Earlier bugs were not fixed like shooting through walls, 100% sniper accuracy from hunters, jumping to damage us through walls.
And now they have unlimited hard backup (harvesters + hunters).
And they’re shooting at us rockets one by one, zero reloading time, no time to escape from this, no clue. Radius of bombing us is too high. You escape many meters but rocket is hitting you with fire. You can’t hide in barn, in house. They’re spawning in houses. No place to be safe. Their gas is brutal. And they’re shooting other very acurrate things at us. We’re now like rats. Earlier we was human. At now we’re rats.
Oh and of course they see us everywhere from long distance.
Generation You Are Ulta Zero
I think devs don’t know how to fix this because this is programmed by other people (physics etc).
I’ve logged some more hours and I don’t mind the difficulty so much anymore, I kinda like it.
I’d still change the wall penetrating flame throwers. The laser beam rockets and their ability to see you 2 miles away.
I’ve changed my tactics and it seems to be working for me. Granted, I burn through alot more health packs and stims than before, so I am constantly running out of them so i’d change it so there are more or have the ability to craft them with resources etc.
I’ve been having a great time up until recently when I’ve been increasingly running into Hunters that can see (and sometimes even shoot) through things they should not be able to: the “railgun” hunters are the latter instance where I have regularly had them shoot me through hills (and at one point a bunker), but last night I ran into a Hunter on Himfjall where it tracked and shot at me through a church, a forest, a hill and a bunker, while it stood in the same area. It was particularly bad because it had some sort of cluster-munition launcher so it was lobbing the shots over cover. It eliminated any chance of playing cleverly: I couldn’t break contact and sneak up on it from another angle, couldn’t snipe around a corner, or find find cover and trade shots with it. The only way to “Escape Combat” was to let it kill you. I’m not sure why it’s happening but I think it’s something that needs to be changed fairly quickly so it doesn’t sour the experience for new players.
It’s the same here re-spawn killer robots, also no new ammo? saved came back and 2 most important guns are missing… wtf, harvester spam rockets like aim bot, this is becoming unplayable esp runners with 50 cal sniper aim-bots you in spawn at airbase and get killed from 1000 yards away.
Played 100 hours and dam game changed to super hard no ammo and takes my special guns away when i died…
already beat the main game but this makes the replay not so good.
Okay, I know most are going to disagree with what I’m going to post, but what comes next is my experience (your experience may vary! )
IMHO Gen Zero is a FAR better game since the update.
My brother and I play 2-p Co-op with characters from 6-22 levels.
Here’s what we like about the changes:
now we’ve got to hit mechs from a distance, especially the Harvs.
now we’ve got to be smart. Can’t rush into battles. We plan each encounter, who marks, who uses flares/emps/fireworks, who has the rocket launcher, who might use the .50pvg, who will draw attention and who will flank, etc.
and if overwhelmed, we’ve got to run, throw distractions and find new positions.
As an example, We’ve slowly wiped out near the airbase entrance 4x harvs/tanks and all their hunters/runners by methodically calling out targets, hitting from range, moving positions, etc. It took maybe an hour…but man was it fun to peck off those enemies in 1s and 2s.
Today we encountered 2x FNIX harvs and 12x hunts/runs by a farm. Lured out the small fry, sniped at hunts as they lobbed gas/missiles/etc and then sniped one Harv from over 2km (it never shot back) and then got the other at point-blank range: I threw small emps and used a shotgun and my bro hit it with auto fire. It didn’t even stand a chance as it was emped the whole time!
Other times we have to just avoid conflict until the mechs move away. Hey thats good too. Feel like we get rewarded when we then walk into an (almost) empty area.
This isn’t me bragging, this is just why we like the game: it feels like real combat where being smart and prepared is rewarded; rushing in is penalized.
It’s clear that many others disagree with my assessment, but I just figured I’d throw it out there.
Agreed 100%, the game is way more rewarding now that the mittens are off.
If they manage to remove some of the bugs, like the gas spread and sniping through walls thingy, then this is definitely the level of AI difficulty this game needs.
