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Spacelords player count6/16/2023 "We hope everyone enjoys the first two missions alongside some of the team who will also be online this weekend. The open beta is free to download and will allow players to experience the crazy adventure we want to take them on," said Enric Álvarez, Co-Owner of MercurySteam. "I am so excited for PC, PS4 and Xbox One players to finally try out the Prologue. Ahead of the launch, players can download the open beta and play the first two missions of the prologue early across all three platforms. I feel like this glaring lack of parity when it comes to the failed skillchecks is a huge reason new players hate the melee combat it may be something that grows on you and becomes fun once you learn it later, but that isn't saying much if players aren't willing to suffer through it up until that point.Raiders of the Broken Planet, the asymmetrical 4v1 shooter, launches in a week on September 22. Failing to counter a Grab literally ends the encounter on the spot, and it makes what may have actually been skillful play on your opponent's behalf feel cheap and frustrating because you just die instantly, regardless of HP or any other outside factors. Failing to counter a Strike means you eat damage, but the fight still continues. Failing to counter a Dodge doesn't negatively effect you, other than maybe losing some momentum and/or giving them space. The melee is a fairly straightforward Rock-Paper-Scissors style system and it's not necessarily bad per se, but the OHKO for failing to counter a Grab feels super bad as a new player in comparison to the failing a Strike or Dodge. Maybe the guns become much more powerful with cards/perks, but I personally haven't felt a significant difference. The guns, which I have admittedly only unlocked/used a small numbers of so far, feel like they have been purposely handicapped (low damage, poor spool times, low clip size, slow reload speed, etc) to push people towards melee as their primary method of fighting. I feel it has some problems in its' design, and they're exacerbated because melee feels like it's pushed front and center by everything else in the game. Personally, I'm not a huge fan of the melee-focus combat either. I know I was initially confused as to what I was supposed to do. My opinion comes from 4 hours of gameplay so take that how you will. Players around my own levels made things funner for sure. This was slightly aggravating and probably should be explained to new players to understand why enemies got so much stronger. It wasn't impossible but I had a harder time dealing with it. This might be what you're experiencing with the cheap difficulty. I've seen that higher level teammates seem to scale the difficulty of the quest. As time went on I started to get the hang of it and it started being less of an issue. When starting out I didn't understand the tells of the enemies and would get destroyed. The idea of it isn't my problem but the punishment for not knowing the system enough is. I just started out on the game and I have to agree that melee combat feels like the weakest part of the package. They are like the exact same controls as every other game.Īnyway, I don't think it needs to be salvaged as MSE is continually supporting it. I don't really get the controls complaint. Soon we'll get the Identity system and Aurora Specters. MSE has been talking about changing the Antagonist system and rewards for players above level 200. Disconnected players now get replaced with AI Cortez. Aneska, Valeria, Schneider, hella new characters. Shy, Tolchok remains untouched) and some even have different special abilities. A lot of weapons have been re-worked(R.I.P. Playerbase is bigger than back then and the way difficulty works has seen some big changes. The game is pretty much completely different than when it was Raiders of the Broken Planet. I like the melee system, without it this would just be another generic shooter. The melee is kind of wonky but I think people exaggerate a bit or are just salty they made a bad call on a strike/grapple. I mean.how much more straightforward do you need it to be? You kill guys, put Aleph into something, then kill more guys.
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