Odyssey Combat is bad.

The whole initial idea of combined arms, ships, SRVs, on foot fell absolutely flat on it's face. Ground troops would require shelter and shielded turrets to fight back against ships, Also most ships are just to damn big and would bury a whole settlement under them.
Nobody read Striker. :)
 
I think maximum 3 spawns seem about right. First on the ground when you arrive and two additional after some time. My favourite weapon for clearing at distance is G5 Aphelion with mag size, stability, scope and noise suppressor--best accuracy, good scope, good enough armor damage against up to level 3 scavs. Another tip: a small ship has its shield bubble extending to the ground, so you can use this as a cover. You can also jump on top of your ship for a vantage point or to escape grenades
My ultimate goal is actually to stealth around these salvage missions non-lethal, if possible. I haven't tried too many, but I think I recall one giving me the order to actually take out the scavengers as well, so I'm not sure how viable it is. However, I'm more focused on if the stealth game can even work for this. Even with only one wave, they seem to have the zone covered well enough that there are no real gaps for sneaking. I still have more experimenting to do, though.
 
They're also likely not creating threads about how it's bad where many people agree it's bad.
Many? More a few, if one is going to be brutally honest, which, naturally, doesn't support any kind of polemic... (how many here, a couple of dozen at best?)
That's a straw man fallacy right there. You're really taking the criticism to the extreme.
An expected response, even better that you consider that my comment was centred around a post you made!
 
And for those who argue that the Executioner is not a sniper rifle…I disagree…
the argument isn't that it isn't a sniper rifle, only that it isn't the sniper rifle they expect it to be from other FPS games!
(I suppose it is good for this game that there isn't any other good, released, space game with excellent combat but different weapons, or the same crowd would be complaining how unrealistic ED's ship weapons were to COD: Galactic Edition)
 
At least with ship weapons I don't have to wait out a weapon swap when shields go down, I just press the other trigger, or keep both pressed. I wish we could at least dual wield small arms on foot.
 
An expected response, even better that you consider that my comment was centred around a post you made!
Well, no. You misunderstood my post. You said:

”If it doesn't have a sniper rifle that can 1-shot a NPC from 3Km distance, instantly, the hardened FPS players consider it to be pants..."

Which is an extreme interpretation and not equivalent to what I said:

"I half agree with you here. I definitely think that hitscan sniper rifles are unrealisitic and that's always bothered me in games. I'm fine with the relatively slow projectile speed and having to compensate for that and lead a shot. I've done some distance shooting myself and all this logic tracks. I think what kills it for me though is that there's no bleed through damage for heavy hits so everything with a shield needs a double tap."

Am I saying it needs to one shot everything? No. I'm saying there isn't even a chance of it when the target has a shield. And I even mention that is fine on a stock weapon but having bleed through as an engineering upgrade would be a nice option. Am I saying "instantly"? No, I even say the slow projectile speed is fine. Am I saying anything about being 3k away? No. Frankly, the FPS element is so half done I'm sure mobs don't even render that far.

I absolutely don't want an instant kill from wherever weapon in the game. I'm taking a middle ground in the argument. You are absolutely making a strawman argument.
 
Surface settlements, in Oddy, are cheap trailer/industrial/business parks, with no underground construction to protect them from heat/cold and radiation.

We need proper dungeons. :)
 
Surface settlements, in Oddy, are cheap trailer/industrial/business parks, with no underground construction to protect them from heat/cold and radiation.

We need proper dungeons. :)
We need ground warzones at the ground ports, the big ones. There using SRVs would at least make some snse, because those places are so big.
 
We need proper dungeons. :)
Thargoid surface sites are quite amazing, we need more things like this. Guardian sites also have suspiciously door-like objects that we cannot open (yet)🙃

And the terrain generation itself doesn't need to support caves to have dungeons—just make a rectangular -100 meter drop in the surface heightmap (easy), then plop a separate cave asset on top and into that recess (also easy). Existing surface settlements and ports already do terrain modification under and around them.
 
Addding more places to do combat doesn't help the combat stop feeling bad. It just adds more things for people to ignore. Fix the guns and gunplay. It could bypass the problems with the crime system so it helps with part of the problem but for me is far behind combat needs a fundamental change.
 
Fix the guns and gunplay.
Three changes that I'd like to see to guns (other than obvious bugs like the Intimidator shot spread tightening after repeated disembarking and Tormentor scope mod being misaligned with the barrel):
  • Most important one, introduce bullet drop. Projectiles are already physicalized and making them react to gravity would add to the skill ceiling.
  • Double the plasma muzzle velocity.
  • Reduce the "Lasers for shield, kinetics for armor" paradigm (though that technically is more of an armor problem).

Better cover mechanics like going prone and leaning around corners would be welcome.

The rest is fine. I like physicalized projectiles that originate from the gun barrel, non-hitscan nature of kinetic weapons and inherent inaccuracy of short barreled vs. long barreled guns.

The biggest improvements could be made to NPC AI, although I don't know how feasible it would be to make them use jetpacks. Navmesh based pathfinding and aerial movements don't go well together. But they certainly could make better use of cover and shield bubble grenades instead of disorganized WWI rush tactics.
 
