Rolling Steel definitely needs a balance check/extended timer on higher difficulties

Just to clarify: I think the main issue is not the difficulty, but the fact that if you mess up the start or quick join a mission that is going south, then there is often no point in playing out the last minutes. Making the mission timer shorter and then give additional time on completing objectives in between, would simply make sure that a doomed run ends faster.

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The best would be, to avoid such problem, timer between objectives (like chivalry 2).
So you have 3min30 to get the 1st hack, again 3min30 more added to the second and 3min30 again added for the last. And then 1 more minute for the boss (time is indicative)
But I guess that they did not that cause of the final scene when you loose.

Stating facts isn’t being condescending.

So do I. So far you’ve written up a storm for what seems to be ye old skill issue, you’re unwilling to admit.

So whenever you encounter a road block in difficulty you automatically assume that it isn’t intended?

Face the facts: This is just like Damnation Karnak twins again. Rolling steel is another case where lack of individual skill is much more pronounced and shows directly compared to a regular run, where a single player’s inadequacy can be compensated for by better team mates.
Since we lack any form of performance measuerment, most people never notice how average they actually are. So sometimes we’re simply not as good as we think we are. Simple as.

Given how powerful we’ve gotten the game desperately needs some difficulty filter, people too reliant on their loadout shouldn’t be able to pass, without improving their mechanical skill first. If that barrier is an annoying timer, so be it.

Nah I just enjoy people that try to make off meta loadouts work in highest difficulties. It’s how you improve as as player.

To allow for the possibility of catching up from a slow start the first timer would have to be the most generous and then the added time would have to be smaller and smaller for each following objective. To be clear, I do not agree with increasing the overall time limit but a way to end the mission quickly if it’s a clear fail could work. Or create more whining.

I initially disagreed with this milestone approach because I thought that, narratively, it would not make sense as Hadron isn’t magically building more track for the train but I suppose failing the early milestones could represent a bomb going off or something.

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You know that your post brinsg nothing to the debate?
The question is not about the skills, or the lack of skill, of the OP

The question is if this timer is adapted to the normal difficulty of any other map…
So you should quit your judgement about the skills of others…
Also this game is not done only for elitists… and everybody is right to play at the difficulty he wants to play it.
And after there are players that complain that there are players not enough prepared in their auric histg! :roll_eyes:

I agree about that… that’s what I pointed by the sentence:

But I guess that they did not that cause of the final scene when you loose.

In terms of difficulty, don’t compare it to “normal” maps. Think of the timer as a modifier. It makes it harder, that’s what most modifiers do.

Given how short and simple the map layout is my argument is simple: The timer is the only measure of difficulty you really have, given how straight the spawns and enemy density is. Time pressure is the only way to make people f-up in this layout. Otherwise the players have too many advantages.

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Yes I agree.
I mean, the map should be enough difficult, but not impossible for the players that wanted to stay on a regular damnation (at least, here I am the advocate of these players).
I repeat also that, the timer seems fine for auric.

You envisage it only form the angle of Auric and the high difficulty of the Auric missions.
I agree with you for Auric. I don’t for regular damnation.

Nah I played the map on regular damnation, as well as malice when helping a friend level. It’s fine there as well. Spawns are way more chill so you can easily manage the time.

Malice yes. Heresy I think. Regular damnation, absolute no. Miss 1 more minute in my opinion.

(but still, I respect this opinion that is fair and better than the one that try to evaluate the skills of the OP)

I’ll complain then: I’ve completed Rolling Steel successfully once in Auric Damnation and once recently in Auric Maelstrom.

I think the mission’s visuals are beautiful, and fighting on a moving train is always fun (anyone remember Sunset Riders?), but the minigame isn’t my favorite part.

Nobody wants to play the minigame so frequently one person has to do them all, and that person is effectively locked out of regular gameplay because the minigames take so long, you have to beat the timer, and the minigame is what the mission is all about.

Often, Rolling Steel games can end (people leave) before you even reach the boss because you simply run out of time left.

I think that the idea here was good and it’s a really cool map, but I don’t like the execution personally and I won’t play Rolling Steel anymore in its current form.

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I’d have to do more runs honestly. The 3 we did were twice with time left, and one with 10-12 seconds on the timer. Both with 2 people getting rezzed.

I only did that because he claimed that you’d need to be a 1k+ hour meta slave to make it in a pub, which is simply untrue.

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This is my biggest bugbear with the mission, the ability to finish the minigame quickly is feels like the single largest determiner of success. The minigame isn’t fun and is feels heavily tuned to a gamepad thumb stick, feeling extremely awkward using a M/KB.

