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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)
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.
(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
(For example, ammunition weapons have high attack and armor penetration capabilities, but they cannot cause enough damage to shields)
- 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.