I made a couple posts a while back detailing my feedback on combat during the alpha. Now I am here again summarizing my points and adding a few more things that I have noticed. A number of other posters on the forums as well pointed out issues with combat. It seems that NONE of their issues were addressed at all. It was disappointing.
There are a few things I want to get out of the way first.
So, starting off, there is no way around this, Odyssey’s combat is bad. Enemies are too spongy, even at lower ranks. The meta is way too prevalent. The AI is built around the aforementioned sponge and meta, making them annoying and a bit dumb. The grind is built to provide a sense of progression, but in all reality, it just eases the frustration. All of this creates a tedious, chore-like experience where the fun is short lived. It’s an arcade-like experience, but pales in comparison to its contemporaries.
First, the sponge.
For the unaware, this refers to the amount of hits an enemy can absorb before falling.
Currently, a single bar of shield takes 5 laser hits to drop(from the laser rifle). This doesn’t seem too bad at first, but an enemy has a bar of shield for every rank. Currently, I have seen as high as rank five. In addition, there is still the armour/health to cut through after the shields.
It is a little bit harder to measure amour. I’m certain it gets stronger between ranks, but it is always one solid bar of armour. In addition, there is location based damage, so it is hard to tell the exact number of hits it takes to drop someone.
The TK Aphelion, laser rifle, has 25 shots in a magazine.
Obviously, it takes 25 hits with the laser rifle to drop a rank five enemies shields. However, you are not going to land every hit. So it’s going to be two reloads just to take out the shields. The shield recharge delay is very short, only a few seconds. While you are trying to take down their health with your kinetic rifle, their shields are likely to recharge. The recharge starts at about 50% so it’s back to the laser rifle to take them down again.
Let’s say, for the sake of argument, that the meta was non-existent. That the laser rifle did the same damage to health/armour as it did shields. If you landed every shot, you would have to reload twice, or three times if the shield recharged. Realistically, you are looking at 5-6. Two reloads to take down shields, two for health, and 1 or 2 more for every time the shields recharge.
What caps this off, is that these are not singular enemies. They spawn in groups of all the same rank. They are not static either. They will retreat to cover when their shields drop. They will shoot back at you.
You simply do not have enough resources to take out any rank 5 npcs(before upgrading).
What throws a wrench into this already awful system, is the Plasma “sniper” rifle. I haven’t much experience with this weapon, but it takes out shields usually in one hit, same with health. A magazine has three shots. I’m not sure how effective it is against higher ranked NPCs. This makes this weapon the optimal choice. It’s only downside? It’s a slow moving projectile so you have to lead targets a bit.
The stark difference in this weapon's effectiveness vs other weapons is astounding. It’s unbalanced to the extreme.
The Meta Prevalence
This is where the sponge gets even worse. It is so prevalent. It’s not just optimal, it is necessary to use thermal against shields kinetic against armour. Take, for example, a rank one npc. 5 from the laser rifle shots to take out shields, but the remaining 20 shots in your magazine will not take out their health.
What this leads to is constant, clunky weapon swapping just to take out singular targets. This wouldn’t be so bad if it was limited to higher ranked npcs. However, it is necessary for ALL ranks of NPCs.
The aforementioned Plasma sniper rifle again throws a wrench into this, showing again, how unbalanced it is.
Combining the above two points on Meta and Sponge.
Rank 1 NPCs are supposed to be canon fodder. They should go down easy, and they do, in a way. But it takes too long, and it takes too much ammunition.
The AI
For the most part, the AI is designed around close range combat. I found it very inconsistent. If you are outside of medium range. They seem to be unable to hit you. They are easy to lose around corners. Yet, at times, they show some intelligence. Such as spreading out to flank you and using terrain dips and rises as cover.
I think the AI could be good, but it is intentionally designed around the above gameplay design choices.
Upgrades and The Grind
This is a hard one to pin down. It simply doesn’t make ANY SENSE.
Not only that, it’s worse than the grind in the base game. You can get by without grinding in the base game, but it almost feels like a necessity in Odyssey.
Full disclosure, I have not done any upgrades in Odyssey.
