I got this game on Steam during the sale, and along with it, almost all the DLC items available. It was recommended to me
Just want to talk about a few things that I noticed in the game that I feel could use some tweaking, and some additions I think would be nice, along with giving my general impression of the game.
Sounds
This game is fairly decent with sounds. Directionally, you can mostly tell where a sound comes from. But volume-wise, there is room for improvement.
Companions
I understand they are machines, and as such should make machine noises. But they clank loudly with each step. They whirr and make a loud woo-woo-woo sound, then hum loudly as well. Even if enemies donāt react to this, I and the people I play with have to deal with the noise. And in a game where hearing things approaching is important, having a Companion nearby is like blasting white noise in your ears. They could do with being toned down some.
Vehicles
Again, I get that small motorcycles make a lot of noise in most cases, and when riding a bike in real life, you can hardly hear anything at all other than the sound of the motor. But the sound these vehicles put out is almost painful to hear, and we the players are wearing speakers on our ears, not helmets to dull the sound of them. Also, I can usually hear the sound of my bike echoing from the distant hills, like you often do with explosions, andā¦ thatās kinda nuts. This also could be toned down, if only to save peopleās eardrums. As it stands, I tend to extremely dislike using the bikes simply due to the discomfort factor.
Base Building
For the most part, I enjoy base building. I like figuring out how optimally I can craft a base and fit it into the various spaces Iām given. With that said, there are a few details I would like to see attended to, and maybe a change in how the various parts are informed on, as well as their stats.
Wall types
While there are enough parts to craft a complete base with, I feel like you missed a few pieces, or could add them for an even more complete selection.
Corner pieces - would be very useful in setting up a base. This would basically be a column with two wall pieces attached at a right angle, either 3x1 or 2x1 wall segments.
Varying size walls - It would be helpful to base design to have 2x1, 4x1 and 5x1 wall segments to fill in such gaps as would require this size of wall.
Foundations - these would be flooring pieces, designed to both be stackable to an extent and linkable so as to make a level base platform. I often wince when I see a wall with a sine wave curvature due to having to follow the shape of the ground underneath it; this would be the fix for that. Foundations would only stick up above the ground slightly, unless a nearby foundation was set higher, and even then would need to be built close to the ground.
Better Gun Emplacements
This one always made me wonder. We defend these bases, then go around gathering resources from the destroyed bots. As we do, we walk past amazing looking guns and rocket launchers laying on the groundā¦ and just leave them there. No one ever thought to salvage one of those giant railguns, or a rocket launcher pack, or a dual machine gun and mount it at their base? These should be options for bases; any weapon that can be seen mounted on a bot should at least be able to be mounted on a small building without issue.
More Soviet Parts; mirror Resistance Parts
There should be one matching part from each part of the Resistance set in the Soviet set, and vice versa. Not only does this allow the player to choose their base style, but it would allow for a more efficient use of base building materials.
Define the parts better.
As I was asking around for more info on base parts, I was surprised and disappointed to find out that wall segments basically all have the same general amount of hit pointsā¦ meaning they can only take about the same amount of damage before theyāre destroyed. ā¦How does this make any sense? Why is the concrete rationed out like it is, if the walls are only slightly stronger? I was also told that maybe certain wall types are more resistant to certain types of damage. Where is this shown in game? Nowhere, is where. If Soviet parts and gun emplacements are meant to be stronger than the wooden Resistance wall parts and emplacements, then make that the case, and SHOW it in the various details about the wall. āThis wall has X amount of hit points. It is resistant to Y type of damage, but weak to Z.ā Or something similar. Please add a bit more of this kind of info to the base walls and other parts so we know what weāre doing. Iāve built many a concrete base, thinking it was safer, only to find I could have just used the far more plentiful wood walls.
Player options
For the most part, Iāve found this game a little on the tough side, but in a fun way. Trying to sneak around has been a challenge; so has trying to fight directly, or even indirectly; I get beat up a lot, and the amount of times I find myself running and healing is a little frustratingā¦ especially since sometimes I get railgun sniped out of nowhere (bots seem to be able to āseeā with their guns alone, and if just their gun is poking over a hill or obstacle, they can hit you, while you canāt see them at all). I only have one idea, and I think itās one that makes sense considering all that is going on.
