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Remove the "endless" panic/paralysis locks
complete
Zarkis
Please change the amount of recovery you get from panic/paralysis states. As it is now, you can get stun locked by viral and paralysis weapons for 10+ turns if you are unlucky, which is not fun at all. Somebody on the steam forums suggested, that you should recover from panic/paralysis -1 first turn, -2 second turn, -4 third turn and so on. I would even increase that to a higher value.
Activity
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Vit Barta
complete
1.10 Orryx
Addressed issues around Paralysis and Panic
Paralysis heal - improved medkits, technicians, aspidas now remove 50% of Paralysis value.
Panic lock - Recover ability gives Panic immunity for 1 turn.
Vit Barta
Merged in a post:
Panic Nerf
Caleb Hayward
The panic is incredibly overpowered on this game. It's a shame because I really like a majority of the gameplay and mechanics. I have had it happen twice where one soldier gets shot a single time and has at least 20 viral effect and it causes the soldier to be panicked for at least 10 rounds even after I have completed the mission objective. This has caused me both times to choose between leaving that squad member to die or risk losing the whole squad ina an attempt to wait out the panic. This is completely broken and frustrating, it is not strategic at all it is simply punishes players for no reason. Panic should last no more than 3 rounds, or at least provide a means to cure it early game. Absolutely ridiculous.
Martin Mystik Jonáš
This was soacissed before and is already in progress
Vit Barta
We will address it In the next patch 1.10 Orryx. 1) Recover ability gives immune to Panic for 1 turn. 2) improved medkits, technicians and Aspidas remove 50% of Paralysis value.
Seppo Sinisalo
My suggestion for panic:
Panicking soldiers run towards nearest vehicle entrance (if there is space) or towards nearest map exit whichever is closest. Also allow loading into vehicles and evacuating panicked soldiers.
My suggestion for paralysis:
For paralyzed soldiers could we carry those to the evac zone or vehicle?
Capturing and status decay:
Also introduce the paralyzis/panic decay improvements and rework the capturing of aliens to be more realistic (ie. why can we capture all stunned enemies while evacing from a supply run? Introduce carrying of stunned enemies as well and collecting them only if dropped to the evac zone
Healing status effects:
Add a kit for restoring soldiers from all non bleed status effects
s
sllowjoe
Here after a match where a couple of units went into the virus+panic loop. What if the virus effect disappears after the unit goes in panic?
And I'd remove the mandatory rest after recovery from panic: I can't move the unit to a safer place, nor cure it if he/she has been hit and nobody's around. After panic the unit should have 0 WP and let me choose between resting, moving, healing, etc.
Sidonio Malho Junior
I think seting a max limit help to solve the problem, like a max of 30 for stun and 20 to virus (max str and will). And the recover can be something like 1/3 maybe 1/4 of str/will per turn, stun is based on str and virus on will so high str characters recover faster from stun and high will characters recover faster from virus.
Martin Mystik Jonáš
@Sidonio Malho Junior: This would make high will pandorans like sirens and scyllas practically immune to panic and capturing scylla would be impossible. Flat rate of recovery would not work well here.
Sidonio Malho Junior
@Martin Mystik Jonáš: its the idea, if it have high will it is resistant to panic and mind control, siren be immune make sense, and we can break their head to reduce will. Scylla stun limit is like 300? 400? it can be lower if the recover is faster. Something like 1 turn paralysed, next turn 1 ap, next 2 or 3 ap.
Martin Mystik Jonáš
@Sidonio Malho Junior: Viral weapons main use is to neutralize sirens and scyllas. If you make sirens immune then they would lost most of their usability. It would either be practically impossible to capture scylla or you would have make it really easy. There is no way to use your proposition to make scylla hard to paralyze and at the same time make it possible to evacuate squad after you do. Either you will reduce scylla strength significantly or your team would need to keep it under permanent attack from paralyzing weapons to keep it paralezed for more than few turns and thus unable to evacuate.
Architectus
I hope that after a solution to the viral/paralysis perma-locking issue has been decided and implemented, that the Priest-class viral weapons will still be effective and worth using.
