. Best class
    Honestly I feel like the laser pistol needs a massive buff. I think that simply mag dumping your unlimited ammo sidearm has a higher DPS output that pacing your shots with the laser pistol. I feel like a lot of weapons need a good balance pass. For example the pump shotgun is arguably overtuned, and the double-barrel DEFINITELY shouldn't be weaker on a shot per shot basis than the pump. Flamethrower friendly fire damage should be toned down, or at least the damage over time component of it.

    Moridin889 wrote: »
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

    So far I think that the kramer is better if you're looking for a "heavy assault rifle", but the kramer is an RNG drop and this one can be bought from the store.


    As for ammo conservation problems, another option is bringing along the incendiary/electroshock bullet consumables. It doesn't just load your gun with one magazine of special ammo. It gives you a bonus pool of specialty rounds that's equivalent to 25% of your ammo capacity. You can bring three activation of specialty ammo with you, so that's 75% of an ammo pool added to your kit. 150% if you opt to bring both types of ammo. That goes a long way towards limping to the next resupply box.


    Another thing to consider is that some weapon attachments cause an AOE explosion on weakpoint hit. I question if the explosion is enough to really do significant damage to most anythings on anything less than a big sniper rifle landing the blow, however a very key exception is on handful of the "Gift of Fire" maps (chapter 3). Those maps features SWARMS of head-crab enemies that have almost no health. Those maps have been the ones that most stretched my ammo pool. Targeting a "headcrab" within the center of the blob with such a weakpoint explosion goes a long way towards conserving ammo. Deploying a basic sentry gun for the sole purpose of engaging those "crabs" is kind of useful too.

    edit:
    Since it requires medkits to replenish itself instead of recharging, currently you can't refill the Trauma Station without picking up a medkit. But you can't pick up a medkit if you already have one. And you can't use up your medkit unless you or another teammate are injured. So I've often found myself in situations where my trauma center is completely bone dry, I'm staring at a pile of medkits on the ground, my team and I have maybe been damaged 5 hp, and there's no way to refill the trauma station without going through an elaborate ring-around-the-rosey dance of 'use medkit', 'pick up medkit', 'use medkit on teammate', 'pick up medkit' etc. that's infuriating. We need to be able to just apply a medkit to a trauma station straight from the ground super badly.
    Doc needs a rework/buff. That's for sure. A few points at a minimum:

    1: He needs an alternative means to regenerate healing energy. This "regenerate when you pick up a medkit" is silly goose tier and is anti-synergistic with topping the team up to full with the medstation. I'm in favor of it simply regenerating over time or perhaps in relation to damage/kills inflicted by your team while under the effects of your combat stim buff.
    2: The medstation needs to stay deployed when the healing charge reaches zero. The slow field is potent but gets removed when the charge hits zero and the station unsummons itself.
    3: You need to be able to deploy the station even if you are at zero charge. Again to allow utilization of the slow field.

    These are the bare minimum changes that I would make before assessing if Doc requires further buffs or not.

    In doc's current state, the medstation is NOT FOR HEALING. It is for slowing aliens. That's the best way to use it. It's dumb. It's really dumb. But that's just the way that it is right now until they fix Doc's kit.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    darkmayodarkmayo Registered User regular
    I've been playing this game a lot recently and I think that it has a lot of potential, but the lack of a quickplay feature is quickly killing the game. I want to play the campaign on the harder difficulties, but I can't get matches to fire. IIRC there are 120 completely separate matchmaking queues for playing the campaign. That is the most severe level of playerbase fragmentation that I've ever seen. That issue NEEDS to be addressed as a top priority.

    Moridin889 wrote: »
    See, just play technician like me. Laser gun with unlimited ammo and sentry turret has unlimited ammo. Problems solved. Best class
    Honestly I feel like the laser pistol needs a massive buff. I think that simply mag dumping your unlimited ammo sidearm has a higher DPS output that pacing your shots with the laser pistol. I feel like a lot of weapons need a good balance pass. For example the pump shotgun is arguably overtuned, and the double-barrel DEFINITELY shouldn't be weaker on a shot per shot basis than the pump. Flamethrower friendly fire damage should be toned down, or at least the damage over time component of it.

    Moridin889 wrote: »
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

    So far I think that the kramer is better if you're looking for a "heavy assault rifle", but the kramer is an RNG drop and this one can be bought from the store.