Body Armor
In more than one situation, we find people who seemed like they were researching some way to use bot body armor as personal armor. We also learn to make body armor for our companions to wear. ā¦So why not body armor for ourselves as well? This is a chance to add a new quest line to the game in which someone DIDNāT die while researching body armor made from bot armor plates, and that would allow the player to find that person and learn how to make their own armor. Even if you donāt go that far, things like body armor exist in the armies of both countries involved, yet no one ever seems to be wearing any, and the police usually have at least a bulletproof vest onā¦ though again it appears that this is not the case on any of the bodies lying around. You can find helmets, but theyāre purely cosmetic. I feel like it doesnāt make sense that we wouldnāt have considered or tried to armor ourselves at this point. We even armored up Calleās truck.
STORAGE
I typed this one in caps, did you notice? xD Itās because this is a resource intensive game, yet I find myself always, ALWAYS on the verge of having no space to store things. The game basically requires you to process things you find into raw materials so you can then craft what you need, yet the amount of storage given for raw materials is honestly pitiful. It appears to max out at 500, whereas the PLUNDRA box maxes out at 1600. I donāt understand this in the slightest.
Make the Resource storage match the PLUNDRA in capacity.
It seems like it should already have been done, but if not, please fix this. I was recently forced to drop 5000 explosives and let it despawn just so I could continue to process the items I was finding. And yes, my PLUNDRA is close to full as well.
Backpacks
I know you are proud of your trike design, and everyone seems to like the crafting trike, which allows them to craft, deconstruct and store items. I have another suggestion. Military or Hiking type backpacks. These can hold up to 100L of materials, along with having many side pockets, straps, hooks and such to attach tools to for crafting and disassembly. Plus, this would be an option that would be quiet, for those of us wanting to just sneak around. It would also allow the player to more easily maintain their inventory without having to run back to a safe house, allowing for more gameplay and less going back and forth. Here are some examples of the types of backpacks Iām talking about:
40L Military backpack with Molle system:
There might be other designs that would suit better, but I think these would be amazing at allowing the player to better handle resources and items. I would even not mind a slight speed reduction when wearing the larger one, since the tradeoff would be much more time in the field hunting and fighting, as opposed to sitting in front of my PLUNDRA.
Experimental Weapons
Right now, as it stands, slightly more than half of these weapons feelā¦ underwhelming. The Klaucke barely procs itās effect. The KVM 89 kicks so hard youāll never get it to the redline to use itās feature. The Algstudsare is justā¦ what? A rifle that shoots like a grenade launcher, but also canāt have a scope attached to it, so even judging the range is kinda tough, and only has three shots. Thatās just confusing and bad, in my opinion. So, a few ideas on what Iād hope to see.
Allow more attachments
I donāt get why someone wouldnāt design an experimental weapon starting at the best state. The weapons should either have mods like scopes integrated into them, or be able to have them attached in ALL situations, as the concept (at least to me) would be someone is trying to make a better weapon, not just a different one. Limiting the use of a scope or a muzzle extender or what have you feels like it makes no sense.
Allow for modifications
Yes, I understand that these are meant to be the pinnacle of the guns in the game. That doesnāt mean they canāt be modified though; in fact, since theyāre experimental in nature, they SHOULD be able to be modified. For example, the KVM 89 would absolutely benefit from the Stabilization modificationā¦ but you canāt add that. ā¦Why not?
More Experimental Weapon Types
The list of experimental weapons should be longer than this by now, if anyone in the country has seen the weapons the enemy are using. For example, Hunters use pneumatic weaponsā¦ but thereās no pneumatic pitchfork yet? That kind of thing. A grenade launcher that shoots modified ticks to attack enemies. Radioactive flamethrowers. A RACS-12 that fires electromagnetic flechettes. Things like that.
Thatās all I have for now, though. I think this game is fun and interesting, but it could definitely use a few tweaks to make it better. I hope someone reads all of this and gets some ideas.