I definitely understand that, and I think such mechanics and gameplay is what the hardest difficulty should play like. It allows players to select if they want a visceral and strategic combat experience. Rather than re-work combat entirely I think altering the difficulty levels to fit more ways to play the game might be a better method. It would allow players to rush if that is what they wished from a game about fighting robots, while also allowing an option for players who would rather be strategic. It suits more play-styles and probably makes both parties as happy as they can be. At the end of the day, any video-game receives complaints. Some people cannot be satisfied
** disclaimer ** I personally don’t mind the difficulty hike, but I’m a long-time player with multiple level 31 chars.
However, the way I see it, the difficulty is fundamentally broken and I can’t possibly see how anyone can argue otherwise. Whether or not you prefer it, or think it’s fine, ask yourself this;
Does the current ‘Adventure’ difficulty gameplay match the difficulty description; ‘This difficulty is intended for players wanting to focus on the story and exploration rather than on combat’
I fail to see how ‘players should just plan better & learn the nuances of the AI etc.’ equates with not having to focus on combat and just enjoying the exploration.
Even if the game doesn’t have the AI bug that makes many machines hellbent on killing you, e.g pre-April '20 update - even then the difficulty description doesn’t match the difficulty level.
Learning the tactics of machines doesn’t make what you’re doing focusing on combat.
Machine blueprints, learning machine weakpoints, machine limitations, your weapons and best use of them - everything that includes about how to take out machines, are focusing on combat.
Planning, scouting the area, learning machine patrol routes, their blind spots, sounds they make, sound direction - everything that includes about how to avoid machines, are focusing on stealth/survival.
So, when playing on Adventurer, no-one is forcing you to attack machines and walk around like you’re blind and deaf. It’s every player’s own decision how oblivious they want to be. It’s not the game’s job to make the journey on Adventurer difficulty as easy as possible. Since if it were, there wouldn’t be any machines in Adventurer difficulty.
Except for it kind of is, otherwise why include them at all. That’s kind of the whole point of difficulty levels & accessibility. They introduced them as a way to make the game more accessible for those finding it tough, with a hard mode for those wanting a challenge.
Noone’s forcing anyone to play ‘Adventure’. The way I see it, easy, should be just that, and I don’t see why people get defensive about an easy mode. The more people enjoying the game the better. Who cares if someone else is playing it on easy if you’re enjoying it your way.
If people find it too easy, then they should scale the difficulty up. I don’t have a problem with the current difficulty level myself and I rather enjoy the challenge. However I’m aware that not everyone does and I feel that (post April update) the Adventure setting is broken.
Personally, I thought the OG difficulty (prior to the introduction of the difficulty levels) was pretty much spot on solo, although the Exp weapons needed adjusting as they could make everything short of APOC enemies trivial.
The one difficulty level we had before was hard on new players and easy for veterans, so, per player base request, difficulty was split to three.
If the post-April '20 update AI bug is removed, is there for us anything to talk about Adventurer difficulty?
It’s not only the difficulty level alone that determinates if the game you play is going to be easy or hard. For example, running in guns blazing without paying any attention what is going on around you can make a lot harder game on Adventurer difficulty than planning your attack and being constantly aware on Guerilla difficulty.
No good reason. I was being deliberately sarcastic. But without the sarcasm, you seem to be deliberately obtuse about the current state of the game. What exactly is wrong with people playing a game how they might like it? Why can’t the game be easy for those who want it easy?
I played for 2 hours last night and it was a miserable experience. There was a tank coming and I was not prepared for it so I went into a barn. And then before I knew what happened all hell let loose. I was stuck in the barn and was constantly spammed by a never ending “infinite ammo” stream of gas and rockets at one of the doors. At the other end and door I was torn to pieces by tanks. I could only run about 25 yards from the middle door before the never ending stream of hunters got me. Fast travelling away seems like cheating… Eventually I got out and was sprinting across a field thinking I was a good safe distance away, but then bang, down I went.
I quit at that point.
If I have to wander around avoiding all conflict, what’s the point of the game?
“If the post-April '20 update AI bug is removed, is there for us anything to talk about Adventurer difficulty?” - I’ll probably agree with you on that.