    As for ammo conservation problems, another option is bringing along the incendiary/electroshock bullet consumables. It doesn't just load your gun with one magazine of special ammo. It gives you a bonus pool of specialty rounds that's equivalent to 25% of your ammo capacity. You can bring three activation of specialty ammo with you, so that's 75% of an ammo pool added to your kit. 150% if you opt to bring both types of ammo. That goes a long way towards limping to the next resupply box.


    Another thing to consider is that some weapon attachments cause an AOE explosion on weakpoint hit. I question if the explosion is enough to really do significant damage to most anythings on anything less than a big sniper rifle landing the blow, however a very key exception is on handful of the "Gift of Fire" maps (chapter 3). Those maps features SWARMS of head-crab enemies that have almost no health. Those maps have been the ones that most stretched my ammo pool. Targeting a "headcrab" within the center of the blob with such a weakpoint explosion goes a long way towards conserving ammo. Deploying a basic sentry gun for the sole purpose of engaging those "crabs" is kind of useful too.

    edit:
    Since it requires medkits to replenish itself instead of recharging, currently you can't refill the Trauma Station without picking up a medkit. But you can't pick up a medkit if you already have one. And you can't use up your medkit unless you or another teammate are injured. So I've often found myself in situations where my trauma center is completely bone dry, I'm staring at a pile of medkits on the ground, my team and I have maybe been damaged 5 hp, and there's no way to refill the trauma station without going through an elaborate ring-around-the-rosey dance of 'use medkit', 'pick up medkit', 'use medkit on teammate', 'pick up medkit' etc. that's infuriating. We need to be able to just apply a medkit to a trauma station straight from the ground super badly.
    Doc needs a rework/buff. That's for sure. A few points at a minimum:

    1: He needs an alternative means to regenerate healing energy. This "regenerate when you pick up a medkit" is silly goose tier and is anti-synergistic with topping the team up to full with the medstation. I'm in favor of it simply regenerating over time or perhaps in relation to damage/kills inflicted by your team while under the effects of your combat stim buff.
    2: The medstation needs to stay deployed when the healing charge reaches zero. The slow field is potent but gets removed when the charge hits zero and the station unsummons itself.
    3: You need to be able to deploy the station even if you are at zero charge. Again to allow utilization of the slow field.

    These are the bare minimum changes that I would make before assessing if Doc requires further buffs or not.

    In doc's current state, the medstation is NOT FOR HEALING. It is for slowing aliens. That's the best way to use it. It's dumb. It's really dumb. But that's just the way that it is right now until they fix Doc's kit.

    Yea i'm levelling up the doc atm and it took me a run to figure out the medstation stuff. Makes sense for the doc to heal the other players instead of them burning their own kits just so the doc can grab the medkits to refill the support station. Should be able to use the medkit from your inventory to fuel the station at the bare min.

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    OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    This game is a budget title punching way above its weight class. I really like it, for some reason? I think it’s because I appreciate that it’s a lot of developers trying really hard even when they fuck up, like not having a quick play option, not being able to rejoin games, and having no communication options beyond a simple ping

    The presentation is really excellent, from the aesthetics to the sounds to the art design and the voice acting. I even really like the writing! It’s a bit rote sometimes and Herrera is a bit too quippy but they actually have a handle on each of the characters as like… characters! The synthetic, the scientist, the grizzled veteran, the jock-ass pilot who knows she’s hot shit. I’m even fascinated by the weird world building in the background! The various factions and politics happening between mega corps and governments are actually pretty neat. There’s a lot more interesting stuff going on with the Aliens universe than you’d ever know, and I wonder how much of their flavor text is taken from comics and tie in novels and other such nonsense and how much is their own invention

    And the thing I maybe appreciate the most is that they’re supporting the free gameplay updates with cosmetic DLC, but there’s no in-game store, so you just purchase it from the Steam store if you wanna. No big blinking “BEST VALUE” micro transaction nonsense, no loot boxes of any kind. It sucks that that’s something I feel like I have to praise at all, but it’s 2021 and that’s where we are right now I guess

    I hope they put out some quality of life stuff soon, and more missions and content.

