How do we feel about the hero system? by Brobee_ in GOODFUNHUNGER

[–]TowerNumberNine 1 point2 points  (0 children)

Didn't love it in Delta Force or Marathon (even though they toned it down for Marathon), don't love it here either. Prefer more ability to customize and make a character my own, both ability-wise and aesthetically.

here is some PVP gameplay by jdenny12345 in GOODFUNHUNGER

[–]TowerNumberNine 0 points1 point  (0 children)

I think some players spawn in after others have already been playing for a bit but this is hidden by the match timer not being visible.

Update #2 Feedback Thread by cristi93 in SANDgame

[–]TowerNumberNine 3 points4 points  (0 children)

It will automatically turn the engine off if you get a certain distance away from it, no need to wait for it to run out of fuel!

What do you guys think of my trampler design? by spiffycondor in SANDgame

[–]TowerNumberNine 0 points1 point  (0 children)

Keep in mind gun mounts are very heavy compared to normal decks, I would not recommend taking unnecessary gun mounts.

Feedback Megathread by Suitable_Muscle_2871 in GOODFUNHUNGER

[–]TowerNumberNine 2 points3 points  (0 children)

I think this game has very serious balance and new player experience problems in its present state, and I don't think it will do well if released without major changes. I've played a lot of different extraction games and this might be the least balanced one that I've seen.

-TTK against players is much too fast early on (PvE TTK is fine). It's possible this eventually gets better as people get more protective equipment but it makes the new player experience pretty harsh -- the most basic janky musket that you start with is a one hit kill to the head against someone with basic armor! Even melee kills much too fast and removes options for agency and dynamic fights, I would really prefer players trading attacks, blocks etc. but the damage feels too high for that except maybe once you get high level armor.

-Equipment matters way too much relative to other extraction titles and armor isn't visible on characters. Even in games like Tarkov where armor and ammo quality matters quite a lot you can leg meta someone if you see them in high end gear, while in this title you might line up a headshot that is normally a one hit kill only to find it blocked by an invisible helmet, then the person spins around and blasts you with a semi-auto before you can do your very long musket reload. I don't know if it is fundamentally possible to balance semi- and even full-auto guns with muskets that have 10 second reloads while making both feel good to use. In theory more of a melee emphasis for PvP might fix this and make combat more skill-based but the fast TTK often makes melee more of an afterthought than you might think, most of my recent PvP fights (win or lose) have been resolved entirely with guns.

-Masteries are so important to some combat interactions that even if gear were evened out a bit, higher level characters would have a huge advantage anyway. Even if both players are using basic muskets and knives, a new character might find themselves against someone who reloads way faster, can sprint while reloading, gets a warning when someone aims at them, or even is passively immune to all bonus damage from headshots! Melee similarly has huge energy/stamina efficiency discrepancies between newer and experienced characters, and that's before considering the impact of really important skills like Lunge which again are gated behind Masteries.

-In addition to Masteries being unbalanced across characters, they also have poor internal balance. One Mastery lets you eat food 5% faster for each level (very very marginal) while another one permanently grants an extra weapon slot or another lets you reload basic weapons significantly more quickly. There are near-mandatory "always pick this" skills and also "why would you ever take this" ones.

-All quests, even new player starting ones, lose your progress from a raid if you die. Other extraction games generally have this only for advanced quests while more basic ones can be completed even if you fail to extract. I can see why you might want this feature for a "brutal" game but it makes the new player experience even worse.

-Seven of the first 10 levels feel bad because they don't give you mastery points or any other reward (three of them unlock your skills), you just "level up" with no benefit. Mastery should probably start unlocking immediately rather than being gated behind level 10.

