Introduction
There was a discussion about game difficulty. Is it too hard or too easy? Well, in general it depends on the selected difficulty, your playstyle, the ways you chose and much more.
One more important thing for the difficulty is the design of the enemies and their ai.
Spoken for the fnix faction there once was the idea, that they have different classes. The higher the class, the morre dangerous/difficult they are. If you take a closer look on each machine (techview of binoculars) you can see four different classes.
A for prototype machines
B for military machines
C for FNIX machines
D for apocalypse machines
This order could/should be understood like, the higher the letter, the more improved, dangerous, difficult the machines.
For long times that felt ok, but there have been some changes on the machines, their behaviours, their presences and their armament in 2022, which totally changed the above mentioned.
Current state
Let’s take a closer look on hunters and runners in this topic, because tanks already got some good improvements in 2022, while harvesters just seem to have gotten a big nerf.
But harvesters, at least in my eyes, aren’t primary offensive weapons. They harvest scrap metal. They can call in support units (since 2022 not just hunters), and they can defend themselves. That’s enough. They are support units, no assault units. (you can see that in base defenses… Just hunters, runners and tanks).
Hunters and runners, which are the primary basic forces of fnix, can change the whole feeling of the game, as you can find them almost everywhere, mostly in greater numbers, at least never alone.
Even small changes on them may have a great effect on how the game feels like.
The best example for that, which finaly lead to this article, is the post-landfall change of the apocalypse hunters flamethrower. They should be the highest class of hunters, strongest and most dangerous, but with the improvement of their flamethrower (yes, although the described effect was negative for the game feeling, the addaption of the lynx flamethrower to the apocalypse hunters was a technical and logical improvement.) they became very easy.
Of course, compared to prototype hunters they still are bullet sponges, but if you keep moving and shooting, they are no real danger. You can flee from the flames and dogde the multi grenade launchers. That’s more than you can do against the automatic rifles of military hunters.
The same goes for the (experimental) shotguns of fnix machines, their experimental pvg, their gas grenades or the fnix runners rockets.
They are just too slow.
Like I just said… The automatic rifles of military hunters and runners, even of prototype hunters and runners, not to forget apocalypse runners, are way more faster and therefore more accurate than any other weapon. The number of bullets that hit you with each salvo gets close to 100%, while every grenade can be dodged in most cases. The same goes for shotguns, rockets and their pvg.
Well, as the machines became more in many cases, of course it could happen that you get hit, while being shot from multiple directions.
But finally, it is what it is. The machines that are supposed to be stronger and more dangerous are easier to fight. You just have to be agile and persevering.
Suggested changes
What we need in my eyes are some tweeks at the setups of the machines.
-
More spread for automatic rifles,
-
slightly faster time from aiming to shooting with shotguns and rockets,
-
greater spread for tanks and harvesters missiles (greater radius, less forseeable),
-
more diversity in primary armament which goes along with some new weapon classes for the machines, that really feel and sound different:
PROTOTYPE
Fast, weak and cheap. Good for some patrols.
Runners:
- .32 pistols (60%)
- 9mm smg (40%)
Hunters:
- 5.56mm automatic rifles (100%)
Additionally (shoulder): smoke grenades
MILITARY
Fast, stronger, more, more aggressive. Good for guarding and assaults outdoor and indoor.
Runners:
- 12G Shotguns (40%)
- 9mm pistols (50%)
- Simple Rocketlaunchers (10%)
Hunters:
- 5.56mm automatic rifles (50%)
- 12G Shotguns (50%)
Additionally (shoulder): gas grenades (yellow), .270 hunting rifle, smoke grenades
FNIX
Faster, even stronger, even more aggressive. Good for guarding important locations/machines/structures. Good predators.
Runners:
- 9mm pistols (25%)
- 9mm smg (30%)
- 12G Shotguns (25%)
- Simple Rocketlaunchers (20%)
Hunters:
- 7.62mm automatic rifles (75%)
- 12G experimental Shotguns (25%)
Additionally (shoulder): gas grenades (purple), .50 experimental sniper rifle, smoke grenades, Simple Rocketlaunchers
APOCALYPSE
Faster, even more stronger, more aggressive, devastating. Good for hell on earth.
Runners:
- 9mm smg (experimental nuclear ammo) (50%)
- dual rocketlaunchers (experimental nuclear ammo) (50%)
Hunters:
- .44 experimental handgun (10%)
- 5.56mm experimental lmg (45%)
- flamethrower (45%)
Additionally (shoulder): multi grenade launcher (toxic)
I really took much thoughts about this and of course I could try to explain this more detailed. What do you think about this idea in general?
Addition (including Poll)
Edit:
and more thing… I really would appreciate, if the fnix class units would get a new name.
Fnix is more than just a class. All machines are fnix. Fnix is everywhere.
Maybe it is based on a descition long time ago. Where there were no apocalypse machines. So the highest class of machines were fnix. But now, they are not the dominating class of machines, not even the most dangerous. Why should they still be called fnix?
As there is a new soviet faction since 2022, fnix in my eyes just is the name of the swedish ai. Its faction.
- Predator class
- SpecOps class
- Professionals class
- Darkness class
- Superior class
- Terminator class
- Omega class
- Epsilon class
- Infiltrator class
0 voters