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    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
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    General_ArmchairGeneral_Armchair Registered User regular
    darkmayo wrote: »
    I've been playing this game a lot recently and I think that it has a lot of potential, but the lack of a quickplay feature is quickly killing the game. I want to play the campaign on the harder difficulties, but I can't get matches to fire. IIRC there are 120 completely separate matchmaking queues for playing the campaign. That is the most severe level of playerbase fragmentation that I've ever seen. That issue NEEDS to be addressed as a top priority.

    Moridin889 wrote: »
    See, just play technician like me. Laser gun with unlimited ammo and sentry turret has unlimited ammo. Problems solved. Best class
    Honestly I feel like the laser pistol needs a massive buff. I think that simply mag dumping your unlimited ammo sidearm has a higher DPS output that pacing your shots with the laser pistol. I feel like a lot of weapons need a good balance pass. For example the pump shotgun is arguably overtuned, and the double-barrel DEFINITELY shouldn't be weaker on a shot per shot basis than the pump. Flamethrower friendly fire damage should be toned down, or at least the damage over time component of it.

    Moridin889 wrote: »
    I've been playing this a bunch on ps5. The shotguns are real nice. Hopefully the new heavy assault rifle is good because I haven't liked any of the automatic weapons yet.

    So far I think that the kramer is better if you're looking for a "heavy assault rifle", but the kramer is an RNG drop and this one can be bought from the store.


    As for ammo conservation problems, another option is bringing along the incendiary/electroshock bullet consumables. It doesn't just load your gun with one magazine of special ammo. It gives you a bonus pool of specialty rounds that's equivalent to 25% of your ammo capacity. You can bring three activation of specialty ammo with you, so that's 75% of an ammo pool added to your kit. 150% if you opt to bring both types of ammo. That goes a long way towards limping to the next resupply box.


    Another thing to consider is that some weapon attachments cause an AOE explosion on weakpoint hit. I question if the explosion is enough to really do significant damage to most anythings on anything less than a big sniper rifle landing the blow, however a very key exception is on handful of the "Gift of Fire" maps (chapter 3). Those maps features SWARMS of head-crab enemies that have almost no health. Those maps have been the ones that most stretched my ammo pool. Targeting a "headcrab" within the center of the blob with such a weakpoint explosion goes a long way towards conserving ammo. Deploying a basic sentry gun for the sole purpose of engaging those "crabs" is kind of useful too.

    edit:
    Since it requires medkits to replenish itself instead of recharging, currently you can't refill the Trauma Station without picking up a medkit. But you can't pick up a medkit if you already have one. And you can't use up your medkit unless you or another teammate are injured. So I've often found myself in situations where my trauma center is completely bone dry, I'm staring at a pile of medkits on the ground, my team and I have maybe been damaged 5 hp, and there's no way to refill the trauma station without going through an elaborate ring-around-the-rosey dance of 'use medkit', 'pick up medkit', 'use medkit on teammate', 'pick up medkit' etc. that's infuriating. We need to be able to just apply a medkit to a trauma station straight from the ground super badly.
    Doc needs a rework/buff. That's for sure. A few points at a minimum:

    1: He needs an alternative means to regenerate healing energy. This "regenerate when you pick up a medkit" is silly goose tier and is anti-synergistic with topping the team up to full with the medstation. I'm in favor of it simply regenerating over time or perhaps in relation to damage/kills inflicted by your team while under the effects of your combat stim buff.
    2: The medstation needs to stay deployed when the healing charge reaches zero. The slow field is potent but gets removed when the charge hits zero and the station unsummons itself.
    3: You need to be able to deploy the station even if you are at zero charge. Again to allow utilization of the slow field.

    These are the bare minimum changes that I would make before assessing if Doc requires further buffs or not.

    In doc's current state, the medstation is NOT FOR HEALING. It is for slowing aliens. That's the best way to use it. It's dumb. It's really dumb. But that's just the way that it is right now until they fix Doc's kit.

    Yea i'm levelling up the doc atm and it took me a run to figure out the medstation stuff. Makes sense for the doc to heal the other players instead of them burning their own kits just so the doc can grab the medkits to refill the support station. Should be able to use the medkit from your inventory to fuel the station at the bare min.

