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Nadie ha calificado esta reseña como útil todavía
36.2 h registradas
Sleeper hit, game of the year
Publicada el 20 de julio de 2023.
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A 9 personas les pareció útil esta reseña
4.9 h registradas
Reseña de acceso anticipado
I know this is early access and has potential, but it's basically a demo at this point in time.
Only has like 1/16th of the techs, some techs have "insert text here" in them.
Once you down all the ufo types, you will get a "exit game or continue playing around because there's nothing left to do in the game so far".
Balancing issues - ufo combat is pretty much not happening. Some come in squads of 3, have much longer range than anything in the game so far that you can build.
I didn't find a way to train my soldiers even though there's training facilities.
Some questionable landing areas that involve you starting the map with aliens right next to your helicopter, killing people as they exit.
This is too close to the original game and doesn't differentiate itself enough. I haven't seen anything that would qualify it as a second version, but more like a remaster of the original. For example, saying that it runs under unity now and that it has an intro cinematic are two things that, while different than the original, shouldn't be used to differentiate between the two.
Publicada el 19 de julio de 2023.
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A 1 persona le pareció útil esta reseña
1 persona encontró divertida esta reseña
96.8 h registradas (39.9 h cuando escribió la reseña)
Reseña de acceso anticipado
Recommend it but i hope they improve it in the future.
Cons:
no real diplomacy between factions. it doesn't matter how much you align with another faction (rebels and humanity first should align fairly closely), they will always be your enemies.
necessitates the need to "protect" your assets. on that point, ai is predictable and will always try and go after any unprotected assets no matter what.
tech is kind of funny. you research for the whole world in 3 slots, but you research for yourself in one (with 2 being unlockable).
the bonuses you get for being #1 for the world unlocks seem low. It's not as if you have a lot of tech to spare for a long long time, and even end game it's not something you can easily raise. why would you help unlock world techs? just let someone else do it.
Also with techs, you have an absurd amount of techs that do very little diff from one another. All the drive techs are mostly garbage with only a few worth getting. I know, realism or something with iterative designs but all that research for something you will probably never use because it's outdated before it even gets used?
ai is keen on space materials and will build them up as soon as possible sometimes leaving you with very little sites left.
the pacing is off atm. the game is set up for a very long sessions. great. but as soon as the alien faction gets a foothold it's basically game over. you can't fight them with their absurd bonuses while also fighting off every other faction.
crashes after space battles randomly.
space battles need a bit of help. no matter the armor ships get blown up in 1-3 missile hits. pd can't keep up with aliens since they fire 3-4 missiles per every one of yours.
ai controlled combat focuses on rotating your ship in whacky orientations making the nose/forward cannons typically doing minimal damage
no automated tier 3 space hub?
space ships and bases can be stolen easily by the enemy factions (how?) this is super frustrating. it doesn't matter if you have marines on them, they can somehow board ships and just make them revolt.
direct investment needs truckloads of money. you can earn something like maybe 20 a day end game. the US will take 181k to max boost (200) 1 category. Like if you max out boost for 1 year you might get an addition .1 boost.
control points put a hard cap on available countries to control. If you go over this, it's basically suicide as you'll starve out of influence which is a critical resource. there are techs to raise it but it's very costly.
antimatter is rough to farm. (as far as i know) you'll want to build a base in low orbit of Jupiter. However, without fail, aliens will always attack it 3 months prior to it being build. It also takes anywhere from 3-5 years to build the base. you need anitmatter to build end game ships. so you have a issue with not being able to build anything to defend the base that creates the stuff you need to build ships with.
there's also an issue with bases that are being build. for example, the base build in low orbit jupiter will have a presence on day 1, meaning aliens can attack it immediately if they want to. this makes no sense. it would make more sense if it was empty until delivered. that way it might be possible to use base defenses to defend a base that's under construction if it's put together fast.
aerobreaking is in i think, but gravity boosts aren't?
early/mid game ships are too slow to intercept aliens orbiting the earth. it'll take weeks to move in the same orbit to intercept. aliens will (for some reason) crash their ship into earth before you make it to them.
no way to cancel orders of ships. If i have an end game ship that can cruise at 2g and i want to intercept an alien ship coming from a distance away, i can intercept them once, then i'm in for a long ride from where they came from. i cannot tell them to redirect to another planet/base.
intercepting in low earth orbit is broken? Can only chase for a small delta v when i have 6k delta v. meaning dodging while bombarding is what the ai does all the time and there's no way to force a fight.
there's no way to refuel i believe? if you use all your delta v chasing someone, you're dead in the water even if you're next to a starbase. no tankers or way to share fuel is awkward.
for all the realism, resources are insta transported? actually, please never change this.
