|
#291
|
|||
|
|||
|
Quote:
|
|
#292
|
|||
|
|||
|
I've probably put 20-25 hours into this game over the course of a week. Damn, it's good.
![]() (Sidenote: everyone keep in mind that the time displayed on your save file reflects how long the app has been active, and is likely two-three times greater than your actual playtime). I do wish the endgame / postgame / lategame / whatever were scaled better. By this I mean better pacing and stronger sense of momentum and development. What gets me is that my quibbles about Hunters 2 are really just numbers in the code - nothing to do with graphics, game assets, or new content that would require more labor-intensive effort from Rodeo. I've given this a lot of [idle] thought, and here are my suggested improvements (posted in a positive spirit): 1. Each set of Daily missions needs a reward of some kind. Mostly this is because the campaign generates Legendaries. The Dailies are great for variety but the opportunity cost is a downer if you're after good equipment. My Suggestion: add a "reputation" stat to the crew. For each five daily missions you complete, your reputation rating goes up by 0.2. This stat would act as a multiplier to credits earned from contracts. So, after completing five missions, all contracts would pay out with a 1.2 multiplier. After completing 10 daily missions, all contracts would pay-out with a 1.4 multiplier. And so on. This would reflect the fact that your crew is elite and highly saught-after, give you a bit of money for manufacturing / epics / respec, without flooding the game with money. 2. After completing 25 Daily Missions, an 'inside connection' at one of your employers gives you carte blanche to manufacture one piece of equipment to your liking, no charge. 3. Hard-mode needs an exp multiplier. I would suggest x1.3 That's really it. The trick is to add some scaling/rewards to the system without accidentally dumping an embarassment of riches onto the player. One thing I pondered was the idea of New Game+ slowly improving the drop-rate for gear, but that's hard to get right. I love this game, but at the same time I feel that Rodeo somewhat dropped the ball with team progression after level VI. Credits/gear/exp are too flat. It's fun to play the Dailies but the sense of diminishing returns can be demotivating, to me anyway. What do you guys think? Last edited by JohnRayJr; 08-14-2012 at 03:28 PM.. |
|
#293
|
|||
|
|||
|
Quote:
![]() I doubt your stalker could do it. Light armor can't sustain much explosions from aliens or flamethrowers. I envy your hammer -_- Quote:
Quote:
.
|
|
#294
|
|||
|
|||
|
Hi, I got stuck in mission 8, any tips?
All my contractors are level VII, that's what I thought 1. The armor is useless, I would get kill in one hit by both boss & the enemies. Yes Last Stand can last one more round, so what. Therefore I change all armor to light, I believe AP is more important here. 2. Talent skills are quite hopeless, the regeneration and etc is pointless, coz u got kill in 1 hit. Any suggestion? Thx Last edited by ImLegend; 08-15-2012 at 11:53 AM.. |
|
#295
|
|||
|
|||
|
Have you tried using overcharge on a plasma rifle on him? I find that works to an extremely cheap extent.
My own question: how does one enable hardcore mode? I've beat the game so many times already but I don't see it as an option in the settings menu... |
|
#296
|
|||
|
|||
|
Quote:
![]() Split your team in two, and take cover on the left and right. Have one team-mate pop out and attack the boss (which will draw his attention) and then return to cover. It's quite easy to just circle the three-tile wall so that the boss always has to move on his turn. That just leaves the Amdyne hammer foes, but they're quite slow. Should be no problem killing them, espeically with half your team free. Just make sure to keep a couple tiles distance from any active teleporter pads and don't waste time shooting them the turn they appear (guard works on their next turn, though). I breezed through mission 8 with a level V team. It just gets easier from there, even on hard mode. I disagree that plasma rifles are a good weapon for damaging the boss, since the overcharge leaves your squad made out in the open (presumably to die at the start of the next turn). If you have the Jericho launcher (my first Legendary), that's ideal. But shotguns can easily get the job done. Hammers are also pretty easy to damage him with once he comes down from the top of the level. Miniguns are no good because his damage resistance kicks in before a "sustained" burst. Everyone on my team wears light armor, btw. |
|
#297
|
|||
|
|||
|
Quote:
I also find the plasma to be pretty useful, but I know OC can miss so I get 2 other shotgun wielders with cripple to back him up. Works (almost) everytime .For the hammer doods, end your turns 3 squares away from them (eg. if your shotgun range does not over lap with the hammer doods) and enjoy your duck hunt. @Pumpkin You have to start a new game to enable it (unfortunately). I ransacked all the menus in vain to enable it so I can 'trim' some hunters from my bloating list. |
|
#298
|
|||
|
|||
|
Quote:
I only have two failed builds cluttering the roster. One is the "Arbiter" the game starts you with. The other is a level one Charger that I never should have wasted any credits on. I was thinking that I'd have him tagalong on missions and level him into a legitimate squad member, but I soon realized how tedious that would be. So I bought a level V Charger. I don't think I'd ever buy a new class under level V. It's just not worth the time it takes to get them up to speed. My solution to D-list teammates is to remove their names and replace it with "---------" That makes it pretty easy to gloss over them when you're navigating menus. |
|
#299
|
|||
|
|||
|
Ohhhh, I have to start a NEW game?? That explains it. And also makes me feel I wasted all my time maxing out my team do they'd be ready for hardcore stuff!!!
Thanks for clearing that up!! |
|
#300
|
|||
|
|||
|
Eh... don't hate me for this. I got the orange hammer by killing a(nother) wimpy alien in a daily mission.
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|