    It's just such a stupid system. For the doc to have any hope of keeping his energy topped off, then he needs to consume all of the medkits. While there is a very minor flavor boon for the idea of the team medic doing all of the healing, that doesn't hold up in serious combat where teammates need to quickly heal themselves during a quiet moment of combat while the others are holding the line. The "doc does the healing" bit only happens when you're smooth sailing and everyone can orderly heal up at the end of a hold-out segment before they move on and otherwise would have abandoned the medkits. Further the flavor is blown completely out of the water since you can easily be in a situation where the doc's use of medkits has kept the whole team topped up on HP and nobody is able to pick up the medkit. In that situation the objectively optimal play is for the team to shoot each other to incur friendly fire so that the medkits can be consumed for the purpose of allowing doc to pick a new one up to refresh the medkit. That's an utter flavor fail.

    I can see that they obviously wanted to prevent infinite healing, but I don't see what's wrong with just letting medic have that considering that you're giving up a lot of firepower and crowd control to bring a medic in the first place. Honestly I think tying energy regeneration to damage/kills while under the effects of combat stims is a good way to avoid the anti-synergy between medstation/medkit usage, while also limiting the potential for doc to continuously heal to some value much less than infinite.

    3DS Friend Code:
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    SmokeStacksSmokeStacks Registered User regular
    I did the "Your weapons take twice as long to reload" Challenge Card with some friends the other day. The visual of a hardened Colonial Marine, surrounded by hundreds of bloodthirsty xenos, just casually reloading his pump shotgun at a rate of around one shell every two seconds like he was sitting at his workbench in his garage on a Sunday was absolutely hilarious.

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    darkmayodarkmayo Registered User regular
    Had a team with a recon and a demolisher and the one guy popped a purple card for 2xXP 2xCredits and then about 2 min in the demolisher dropped out. This was on intense and usually those dont go so great with bots but we eeked the win the out with only a couple close calls. Was playing the doc using the Kramer AR and the laser pistol.

    When you get a good player it shows..and when you get a shit player it really really shows...

    had another one with two demolishers, and the one guy was just terrible. Before we even got to the end battle the guy had died completely. So it was just me (Doc) and him for the last fight which ends with two beefy warriors at once (once again playing on intense) we tried.. we burned all our consumables and were just kiting the warriors around until I fell.. and then he tried to get me up and of course that wasnt going to happen.

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    General_ArmchairGeneral_Armchair Registered User regular
    I was ashamed to lose a match just now on intense. Death by friendly fire hurts so bad when the team subsequently wips after stabbing you in the back. We get to the stat screen and I see that Beta outperformed my teammate by 60%. I can't wait to be done with leveling Phalanx so that I can shelve him forever. He just brings almost nothing to the table.

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    SmokeStacksSmokeStacks Registered User regular
    The game is roughly 300,000 times better when you're playing with friends and are using some type of voice chat. Missions go so much smoother when you can coordinate between players. Calling out prowlers, letting people know when you have to fall back and reload/resupply, letting people know when you're going to use an ability or how long it has to recharge before you can use it again, all of that goes a long way to increasing survivability. I couldn't imagine playing on anything past normal with randos I couldn't communicate with.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited September 2021
    To play with randos without communication, you've really minmax your build. You've gotta be capable of dealing with trash, specials, and elites, and also preferably have at least one good bit of CC. The cryo field is probably one of the all around best consumables IMO for salvaging a sticky situation. Just yakety sax around it while enemies get stuck. Electroshock rounds also rank pretty high on my list since they tend to stun elites while you're unloading into them. Landmines are also kind of useful against elites. Not as a preemptive defense but as something that you actively place under their feet after CCing them. I'm not quite sure which mine does the job best yet though. I think either flame or electroshock. It's hard to tell since the damage is split between a bunch of sub-munitions. Standard seems way worse for softening up elites, but it also has a smaller damage radius so it's harder to accidentally nuke yourself in the blast.


    Another tip is that teammates tend to catastrophically tunnel vision on elites. As much as you're probably smarter and better able to DPS down the elite, often it's best to prioritize clearing out the trash and just kiting the elite. As for kiting them, in a pinch repeatedly vaulting over chest high walls is surprisingly effective.

