Iluvcheezcake
Prophet
kinda doubt itthe alien adaptive morphology is implemented in the game?
kinda doubt itthe alien adaptive morphology is implemented in the game?
X-Piratez has weather.the alien adaptive morphology is implemented in the game?
There's basically three variants of each of the 5 main aliens. They get more health and a bit more armor as the game goes on but it never felt like they were countering me. Might be because the devs were unable to implement something that might counter shotgun killstreaks.the alien adaptive morphology is implemented in the game?
sweet, sounds good. So mod the panzerkleins out? Does sentinels have panzerkleins?
Looks like the devs broke all of their promises, as expected. By the time it comes to Steam, no-one will care anymore, or Nu-XCOM 3 will be out and render PP irrelevant.There's basically three variants of each of the 5 main aliens. They get more health and a bit more armor as the game goes on but it never felt like they were countering me. Might be because the devs were unable to implement something that might counter shotgun killstreaks.
My speculation is that they probably went 1.0 with clearly unfinished game in order for the release timer on Epic Games Store to start ticking. From that point on they have a year to polish the game and add more content via DLCs to try and sell Phoenix Point on Steam as a Ultimate Edition or something like that. If they manage to introduce more interesting gameplay mechanics and put in extra content before XCOM 3 releases, then they might have a chance of catching more XCOM-like fans through Steam. If XCOM 3 releases first... Well, then they will probably have to go on sale to get more sales.Looks like the devs broke all of their promises, as expected. By the time it comes to Steam, no-one will care anymore, or Nu-XCOM 3 will be out and render PP irrelevant.
So Phoenix Pointless?By the time it comes to Steam, no-one will care anymore, or Nu-XCOM 3 will be out and render PP irrelevant.
Haven defense missions, those strength numbers are not number of enemies, it is just strength of attacking and defending force. Attacking force strength when you arrive determines if the mission will be Light, Medium or High. And if haven is covered in Mist then it is even harder. Harder missions means more enemies and more dangerous ones there like Sirens or Schylas.There are few problems I seen so far.
Geoscape is about web like game standing on points on interests and scanning them. While that's necessary doesn't need to be bad. There is a little problem. When you ally with a faction you lose 1/4 of scannable points. Then second faction you are left with 1/2, third faction 1/4.
Then there are some really bad decisions in game design. You are supposed to protect these small forts for story reasons, and to increase relations with faction... Thus fort protection is one of important mechanics. Considering forts are one of more important way how to get soldiers and supplies, theirs protection missions should be more detailed.
Problem 1. For some weird reasons you don't see ANY allied soldiers on defense mission.
Problem 2. You see all that numbers of enemy attackers and allied defenders... Yet when you enter the combat, you see instead of 3 enemies 7 enemies or worse.
Problem 3. There is no detail about damage caused by raid, or how long would take repair.
Then there is a problem with what exactly are Phoenix Point organization leftovers.
Are they?
1. Hobos/homeless equivalent in post apocalyptic world. (Few random/loosely related to project people found base and took it as theirs own?)Just small resources and people would throw them some weapons from pity, or to give them small support to find rest of Phoenix Project.
2. Equal footing, just smaller in numbers. Government tried to push for theirs funding before collapse and they survived collapse on one base.
3. Much more high tech group than the rest, but small in number. And they can't support rest of groups by technology, because rest of groups can't mass reproduce it.
This decision have consequences. 1. theirs research is based on reverse engineering and theirs own home research, because nobody wants to give technology to hobos.
2. shared research between ALL four factions.
3. mostly in house research but MASSIVE tech tree.
And now the more ugly part. The number of enemies per mission.
There are two ways how to make stuff like this. One way is to make few enemies and shoot at various body parts. Other is making horde of weaker enemies and weapons sufficiently strong to kill them on proper hit.
Phoenix Point did neither. As a consequence it feels like it's balanced to be winnable only with cheese.
Now let's looks at bad decisions they made.
Soldiers hired from factions come with body armor. Thus there is no need to produce one, thus well whole manufacturing process is nearly irrelevant.
Ammo and medikits can be manufactured instantly. ANYWHERE. As a consequence large part of game is basically simplified into pay and get stuff instantly. No item transport between bases, no need to delay fort defense because you need medkits.
Medkits basically allows to skip hours in infirmary. A simple pay to win scenario.
Damage and wound model has some flaws. For example, disabled head... Well it just need few seconds out of combat and it's fine. Perhaps soldier is a troll who regrow his head. Or his body.
Number of weapon types and research is definitely lacking.
And I seen weird stuff like aliens are using Phoenix Point weapons. Where did they got them? They are pretty unique. I didn't have loss before that, and the only way to get them is by manufacturing on Phoenix Point.
It's like they never tried imagine how in real world would Phoenix Point actually happen. What would be a consequence, and other stuff. If the game was 3 years in development, well that's weird because what I wrote is elementary stuff.
Everything is a rip off from something else.It is worth noting that not only half of the art assets are a straight rip-off from Xcom 2, but also the mission types.
There's only so many mission types that can be done before things get overtly gimmicky.Everything is a rip off from something else.It is worth noting that not only half of the art assets are a straight rip-off from Xcom 2, but also the mission types.
Everything is a rip off from something else.It is worth noting that not only half of the art assets are a straight rip-off from Xcom 2, but also the mission types.
Even with all the complaints to me this is PKM for Xcom games. It is completely busted at release in many ways and unfinished but what is currently there and working it lots of fun and better than all the games Firaxis released. Firaxis games are like how Pillars of Eternity was to PKM.
Did they though? My understanding was that they wanted to do XCOM, but with more elements from X-COM.It is better to fail in originality, than to succeed in imitation. (Melville)
In fact Snapshot did even worse, they failed in imitation...
IMO yes, they failed to imitate both XCom and X-Com. Few ideas, but confused. And this is the result.Did they though?
Alpha or, better, still pre-alpha. Beta "generally begins when the software is feature complete but likely to contain a number of known or unknown bugs". This is not the case, for sure, apart obviously for the bugs.Will wait after this beta period finishes and play the 1.0 version on Steam.
But how would you do an air combat against a goo? Even Aftermath allowed flying around in one amiracan cool aid powered hellicopter without fear of being shot down by a goo.IMO yes, they failed to imitate both XCom and X-Com. Few ideas, but confused. And this is the result.Did they though?