15
Produtos
analisados
0
Produtos
na conta

Análises recentes de sterpogamer

< 1  2 >
A apresentar 1-10 de 15 entradas
Ainda ninguém achou esta análise útil
13.7 hrs em registo (12.3 horas no momento da análise)
Análise de Acesso Antecipado
pretty cool. really like how it puts focus on the kiting, with the enemy specializations & terrain.
also enjoy the frequent risk-reward'ing. there are alot of different pieces that allow it to happen sorta organically.



though is pretty annoying at raising difficulty. very soon up the hazards an itty bitty grunt takes 1/6 HP.
often feels as if one of the "nearest enemy" or close-range AoE is required just to avoid getting those annoying sneaky hits. (extremely worse for loadouts with many visual effects btw)

wasted opportunity to make HP/armor a focusing opportunity for players. allow to tank some piece of a horde with decent upgrades and/or accessories. but right now it's simply "touching grunt = bad" and any protective accessory or legendary HP upgrade just provides +1 mistake protection.

also exploders kinda suck? i like them overall, but dislike some parts of engaging with them. the really weird "Don't Starve" back & forth movement is mechanically good, but feels really uncomfortable for some reason. (i think maybe the possibility for high damage is too much risk for how often you usually do it every run) and also them blowing from damage has no sound or animation or any warning (though thats moreso a QoL thing that feels it'd soon be fixed)


i COMPLAINE so MUCH! could you tell i just died 15 minutes ago???!?!
Publicado a 7 de Dezembro. Última alteração: 11 de Dezembro.
Achaste esta análise útil? Sim Não Engraçada Premiar
Ainda ninguém achou esta análise útil
65.8 hrs em registo
Análise de Acesso Antecipado
not good :(

demolisher is broken af (even without infinite grenades glitch, they can effortlessly wipe out groups with 0 risk (outside horde mode). with later unlocks they become insanely powerful, able to possibly solo entire waves. also grenade cooldown perk just gives infinite grenades?)

medic is broken af (UI for teammates health and teammates bleeding out is really hard to see and doesn't show at all sometimes. revive-drone makes them more a sniper class than the sniper. stims have broken animation & takes full second to work. stim-gun recently broke too, but haven't used it after 1.0 so i'm unsure)

guardian is somewhat iffy (the short shields for siege-ability can spawn at eye-level next to uneven terrain. balance is slighly questionable? idk, to me their defensive abilities feel mostly useless)

ranger i don't understand (the boost is only barely faster than warriors. i think warriors are also able to attack further when chasing due to ping. the main useful part of ranger, their perks and utilities, are unlocked way way too late in the levels)

sniper is occasionally uncomfortable (boost jump is hard to use. switching weapons is overall really finicky, and really impacts sniper as their scan-gun is important to quickly switch to & back. pinging is finicky and weird (seems like ping comes out of gun's barrel???))

engineer idk i feel like it is a skill problem but i have not gotten better even slightly (hate the timed building ability >:((( its so uncomfortable. placing personal buildings near base feels like an exploit. it is not said anywhere that engi's ability can build stuff during waves (even though it's really damn important!!))

enemies are usually cool. but not always. (spawning is really inconsistent, and sometimes spawns impossibly massive amounts. other times spawns barely anything, even during the "big final waves". still teleport around a bit and can still glitch through walls. way too much aggro on gates. sound effects for special attacks suck ass. (plasma artillery, the most lethal projectile in the game, is extremely quiet & sounds like a distant car passing by))

very many very broken exploits :D grenade cooldown perk (at least using lure grenades) seems to halve cooldown again every death (i think this is the reason at least? either way cooldown disappears halfway in every mission using this perk). melee can be cancelled by almost any animation, and so can be spammed by weaponswitch or shooting weapons (may not damage enemies consistently, but does work for destroying corpses). if extractor is destroyed, finished ore will just be invisible and can still be picked up. you can revive yourself from bleedout by giving up with really early timing (can have unpredictable effects. for example will respawn either at base or instantly on the spot)

weird? just weird. game is weird. get it? okay an example: climbing up bunkers & walls does not feel intentional. it probably is!! but it is unreliable enough to perform that to me feels as if it's an exploit or something.

