Re: [Squad] BioResearchers
Posted: Mon Oct 05, 2020 3:11 am
So this is definitely one of the more interesting squads I've played in my recent foray into modded squads. I love the concept and playstyle, but quickly realized there's some minor issues with it that I think could be rebalanced pretty easily
So when I first play a new squad I always start with a normal difficulty run to learn the ropes, and I think that actually wrecks this squad, because if there isn't an alpha vek to control, normal vek don't have the firepower to kill each other effectively and the squad quickly gets overrun with sheer numbers. On Hard mode this isn't an issue, since alphas are abundant, but for other difficulties this becomes crippling (especially if you fight the spider leader, I was making the run work until that fight, then got very quickly overwhelmed)
I think this could probably be fixed by giving one of the mechs the passive thing that boosts vek damage against each other. This would also solve the drop-off in effectiveness in the late game on hard mode where there are many alphas, and they lack the firepower to kill each other effectively. That extra damage also opens up more interesting plays by controlling a vek and moving it to intercept an enemy shot, which gets amplified so you can kill your pawn after using it.
Of course, this is just a suggestion from someone who has no modding experience, so take it with a grain of salt, obviously I'm no authority on squad balance. Either way, love the squad, and I'll be playing it much more in the future.
So when I first play a new squad I always start with a normal difficulty run to learn the ropes, and I think that actually wrecks this squad, because if there isn't an alpha vek to control, normal vek don't have the firepower to kill each other effectively and the squad quickly gets overrun with sheer numbers. On Hard mode this isn't an issue, since alphas are abundant, but for other difficulties this becomes crippling (especially if you fight the spider leader, I was making the run work until that fight, then got very quickly overwhelmed)
I think this could probably be fixed by giving one of the mechs the passive thing that boosts vek damage against each other. This would also solve the drop-off in effectiveness in the late game on hard mode where there are many alphas, and they lack the firepower to kill each other effectively. That extra damage also opens up more interesting plays by controlling a vek and moving it to intercept an enemy shot, which gets amplified so you can kill your pawn after using it.
Of course, this is just a suggestion from someone who has no modding experience, so take it with a grain of salt, obviously I'm no authority on squad balance. Either way, love the squad, and I'll be playing it much more in the future.