It is a great game to play. xcom married with (insert your favorite grand strategy game here) is a great concept. The fact you can start mining ceres is awesome.
Publicada el 29 de septiembre de 2022.
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A 29 personas les pareció útil esta reseña
6 personas encontraron divertida esta reseña
4.8 h registradas
Reseña de acceso anticipado
I wanted to like this game. Hopefully it changed a bit from now until final release.
Here are my complaints.
Tries to be an rts and 4x but turns out to be more of a resource management game.
-so the main issue with this is expansion is hindered by upkeep on all resources. You want a town? that's command point and water, plus that water? that never comes back. 4 water for each village.
How do you get water? you spend one of your 2 building slots at the village for water traps. There seems to be a bug where wind level doesn't matter and it gives you a flat 15 or so water per wind trap.
you want to build buildings? costs plastisteel + upkeep in plastisteel. spend a building slot for a plastisteel factory.
Ohh you want to man those buildings? needs manpower. out of man power? spend a building slot for +4 manpower.
If you find a zone that has a bonus to a certain resource? only can build one factory there.

You can expand your villages to 5 building spots but it costs 3-100,4-300,5-500 plastisteel. In the beginning of the game that's a big deal.
So besides the mechanics of constantly having to give spice out, there's also command points on units. can't have a zerg in the beginning of the game, nor the late game.
Then we got credits. The lifeblood of this game. There's upkeep on that as well. i forget if it's buildings or troops or both.
beginning to mid game you'll have only like 2-4 troops because they eat up your rss you need to expand.
command points are used to take over villages. you only get like +7, no way to increase that with a cap of 500. the further away your main city is, the costlier it is. the map is fairly big so this will become a big problem later on where villages cost like 400 out of 500 command points.
so ok, you're juggling all the rss and gaining spice and credits. lets start building units and playing the rts.
to start off with, it costs 75 for the basic trooper and up to 500 credits for the royal guards (house harkonen). what's the difference? troops have an attack of lets say 16, and 3 life bars, but cost like 3 command points. royal guard have an attack of like 17 with 5 life bars. that's not a lot of difference with a huge increase in price. you really just use them to attack villages for expansion, or to fight off the native population which invades every so often (for no reason).
end game i was at like 50 command points, so i could sport about 8-10 units (depending on the type makeup). this is as big as it gets.
The problem here? the starting cities. they have the hitpoint of 20k (your guys do 13-19 damage per round of combat) and do 60 damage per missile. It's simply impossible to defeat it outright. you need to do hit it for like 1k damage then run back to a friendly village to heal up, rinse and repeat like 20 times.
There are no vehicles in the game besides harvesters and ornithopters. your guys get shuffled around via an airfield or just walk across the sands. there are 100 wind territories that will damage them. no warning about it though, they just take damage and die.
there's also supply associated with the troops. it's not a big deal in most cases, you just can't march them across the map unless you have a controlled area. but there's no warning when the supply is running low and they will almost immediately die if their supply runs out.
Ex: end game, attacking a freeman village, destroyed it's missile turret and 4/5 troops defending it. was one zone away from occupied zone. took a while cuz melee combat is slow. right before i destroy the last troop they somehow declare a ceasefire (special ability or covert ops?). my troops just sit there standing around their base waiting for the cease fire to end, but i didn't pay attention to the supply.
supply runs out, every single one of my units dies inside the village. yey.
harvestors are there to collect spice. when a sandworm pops up, they run away to the village. then you have to manually tell them to continue after the threat has passed. i mean, ok? automatic withdrawal but manual deployment.
ornithopters are just there to scout and to find bs spots to search.
bs spots are locations of interest that pop up on the map from time to time to send your extra intel agents to find that give some meh rewards
should you have free intel slots? not if you want to win. they should be applied to chom or the factions to run ops against them. or maybe have them assigned to the larger native villages for bonuses, but you're limited to 10 or so intel agents. so it's kind of limited.
ops? limited to your spy tech tree.
tech tree is like 4 or so deep with 4-5 spacing out. there's not a lot here but units are hidden in there as well as ops abilities. but then there's the economic tree which is absolutely 100% needed at the start so that's kind of an issue. credits are a big problem so when you see a tech tree that allows you to build a processing plant on rare resource zones for a 30 flat credit increase that's huge. other stuff isn't that big but helps out.
you'll get to the point late game where taking out main cities is a pain in the ass, yet those 8-12 units you can finally afford to muster are being used to assault as well as defend your entire empire. that's really not enough. city has garrison which is just a credit dump. those guys can't do much. you can build missile turrets which turn a losing battle into a winning one easily, but the manpower maintenance costs on that goes through the roof.