    For example, if I'm playing demolisher, my rifle will be a general purpose weapon and my secondary an anti-horde heavy weapon. I've got my micro-rockets talented into the concussive rockets for more CC, lots of radius on my shockwave skill to help synergize with the cooldown reduction for each target that the shockwave hits. When an elite shows up I focus on knocking it down so that my teammates can safely engage it while I focus on mopping up the adds. If I am forced to engage the elite myself, I'm probably going to do so via a mix of knocking it down and planting mines underneath it while it's disabled.

    When playing as gunner though, the class is more of an elite assassin. I use my rifle as my general purpose fighting weapon and I run a shotgun as my elite killing weapon. I like speccing the remote detonated grenade and the knockdown effect. As a gunner I can probably delete and elite in a few moments by opening up with the shotgun, proccing overclock for the free reload, and then DPSing the hell out of the elite's weakspot. The grenade skill can buy time if overclock is on cooldown thanks to the talent for the knockdown, but it is also great against clumps of trash or taking some chunks out of specials.

    Technician's gameplan against elites is mostly to stick them with a charge coil to snare them and focus on making sure that the trash stays clear so that the real DPS classes can take down the elite. However I'll have a stack of landmines to kite the thing over incase I really need to fight the thing myself.

    Weak point wise, I've observed the following about some of the elites:
    Xenomorph warrior: It's easy. Just shoot the head.
    Xenomorph Praetorian: The weak point is a pale green spot on his ribcage. Additionally there is a greeen spot from behind up on on his crest. The front of his face might be resistant to damage? I need to turn damage numbers on and check.
    Xenomorph Crusher: Again I need to check with damage numbers turned on, but I'm moderately sure that his face is resistant to damage and that you want to flank and hit his body. I'm not sure where or if he has a weakspot. The fights have been hecktic.

    I haven't fought the cloaking cat or the synth flamethrower dudes enough to positively ID weakpoints on them. I assume that the cat's weakpoint is its face, but it just looks like an amorphous mass of tentacled flesh whenever I fight it.

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    ColumnColumn Registered User regular
    I haven't fought…the synth flamethrower dudes enough to positively ID weakpoints on them.

    Fuel tanks on their back.

    Video game logic weak point complete with leaking fuel effect graphic to let you know you’re damaging the tanks and it’s going to violently explode soon.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Can confirm on the flamethrower synths. If you start hammering their tanks you'll see gouts of flame spewing off the tanks and then a bit after they'll pop like party favors.

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    General_ArmchairGeneral_Armchair Registered User regular
    Column wrote: »
    I haven't fought…the synth flamethrower dudes enough to positively ID weakpoints on them.

    Fuel tanks on their back.

    Video game logic weak point complete with leaking fuel effect graphic to let you know you’re damaging the tanks and it’s going to violently explode soon.

    That would explain why I haven't been able to notice. Normally they manage to get bursted down at long range from the front before anyone can get a good hit at tanks. The technician's charge coils are very effective against them since they walk really slow and are easy to directly hit with the things.

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    JeixJeix Registered User regular
    We have implemented the following changes.

    Tactical Opportunities:
    Fix for the daily and weekly Tactical Opportunities not refreshing correctly.
    As compensation for the inconvenience, we’ve granted six random Challenge Cards to all players.


    Character:
    Fix for the Weyland-Yutani SpecOps Gunner outfit not properly applying player skin color.


    General:
    Crash fixes and stability improvements.
    Reduction of crash dump sizes for PC Players.

    Finally the daily missions are fixed :)

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    SmokeStacksSmokeStacks Registered User regular
    edited September 2021
    The Cryo Field is great, obviously it's fantastic in chokepoints, but I also like to throw one down in front of a turret, when the xenos beeline it for the turret they get frozen and take a ton of shots while slowly ambling over to it.

    I played around a bit with the Phalanx, it didn't quite jive with me but I want to try it out in multiplayer and see how that goes. The shield doesn't protect you from spitters, acid splashes, or getting jumped by warriors, so it just felt like I was losing more speed than I was gaining in defense. I haven't played that class in a synth mission though, so against bullets it might be a lot better. Unloading a shotgun into enemies while slowly moving forward behind a shield feels very Team Rainbow, I'll give it that.