Weapon and armour upgrades increase damage dealt, decrease damage taken, and allow for mods. Because the upgrade components are not easy(relatively speaking) to come by, it becomes a grind.
Here is the problem, though, the combat is not fun at the start. The grind is there to ease the frustration. Which is the wrong way to do a grind.
In a good grindy MMO, it’s fun at the start, and the grind rewards you with more fun. Additionally, the activity of the grind itself is usually fun.
So, when it comes to Odyssey.
It’s not fun at the start.
The Grind doesn’t make it more fun, just eases frustration.
The actual grinding activities are a 50-50 of fun/not fun.
The worst thing is, they took the mobile game strategy of grind by making it frustrating, but didn’t give an option to pay to skip the grind. I’m not advocating for pay to win. What I want is for this to be removed. It’s mobile mechanics without the business model.
From what I understand(correct me if I am wrong, please), in addition to special mods, basic mods are installed by engineers. Basic mods being, scopes, expanded magazines, and suppressors. This doesn’t make any sense. Even in real life, your average gun owner should be able to install any of those things on the appropriate weapon. It simply does not make any sense that this is gated behind upgrading both for the mod slot and the engineer to install the mod.
Lastly, sniper rifles, in games, need to be fired while aiming. Otherwise, they are incredibly inaccurate. This is designed to prevent them from being used effectively at close range. The Plasma Sniper Rifle is initially equipped with a short range scope, making it effective at close range. It’s more effective at close range than the shotgun, and it’s three shots before reload compared to shotguns two shots. It’s so unbalanced.
All in all, combat is frustrating, unbalanced, and, in my opinion, counter to the true spirit of Elite, but... it doesn't end there.
The SRV
Even more effective than the plasma sniper rifle is the SRV. This thing can mow down NPC’s left and right. They have no decent defense against it, nor a counter. Even rank five NPCs are chewed up.
Worse still, it is too easy. I am torn between going on foot and enduring the frustration, or using the SRV and having no challenge.
Grenades
Does anybody use these?
The problem is this, the low gravity causes the grenades to bounce like crazy. This does not affect NPCs it seems. I’ve noticed that their grenades don’t seem to bounce the same way.
Just an observation.
The weapons don’t sound overly great
In a game with stellar sound design, this is a little disappointing.
Confined combat arenas
There are a lot of great locales to use. The alpha release had some really great rock scattering and fungal forests, these would make great battle fields. Only having combat zones in a settlement would not be taking advantage of all that Elite/Odyssey have to offer.
Encounter Stages
This has been a problem since Horizons. There is combat on the planet surface, and there is ship to ship combat in space. There is very little ship to ship combat above the planet surface, and a lot of that combat has to be instigated by the player. The new POI’s are not guarded by ships.
Headshots
Headshots on an unshielded target are not lethal, outside of the plasma sniper rifle.
Lack of diverse enemies
As of now, there are only 5 ranks of human NPCs.
The Artemis suit has weapon slots, but at what point are you going to use them while studying plants?
Proposed solutions and Suggestions
It is important in constructive criticism to provide potential solutions and fixes.
What would make the biggest difference, in my opinion, would be the outright removal of the linear upgrade system from the weapons. They should always do their maximum amount of damage.
This achieves two things right away:
Basic mods, such as improved scopes, expanded magazines, and suppressors should not require an engineer.
The plasma sniper rifle should be altered.
In addition to the above, the effectiveness of armour and shields should be reduced in a range of 25-50% both to the players and NPCs. This is to encourage the use of cover, range, and using the appropriate weapon for a given situation.
NPCs should make effective use of cover, and players should have the ability to lean out of cover. It just looks silly that all the combatants are standing out in the open shooting at each other. The pre-alpha mission footage that they showed was slammed for that.
Reduce the meta prevalence
IMO, I find this to be the worst. The weapon swapping is clunky, and weird
While wearing the Artemis or Maverick suit, the weirdness comes from having to switch to a pistol in the midst of combat when you have a rifle. A side arm is not meant to be used in that way. It is supposed to be a backup weapon.
