View Full Version : Difficulty levels are totally wrong!!
Janster
December 6th, 2003, 03:56 PM
Yes, well this is a huge problems with two games I have now, Pirates of the Caribbean and Starfury..
The game is bloody hard in the beginning, with me dying to anything that breezes past, but at the end ..where things should get REALLY hairy, I am suddenly invinsible..nothing can touch me, I breezed past the Last campaign without breaking a sweat even..
Same with Pirates of Caribbean, I mean the start of that game is almost hopelessly hard...
While its nice to have a hard start, I choose the hardest difficulty afterall, the game should keep the challenge up, not slack like Starfury does at the end....
Jan
Suicide Junkie
December 10th, 2003, 04:42 AM
Realistically, how is that supposed to work?
The plot isn't going to change just because you upgrade your ship...
I do believe there is room for more difficult random missions, but at some point it gets silly.
The Abbidon mercenary missions that put you up against Battleships with Cruiser escorts should be plenty challenging (and they are in the P&N mod)
Perhaps you are looking for more disadvantages on the large ships...
- easier to hit
- much slower (IE battleships can't run if they get into trouble, and can't get to where they're needed swiftly)
Perhaps they need to have less of a shield/armor advantage over other ships.
Janster
December 10th, 2003, 09:08 PM
oh yes, some missions where quite hairy, particularly first campaign and somewhat in the second, but after that...nothing..I seemed to massacre them..
My outfit was using those crew zapping beams though..they rock..and with piercing resistant armour, their null-space weapons did nothing against me...
But basically what I'm saying is that the difficulty is wrong..hardest at start easiest at end?....Last few missions should have been nail biters....in my opinion.
Janster
Baron Munchausen
December 10th, 2003, 09:41 PM
Originally posted by Janster:
oh yes, some missions where quite hairy, particularly first campaign and somewhat in the second, but after that...nothing..I seemed to massacre them..
My outfit was using those crew zapping beams though..they rock..and with piercing resistant armour, their null-space weapons did nothing against me...
But basically what I'm saying is that the difficulty is wrong..hardest at start easiest at end?....Last few missions should have been nail biters....in my opinion.
Janster <font size="2" face="sans-serif, arial, verdana">Piercing resistant armor? Do you mean 'Resist Shield Piercing' or 'Resist Armor Piercing'? There is no component in the default game that uses 'Resist Armor Piercing' so if you are referrring to 'Resist Shield Piercing' I don't think thatis supposed to help against a weapon that shield and armor piercing weapons like the Null-space Projector. Are you sure it reduces the damage from this weapon? If so, I think that's a bug. It might also be a bug if Resist Armor Piercing affected this weapon, too. We'll have to ask MM how this is supposed to work.
Phoenix-D
December 10th, 2003, 11:15 PM
Scattering armor does, on the display, give resistance to ALL special damage types instead of just skip shield piercing.
Baron Munchausen
December 11th, 2003, 03:02 AM
Oh, yeah... I forgot that only the latest beta treats resistances properly! http://forum.shrapnelgames.com/images/icons/icon7.gif
I'll have to see if I can test this myself with the fixed beta.
Janster
December 11th, 2003, 11:54 AM
Trust me, after I applied that resistant armour..my crate held together FAR more than any other armour did...but the crew zapper guns still rocked the enemy's world far too much.
Basically things are not balansed and my view of the campaign is start = bloody hard....end = bloody easy
Janster
Suicide Junkie
December 11th, 2003, 07:43 PM
The toxin injectors are quite nasty, yeah.
I made them Illegal cargo, plus added toxin resistance to lifesupport components.
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