The presence of brokenly overpowered ability combinations such as Rapid Clearance and Adrenaline Rush, that allow operatives to simply kill-chain their way through missions, tends to make the different types of Damage-Over-Time weapons quite underpowered by comparison. The Biochemist perk needs changing as well, as using it with high-burst weapons tends to make those weapons better at applying viral damage than the Priest-class's own viral weapons.
The Paralysis damage type will always be important since it is necessary for capturing Pandorans, but the viral damage type and the viral weapons need well thought out game balancing to ensure that they are genuinely worth using without being overpowered.
Jaywalker
I'd like to suggest how to address paralysis and virus:
-Paralysis: No longer clears over time. Any AP lost by the target is removed from the current stack, i.e.: instead of losing one stack, a fully paralyzed target loses 4.
-Virus: No longer clears over time. Any WILL lost by the target is removed from the current stack, i.e.: instead of losing one stack, a panicking target that just used Recovery loses 3-10.
Both of those make the status apply as quickly as it currently does, but clear much more quickly if it isn't being sustained/reapplied.
Seppo Sinisalo
@Jaywalker: This is a good solution to the problem, tho I would like the ability to just rescue paralyzed targets by carrying them out of the mission also panicing soldiers would run to the closest exit which is logical
Alexey Bevza
I am against this proposition. Usually I have no problem with paralysis. Sadly, it is already in progress.
Martin Mystik Jonáš
@Alexey Bevza: Nobody have this problem usually but sometimes it is just boring to wait 30 turns until your paralyzed soldier can evacuate.
Alexey Bevza
@Martin Mystik Jonáš: so why fix what isn't broken, what happens with _someone_ _sometimes_? And how much damage you allow your soldier to receive that he is forced to restore for 30 turns? Usually, when I play, Triton with Athena lies dead after 1 shot to none. I remember one case in lair when my soldier received heavy paralysis, and you know what? I am really WASN'T boring maintaining desperate defence against overwhelming enemy with expiring ammo. It was really interesting and intense fight! I remember it until now. And I REALLY suspect that this proposition was made not because of some "boredom", but to make game easier. And easier... and easier...
Martin Mystik Jonáš
@Alexey Bevza: Because sometimes it is boring. Just recently I got mission with synedrion enemies. Aspida coming from behind corner paralyzed one of my soldiers with 40 paralysis in one shot. It was just before end of mission so map was cleared and I had to wait for long time (30+ turns) every turn setting same overwatch on my other soldiers to shot reinforcement as the came in. Not fun at all.
Martin Mystik Jonáš
Point is not to make game easier but to make it more fun to play by removing boring repetitive parts. Like guarding paralyzed soldier till paralysis wear out.
Gergely Mészáros
@Martin Mystik Jonáš: The root of the problem is that, you can not evacuate (carry) your fallen/paralyzed/panicking comrades. Probably it's not a good idea to patch something else in order to mitigate the problems caused by this missing feature.
Martin Mystik Jonáš
@Gergely Mészáros: Well it is one way to solve this and I fully support ability to carry friendly soldiers. But it is not root of the problem only different solution.
Gergely Mészáros
@Martin Mystik Jonáš: kill two birds with one stone. :) Above, the main point was that it's boring to wait for your "unmovable" characters to become movable again. They are actually immobile because the game don't let me move the dead/paralyzed/panicked people. It pretty much seems to be the "root of the problem" to me. Why "fix" a working (and realistic) effect mechanic when the problem lays elsewhere?
Martin Mystik Jonáš
@Gergely Mészáros: Well it seems they we have different point of view that this mechanic is working. My point of view is that this mechanic is not working well and is not realistic (and sometimes quite overpowered - all it takes to permanently disable scylla is two shots from Deceptor MG with biochemist) so it should be tweaked so this effect is not nearly permanent. But I also support another things that can remove this boring part like carrying soldiers and improvinf medkits to heal these status effects.
Gergely Mészáros
@Martin Mystik Jonáš: I agree on that some effects last way too long.
Martin Mystik Jonáš
@Gergely Mészáros: Well that is point of this suvgestion. Make them last shorter once they start having impact.
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