[2.0.15] Biter HP needs late game scaling
Posted: Fri Nov 08, 2024 5:41 pm
The following feedback is based on death world settings. Some points criticize also the game balance prior to the expansion
Negative feedback:
Negative feedback:
- The game is currently far to easy after the first 2-4 hours. The issue is amplified by version 2.0 as resource expansions are no longer necessary due to space imports/productivity/reduced drain.
Possible solutions:
- Make biter HP scale with pollution/evolution in a similar way to nests
- Make biter resistances depend on pollution/evolution
- Make "higher quality" biters spawn at certain pollution levels. The mechanic is already in the game, so why not enable it to make late game more challenging
- Flamethrower turret (refined flammables 6) is sufficient to handle any non-worm Nauvis threat even at excessive pollution late game with death world settings.
Possible solution:
- Varying resistance of behemoth biters/spitters. Having biters spawn with varying resistance would encourage varying defenses
- Nerf flamethrower turret damage. Flamethrower turret is currently significantly more cost effective than other turrets
- No late game threat on Vulcanus. Demolisher while being amazing do not pose any threat in late game. In my 200 hour play-through, i killed one Demolisher to access tungsten - a single deposit essentially lasting forever due to productivity and reduced drain.
Possible solution:
- Change the "territories" system so that liberated territories will eventually become invaded by Demolishers again
- Some alternative method for Demolishers to re-occur
- Biter nest HP scaling with pollution gives damage upgrades a purpose. Good to see it takes more artillery shells to take them out
- Biter eggs is a new threat, which is good
- Gleba pentapod enemies are more challenging, both in stats and mechanics