    I did buy the new weapons, and they felt really underwhelming. The laser pistol is very powerful, but the delay between pulling the trigger and the weapon actually firing means its very easy to miss all of the fast moving enemies. This plus the extremely slow rate of fire means that missing a shot can be very punishing. I guess it could be useful if you're playing higher difficulties or using cards that restrict the amount of ammo you have, but even then its cons seem to outweigh its pros for me (amusingly enough it can use elemental ammo consumables though). The Sniper Rifle seems like a sniper rifle, I'll need to goof around with it. The HMG is super inaccurate, fires slower, has a smaller default magazine size, and barely does any more damage than the standard Pulse Rifle. The minigun just feels like a worse Smartgun (although it might do better in higher difficulties where the Smartgun starts to suffer a bit due to its relatively low damage per bullet).

    I think the problem is the devs made the default weapons so useful and fun to use (especially the Pulse Rifle) that they simply outclass any of the added/unlockable weapons.

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    darkmayodarkmayo Registered User regular
    Yea there will certainly need to be some tweaks done on a few of the weapons, while I like the asthetics of the laser pistol whooooa boy does it suck. Unlimited ammo means eff all if you cant hit anything and can only get 3 shots off before it over heats (unless you are really really good with trigger control)

    Not much of a sniper rifle user so ill likely hold off on buying that, my demolisher is at max rank so will likely wait on the minigun as well. Havent heard great things about the new rifle but that is what I am saving my credits to buy just cause I have Recon left to level (and Phalanx)

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    General_ArmchairGeneral_Armchair Registered User regular
    The biggest reason why the laser pistol is probably a contender for being the weakest weapon in the game right now is that I'm pretty damn sure that simply mag-dumping with your infinite ammo sidearm that everyone gets is a more potent source of DPS that you can tap into for free. In contrast the laser pistol has an awkward fire delay and a "heat capacity" so low that you need to carefully babysit your fire rate. They need to ditch the fire delay and increase its heat capacity so that it at least outperforms the sidearm. I think this is kind of like how Doc was by all appearances preemptively hamstrung for fear of giving players infinite healing. Here they were too afraid to give players a source of infinite damage. So afraid of it that they forgot that players already had a better source of infinite damage.

    They definitely need to do some type of balance tuning patch at some point. Several of the SMGs arguably could use some buffs, and some of the rifles need love too. For example I don't believe that there is any reason to use the "Gruppa" burst fire rifle over the Twilight DMR. The attachments need a balance patch too. Some of them are so bad that you would almost never use them, and some are so good that there is almost no reason to ever use anything else. One example is a small magazine by the name of a "quickloader" magazine. It refills 10% of your magazine upon killing an opponent. This MASSIVELY increases the effective size of the magazine during shootout situations and in some situations actually lets you go infinite by refilling the magazine at a rate equal to or greater than the rate that you send lead down range.

    While I acknowledge that different staff work on different tasks, a balance pass is a much lower priority for this game than implementing quickplay so that matchmaking queues no longer fragment the playerbase to such an extreme degree.

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    General_ArmchairGeneral_Armchair Registered User regular
    I also think that the Phalanx class is just bad right now. The shield is kind of janky. It doesn't protect you from acid or being grappled. It's also unreliable at protecting from melee attacks. I feel like it only blocks attacks within 30-45 degrees in front of you. A lot of runners have managed to attack me through the shield. I'm not sure if it's some kind of running leap attack that bypasses the shield, or if it's just some kind of client/host desync with runners jumping close to me, landing roughly by my side, and hitting me from just beyond of the block range. His best skill is his crowd control electric pulse to knock things down, but it takes an absolute age for that skill to be cast. Demo does the exact same thing, except his skill comes out faster and can actually kill trash mobs. Gunner can spec into the same potential too for an faster PBAOE knockback by taking the manual detonation grenade, taking the knockdown talent, and then just manually detonating the grenade as soon as it has left your grasp.

    A lot of his core mechanics key off of blocking attacks. However that directly plays against the goals of the other careers to prevent enemies from ever getting within range to attack via a combination of overwhelming firepower or crowd control effects. He's supposed to be the team tank, but he has no means to control aggro? He's supposed to be a tank, but most of the elite targets that you'd want to tank attack via grapples that your defenses don't block? The whole concept just wasn't thought out very well.

    I suppose shooting from behind the shield would make the synth fights a bit easier, but he's still way weaker in that regard than a good Recon with "Got your back" and a sniper rifle just going to town with headshots.

