First off, let me say that I really, really like what I am seeing so far. Any feedback and opinions I provide is simply in an attempt to better the game, from my perspective. Current playtime is roughly 25 hours.
I will divide this into several sections for easier reading/compilation.
Combat is fun and engaging, even in long engagements. The “physics” and animations makes it fun to slow down time to see as much as possible. The cinematic experience is important, because a combat round is you spending up to several minutes for what is essentially only 5 seconds of combat. As such, I am really looking forward to the replay feature where you can save memorable/cinematic engagements for future viewing, as well as editing it into an even more cinematic video, potentially.
The more fun the cinematic experience(in terms of animations, weapon effects and mech interaction), the better the game becomes.
Mech- and weapon design is great. I have seen other people saying that they would like more “low grade”/jury-rigged weapons, but personally I dont want that. There is a difference between weapon variety and bloat, where 70% of the weapons are subpar.
Having more weapon customization options, however, would be nice. That being said, I dont want them to take up inventory space(it is already a problem to keep it organized). Instead, let it be a simple “toggle” based on something like available blueprints, for a small cost in supplies.
More info/tooltips on weapons and modules. What does a sensor module do? What is the duration of a melee weapon segment? These things are probably already intended to be fleshed out on a later date, but it is an important factor, since a large part of the game is the min-max of the mech designs.
Melee. I know it is still being worked on, but depending on the map, the effectiveness can vary greatly. For instance, if there is a lot of terrain and elevation differences, it is almost impossible to use. Not sure how to balance this, since, if you get into an ideal situation, they are almost unstoppable. I think terrain obstruction is fine. Very minor elevation differences makes less sense to me.
Also, in terms of melee weapons, I like that we have variations of swords already, but I dont like how much difference there is in damage.
Considering the risk you take for going into melee, I see no real point in picking the short blade, since it’s damage(if the tooltip is correct) is almost 1/3 of the heavy sword, much less concussive force and only marginally better heat management. Also, if you take the heat/damage of the small blade and compare it to, say, a submachine gun or a decent pistol, it seems worthless. I get it is supposed to be a backup weapon, but fact remains that you have other, more consistent alternatives, that costs less heat.
There should be a damage difference between the small and bigger blades, sure, but I think the real difference/selling point of the larger melee weapons should be the concussive force and reach.
- Campaign map/Overworld map
Map design/locations. I think it is ok. A bit more variety in locations would help. I dont want deserts and rain forests, since it wont make sense, but it would be fun to fight in or near rivers, lakes, large fields etc… It is possible that these areas already exist and I have simply not been there yet, but that does not change the fact that a lot area, at least early on, feels “the same”.
It is early, so it is difficult to see the intention of it all, but I think having multiple, mobile bases at some point could be fun. That way, you can have more things going on at multiple areas, making the map more dynamic, as well as cutting down the time between “action”, even if you decide to rest some of your pilots in one area.
It seems weird that a single outfit would be able to beat back an entire invasion force, especially since the invasion force seems very passive about losing conquered territory.
- A different spin: What if you could leave garrisons in territory you conquered to secure it? If you dont, you risk enemy squads going back in and retake the territory, forcing you to backtrack to deal with it(similar to the Village Raid event, but with the risk of losing territory).
Since you get a decent amount of supplies(compared to the cost of building a new mech), you could fairly easily leave 2 mechs as garrison by the time you have liberated 2-3 territories.
So basically; you still have only 1 mobile base, but you can leave behind defenses, in case enemy patrols go back into the territory to reclaim it. It would add a bit of “settlement” management, and make retaking and holding the territories feel a bit more logical. Speaking of…
- Make the territories more important! Currently, you get a lot of supplies just from winning engagements(more than you know what to do with). What if engagements, in and of themselves, only provided components and weapons, while supplies were provided from the optional objectives(instant boost) and taking and holding specific territory(“supply income” over time)?
This could lead to you making choices on what to liberate based on your needs. Do you need parts(possibly to outfit a garrison squad for a territory)? Then you raid enemy strongholds, patrols, checkpoints etc… Do you need supplies? Then you liberate factories, farms, mines, villages etc…
- I guess this will be fleshed out, but the game really needs a log so that you can keep track on current events. I am not talking about salvage and repair timers, but things like “Memorial” feel clunky and I am never sure if I get something from them if I say “look for better loot”.
– space for future edits and additions.
This is all for now.