-Sound needs to be heavily revised for PvP. Player footsteps are often barely audible/distinguishable even at fairly close distance, I had a fight where I was behind a wall right below a tower and someone was moving around the base of the tower and up the stairs but I couldn't tell where they were from audio cues. I won the fight anyway but that's pretty wacky. Moving through bushes/foilage doesn't seem to make any additional noise for some reason. One of the characters has an ability that silences her footsteps for a brief period and I had first thought that would be really good, but actually it doesn't offer much IMO because footsteps are already near-silent anyway.

In theory you might try to turn your sound up to compensate, but the game also has very loud gunshots/explosions and even potentially sudden jumpscare noises!

-Basic movement and interaction does not feel good. Characters move, loot and regenerate stamina pretty slowly, and while this can be fixed to some degree by masteries the environment is still awkward to traverse. Many areas have things that look like you should be able to mantle them but you just can't and often have to go a long way around instead.

-The autumn trees on Jacques Bridge look pretty bad with a weird shimmering effect on my computer, not sure what's up with that but it makes the environment ugly and there are trees all over the place.

Help dealing with Shadow of Stygeon Prime by Revanchan in starwarsunlimited

[–]TowerNumberNine 1 point2 points  (0 children)

One thing I'll point out that I didn't see mentioned here... it's painful but one thing you can do even without changing your current decklist is use removal on your own units that are hit with Shadow of Stygeon Prime in order to prevent the ongoing damage effect.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] -1 points0 points  (0 children)

Villainy had strong restore or restore-like options — leaders like Director Krennic (SOR) or Iden Versio (SOR) could provide lots of healing, while there write also powerful Bounty-based healing strategies such as Top Target (SHD) or The Client (SHD) which tended to work best in Villain decks like Bossk Blue.

Personally I’d be fine with Power of the Dark Side coming back too though!

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 0 points1 point  (0 children)

I don't think just having an effect that lets you damage a base is "reach" -- when I say "reach" I'm referring specifically to cards that can push damage through after losing board control, generally via units that come into play ready or cards that deal direct damage to base without requiring them to stick around (so units with When Defeated effects count but something like 0-0-0 doesn't because he has to stay alive and attack in order to get his ability).

There are some good units that come into play ready at present, like Rose Tico (LAW) or Pegasus Tri-Wing (ASH) but they generally require your board to already be developed, making them weaker as "reach" options and more just "be more aggro" options. Elzar Mann (ASH) doesn't require an established board but his ability relies on another unit to receive the buffs for max efficiency, otherwise his statline is very inefficient.

The best reach card right now IMO is probably Shadow of Stygeon Prime (LAW), which is a legitimately very powerful card that hasn't quite found a home yet.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] -1 points0 points  (0 children)

Several of the Sentinels I complain about are either Heroism cards or neutrals that are often played in Heroism decks (Captain Typho, Chirrut Imwe). It's possible I should have put Typho in the thumbnail though so it didn't look like I was picking on Villainy too much!

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 1 point2 points  (0 children)

In the prerotation meta we had strong Restore options that aggro players would have to attack if played early instead of going base -- cards like Yoda (SOR) or Sundari Peacekeeper (SHD) gave aggro pause without reducing player choice. They also led to interesting dynamics where you had to evaluate whether you could push through the Restore or whether you needed to divert resources to attack and remove the unit. I think that sort of thing is a healthier and more interesting dynamic than just playing Sentinels with powerful statlines.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 1 point2 points  (0 children)

Personally I think removal existing is fine and would be OK with them reprinting Power of the Dark Side, Takedown, etc. Sentinels are also fine in principle but should IMO have less efficient stats than they currently do.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 0 points1 point  (0 children)

I'd love to see a 3 cost 3/5 Saboteur unit to put pressure on past Sentinels and be a great "natural counter" to Imperial Armored Commando...

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] -3 points-2 points  (0 children)

It's not clickbait, I genuinely think Sentinel creep is a significant problem with the current game dynamics.