    I think that phalanx needs some pretty significant buffs and perhaps a rework of most of his talents.

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    OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    I also think that the Phalanx class is just bad right now. The shield is kind of janky. It doesn't protect you from acid or being grappled. It's also unreliable at protecting from melee attacks. I feel like it only blocks attacks within 30-45 degrees in front of you. A lot of runners have managed to attack me through the shield. I'm not sure if it's some kind of running leap attack that bypasses the shield, or if it's just some kind of client/host desync with runners jumping close to me, landing roughly by my side, and hitting me from just beyond of the block range. His best skill is his crowd control electric pulse to knock things down, but it takes an absolute age for that skill to be cast. Demo does the exact same thing, except his skill comes out faster and can actually kill trash mobs. Gunner can spec into the same potential too for an faster PBAOE knockback by taking the manual detonation grenade, taking the knockdown talent, and then just manually detonating the grenade as soon as it has left your grasp.

    A lot of his core mechanics key off of blocking attacks. However that directly plays against the goals of the other careers to prevent enemies from ever getting within range to attack via a combination of overwhelming firepower or crowd control effects. He's supposed to be the team tank, but he has no means to control aggro? He's supposed to be a tank, but most of the elite targets that you'd want to tank attack via grapples that your defenses don't block? The whole concept just wasn't thought out very well.

    I suppose shooting from behind the shield would make the synth fights a bit easier, but he's still way weaker in that regard than a good Recon with "Got your back" and a sniper rifle just going to town with headshots.

    I think that phalanx needs some pretty significant buffs and perhaps a rework of most of his talents.

    Meanwhile I think in a coordinated team the phalanx is basically invincible

    He draws aggro up front while his teammates keep his sides clear and he can block melee hits to charge up his damage and be basically invincible while he shoots with impunity. His shield doesn't even affect his accuracy or rate of fire! It just slows him down! And on the synth heavy missions, especially that last one in the second level? Absolutely indispensable in terms of drawing fire

    His second skill could use some work, I agree, his concussion modifier for it is okay but the other one seems completely useless, and I think it could stand to do more damage or synchronize better with his shield

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    General_ArmchairGeneral_Armchair Registered User regular
    He's hardly "indispensable" in the synth heavy fights. In contrast a recon with a sniper rifle basically denies his teammates the opportunity to play during the synth fights. With a good sniper rifle and weakpoint damage, the synths drop like flies from a series of headshots. On many difficulties it's one shot, one kill. With "Got your Back", the recon generally doesn't even need to pause to reload since his magazine gets automatically reloaded instantly whenever he happens to kill a target that is aggroed onto a teammate. *Bang bang bang* and the synth wave is gone. Twiddle your thumbs until the next wave spawns. Basically anyone brings better firepower and crowd control, if not both simultaneously. The ability to tank damage is moot since a better team would simply drop the targets before they got into range to attack the demo's shield.

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    VikingViking Registered User regular
    The phalanx is just ok at blocking hordes of weak enemies. but that is not a niche that was really going unfilled.

    What gets me is anything you really would like to block with the shield it is useless against....

    Spitters and Bursters especially will still damage you and force you to drop the shield.
    Warriors and Prowlers can still grapple you through it.

    Synths are pretty much the ideal enemy for a Phalanx, but a decent Recon will have removed their heads before many of them even get in range to shoot at your shield.

    I need to try the Phalanx against the not-flood so no comment there.

    largely as a class it feels like a solution in search of a problem.

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    darkmayodarkmayo Registered User regular
    Been leveling the Recon finally and damn that is a great class.

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    SmokeStacksSmokeStacks Registered User regular
    edited September 2021
    The recon drone is so nice for being able to spot that hiding prowler half a mile away so you can peek around the corner, hit it with a grenade, and followup with an overclocked shotgun in case it thought you were goofing around.

    Obviously if you listen for the audio cue you'll know one is nearby (although I think only a single player in each group gets the cue, so you have to communicate), but knowing exactly where it is is great.