Regardless of your approach(Laser Rifle, Kinetic Pistol, or Kinetic Rifle, Laser Pistol), it just makes no sense to use a pistol when you have a rifle.
Reducing the meta would allow you to be more diverse when using the dominator suit. Right now, other than the plasma sniper rifle, the optimal loadout is Laser Rifle + Kinetic Rifle.
The SRV
Have barricades or portable bunkers in POIs for NPCs to retreat to when they are attacked by an SRV. Not for every POI, but for some at least.
Have NPCs retreat to interiors when in settlements or retreat to cover.
Point is, make it difficult for the player to get a lock on them.
What you SHOULDN’T do, is counter SRV usage by super buffing ground weapons/shields or nerfing the SRV. Personally, I think that handheld weapons are already too effective against vehicles.
The actual weapon counter to the SRV, and other vehicles, is the rocket launcher. Certain NPCs should be equipped with the rocket launcher, which they prefer to use against vehicles.
Other different types of weapons could be introduced. Such as a shouldered laser cannon that is too clunky to work on human targets, but works on vehicles.
Encounter Stages
Have POIs that have air support. So you fight a ship above the POI then land to engage ground forces. This way simple encounters occur in stages, and it’s just fun.
Enemy Diversity
Have enemies of different ranks spawn in the same group.
Have different types of enemies, such as powered armour or robots, that require different strategies to bring them down.
Thanks for reading. PS
I think my points are a little weak in some areas because I just didn't have the time to mull over them. I am hoping, through discussion, that we can make a good case for some form of better combat. I really want this game to succeed.
There are a few things I want to get out of the way first.
- Frontier stated in a PC Gamer magazine interview, that they wanted combat to fall somewhere between Call of Duty and ArmA. They did not want it to be an arcade shooter. It’s very clear to me that they backpedalled on this. I’m not going to bring this up. I am going to focus on the combat and game as it stands on its own, for the most part.
- For some reason, Halo was brought up in previous threads as being similar to Odyssey’s combat. Except Halo is fun. I’ve recently started a playthrough of the MC Collection. Halo does NOT have the ridiculous sponge that Odyssey has.
- Frontier is a very talented group of developers. They have the ability to make this work.
- A lot of this is OPINION. That being said, I know it is shared by a lot of other people.
- Meta refers to Shields and Armour vs. Kinetic and Thermal. I don’t want to re-explain this every time.
- My focus is on PvE, and primarily on the lone CMDR experience. Yet I imagine that any change I suggest would benefit the PvP as well.
- There are Rank Zero NPCs. These are civilians. I have not included them in any of my analyses or critiques.
So, starting off, there is no way around this, Odyssey’s combat is bad. Enemies are too spongy, even at lower ranks. The meta is way too prevalent. The AI is built around the aforementioned sponge and meta, making them annoying and a bit dumb. The grind is built to provide a sense of progression, but in all reality, it just eases the frustration. All of this creates a tedious, chore-like experience where the fun is short lived. It’s an arcade-like experience, but pales in comparison to its contemporaries.
First, the sponge.
For the unaware, this refers to the amount of hits an enemy can absorb before falling.
Currently, a single bar of shield takes 5 laser hits to drop(from the laser rifle). This doesn’t seem too bad at first, but an enemy has a bar of shield for every rank. Currently, I have seen as high as rank five. In addition, there is still the armour/health to cut through after the shields.
It is a little bit harder to measure amour. I’m certain it gets stronger between ranks, but it is always one solid bar of armour. In addition, there is location based damage, so it is hard to tell the exact number of hits it takes to drop someone.
The TK Aphelion, laser rifle, has 25 shots in a magazine.
Obviously, it takes 25 hits with the laser rifle to drop a rank five enemies shields. However, you are not going to land every hit. So it’s going to be two reloads just to take out the shields. The shield recharge delay is very short, only a few seconds. While you are trying to take down their health with your kinetic rifle, their shields are likely to recharge. The recharge starts at about 50% so it’s back to the laser rifle to take them down again.
Let’s say, for the sake of argument, that the meta was non-existent. That the laser rifle did the same damage to health/armour as it did shields. If you landed every shot, you would have to reload twice, or three times if the shield recharged. Realistically, you are looking at 5-6. Two reloads to take down shields, two for health, and 1 or 2 more for every time the shields recharge.
