Had the sudden urge to play through The Surge once again on Xbox One (must be in the region of 10 times now... Great game by the way), however whilst I loved the base game and the Walk in the Park DLC, I wasn't that keen on the The Good, The Bad and the Augmented, and to a lesser extent the Fire and Ice DLC's.
I decided to uninstall these DLC's and start and new playthrough, however upon reaching the relevant areas of the game, the respective content still appeared in the game. I've even tried uninstalling everything and selective installing the parts I want, still the unwanted content appears.
Now, it's not the worst thing in the world, I just have to ignore those bits as I progress, but it does seem odd that uninstalling doesn't affect whether the content appears or not.
Any suggestions on how to fix this would be great, and thanks for the great game, looking forward to The Surge 2!
Having great fun with the Mod, thanks for releasing it! Loving the new and improved Armagedons (though perhaps too good, think DPS-wise they beat Apocalypses at most ranges now).
Produced a variation on my DPS sheets for this mod, the mod provides some very satisfying changes.
I only have one main gripe... Regular Imp macros seem a little lackluster now considering the buffs to all the other batteries. Results in Dominators, Endeavours and Exorcists being a bit underwhelming in comparison.
Looking forward to seeing more
It may interest you, I'm working on modifying my DPS sheets to include a Vs Shields toggle option, does highlight that Lances do struggle significantly against shields(Edit: when considered in relation to their respective point cost).
First of all, direct question, does anyone know (or would devs be kind to answer) how does accuracy change within and at boundaries, i.e. Is it a stepwise change, or is it a gradient within each range segment.
To illustrate, is accuracy for a imp macro battery (with no stance) 70% at 6.75k or is it 60% until it crosses the 4.5k boundary?
Basically does every inch matter, or is there no point getting any closer than the boundary requires?
And finally discussion, what would people think is better?
Well that's nice to know... Are other critical hits limited in similar fashion? Are generator hits also safe from the front? Weapons systems only vulnerable from specific directions? (Honestly interested, not sarcastic).
There seems to be a great deal of hidden information this time around, particularly regarding critical hits, think the only reason I know half of what I do is due to forum content, (admittedly the first game didn't have the greatest clarity regarding various mechanics, for example I didn't learn for a few months that armor was dodge based rather than damage mitigation).
Combined with the on going issues with tooltips (finding it very annoying that you can't see squadron info in fleet viewer, you have to start a battle to see this info, and don't get me started on merged battery tooltips), think there is a large barrier to new or casual players to clearly understand how the game works. Also need to clearly indicate that Lances, Zapps, Ion cannons, etc don't count as "standard" weapons.
They really need to greatly expand the in game help and information topics.
I was browsing the available upgrades, and I suddenly noticed something lacking, that might be affecting how lances are used and perceived.
Macros have several upgrades that affect their DPS, like armor piercing ammo, daemonic sight, targeting coordinator. The only lance one is the increased range, which only affects Admiral and then is difficult to get much mileage out of considering how hard it is to stay at such rediculous range.
In BFG1 there was an ability called "Overload generator" which increased crit chance 300% when in lock on. Admitted I'd be hesitant to increase critical chance further as in considering the change to how critical hits are calculated now in relation to armor values.
I wonder if the way to improve lance mechanics is to provide selectable upgrades to compliment them. The only one I can think of that helps at the moment is Slannesh, but that's only indirectly.
NO NO NO
AND ONCE AGAIN BLOODY NO
Macros are already solid enough in default state, upgrades are only there as the icing on a cake. Pick what you want.
With lances, it would be pretty much an essential upgrade for Chaos, leaving only one other upgrade slot for your own choice.
I agree that criticals are not the way to go, the damage (especially armor piercing damage) needs some work.
Also, upgrades don't only affect the admiral, they affect every ship you have. Skills are admiral only.
What I'm trying to say is: in the first game ships had up to 5 upgrades each when fully leveled up, and each had 1 or more skills depending on the tonnage.
You could freely pick an assortment of "essential" upgrades (like launch bay reloaders for carriers, disruption overcharge for lance boats, etc.) and still have one or 2 slots left to pick what you personally liked (feel like having better shields? No problemo. Prefer more combustion? There you go).
Here we have only 2 skills/upgrades to choose from. They should be optional choices that complement your own playstyle and preference, but should not be make or break. Even the meta AP ammo upgrade is nowhere near as powerful as it was in the first game. Especially early on, when it reduced armor to 25 period. Now it only reduces by 15, with average armor being also higher by about 15.
Oh and just to add...
Upgrades don't necessarily affect all ships, and like I said, Aurent-Pattern Weaponries (Imp) and Power of the Damned (chaos) which increases range of macro and lance batteries only affects the Admiral ship. Similarly Improved Augur Array and Many eyed prophet only affect escorts and light cruisers. Perhaps read the tool tips before getting high and mighty.
As did I, however I don't think the leveling this time around involves the same satisfying progression.
Last time round each rank allowed me to unlock new slots. Each level my ships gained made them better, or opened up more upgrade options and combinations, wherein all of the upgrades themselves were available from the first level, but you had to be tactical about which to take on each ship.
This time around it just an arbitrary filler before you can acess various skills and upgrades, which just apply broad brush upgrades to your whole fleet without any nuance.
Its not even like there's any progression, like the higher skills and upgrades are better than early ones.
In regards engine crits, had a thought, what if engines could suffer multiple smaller crits, (like the eldar Sails) where speed takes incremental reductions. Could increase number of potential crits as tonnage increases as generally ships gain more engine "nozzles" as they get bigger.
Removes the all or nothing issue with engine crits rendering a ship near useless within potentially the first exchange of volleys.