This thread is about balance changes to robot weapons in the most recent patch, the one setting up for the Alpine Unrest DLC (and please leave Alpine Unrest itself out of this - I don’t have it, it’s not relevant and there are other threads for your spoilers). I’ll muse on the changes to damage received and how that’s altered my play. I am interested to hear from you as well despite what this post might look like. And yes, it’s not a Flick thread without some footnotes.
As I have mentioned elsewhere, with the new patch installed I quickly found I was no longer enjoying the game the same way. Or enjoying it much at all. But why? I’ve loved the game so far and don’t want to simply drop it. Is there something I can do to fix this? Am I perhaps not looking at this right?
@TherotcoD mentioned in another thread about hunters and their flechettes, and some of the changes we’ve seen. Fortunately I have past footage to compare, and going to the tapes I don’t find anything before like my recent experiences. As a post-patch example, I had a case where I was at 82 health, I got hit for 74 hp from a flechette shot, and while I’m ragdolled and helpless with 8 hp I was hit again. This is versus a single hunter. Shortly afterwards I was hit for 54 while dodging. I used to get hit for around 20 before the change. A prototype tick used to hit me for 0 with all the damage reduction I have, now they bite me for ~11. One bullet from an apocalypse runner will hit me for 40 (unless I drop what I’m doing and burn another medkit); those runners come in four-packs and are not conservative with their ammo. The shotguns on the fnix (or possibly military) runners now wing me for 27.
Incidents like the above are where my ‘Dates with Death, and a poll’ thread came from. I was wondering how ‘normal’ it is to get downed or killed, and get up again like that’s totally fine. That dying during combat is something that’s supposed to happen, and that I’m expected to get with the program.
Previously, a battle could take as long as five or six minutes. Sometimes more. The initiative would ebb and flow, I would have various things like position, ammo, weapon choices, deployment of utility items, healing and environment to manage, all in concert.1 But with my insistence that I stay alive, the rhythm of combat now keeps getting broken. I’m forced to go hide to heal up. Ducking behind a tree and tearing open a simple first aid kit with my teeth before re-entering the fray just isn’t really viable anymore. I’m being forced to spend less time in combat during the battle itself, and this turns the ‘dance’ of the battle into a collection of micro-engagaments, like an awkward teen trying to ask someone out. We’re not vying for initiative, we’re taking turns.
At this point you might be thinking I’m complaining about the difficulty, that now it’s ‘too hard’ for Flick, and that ‘everyone wanted more danger anyway’ or some such2. But that’s not what this is about.
My range of play styles has shrunk dramatically. No longer am I assessing risk and adapting tactics to situations on the fly, instead I’m now spending time filling a leaky hp bucket, or using adrenaline like it’s another 20hp medkit.3 Combat feels more like a race against the clock as I burn through medkits instead of being a battle of wits and aim with the robots. The time between fighting being a pause for fast travel medkit farming. My attention keeps getting pulled away from the robots to managing my health pool. My health meter is now more ‘interesting’ than all of the wonderful robots. Worse still, breaking my attention breaks the flow of the game. I have to stop what I’m doing to go manage something else for a bit.
Now combat feels punished (and by extension, exploration feels punished too because that’s how you meet robots). Combat feels like a high risk / low reward option, and a negative move best avoided. I used to think “I wonder if I can slip in a canister here or lure a robot to a house’s power point or finish this robot with my pistol before I die etc,” but now I’m thinking nothing much tactical at all in combat. I’m either dropping on them like a rod from the gods, killing a hunter as fast as possible and then vanishing to safety, or I’m already holed up in safety pecking something to death with a sniper rifle. Perhaps this is the price I pay for not wandering around with the X-PVG-90 over my shoulder. A smaller, simpler game with fewer options and less agency.
By avoiding combat and exploration, I’m also now contending with the quality and quantity of the writing for the plot and world-building backstory. The story I was really into just a few weeks before. A lot of what’s there is good, I really think so. But it’s also sparse and frequently isolated. I guess the driving factor of “I have to know what happened here…” is facing off with “screw it, I’m heading for Norway.” As the risk has increased, the price of discovery is scarcely worth the reward. Can the writing win this battle? I’d wager it’ll take some adrenaline.
There is a delicate balance here, and the changes to combat are putting more stress on other areas of the game. I hope that they can support the shortfall. Honestly, what keeps me at the moment is spending time with a friend while we finish up searching for his collectibles and side missions. My motivation is social.
Generation Zero is far from boring, it’s just stopped being fun.
2. If you want to tell me to "get gud" kindly lick a frozen pole.
3. And who wants to have thighs like pin cushions?