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Anonymous /v/713872223#713885395
6/28/2025, 1:46:32 PM
Buffing the weapons was absolutely necessary.
What we had on launch was nothing short of a disaster in game-design.

Ignoring the obvious bugs such as AT-rockets dealing 0 damage, invisible mines, player-armor not working, physic-based damage being all out of whack etc etc etc - the game was simply not made to be played in the way you thought.

When enemies start pouring in and it's all heavies requiring AT-options to be dealt with and said AT-options suck major balls at dealing with them, such as Recoilless Rifle requiring multiple shots to destroy a single entity and resupplies only giving 3 rockets a pop and resupply pod being on a +2min cooldown it is simply mathematically not possible to contend with the onslaught.
Even when running multiple supply packs and team-reloading like absolute sweats you'll still be overrun.

In summary the game was simply not designed for you to stand and fight.
That's terrible design.
It became a running simulator because that's all you could do. Run around waiting on them cooldowns.
Shield generator + light armor became the meta - a pacifist approach - save for the reds you could throw whenever they were off cooldown.

Now that the game is not a frustrating challenge to play anymore, they should bring back the enemy density we saw at launch. Now it's no longer an absolute chore to chew through multiple chargers.
The predditor bugs are a nice addition to the overall combined hp-pool of a bug-breach, but it still needs more heavies.

>bugbreach happens on d10
>the first round of bugs are fucking scavengers
They really should overhaul the spawning-logic.