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Xcom 2 difficulty level
Xcom 2 difficulty level













xcom 2 difficulty level

That way, everyone gets what they want, everyone’s happy, and the game’s not broken any more. I’m ok with that - give them a Option to play with Terminators switched on and an Option for me to play with them switched off, then balance the whole thing so that the ‘switched off’ players don’t get slaughtered by super-Chirons designed to one-shot the Terminators before the Terminators one-shot them. Thing is, I know that some people like that kind of super-soldier, and some people feel the need for it because the difficulty curve in PP is so brutal (see Icemann’s post about Antarctica above). Imho, that breaks the game - reduces it to a mockery, in fact - which is why I play with self-imposed limitations. In PP atmo, it is possible to build an entire squad of Lvl 7 soldiers who can do that every turn, with no reducing scale of damage, backed-up by Rallying troopers who refuel them whenever they run out of puff. Which is why it works and doesn’t break the game. But it has a Cooldown, so that you can’t use it every turn, and every strike it makes as you use it is weaker than the last. To use the metric most people are familiar with: XCOM has a whole bunch of pretty OP skills - one of my favourites is that one where your sword (or Alien-Hunters Axe-) wielding maniac can go carving their way through multiple enemies in 1 turn. We’re just pointing out that as things stand, unlimited skill use = Terminator Builds in the mid-late game, which creates a whole bunch of balancing issues. But we’re not arguing to get rid of the skills - we like the skills.















Xcom 2 difficulty level