Then there's rebellion ops that basically make your garrison rebel that you have to send troops to quell.
if you don't quell them then all the improvement upgrades you put on that village disappears and they go back to being neutral.
so yeah, that's the game in a nutshell. end game is a management nightmare. i didn't discuss the politics side of things because it sucks.
also factional communication typically goes like this. opposing faction sends troops at my city, loses due to missile base and being eaten by sand worms. afterwards calls me up to complain. every single time.
anyways, needs end game units, needs to rethink this mess of a resource juggle, needs to increase the pace of the game (waiting around just to get the command points needed for a new village capture is weak), needs a trade system to trade one resource for another, needs to let water accumulate (you got 15 extra water? it just sits there unlike all the rest of the rss). the search a down harvestor/ornithopter/shuttle mechanic needs to be redone as it's just annoying and ignorable mid to end game. the random complete this or that stuff that pops up is just random. the building limitations are annoying. the main cities districts is some end game idea but not well done. you want me to spend 1500 credits as well as other resources to build a district that gives me +20% attack power or some combat points? no thanks. it's too little too late that costs too much. no artillery units (that i know of) to destroy cities end game. the bonuses of some of these units are kinda whacky. increase to attack power when down to 20% of their health? ok... but they're probably going to die.
sandworms as they are now are annoying. even if you're not moving around they kill you. no thumpers, no getting them to move away, just run to a village and you're safe. on the flip side, encounter them while your traveling? it's just a timer, once that timer runs out you're dead. you can only create units in your main city which is annoying since end game you might be fighting 15 zones away. you would think that you could build at a military base, but no, that building slot just adds 20% attack power to all units in that zone or one zone away.
if you're playing the game right, you'll also have to put a maintenance building on almost all your villages because it's almost absolutely needed to keep costs down. there's also no way that i know of to see which zones it affects.
Publicada el 3 de mayo de 2022. Última edición: 3 de mayo de 2022.
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A 56 personas les pareció útil esta reseña
5
2.8 h registradas
Reseña de acceso anticipado
Not really what I expected.
It's a board game. The problem comes down to the mechanics behind how to win. Apparently you're entire goal is to appease the population.
Therefore if you focus on anything other than food and expanding your population/cities and making them happy, you will lose. Every few rounds the penalty will increase making you push for more happiness.
You can build a mining empire with a huge export industry but if you dont keep them happy you'll get a game over.
The other issue for a colony Sim is that you get the most resources by exploring new areas. A simple mine will net you in +1 resource when it typically takes 8 to build. In order to build mines you need to expand your cities which means more population cards. Almost all of the ones you want will cost 30 food to deploy.
The best way to make food? Exploring new areas which sometimes randomly give +10 food.
There's a lot of choices for terraforming. I haven't explored barely any, but it all seems an afterthought.
Once you have enough happiness to not lose, just throw out some random terraforming plants. They will eventually win the game for you, but the choices like a forest vs a deer? Doesn't seem to make much of a difference. Eventually, even if it's just some bacteria plants, you'll reach some milestones that give you 100 happiness. A few of those and it's a game over you won screen.
Publicada el 22 de abril de 2022.
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Un desarrollador ha respondido el 28 JUL 2022 a las 8:42 (ver respuesta)
A 1 persona le pareció útil esta reseña
68.9 h registradas (33.1 h cuando escribió la reseña)
Robot Porn.
All the non-standard UC timelines in a single package. Has G-unit which has the unquestionably best gundam design, the hydra. They should have added a bit more, maybe from another game?
In fact (if they listen) release an upgrade that adds g generation storylines/models/upgrades as well as the rest of the gundam series that are missing (v gundam, age, x, turn a, etc).
Publicada el 15 de octubre de 2020.
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A 4 personas les pareció útil esta reseña
0.9 h registradas
Can't recommend. After playing spirit of sanada, i thought the quality of dynasty warrior like games had improved.
Unfortunately it looks like 9 really might end the series.
Controls suck, open world is a joke, there's no character creation like in almost every other dynasty warriors game. You have to unlock characters to play.
The open world aspect is running around in a mostly empty area and randomly enaging in combat throughout the sparse terrain.
I made the mistake of preordering. Never again.
Publicada el 16 de febrero de 2018.
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Mostrando 11-17 de 17 aportaciones