Two problems emerge as a result. First, people are bad at it, and that often sinks runs in and of itself regardless of how good the rest of the team is. Second, because it’s both not fun and is probably the single greatest determinant of mission success, often nobody wants to take responsibility for doing it, leading to more precious time wasted before somebody gets on it.

If the first minigame gets borked and takes too long, you’re done, and instead of the game just failing you there, you have to sit through the rest of a doomed run that you know you’ve already failed.

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Oh come on. I took me 4 games to find out that there is an additional 30 sec timer all in pubs, with exa stance build that even after the buffs I’d hardly consider meta.

You can easily afford like 2 major f-ups and still complete the mission, you don’t even need meta build just rush the positions where the objectives at and do it.

I had people dying, getting lost, 2 people tossed off at the boss fight, dragging at least 2 people around who had 0 clue what to do (with one guy who at least had his head together)… all still victories. It’s easily doable unless you get like 3 people who have no clue what to do.


Only part I think that is actually hard is the canister part.

Yeah Tox Bombers are an absolute PiA on this map.

It’s super easy to do even on keyboard, but man it’s truly boring as hell sitting there doing it instead of… IDK shooting stuff?

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The trick is to never hold the direction keys. And only give it a few taps at a time. The direction change has a slight delay so it’s easy to overcorrect by accident. Once you get used to it you can balance the ball in the middle easily. It’s just a bit boring imo

You’re totally right about everything you said.

However, players seem to not understand it in a regular damnation :wink:

That means the problem not in the difficulty, but bad players not being gated properly from the difficulties they don’t belong.

Like there are people that find malice challenging probably, shoud devs nerf game to their level? No, you just need a working system that navigates every group of players to their niche.

The highest difficulty just shouldn’t provide motivation for noobs to play them, and should ask for doing trials like “beat n ammount of runs on previous difficulty”.

People will ape on Maels cuase more dockets n stuff, and even just because they can press “start” button. And so you see those 5 wounds ogryns dying immideately after joining Mael runs.

It’s just bad as if it were reversed when farming lower difficulties is efficient and skilled seasoned players yoloing at lower difficulties ruining new players expirience.

There are people that just idiots, not slightly unexpirienced, they learn nothing from such random aping on the highest difficulty. And there is no system that protects your time investment being spoiled by them.

Game’s tutorial is also bad at explaining things.

Personally I think the problems range far wider so might as well dump them here

  1. The damnation timer 8 minutes and 50 seconds and doesn’t change for auric, it’s doable but I often it cuts close to under a minute and you’re basically forced to rush to get a good chance. I don’t think even games that have timers to put pressure on the player cuts it that close (feel free to name any if u do)

  2. The Hacking minigame and batteries can be easily interpreted/dropped at the slightest of hits, this usually isn’t a(s big a) problem on other maps but with the timer and how tightly packed damnation and especially auric can get it can easily become a run killer if other players can’t babysit you well, funny since this is arguably one of the better minigames due to it saving whatever progress u did make compared to others. Speaking of barrels…

  3. Barrel placement can be wacky, having one spawn on the other train is a pretty big problem as dropping down causes the player to be get hurt a slight bit (not by much but enough to down on low health), throwing it can be interrupted if attacked and the distance is too far to properly jump/slide to reliably

fix/change these parts and I don’t doubt it’d have a higher win rate and be much more fun to play

Good.

IMO the timer needs to be shorter in T5. There’s too much leeway right now.

I’m still undecided on Auric.

The problem with challenging content is that the “social features” of the game are still terrible. Sorry FS, the group finder was a good idea, but was executed horribly. You’re gonna have to do a re-release on that if you want it to work now.

Playing with randoms every single run creates an environment where small errors cause people to leave (during the run or after a single failure), which is antithetical to content which requires solid teamwork to complete reliably.

FATSHARK: For [expletive]'s sake, just make us auto-group after a run!

Incidentally, Rolling Steel has generated more spontaneous “lets’ group up and try again” calls from my RNG teammates than any other feature in the game by a WIDE margin.

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The group finder is fine, it was just added way too late where people already either dealt with matchmaking or grouped up. If it was around on launch it’d have been fire. And yeah there’s quite a lot of room to screw up as it is. You’ll blitz through in about 7 minutes if you don’t lose any time to bombs or moving through. That’s around 2 minutes shorter than kablooie. I’ve picked up useless Psykers and other frail classes multiple times on this mission and still killed the dreg champion without seeing the final 30s timer pop up. I like having a mission where you can’t drag inept players through it and their contributions actually matter. You feel sort of guilty picking players up constantly and having to let them die to keep the run going because saving them where they drop is guaranteed death.

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