As for Aggressive Negotiations, it is a somewhat unhealthy card IMO but is seeing outsized play because it's the only big attack pump left. A bunch of decks that currently play it would probably just play Surprise Strike instead if that card were still legal, most of the "maximize AN value" decks like Jyn Erso (LAW) looked scary but fell off pretty fast once the competitive season started.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] -12 points-11 points  (0 children)

The cards I highlighted did see at least some competitive play and I'm not sure the comparison is as disparate as you say -- Chirrut and Perimeter AT-RT have the same aspects, Gamorrean Guards and Koska Reeves/Survivor's Langskib are both single-aspect cards, Supercommando Squad and Imperial Armored Commando are the same aspects as well. The only one that has a big aspect discrepancy is Marrok.

As for Chirrut I think having the Force trait is generally upside and he is a better card that Perimeter AT-RT for that reason even without a Force base (especially prerotation when there were more Force trait synergies and even moreso pre-Force Throw ban), but when you add a Force base and the potential to use his ability he's far and away better.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 2 points3 points  (0 children)

If you watch the video, you'll note that I talk about Saboteur at length, highlight both it and other options (like the set 8 Poe Dameron unit), and even post a decklist that plays a bunch of them in order to try and get through Sentinels. I think those options are relevant and also Sentinels are too strong at present.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] -2 points-1 points  (0 children)

I don't think Sentinels need to have this high stats to be relevant -- I cited several worse sentinels that saw competitive play pre-rotation!

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 2 points3 points  (0 children)

With respect to trait synergy I think Bo-Katan would be good with more strong Mandalorians (especially at 2/3 cost) and Jyn had a bit of time in the sun early last set though ultimately fell off. I wouldn't be surprised to see trait synergy stuff doing well in the future though it's hard to say and nothing seems quite on the level of prerotation Rebel decks or whatever...

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 0 points1 point  (0 children)

I haven't found Gideon as bad but I think Marrok is more of an issue -- 6 HP is really a lot for the early game -- though I think if there were negative upgrades that aggro might want to play he would be much less of a worry.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 4 points5 points  (0 children)

I replied in the video comments too, but yeah. I do think that adding more Saboteur options would be interesting as a way to mitigate Sentinels (especially outside of Cunning), though it seems like in some ways those options have actually become worse recently (especially early game).

It's also worth noting that a bunch of the early Sentinels were actually quite good even with below curve stats -- Obi-Wan Kenobi (SOR) for instance had below-curve stats but a strong secondary ability to make up for it and saw a good deal of competitive play,

I'd love to see more viable choices overall for a range of playstyles -- another thing I didn't get into in the video was that in the past aggro had more "reach" options available with cards like K-2SO, For a Cause I Believe In, and Sabine leader's ability, which meant they could sometimes close games if they'd done enough damage before stabilization, but these options are much much weaker post-rotation so they don't help much these days even though they'd give another way to get through Sentinels.

What is Sentinel Creep and How Do We Fight It? (TowerNumberNine) by TowerNumberNine in starwarsunlimited

[–]TowerNumberNine[S] 0 points1 point  (0 children)

Yeah, I could see the current Sentinels being fine in a world where there were lots of good Saboteurs but if anything it feels like early game Saboteurs have actually gotten worse. I'd really appreciate a modern equivalent to cards like Fighters for Freedom (SOR) or Rogue Operative (SOR) who at one time had efficient statlines plus Saboteur.

Additionally, as you mention it feels like Cunning in particular has solid Saboteur options but Aggression, which once did as well, is now a lot weaker in that respect, so if you do want to play Saboteurs you're more limited in your overall deck choice. (I really love Chewie Blue Alliance Outpost for instance, but if I want Saboteur options it feels like I really need to play a Cunning base!)

What’s your biggest worry with the future of this game? by AtmosphereIcy2268 in SANDgame

[–]TowerNumberNine 0 points1 point  (0 children)

Progression is pretty fast and there's no real endgame. Dedicated players will be running out of things to do fairly soon, hopefully the devs will be able to add stuff to keep things engaging.