Machine behaviour post April 2020 update

the flech. gun from hunters hits you inside buildings… seriously? I know you are a small studio but those bugs should never! find its way in a finished game. Goint to switch to easy difficult now… really sad.

I am so frustrated right now. Went to try to kill a rival harvester against my better judgement. Not only did it spawn in like 10 hunters, but they provided an endless wave of those gas attacks. Since their were so many it was a constant stream of it. The gunfire attracted 2 tanks, who also fired rockets endlessly into my buildings. After 400 ammo and having killed the rival, and no end in sight, I quit the game. I’m overjoyed the update is being reverted.

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The problem with making a component that you shoot off to disable the rocket pods that spawn hunters is that good players will immediately shoot them off to disable the rocket pods, and you’re now left with exactly what we had previously - defenseless harvesters. I don’t think it was an accident that components to disable them were left out.

It all comes back to a system that the developers are working against. If we disable components, it -should- be easy to kill the machines. That’s why the components are weak points. The developers now want us to focus on weak points to make it strategic, but want to make the enemies harder for challenge. They’ve got to accept that the reward for playing the game the “right way” is that the player gains an advantage - that’s the reward. It doesn’t mean the robot should just fall over, but why have weak points that don’t really do anything?

That’s kinda the point. Harvesters were not supposed to be front line combat units. Implementing hunter spam just results a tedious situation that can still be bypassed with sufficient DPS.

I agree with you. I think the rocket pods were a solution to a problem that didn’t really exist in terms of the reward loop, and should have never been implemented.

rocket pods? the rocket pods dont spawn hunters as you can kill them and the hunters can still be called as far as iv seen.

Im talking about an additional component like a satalite dish. so you chose first to either take them out or the rocket pods first. and yes, a tactical choice to take the hunter spawn out first is exactly the point and not a “problem”. “do i take the hunter calling comms device or the rockets first?”

Another issue is that when me and a friend fight those hunters that are spawned they can see me even after i die and respawn they are already shooting at the spawn point with gas and “50 cal thing” even 1km or more away.

Then say my friend is out of combat but i am in combat, as soon as i die, they know where he is, even though he never got spotted.

Also. Hacking is straight up rubbish… you hack a target then it alerts them all to your location? whats that about?!

Oh, one more thing that is a bit naff, the bullets from a hunters gun can come out sideways from the barrel… they should have to atleast face you to shoot! come on!

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… which lower your chance to get a weapon in loop, or? That’s what I understood - shooting off machines’ weapons minimizes a chance to get a weapon in loot.

I said rocket pods, I meant a fictional device (satellite,like you said) you’d shoot off to disable the hunter spawns. That’s my bad, but I hope you understood the point, which was it’s another thing to shoot off to nullify the threat. Which will then turn the developers into saying it’s too easy once the threat is nullified, so they need to buff it more. That’s literally the response to the shooting of the current rocket pods - they got defenseless, so now you get to deal with hunters, instead of saying “the player did what we want, which is precision targeted destruction, so we now reward them with an enemy who poses less of a threat” (that’s opposed to an enemy with a greater threat if you ignore the rocket pods and just run up to it shooting any square inch of it that you see).

You can take out the satellite dish first or the rocket pods first, but you’ll take them both out eventually if you’re playing “correctly” and then you’re back to where you started which is a harvester stomping around helplessly because you did the gameplay loop “correctly”, which the developers adamantly don’t want to see.

It’s like working at your job and when you do it efficiently, instead of getting a paycheck, you just get more work. Demoralizing and frustrating.

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Well there is: destroy the harvester :joy:

The whole “dropping hunters from mid-sky” may be a good way to have a harvester call for help but the implementation is ridiculous to watch and destroys the immersion. Why not have hunters run from somewhere to the fighting place? Spawn hunters just out of LOS and have them run to the fighting scene. This way the harvester could even alert other machinery close by. That would make fighting it way more dangerous then just dropping hunters from some imaginery invisible platform mid air.