now there have been added purchasable skin packs and a skin limited to only early-access players. not totally sure, but seems like Galactic War skins will also all be limited-time? and will become impossible to obtain later.
Publicado a 5 de Setembro. Última alteração: 29 de Novembro.
Achaste esta análise útil? Sim Não Engraçada Premiar
1 pessoa achou esta análise útil
185.0 hrs em registo (93.6 horas no momento da análise)
.
Publicado a 17 de Agosto.
Achaste esta análise útil? Sim Não Engraçada Premiar
Ainda ninguém achou esta análise útil
12.0 hrs em registo (5.8 horas no momento da análise)
Análise de Acesso Antecipado
alot of fun, and i respect the devs vision and how they clearly love the game. but excruciatingly confusing as a newbie.

all sorts of special effects happening constantly, taking damage, changing movespeed, status effects, dying, and no idea if it's from an enemy, something on the map, or yourself.

totally possible to learn through playing, and some might enjoy that in roguelike games.

personally makes for a boring experience early-game. can use abilities, dodge most attacks, and try to build weapons/abilities somewhat. still have reloading & aiming as an understandable challenge, and some amount of the enemies are simple to dissect.
-but most other times everything is out the window. haphazardly shooting whatever is closest, taking cover unsure what you're taking cover from, just accepting it when an enemy dies instantly or kills you instantly.

oh and health+shield hud GOTTA be clearer/adjustable. i keep dying because of not knowing what my health is.

and also one thing a bit harder to fix: environments. in a game where LOS is important, it's an awful choice to have not only angled-top-down view but also detailed environments & accurate cover-hitboxes. (almost wish for a 3rd/1st person view after some deaths)
Publicado a 16 de Agosto. Última alteração: 26 de Agosto.
Achaste esta análise útil? Sim Não Engraçada Premiar
Ainda ninguém achou esta análise útil
1 pessoa achou esta análise engraçada
27.7 hrs em registo
unintentional meta, with lotsa boring in it.
micero-trans-actions!!!!
what is taking up 90gb what the heck
Publicado a 15 de Agosto.
Achaste esta análise útil? Sim Não Engraçada Premiar
4 pessoas acharam esta análise útil
40.6 hrs em registo
the survival is cool, random generation gives and affects choices in different ways, and there's seemingly never any object or mechanic you can exploit fully. it's pretty fun learning slowly, and making desperate choices as resources dwindle or events change everything

however, the combat is an equally big part of the game. and instead of being knowledge-based, it is entirely skill-based. it's very punishing, and no matter the enemy, one can walk away unharmed OR lose all health and healing.

survival is what i came to the game for, but the very different gameplay of the combat is still mandatory for a large half of the game.
Publicado a 16 de Junho. Última alteração: 22 de Junho.
Achaste esta análise útil? Sim Não Engraçada Premiar
Ainda ninguém achou esta análise útil
25.4 hrs em registo
can get very tense and chaotic. but with the weapons and enemies and movement, it's always manageable and controllable.

early at lower difficulties can drag though, and i dislike that there's little use for special weapons during that.

campaign's obstacle courses are finicky, often harder than enemies in the same level. But some of the traps that have simple hazards and rather focus on combat are pretty cool

ALSo also favourite part is how clear visuals are ...pretty simple to just make black bg and blinking bullets i guess... but still i like it
Publicado a 9 de Junho. Última alteração: 28 de Outubro.
Achaste esta análise útil? Sim Não Engraçada Premiar
1 pessoa achou esta análise útil
252.3 hrs em registo (242.5 horas no momento da análise)
core is fine, great even. but unpolished. an absurdly large amount of annoying bits everywhere. (and i wanna complain)

Like how sounds are badly inconsistent in volume, some aren't synced with their actions, and a bunch of important stuff don't have sound effects at all
Hitboxes for some objects are oddly/badly sized or positioned weirdly. devastator & berserker heads for example are blocked by their torso, making headshots alot more precise than it visually looks like.
Player animations/states: although the whole system is clearly meant to be part of the difficulty, it is at best fiddly and annoying. unreliable in ways that can't even anticipate for. (but willing to say it could be mostly fixed by shifting numbers or other simplistic changes. having buffers for example would be a big help.)

Map design does its job, have had plenty of cool moments using environment. but firstly both terrain & structures are quite simplistic & boring. second it doesn't seem to fit players/enemies and how they move and play. fighting enemy patrols & camps can be awful with certain terrain. also there's just TONS of ledges that are 50/50 climbable or not, and players & enemies can very easily get stuck on small steps or physics objects.