    SmokeStacks on
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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Woof...ok I am REALLY not liking this difficulty scaling with this game. It'd be one thing if increasing the difficulty just increased the tankiness of the enemies, but not only does increasing the difficulty increase the tankiness, it also reduces your max ammo you take along with you, so ammo management with the rapid fire weapons is just straight ass. I tried with my 3 man group of friends to do several missions on Intense (next step up from Standard) and between the friendly fire and and reduced ammo, it just reduced me to an incompetent mess. It also basically means explosive weapons are just...yikes. You pretty much can't be anywhere near your teammates if you're using the rockets or grenades as the amount of damage they put out will take out at least 50% of your teammate's health bars if you're not careful.

    I started leveling the demolisher after maxing out the medic and tried several missions on intense difficulty and I basically just kept coming back to the smartgun as the "safest" reliable weapon, despite it being weak.

    -The bouncy grenade launcher just is too big of a pain to use unless you're aiming on a flat surface with hordes of xenos

    - The rocket launcher, while fun, just has too big of a splash damage radius to be safely used, which means you're constantly relying on your 2ndary rifle weapon which...eh is not ideal. At least I had the Type 88 fully kitted out so that hits decently hard.

    - The impact grenade launcher from the armory is nice, but again, suffers from the splash issue as the rocket launcher and you pretty much can't be anywhere near your teammates or you'll turning your teammates into meat. Good luck fighting praetorians with that thing

    - Flamethrower does do great work...as long as you're in front, and always in front. Did I mention you must always be the front person in your squad?

    - The Armory Minigun. Goddamit I wanted to like this thing, but it frankly it's pretty terrible imo. Has a windup delay, fires slower than the type 88, and while it hits decently hard, the spread is so bad you pretty much can only use it at medium/close range which, given its slow fire rate, is not something you want to be relying on for clearing xenos. Can't believe I wasted 4800 credits on this damn thing. The muzzle flash is also incredibly bright for some reason. It has this white magnesium flicker that overpowers the entire screen and is not pleasant to look at.

    I definitely echo the importance of having a recon class in the group. The ability for their drone to regenerate ammo becomes absolutely critical on these higher difficulties as you struggle to make it to another ammo box. And that highlighting scanner is a godsend for detecting those prowlers and making waves easier to spot.

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    SmokeStacksSmokeStacks Registered User regular
    I've had better luck on Intense with friends, although friendly fire being on (even if minimized) means you have to make some... adjustments to your playstyle (let he who has not accidentally unloaded buckshot into the back of a co-op partner's head in a cramped hallway throw the first stone). It feels like its better as a difficulty than standard, you really have to be on your toes but your team can still make a small mistake or two and not completely blow the mission. You have to pay more attention to your group's classes and your individual loadouts, and having a player go Recon for target identification and ammo re-ups in between crates is almost a requirement (luckily the Recon class is fun to play, so its not like one player is "stuck" playing as one). You also really need to be able to communicate, so playing with friends with voice chat is far superior to trying it with randoms. The ammo restriction on higher difficulty levels does really suck, but its not bad on Intense. The key to saving ammo is short, controlled bursts (ololol) and hitting weakpoints. If you do this, you'll have enough ammo left to go into a blindfire panic when the Warrior shows up and targets you.

    Sniper Synths on intense can fuck right off a cliff though.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    I've had better luck on Intense with friends, although friendly fire being on (even if minimized) means you have to make some... adjustments to your playstyle (let he who has not accidentally unloaded buckshot into the back of a co-op partner's head in a cramped hallway throw the first stone). It feels like its better as a difficulty than standard, you really have to be on your toes but your team can still make a small mistake or two and not completely blow the mission. You have to pay more attention to your group's classes and your individual loadouts, and having a player go Recon for target identification and ammo re-ups in between crates is almost a requirement (luckily the Recon class is fun to play, so its not like one player is "stuck" playing as one). You also really need to be able to communicate, so playing with friends with voice chat is far superior to trying it with randoms. The ammo restriction on higher difficulty levels does really suck, but its not bad on Intense. The key to saving ammo is short, controlled bursts (ololol) and hitting weakpoints. If you do this, you'll have enough ammo left to go into a blindfire panic when the Warrior shows up and targets you.

    Sniper Synths on intense can fuck right off a cliff though.

    Yeah outside of explosive weapons, the forgiveness on friendly fire is definitely more manageable than higher difficulties. I can't see how anyone can do higher difficulties on this game without voice chat though. Man, especially the later missions with how frantic they get, you need to be able to shout out incomings way faster than any pings can manage.

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