*Mission 2 objective spawns tanks and assault vehicles much too early when all you have to fight back with is cheap infantry. Suggest allowing player to place landmines wherever they are needed. *AI vehicles often bypasses forced landmine locations. Suggest making it call down strikes more often, especially at t2 and t3 veterancy. *Sniper/Tactician pushes too close to the front line. Suggest it attacks targets in a small area instead of just 1 target before retreating *Pip pup is likewise really weak for the cost. Suggest make it last longer or deal more damage per tick Reduce damage/rate of fire, but can be upgraded later on. *Make the Base Defense Turret a default add-on. *Game sorely need an anti-vehicle pip that can destroy armor and obstacles. Should also help make the game easier over time *Add rogue-lite features to main campaign, which will encourage players to keep playing in order to collect new abilities and/or passive bonuses. That said, here are a couple other recommendations I have: If you screw up badly enough, your only choice is to restart your whole campaign from scratch-scrambling around for the most optimistic 'build' instead of just having fun and experimenting with your cards. This makes further attempts more difficult if not outright impossible. And when you lose against the boss maps? Not only are you defeated, but you also end up losing your most valuable cards. The other items are just too rare to use on a reliable bassi. Most of my campaign rounds revolve around using the basic mercs + turret combo, and that's about it. I don't want to mess around with the cool new pips, weapons, and items because I lose them altogether after using them. My main turn-off is how the consumable card system punishes you for experimenting, especially since it leaves you extremely restricted with the tools you have at your disposal. The in-game suggestion feature via F8 only handles a small amount of text.
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