There is none/poor difficulty scaling for player-count. not that huge, but still "eugh" for lower skilled solo/duos to needlessly be limited from enemy-types and rewards

Progression: stratagem unlocking is neato (although has a couple weird placements), upgrades are boring +stat stuff and the sample grind feels lame. But warbonds are VERY bad: items are all packaged into bundles, and unlocking them requires lengthy RNG grinding. made worse by every item other than stratagems (edit: not anymore) being locked behind this system. (also there's an armor store that uses same currency. buying anything from there will add 15-40% more grinding for next warbond)
+ i usually like grinding in games, but here it's overall lame. rewards are slow from start to end, doing the grind itself feels boring, and a large half of the grinding is very detached from the main gameplay. plus, system is quite predatory. not as bad as other games, but still poor nonetheless.

Poor job of withholding info (? idk what do you call this in gamedesign). game has many things like silent enemies, unpredictable patrol spawning, alot of fog, and some of the planet and mission modifiers hide info in other ways. but the problem is that most of the game expects all/most information to be known by the player to function as intended. and i think it doesn't provide a fun challenge with the partial knowledge you're sometimes given.

many important objects stand out too poorly in the environment visually. doesn't provide difficulty and is just inconvenient, so presumably unintended.

one thing i hate most of all, is how the RNG deaths do not fit into the game. deaths are punished alot, with the 6-lives limit, dropping samples + support weapons, and the "all-or-nothing" progression of medals & samples requiring 100% fulfilled objectives and giving 0 rewards below that.
ultimately plays like any other traditional co-op shooter, having to avoid death in almost the exact same way. slightly more expendable, but i think not enough to allow having the insta-kills or unavoidable deaths.

(and ya, the friggin samples! those things need POI clearing and/or enemy base clearing AND ALSO extracting! awful combo. randomly wiping means such large amounts of wasted time. possibly a big reason most can't dismiss the unfair mechanics. )

((am not including super-credits as "progression" that crap is simply RNG and nothing else. happy for all of those who have not repeatedly reached max medals with no warbonds... but i, despite being OCD brained and 100%'ing most missions, have multiple times had to stop playing & go do some super-credits grind for some hours. ))

(((personal wish: improved helldiver-dropping. reinforcing seems like it should be a total refresh of the situation. a fresh fully-stocked diver to drop at some beneficial spot or escape for the team. but currently more functions like the arcadey halo co-op respawn. good for casual fun and humor, but is not for balanced gameplay. )))

also no offline, despite already having functional solo-play. dumb how it is still missing
Publicado a 5 de Junho. Última alteração: 14 de Dezembro.
Achaste esta análise útil? Sim Não Engraçada Premiar
Ainda ninguém achou esta análise útil
95.7 hrs em registo (75.5 horas no momento da análise)
movement cool ofcouse. level design is sorta hanging onto that though, but is alright mostly...
BUT P-rANKS THO GRRRAHhr

levels dont feel made with p-ranks in mind. enemies/collectables are very simplistically sprinkled, just for full-level combos to be possible
And so punishment for mistakes is inconsistent. big ♥♥♥♥♥♥♥ sometimes don't matter. or tiny mistakes could guarantee losing combo in some parts of the level.
Despite being an intentional rank to achieve, it plays like a self-inflicted challenge


also semi-related other problem: level design is very often too tight.
For example, parts where you need to build mach there's sometimes just barely enough space to do so. iron-blocks which are level with walls are uncomfortable to jump through. Or for example the sausage-riding & timer-things which are so narrow it's 50/50 with the same execution
Publicado a 3 de Março. Última alteração: 2 de Agosto.
Achaste esta análise útil? Sim Não Engraçada Premiar
Ainda ninguém achou esta análise útil
288.1 hrs em registo
worth it to play, but a lotta problems in it (mostly towards the end-game)

guns/melee/unarmed/throwing are treated as of equal power, but enemies with more than a pistol are often the largest threat of any room. and with the range, insane speed & damage (and the fact enemies drop you their weapons) the most reliable counter is also using a gun. fighting melee-only against a room of gun enemies feels like a gimmick or self-imposed challenge.

customization in arena combat just sucks. If you care about stats, there are not many choices in weapons/armor throughout a run. alot of items are sometimes way worse, or sometimes there's only 1-2 items that have WAY better numbers in every field. (there's even some that have needless tiny stat-differences? i.e a group of masks that have similar prices, identical encumberances, and same skill-boosts, but then some have -1 less armor for no reason.)

enemies have a decent amount of variety, but could be way better. Personally annoying thing is that MAGs (+ other tanks) are really boring, since they're both OMEGA-bulletsponges but often also not very threatening. the usual way to deal with it is saving them for last.
Publicado a 30 de Junho de 2022. Última alteração: 21 de Novembro.
Achaste esta análise útil? Sim Não Engraçada Premiar
< 1  2 >
A apresentar 1-10 de 15 entradas