What caps this off, is that these are not singular enemies. They spawn in groups of all the same rank. They are not static either. They will retreat to cover when their shields drop. They will shoot back at you.
You simply do not have enough resources to take out any rank 5 npcs(before upgrading).
What throws a wrench into this already awful system, is the Plasma “sniper” rifle. I haven’t much experience with this weapon, but it takes out shields usually in one hit, same with health. A magazine has three shots. I’m not sure how effective it is against higher ranked NPCs. This makes this weapon the optimal choice. It’s only downside? It’s a slow moving projectile so you have to lead targets a bit.
The stark difference in this weapon's effectiveness vs other weapons is astounding. It’s unbalanced to the extreme.
The Meta Prevalence
This is where the sponge gets even worse. It is so prevalent. It’s not just optimal, it is necessary to use thermal against shields kinetic against armour. Take, for example, a rank one npc. 5 from the laser rifle shots to take out shields, but the remaining 20 shots in your magazine will not take out their health.
What this leads to is constant, clunky weapon swapping just to take out singular targets. This wouldn’t be so bad if it was limited to higher ranked npcs. However, it is necessary for ALL ranks of NPCs.
The aforementioned Plasma sniper rifle again throws a wrench into this, showing again, how unbalanced it is.
Combining the above two points on Meta and Sponge.
Rank 1 NPCs are supposed to be canon fodder. They should go down easy, and they do, in a way. But it takes too long, and it takes too much ammunition.
The AI
For the most part, the AI is designed around close range combat. I found it very inconsistent. If you are outside of medium range. They seem to be unable to hit you. They are easy to lose around corners. Yet, at times, they show some intelligence. Such as spreading out to flank you and using terrain dips and rises as cover.
I think the AI could be good, but it is intentionally designed around the above gameplay design choices.
Upgrades and The Grind
This is a hard one to pin down. It simply doesn’t make ANY SENSE.
Not only that, it’s worse than the grind in the base game. You can get by without grinding in the base game, but it almost feels like a necessity in Odyssey.
Full disclosure, I have not done any upgrades in Odyssey.
Weapon and armour upgrades increase damage dealt, decrease damage taken, and allow for mods. Because the upgrade components are not easy(relatively speaking) to come by, it becomes a grind.
Here is the problem, though, the combat is not fun at the start. The grind is there to ease the frustration. Which is the wrong way to do a grind.
In a good grindy MMO, it’s fun at the start, and the grind rewards you with more fun. Additionally, the activity of the grind itself is usually fun.
So, when it comes to Odyssey.
It’s not fun at the start.
The Grind doesn’t make it more fun, just eases frustration.
The actual grinding activities are a 50-50 of fun/not fun.
The worst thing is, they took the mobile game strategy of grind by making it frustrating, but didn’t give an option to pay to skip the grind. I’m not advocating for pay to win. What I want is for this to be removed. It’s mobile mechanics without the business model.
From what I understand(correct me if I am wrong, please), in addition to special mods, basic mods are installed by engineers. Basic mods being, scopes, expanded magazines, and suppressors. This doesn’t make any sense. Even in real life, your average gun owner should be able to install any of those things on the appropriate weapon. It simply does not make any sense that this is gated behind upgrading both for the mod slot and the engineer to install the mod.
Lastly, sniper rifles, in games, need to be fired while aiming. Otherwise, they are incredibly inaccurate. This is designed to prevent them from being used effectively at close range. The Plasma Sniper Rifle is initially equipped with a short range scope, making it effective at close range. It’s more effective at close range than the shotgun, and it’s three shots before reload compared to shotguns two shots. It’s so unbalanced.
All in all, combat is frustrating, unbalanced, and, in my opinion, counter to the true spirit of Elite, but... it doesn't end there.
The SRV
Even more effective than the plasma sniper rifle is the SRV. This thing can mow down NPC’s left and right. They have no decent defense against it, nor a counter. Even rank five NPCs are chewed up.
