Grimoire of ruin with phantom brigade4/20/2023 ![]() The game doesn't know what's going to hit when or where. Second, if you'd done any sort of research regarding replays and damage dealt here, you'd know that the devs have posted, on more than two or three occasions, that due to the non-deterministic nature of the game, the game itself quite literally CANNOT predict what damage is going to be dealt and when, or replay the damage that was dealt. Sure, it's annoying having to do some mental math and make a logical assumption as to when the missiles will hit, but trust me, missiles are far less an issue now than they used to be, especially since the absurd +70% damage bug was fixed. So, missiles are quite easily avoided by dashing. You are supposed to get 'total information', and that is supposed to be how you beat the odds, no? Originally posted by Ogaburan:They seem to be in opposition to what the game is trying to be. Why slap a 1.0 tag on it and piss off potential fans? This very much feels like a beta, a prototype still. Its also very hard to compare kit, since some have 'built in' components and some don't. Why is it so hard to see heat capacity and decipation while im building mechs. Why not show potential dmg on the enemy? Why not show dmg inflicted and taken during a replay? I would very much love to know these things. In fact i find flaws in almost all the ways info is given to the player. Its very annoying to avoid missiles, yet they seems to be treated as a casual weapon. I really want to love it, but the missile mechanics are killing me. To the point i don't think I am going to keep playing this game. so u need to remember yourself and keep visual track. ![]() Game ofc does not keep track of the missiles. i found myself taking notes on a notepad while facing something that can only be described as 'missile spam' - all the enemy had missiles, some shooting twice. ![]() ![]() They seem to be in opposition to what the game is trying to be. ![]()
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