Cavalry Girls

Cavalry Girls

[Outdated]軍火女王Queen of Military II [zh/en/jp]
pןouɹⱯuı̣ʍpƎ  [developer] 8 Sep, 2024 @ 4:12am
Balance?
如果你認為有些武器太強/太弱了,或者遇上了其他的問題,可以在這裡提出來。
If you think some weapons are too strong/weak, or encounter other issues, you can report them here.
一部の武器が強すぎる/弱すぎると思われる場合、またはその他の問題が発生した場合は、ここで報告できます。
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Showing 1-11 of 11 comments
I'm not sure about built in upgrade for drones. It basically equivalent of maxed out affinity upgrade from sniper girl. Leveling her becomes kinda pointless. Maybe you can give her new bonus?
pןouɹⱯuı̣ʍpƎ  [developer] 9 Sep, 2024 @ 6:08am 
Originally posted by 🕷🕸️featherice:
I'm not sure about built in upgrade for drones. It basically equivalent of maxed out affinity upgrade from sniper girl. Leveling her becomes kinda pointless. Maybe you can give her new bonus?

The balance of drones will be adjusted again. In fact, I encountered an issue. I found that the original weapons installed on drones would be too powerful, especially after the total number of drones was modified to 6 (meaning that even with very weak firepower , which also becomes considerable when multiplied by six)
pןouɹⱯuı̣ʍpƎ  [developer] 9 Sep, 2024 @ 6:10am 
This led me to design the "drone weapons" with very low firepower, which resulted in the drone weapons becoming quite strange. I will make other attempts in the next few days.
So, i played some endless mode with the mod and my experience is somewhat mixed.

Good stuff: It is interesting to get and experiment with new weapons, some underrepresented types got new interesting options. Nice changes for text tooltips.

Mid: Not sure how to feel about new weapons modding. It is different from what player used to, but is it better? There are some new mods but could they possibly be added as new weapon enchancements which have proper names and icons? And then you can bring back weapon fusion to new stuff. Well it is more work, i understand. But now it is like two different systems in one game, which is confusing.

Bad: Game feels way too easy. Weapons are still very easy to get, every equip is already in the craft menu. Weapons can't be upgraded, they are only one level, means they are at max power already, Mechs are fastest they could be right from the start. And i could imagine all these buffs feeling good against stronger enemy but new enemy modifiers are even easier than in base game. I don't know if it is your taste in difficulty or actual balance issue. I can't influence game difficulty in any way other than waiting through many many days in endless mode.
pןouɹⱯuı̣ʍpƎ  [developer] 9 Sep, 2024 @ 5:11pm 
The matching level mode has not yet been completed. In fact, this MOD will fight against the enemies of DLC1.
(If possible, I actually hope to make an "enemy rebalancing" MOD. I think the current enemy HP is generally too low.)

Weapon levels are replaced by a "weight" system. I hope to completely replace the upgrade of the weapon itself with equipment accessories.
(Some players feel that there is a logical problem with repeatedly "combining" weapons to upgrade them. In fact, this is the main purpose of QM MOD try to deal with. So I'm afraid this can't be changed)

But obviously the cost of everything is too low and this will need to be drastically improved,
As for the MOD itself, I have already increased the cost of the items several times, Better weapons now require a hundred of materials (and advanced weapons require core consumption)
For the expansion pack with vanilla material, this will be completed in a few days
Last edited by pןouɹⱯuı̣ʍpƎ; 9 Sep, 2024 @ 5:16pm
pןouɹⱯuı̣ʍpƎ  [developer] 9 Sep, 2024 @ 5:12pm 
Another issue is drones, the rebalancing of drones will be done as soon as possible
pןouɹⱯuı̣ʍpƎ  [developer] 9 Sep, 2024 @ 5:17pm 
Thank you for playing and providing many suggestions, they are very helpful to improve the MOD.
pןouɹⱯuı̣ʍpƎ  [developer] 9 Sep, 2024 @ 5:23pm 
For accessories, my idea is that they don't provide "numbers", but give the weapon special features, such as electric weapons, my accessories allow it to react with various elements to the enemy's shields.
pןouɹⱯuı̣ʍpƎ  [developer] 9 Sep, 2024 @ 5:26pm 
QMII will be a large-scale MOD. I will write tutorials and introductions specifically for it in the future to explain the characteristics of various things more clearly.
(For example, ammunition weapons have high attack and armor penetration capabilities, but they cannot cause enough damage to shields)
So, i did another run and here are my thoughts.

- difficulty: At first glance increased enemy count feels good with new upgrades available. But then it somewhat stagnates without bosses. I was able to progress with just new weapons without any modules installed till i think day 40. Maybe it is because new defensive upgrades are OP? Also missions give way too much money, which you have no particular use for. Shop is filled with vanilla stuff which is no use for QoM weapons. I just spent all money to buy electricity to dismantle enemies and crafted pretty much all mech upgrades around day 20, then just started to skip using money altogether.
- builds: i feel like new modules are kinda bland and scarce. For example i was excited about new trench weapon type and was curious about how can i build its unique ability and... there is nothing. Can't boost or change melee part of the attack in a meaningful way. There are some universal modules, but i'm not sure i can fill all the slots even. Then i switched to bow type and there are even less modules available for this kind of weapon. In vanilla fusion system there is enough modules to think of different combinations, in QoM i can't think of what to put in.
- teambuilding: i just wasn't offered 3rd team member at all. Idk if it is a bug. But even then without difficulty spike or away missions there was no need for 3rd mech. Stress wasn't building up to mandate it too. Getting all small mech right away wasn't impactful cause you can't fit them at that point. So in the end over 40 days i didn't touch team composition at all, which feels a bit dull.

Sorry if it all sounds like a rant, personally i think mod have a promise to become great. Hope my feedback can help.
pןouɹⱯuı̣ʍpƎ  [developer] 21 Dec, 2024 @ 6:46am 
Thank you, here is some news: I will remake the entire MOD about few week later, to fix lot's of issue that I have no ability to done before, I hope it could help with those issue you mention about.
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