So, love the game when I’m playing Run & Gun. I don’t love it when I’m playing an engineer, hacker or commando though.
This may just be my opinion, but it seems that everything for the story and combat are being worked on, but the 3 items I mentioned are NOT.
Do a simple experiment. Take everything in the commando tree and everything in the hacker tree. Hide, OUT OF COMBAT, and hack a machine. Make sure it didn’t see you. Then while it’s getting into combat with other machine, SNEAK into another building or something where it’s IMPOSSIBLE that any of the machines observed you in any way…then when the hack clock is over, watch every single machine that was in the combat target you.
I’ve done this very thing multiple times and the only times I was able to make anything worked is if I picked a building with no windows and closed doors. If I leave a door open, they know where I am. If I’m anywhere near a window, even if there is NO Line of Sight, they find me somehow. It’s frickin magical how these machines can ignore that I’m not visible and track me somehow when they’re not in searching mode.
The game’s mechanics, the basic mechanics aren’t just combat. There are still a bunch of houses that have light switches that don’t work. When I’m inside sneaking around, I purposely turn off all the lights so I can see better at night. Is anyone looking into this? It’s minor, yeah, but for a playstyle that’s other than Run & Gun, it’s an important detail.
Machine AI - When hacking a machine, they don’t seem to attack one another as aggressively as they attack a player. There should be AI just for the hacking skill when it’s active. This is a basic mechanic of the game, and it’s amazing how well a hunter can target me through any wall, door or window and hit me accurately, but can’t seem to hit an non-moving runner with more than a single bullet. I say it like that because it’s just a single bullet that hits them every time and I don’t understand that. It makes me believe there is a difficulty scale or something that governs whether they hit or not, and for other machines, all their weapons are set to miss except for that 50 cal on the hunter. Now that works right. Rest of the weapons are a gamble, but if you hack one of those, it’ll actually destroy something. I think there is something overlooked with hacking that makes machine vs machine on an easy mode or something. The 50 cal was brought later, so maybe it is governed by different mechanics. Maybe there’s a setting on it that doesn’t apply to any other attacks. I’d be interested to have someone explore that and figure it out, cause hacking as it is right now is pointless.
Engineering is underpowered. You get a tick pod. Woopie! Now you can deploy a small machine that doesn’t seem to know how to attack other machines in much of a meaningful way. It’s not a distraction, as once you deploy one, every machine in the vicinity will now target you, regardless of whether you’re in a building or visible, or detected at all. The ticks do seem to attack other ticks pretty well, and I think they’ve improved somewhat over time, but they’re still nothing awesome. You’d think an engineer would collect parts and build his own runner or something. A boy and his dog going out to hunt…with a repair option. That would make the engineer somewhat worthwhile to play, if the machine vs machine AI improved.
Would also be nice to see what skill applies to what in on the UI. I mean, when I highlight the explosive engineer skill, it’d be nice to see what they’re talking about. Rockets get the bonus, sure, that makes sense. What about grenades, what about gas canisters, what about components that explode on machines when I shoot them? Same with EMP…if I shoot the side of a house, is that affected? What about the exp 9mm? Do I get bonuses from both the extra component damage from the hacker tree and single shots with my ag4 exp if I pick the next to last skill on the first combat tree where single shots give upto a 10% component bonus? What if I take the commando specialization on top of that. First hit gets the 15%, and 2x 10% on top of that if I’m targeting a component such as a gas tank, and if I have the explosive bonus, does it factor in? I could make a really awesome build if I knew what everything did. Otherwise, the game seems designed and continually developed for mostly just combat. There’s no doubt what every single skill does and what it applies to in the combat branch.
I’d love to snipe a machine, hide, wait for a few minutes, do it again until I’ve picked off an entire squad. Maybe using the first level of hacking to take the aggro off from time to time could be useful. Problem is, you hit one, destroy it or not, and hide the best you can, they’re all coming for you. I can’t deaggro, even if they don’t see me, they somehow see me.
I think this sends a clear message that if you’re not playing with guns blazing, you’re playing a buggy game where the mechanics don’t seem to work right. Is there anything I can do to influence these things and have someone look into them? I don’t think there is.