The photon torpedoes needs fixing too. The speed is insane. A rocket with this speed shot at this short intervals like nowadays should overheat the ejector quickly. But it doesn’t. But I have to say I can live with it if the direction the harvester can fire is aligned with the firing mechanism.

This and more realistic appearing reinforcements would keep immersion and let the harvester still be a challenge to destroy. I’d like to see that.

I’d like a confirmation on that too. This is exactly how I fight big machines (hunter+).
I think especially for exp weapons there should be a check for that to allow spawning EVEN if the weaponry is destroyed.

Could this mean that the “Mechanic” skill increase the exp weapon drop rate?

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The most important part: If you want Harvesters to be a challenge you also have to reward the player for destroying them. Make it drop a guaranteed 3 to 4 crown attachment or something. It doesn’t have to be much just make sure the fight doesn’t feel like a pure ressource sink because that’s what makes people avoid them wherever possible which cannot be the way the game is intended to be played.

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I am fine with the “air support” by dropping hunter pods on the battlefield, but it should have been done differently. First it should be a one time only ability or have a long cooldown, say at least 5-10mins. Next we need a flying terminator like machine now. I would suggest a huge flying carrier ship dropping those pods. The harvester gets in defense mode, a big carrier machine flys to the battlefield, drops 4-5 hunter pods next to the harvester and flys off again. That would really rock the world for me. Then you have that long 5-10min cooldown (cause the machine ship needs to be refulled etc.)

I guess what @knobitobi said would be fine, let the hunter escort spawn out of sight and then run towards the harvester. That would make a reasonable and believable implementation of a harvester calling nearby machines to aid. Maybe some random factor would be fine, too !? E.g. from time to time spawning in hunters of a different class than the harvester.

With hopefully reduced attack speed etc. that would make a harvester a proper and well defended target.
Plus a little rework of the harvesters loot tables.

My 2ct

Thats an prototype non-rival tank btw. The rockets behave like bullets now, they dont go up in the air like they did before.

20200610143432_3

Same discussion topics merged.

Also, one topic discussing new machine behavior is enough.

//Mod

Rockets are fast… duh.

They are suppose to be fast. they are not fireworks.

Check this short video:

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Its a game not real life. balance in favor of gameplay over realism in a scifi game especially

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That sounded more like a machine gun (probably some sort of a minigun) then a rocket launcher. I guess a rocket would be way more destructive.

There are many types of rockets. Those in particular were probably training ones since this happened during war games.

not to steep on any ones toes her but rocket-pods are direct fire ones still they have 410m/s to 800m/s (50 cal fired from an barret m82 853 to 1219m/s depends on the round Ap rounds are the fastest ones)
artillery rockets are shoot in an arc even tho they have an high exit speed of 690 m/s it takes them long time to hit the target 20km range and upgraded ones 30-40km this is data from BM-21 grad 122mm rockets but its the most common rocket-artillery in the world even to day made in the 60s.

And my point is that it will take them around 25 sec to hit targets at 20km (closest range is 2km). as this rockets cant change there drive load in an way as they are solid propellant rocket closer targets will still take ruffly the same time to hit as they will have an higher arc som less is my ges on it. im not whit an artillery back ground so im coming up short her =)
but i know that most artillery is shooting there stuff then they move before any rounds hit the targets same whit the artillery i was using as ref as this one fires 2 rounds a sec and has 40 rockets loaded and the accuracy of it is ruffly whit in 200m thats why they use all 40 rockets some one will hit. the moderns state of the art ones to day can hit whit in 7m.

but this is a video game and im not sure what type of rockets they have and what they are supposed to be but for an game balance point of view id say it needs more travel time as we cant even out move it as they fire on us when we are almost hugging them now .=)

ps the grg have 230-300m/s (depending on grenade )

Of course rockets are super fast IRL, some of them even faster than the ones in GZ right now.
Slightly off-topic, but speaking of rockets IRL, why does the Carl Gustaf Recoilless Rifle behave like a rocket launcher in-game? That thing does not NOT fire rockets, but a ballistic projectile at 250 meters pr. sec. :wink: