Ground combat feedback: include NPC inventory, energy and ammunition limits, please.

First off, I'm generally enjoying the feel and experience of Odyssey. My PC has little trouble running it and even with the graphics slightly turned down it still looks and feels great. I even like the new UI, generally. It's reasonably intuitive and I'm having very few issues adapting even as a long-time (original Beta) player.

Now for the critique:
I get that Frontier want to make tough NPCs for higher threat ground missions, but it seems overly unrealistic when they can throw unlimited grenades, have unlimited energy and air, and never run out of ammunition.

I was in a mission last night and an enemy NPC lobbed at least five frags and four shield-breakers at me, and would have kept doing so had I not rushed him and put him down. Players could use tactics such as forcing them to waste energy by knocking down their shields and forcing them back into cover, and drawing their fire to force them to waste ammo - but that sort of tactical play-style doesn't work if the NPC simply has unlimited resources. If a player is being smart, picking their shots, conserving energy, but still doesn't have the ability to outlast a couple of NPCs who are not having to rearm or recharge at all, then ground combat simply becomes a matter of "hurr-durr tank the damage and hope you hit more and harder than they do" rather than an exciting, tactical situation where clever thinking can trump brute force.

Right now, the best way to take down a hostile force is simply to jump in an SRV and use the cannons. Hardly difficult or requiring much innovation of thought.

Furthermore, some kind of stealth mechanic so actual sneaking, takedowns, covert scanning of a target, etc can be reasonably attempted without being auto-spotted would also be an advantage for people who don't just want to pew-pew their way through a situation. What's wrong with a silent killing melee attack? Assuming you can get behind an enemy and neutralise them before they can shout over comms, you should be able to do so without alarms drawing every Commando in three kilometres down on you.

As I said, I like the promising aspects of Odyssey, but the NPCs need a serious rebalance and so do the alternatives to all-out firepower overload as the only viable tactic.
 
but it seems overly unrealistic when they can throw unlimited grenades, have unlimited energy and air, and never run out of ammunition.

If this really happens, it could be a bug, so it warrants raising an Issue on the issue tracker
NPC in ships do have limited ammo.

Right now, the best way to take down a hostile force is simply to jump in an SRV and use the cannons. Hardly difficult or requiring much innovation of thought.

Well... use it or not, but there should always be a difference in killing power between on-foot, on-srv and on-ship scenarios

What's wrong with a silent killing melee attack?

I thought Overloading IS the sneaking-killer-attack

But, the point is.. there is no slider in NPC toughness.
They cannot make them too weak or too strong.

Is your combat experience related to using only G1 weapons and suits?
If so, search for and buy the G3 variants from the shops. Things will be much easier. Or so it seems to me.
And they will probably be p.ss easy when people get to G5 suits/weapons then they will complain, like it currently happens in space combat, that NPC ARE USELESS
 
it seems that the company works harder to make the high level player happy and winds up killing off all their new players in the process. if you're doing missions on a starter base then those missions should be geared for starter players. bases further away can easily be tougher as I'm sure they are. But since the last update I found that 4 strikers are at every single salvage mission, even level 0, and even my SRV has trouble taking one or two down. that is excessive for people just starting out.
 
it seems that the company works harder to make the high level player happy and winds up killing off all their new players in the process. if you're doing missions on a starter base then those missions should be geared for starter players. bases further away can easily be tougher as I'm sure they are. But since the last update I found that 4 strikers are at every single salvage mission, even level 0, and even my SRV has trouble taking one or two down. that is excessive for people just starting out.

You should be at least 100m far away from them, then you have to mow them down
 
Right now, the best way to take down a hostile force is simply to jump in an SRV and use the cannons. Hardly difficult or requiring much innovation of thought.

I outfitted my Viper MK IV with dumbfire rockets, turning it esentially into a A-10 Warthog. I simply blow the hell out of a settlment. Then I drop in a maverick suit, and start looting. And I dont give a damn about fines.

Not something i like to do, because I prefer merc/bounty hunting work, but it is tiresome to each time face that amount of firepower, and protection that NPC soldiers have.

So yeah, instead enjoing opportunistic gameplay, i simply stack Scav raid missions. Fly over there, destroy everything with missile salvos, land, loot, board. Repeat.
 
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