Rebalance Speed Stat
complete
Vit Barta
The mobility of your soldiers can be too much. Especially if you do some specific abilities combinations. Too much mobility leads to alpha striking and renders damage over time effects weak. It also makes maps effectively smaller.
Currently, the speed stat is cheaper than strength and willpower stat but we do not see a reason for it. We will make speed cost the same as for the other 2 abilities and will decrease the maximum for speed stat by probably 4.
Vit Barta
complete
Danforth Update - v 1.0.58746 - 11/06/2020
The maximum Speed stat a soldier can have has been reduced slightly and levelling up the Speed stat costs more SP.
M
Myzrim
Vit Barta: Since my game was already started, my 6 best units now have 25/20 speed
V
Voland
To put things in perspective: currently max speed, just with the attribute and the Quarterback personal trait is 27. With Anu light torso armor (+3) and speed leg mutation (+5), so 35. With Frenzy and Bloodlust +100%, so 70. Now do a single dash - 52 tiles. 4 dashes - 208 tiles in a single turn. A regular map has, what - around 50-60 tiles?
walan
Voland: Demonstration of this with only 50% dash movement (old)
Sorry: It just doesn't look like a tactical game, more like an experimental training simulator
V
Voland
walan: Snapshot should say in no uncertain terms if this kind of builds are actually intended, or if this is a balance issue that needs to be fixed. Also if any player cares to make the case that this kind of build should be in the game, that would be great. Please abstain from the argument "don't use it if you don't want to"; please explain why
you
like using this build, not just hypothezise that there must be someone out there who wants to play like this.Inner Enigma
If your going to nerf speed maybe you could also add more depth to it such as Investing in speed resulting in a small debuff to aim from enemy overwatch and return fire. Would make sense if your harder to hit due to fast motion.
EX: 1 point in speed =0.5% widening in aim cones whenever enemy takes shots at this moving unit. (Only for overwatch and return fire)
5 points in speed = 2.5% widening of aim cones.
Just like will also functions as a secondary health bar/ability currency and strength functions as a health/equipment capacity Buff
Adding more features to speed such as an subtle evasion perk would only add to the states
Given how multiple abilities are focused on Narrowing the aim cones I feel like their should Also be a natural counter to this.
Ben
There are certain instances when alpha striking needs to be a valid course of action - Like when you stumble into a Syren.
It can take a large proportion of the team to disable the head, never mind killing it.
It would be useful and realistic to have the opportunity to push soldiers that little bit harder in extreme circumstances - perhaps with a penalty to the following turn?
Jason Free
I disagree. I think movement is perfectly fine. It's essential in Lairs.
V
Voland
Great news! Please also consider effects of buffs to Speed from armor (especially Anu assault armor, which between torso and legs gives +5 to SPD)/augmentations, Blood Lust and Frenzy. e.g. Does it make sense to give a buff to SPD from actually wearing armor, rather than have medium armor give a small penalty (-1) and lighter armor no penalty?
walan
Voland:
+1
Extreme mobility not only makes positioning unnecessary (dash over half map, shot at face, dash to start position back).
It also allows cheating methods in e.g. "Steal Research Mission", where you can simply run over to your destination in turn 1 at extreme speed. That cannot be wanted!
Devs please look at this video!
Steve Crook
walan: The maps are probably not large enough for dash to work well as it is ATM. I can see the appeal of small maps, of getting into conflict quickly etc., but they exacerbate problems with alpha strike and make classes like infiltrator fairly useless compared to sniper and heavy (particularly when buffed and combined).
Once of the things I liked about Jagged Alliance 2 was that it worked in a real time mode until the enemy was spotted, when it switched to turn based. It more or less eliminated alpha strike issues, gave opportunities for recon and still punished a lack of caution while not making for tedious rounds of clickery trying to find the enemy.
Vit Barta
Merged in a post:
Reduce Movement for everybody
J.J
Its way too easy to walk from one end of map to another, especially if you have dash. This makes maps feel smaller, while such long distance movement cheeses the need to actual tactics. Instead of Dash requiring AP, just limit it for single use per turn, and reduce movement distance for everybody (soldiers and pandorans) to half. This way, player would need to move with more soldiers forward instead of scouting with single man entire map. Reduced movement would also make moving from cover to cover more prominent. In Xcom one of challenges was that you usually found yourself one tile short of place where you wanted to be to win. That provided a lot of challenge because you had to take risks. In PP, you have partial move, and ability to just hide from line of sight after you shoot, which makes things way too easy. With limited movement it would be slightly harder to do
Vit Barta
in progress
R
Ryu
Please don't reduce the amount of tiles you can move, I think the best way may be higher amount of used stamina for a Soldier that mostly run in a battle and some bigger maps.
S
SpiteAndMalice
I agree. It's far too easy to move across the map. Dash especially takes the Michael. Increased map sizes would also help a lot with this.
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