Worse still, it is too easy. I am torn between going on foot and enduring the frustration, or using the SRV and having no challenge.
Grenades
Does anybody use these?
The problem is this, the low gravity causes the grenades to bounce like crazy. This does not affect NPCs it seems. I’ve noticed that their grenades don’t seem to bounce the same way.
Just an observation.
The weapons don’t sound overly great
In a game with stellar sound design, this is a little disappointing.
Confined combat arenas
There are a lot of great locales to use. The alpha release had some really great rock scattering and fungal forests, these would make great battle fields. Only having combat zones in a settlement would not be taking advantage of all that Elite/Odyssey have to offer.
Encounter Stages
This has been a problem since Horizons. There is combat on the planet surface, and there is ship to ship combat in space. There is very little ship to ship combat above the planet surface, and a lot of that combat has to be instigated by the player. The new POI’s are not guarded by ships.
Headshots
Headshots on an unshielded target are not lethal, outside of the plasma sniper rifle.
Lack of diverse enemies
As of now, there are only 5 ranks of human NPCs.
The Artemis suit has weapon slots, but at what point are you going to use them while studying plants?
Proposed solutions and Suggestions
It is important in constructive criticism to provide potential solutions and fixes.
What would make the biggest difference, in my opinion, would be the outright removal of the linear upgrade system from the weapons. They should always do their maximum amount of damage.
This achieves two things right away:
- It would reduce the sponge/TTK.
- Removes the tedious grind.
Basic mods, such as improved scopes, expanded magazines, and suppressors should not require an engineer.
The plasma sniper rifle should be altered.
- The projectile should be faster, and just as lethal.
- NPCs should spawn less frequently with this weapon, and have an accuracy that reflects their rank.
- The rifle should have a long range scope by default.
- The rate of fire should be reduced. It should be 1 shot before reloading, to compensate for its lethality, and make it a less effective short range weapon.
In addition to the above, the effectiveness of armour and shields should be reduced in a range of 25-50% both to the players and NPCs. This is to encourage the use of cover, range, and using the appropriate weapon for a given situation.
NPCs should make effective use of cover, and players should have the ability to lean out of cover. It just looks silly that all the combatants are standing out in the open shooting at each other. The pre-alpha mission footage that they showed was slammed for that.
Reduce the meta prevalence
IMO, I find this to be the worst. The weapon swapping is clunky, and weird
While wearing the Artemis or Maverick suit, the weirdness comes from having to switch to a pistol in the midst of combat when you have a rifle. A side arm is not meant to be used in that way. It is supposed to be a backup weapon.
Regardless of your approach(Laser Rifle, Kinetic Pistol, or Kinetic Rifle, Laser Pistol), it just makes no sense to use a pistol when you have a rifle.
Reducing the meta would allow you to be more diverse when using the dominator suit. Right now, other than the plasma sniper rifle, the optimal loadout is Laser Rifle + Kinetic Rifle.
The SRV
Have barricades or portable bunkers in POIs for NPCs to retreat to when they are attacked by an SRV. Not for every POI, but for some at least.
Have NPCs retreat to interiors when in settlements or retreat to cover.
Point is, make it difficult for the player to get a lock on them.
What you SHOULDN’T do, is counter SRV usage by super buffing ground weapons/shields or nerfing the SRV. Personally, I think that handheld weapons are already too effective against vehicles.
The actual weapon counter to the SRV, and other vehicles, is the rocket launcher. Certain NPCs should be equipped with the rocket launcher, which they prefer to use against vehicles.
Other different types of weapons could be introduced. Such as a shouldered laser cannon that is too clunky to work on human targets, but works on vehicles.
Encounter Stages
Have POIs that have air support. So you fight a ship above the POI then land to engage ground forces. This way simple encounters occur in stages, and it’s just fun.
Enemy Diversity
Have enemies of different ranks spawn in the same group.
Have different types of enemies, such as powered armour or robots, that require different strategies to bring them down.
Thanks for reading. PS
I think my points are a little weak in some areas because I just didn't have the time to mull over them. I am hoping, through discussion, that we can make a good case for some form of better combat. I really want this game to succeed.