Three changes that I'd like to see to guns (other than obvious bugs like the Intimidator shot spread tightening after repeated disembarking and Tormentor scope mod being misaligned with the barrel):
  • Most important one, introduce bullet drop. Projectiles are already physicalized and making them react to gravity would add to the skill ceiling.
At the ranges involved would there be significant bullet drop?
It could definitely add to the skill requirements given the range of gravity we encounter.
  • Double the plasma muzzle velocity.
  • Reduce the "Lasers for shield, kinetics for armor" paradigm (though that technically is more of an armor problem).

Better cover mechanics like going prone and leaning around corners would be welcome.

The rest is fine. I like physicalized projectiles that originate from the gun barrel, non-hitscan nature of kinetic weapons and inherent inaccuracy of short barreled vs. long barreled guns.

The biggest improvements could be made to NPC AI, although I don't know how feasible it would be to make them use jetpacks. Navmesh based pathfinding and aerial movements don't go well together. But they certainly could make better use of cover and shield bubble grenades instead of disorganized WWI rush tactics.
 
  • Most important one, introduce bullet drop. Projectiles are already physicalized and making them react to gravity would add to the skill ceiling.
  • Double the plasma muzzle velocity.
Kinetics are in the worst place but bullet drop over the ranges the weapons can fire on the average planet would be negligable. That's not improving the gunplay it's just making some weapons even worse. The plasma rifle could use a change the rest of them are problably just fine. Kinetics are horrible universally and don't need a nerf.
It could happen I don't care for it and it does nothing to make me want to touch ground combat. Find a better place to add skill cap this would for me just make the experience even worse.

Reduce the "Lasers for shield, kinetics for armor" paradigm (though that technically is more of an armor problem).
Remove it entirely if they don't want to completely rework the weapons. Keep it if they add secondary fire modes to all weapons so we don't need to constantly weapon swap. This is a mechanic that works on ships were all the weapons are available all the time and breaks your flow on foot when you need to interupt your flow to wait for a weapon swap in a short shield recharge window. I've yet to meet a player who hasn't tried to fix this by just engineering until they don't need to weapon swap. It's a failed experiment based on a flawed concept.

Then once done add more enemies. One gun per enemy class for the entire fights. Super enemies with long phases could have multiple gun vulnerabilities but the swap guns for a short window to try drop them while their suit is down has to go. It just ruins the flow.

Shields and batteries are a concept for a resource scarce gritty shooter and then we get given jetpacks. Jetpacks are fun. Battery management is not. Remove or reduce this by 90% and embrace the fact the player is a super soldier killing machine and the bases are full of mooks.

Rework the entire inventory and engineering system to something more integrated. Allow multiple missions per settlement and fix the instance spawns so we don't have to reload places multiple times until the quest container exists.

Then we get to the elephant in the room the crime and punishment system. Fix it so that the anarchy factions aren't being destroyed because nobody wants to deal with it.
 
At the ranges involved would there be significant bullet drop?
Good point! On low G worlds even at the max 200 m range there would be little drop. But at more typical 50 m range in a 2 G world there could be a noticable drop. Of course, bullet drop can be exaggerated compared to real life in the name of gameplay. In real life, typical engagement range for infantry is not really that different from E: D; 100 m, 200 m max. Even if the "effective" range of the gun can be 500 m+, an average infantryman has hard time hitting anything at these distances, especially considering that your typical infantryman is always underslept and overstressed🙃 And even at 100 m you have to consider bullet drop. IIRC, the Swedish Heckler & Koch G3 clones (7,62x51 Nato caliber) I was trained on 20 years back had rear sight settings for 50, 100 and 200 meters.
 
Bullet drop physics now would be completely hardcore, from which ED ground combat is further away than Hutton Orbital from the system entry point. Finding a better solution to the weapon switch though, yes please. And weapons need a balance pass. The laser/kinetic SMGs are basically worthless. The rifles are better in every way. And the joke that is the Oppressor probably needs a complete rework.
 
Bullet drop physics now would be completely hardcore, from which ED ground combat is further away than Hutton Orbital from the system entry point. Finding a better solution to the weapon switch though, yes please. And weapons need a balance pass. The laser/kinetic SMGs are basically worthless. The rifles are better in every way. And the joke that is the Oppressor probably needs a complete rework.
The Oppressor would be cool as an on-foot version of the Scorpion's main gun. Give it the current stats when you START holding the trigger, but let it use its ENTIRE reserve without reloading, and the longer you hold the trigger the faster it fires. Against single enemies it sucks; against crowds it becomes a monster.
 
Thargoid surface sites are quite amazing, we need more things like this. Guardian sites also have suspiciously door-like objects that we cannot open (yet)🙃

And the terrain generation itself doesn't need to support caves to have dungeons—just make a rectangular -100 meter drop in the surface heightmap (easy), then plop a separate cave asset on top and into that recess (also easy). Existing surface settlements and ports already do terrain modification under and around them.
It's simple enough- how many MMO's have dungeon's?
 
For me the on-foot combat is serviceable, but won't win any awards. I do enjoy it still.

I wouldn't expect FD to ever return to it to make any significant overhauls, i think they more of less consider it done and dusted. They are now focusing on other things.
 
The biggest issue (for me) with Odyssey “FPS” is that magic respawning which, obviously, has to be there for the gameplay to work but makes no sense in the wider game with rebuys, lore about escape capsules, etc.
 
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