As someone who doesn't care about looping I feel there is barely any weapons to choose from during regular run. Particularly in the first half of the game it feels as if there is one guaranteed drop on lvl 1 and then no drops until halfway to the final boss. I think the game would be more fun (and for some classes, more balanced) if there were slightly more weapon drops in the first half of the game - where you still want to choose what to spend your upgrade kits on.
#More weapons
23 messages · Page 1 of 1 (latest)
Additionally there are 2 guaranteed weapon drops near the final boss, which is very annoying because either the player has to hog upgrade kits or try to use a potentially strong, but unupgraded weapon.
Is this about the amount of weapons in the pool (so outgame-level) or the ability to get weapons in the run early on (ingame-level, particularly during the first half of the game)?
Sometimes you have to make do with what you got. But at least one weapon shop should appear before the first boss iirc
If you don't do well one run, you might do well the next one. Such is the nature of this type of game
Two other mechanics that are relevant here:
- Weapon drops are remembered inbetween games and this is used to increase the chance other weapons drop for subsequent games, ensuring you won't get the same weapons all the time. Unsure about actual numbers
- Some classes have extra weight assigned to particular weapon types in the drop table, i.e. specific kinds of weapons may have an increased chance to show up on some classes. e.g. AP tech on Machine Hunter, Marksman rifles on Recon Sniper
If weapon availability goes up too much(how much is too much?) shops lose relevancy so it might never happen.
The trick is to spawn more weapon shops then I think.
This is about the frequency of weapon chests and weapon shops. It's true that sometimes you gotta go with the flow, but currently it feels like that's all you have for half of the run, which I feel is overly restrictive. It might be that I'm subconsciously comparing S2 to S1 and S2 is designed to be this way, but I feel like having less weapon choices throughout the game takes away from it more than it adds. S2 already has some mechanics which make changing weapons mid run less enticing - mainly weapon perks and attachments. Those mechanics also mean that finding weapons early is generally more valuable then finding them later.
attachments thats also how s1 is.
But weapon perks... do you mean the ones from those blue tables
yup
Yes, but S1 had far more upgrade kit drops then S2. One of my latest runs in S2 I only got 5 upgrade kits until the final boss, so enough to upgrade a single weapon fully
Granted, that's on the lower end of the scale but still
They should just remove the blue tables in the first place
Isn't it a bug that there's so few upkits in S2 rn? Shouldn't design discussion be about intended values too?
Oh yeah you just reminded me why i stopped playing
Is it a bug? It doesn't feel particularly imbalanced, just needlessly restrictive.
it's a bug enemies that are supposed to drop kits dont drop if they are killed while stunned
All amounts that allow for at least 1 fully upgraded weapon are samey balance wise for weapons with good ammo economy lol. Peak power is the same either way.
Tinkerer shops used to use upkits as currency so if the intended total upkit count hasn't changed it's less restrictive
Imo 50% of runs should have another normal weapon chest in early game
One idea for weapon workbench is to have a choice between upgrade kit, random gun or weapon stat up (but less of them, wperks are too many) maaybe
Really? I think I got mine are pretty reasonable in terms of upkit amount, if anything its the attachments are getting a bit predictable from up kit, makes me want more of the perk type to truly simulate the gamba
I want a special token that allows you to reroll weapons in 1 (one) shop per game, while retaining their rarity.