Not to go all VD, but for this post it seems like the best way to respond.
ZbojLamignat said:
Coyote said:
For me, the choice is simple: in Fallout, when you raise your skill high enough, there is no reason not to do eye shots all the time (and even if FO had better encounter design, this would still be an issue). Even before that, there's usually a clearly optimal route based on your equipment and skill levels at any given moment.
And this does not refer to IE games how exactly? Mind flayers - summon Mordekainen sword and wait a few minutes.
I normally wasn't a high enough level to cast Mordenkainen's Sword when I first encountered mind flayers in BG2. And even if I had been, I'm not sure it would have been my first choice, since I might want to conserve my high-level spells for later encounters, and I might not even have prepared the spell in the first place.* With a balanced party I tended to animate dead and send in whatever warriors I could protect from charms (because the summoned undead wouldn't do the trick on their own) with any available damage boosters to ensure that I give the mind flayers as few chances to hit them as possible.
Naturally, I would use different tactics when playing a party heavier on magic (in which case I might do the Mordenkainen's Sword thing) or melee (in which case I might be forced to take some hits and would therefore buff my warriors with intelligence potions, give charm-resistant equipment to the party members with worse saving throws, use ranged weapons with others in sight of as few mind flayers as possible, and use backstab since my rogue is unlikely to do much damage to my warriors if he happens to be charmed) or a low-level party vs. a high-level party, or if I was out of Animate Dead spells. There isn't any single optimal route, since parties may vary drastically in composition.
A group of mob weak enough to be vulnerable to death spell - insta kill all of them with death spell.
Or just use your warriors and maybe a fireball/confusion to mop up since if they're that weak, they probably won't do very much damage in the first place. Death's too high-level a spell to go wasting on weaklings.*
* It may be that this argument simply comes down to differences in playstyle - I avoid abusing the ability to rest anywhere, and when I do rest in a dungeon, I don't reload if I'm interrupted. Just like in Fallout I avoid abusing stimpacks because it throws whatever tactical depth the game has right out the window. Now, if you don't abuse resting and still manage to always have the right spells prepared for the occasion, I applaud your foresight - but otherwise, you will be forced to vary your methods, and it may not always be clear what the optimal use of your resources is.
Hostile adventurer group - web + some cloud, wait a few minutes. Strong, boss-like crature - warrior + whirlwind or lower resistance + magic missile/finger od death.
If you're lucky enough that they don't make their saves, sure. But if not, then what?
Sometimes I feel like I played a different BG2 than others, because even if I lowered a dragon's magic resistance and saves as much as possible, they still resisted fingers of death/chromatic orbs the majority of the time and frequently used wing buffet and breath attacks, making it difficult for mages to simply recast them until they work (assuming that I've set up my spells for that specific encounter in the first place). IIRC, the ones who could cast spells would sometimes dispel the debuffs, too. You could reload until it works in your favor, but then you're not really playing the game; you're just rigging the dice.
You do the same, optimal things all the time. On one hand, you have to change your approach from time to time, on the other - most of those approaches , as portrayed above, are much more boring and less exciting that eye-shooting mutants in Fallout or melting people with plasma.
Because what, Fallout had better death animations and flavor text? I'll admit that they count for something, but are you really arguing that spamming the same attack over and over is less boring than being forced to change your approach from time to time? If, for example, eye shots weren't always optimal in FO, would that be a bad thing?
Edit:
Taking my experience with both games into account - meaning many playthroughs of F1/2 and a couple of IE games - I find Fallout simply more satisfying when playing one more time. I love tb games and ability to stir shit up and start a huge shoot out with guards, hookers, drug dealers and many innocent passers by involved. Also the way you build your character has a visible impact on your combat performance why in IE is mostly the same stuff all the way and most fun comes from finding phat loot after victory.
In that case, I don't really disagree with you here; I agree about these aspects of the combat being better, just not that FO has greater tactical depth or more options.
I don't quite understand why do people have such expectations of F1/2 combat and repeatedly compare it to games that are built around tactical squad fighting. Fallouts are crpg games and ones in which combat isn't really the most important feature (you can actually avoid it almost completely, which is very rare for games that claim to be crpg). Of course the system is far less sophisticated than in X-Com or JA. But it's fun and it works just fine. Props for making it turn based instead of popamole button mashing.
I don't have such expectations. As you and Xor have said, combat in Fallout was just one of multiple methods for resolving situations. My point was exactly what I said; some games have good turn-based combat that takes full advantage of its tactical potential. Fallout isn't one of them. A turn-based system isn't inherently superior to a real-time system (though it may be to popamole button-mashing); it's only superior if you use it to its potential.
Twinkle said:
I can't deny BG2/IWD2 sport much better variety of spells/monsters/class builds. In fact, any sort of "magic" system is non-existent in FO, thus removing potential added depth. However, all the nice things you're talking about appear as the high-level content. With the exception of BG2, you may as well have completed FO three times by the time you reach them. But what happens at lower levels, esp. in BG1? You either play it as a shitty RTS: throw a spell, and click on stuff and watch it going down or mash pause button in harder encounters. Even the most basic combat sequence available in Fallout, like: move two hexes towards an enemy, change your SMG's firing mode to burst, unload a full clip in his face, reload and move away just can't be executed in IE.
(A) "With the exception of BG2" - actually, I found that BG1 and Torment were the only IE games where this was the case. You get to the mid-levels pretty quickly in the IWDs, and by that time you have a wide variety of spells and items at your disposal.
(B) You cannot use even the most basic method of attacking in game with combat system x that you can in game with combat system y; news at 11. I might as well say even the most basic combat sequence available in BG2, like casting confusion on a group of enemies with your mage while having your fighters move in to attack and your cleric cast bless, just can't be executed in FO.
Just like JA destroys FO's combat, even the lowest common denominator RTS like, let's say, DoW2 is superior to round-based Infinity's RtWP. You can as well control multiple squads, move around the map, use items, pick enemies to attack, activate spells/abilities and many additional factors not present in IE at all are calculated, like cover bonus, armor type, rudimentary physics, strength of armor plates on vehicles etc. All of the above without constant pausing crutches.
Lovely. But irrelevant to a comparison of FO's combat vs. BG's/IE's combat. (And before anyone says it, again, my point in bringing up JA2 was to illustrate that a turn-based combat system isn't inherently superior to a real-time combat system.)
We probably have different priorities when it comes to combat systems. I prefer more simple stuff which gives me a better control over my character versus crapload of varied spells/classes/equipment that are painful to use.
And obviously I prefer options where I have less control that are painful to use.
Better control is, in fact, one of the reasons I prefer the IE party system to FO's. But yes, it is true that I prefer a variety of options at my disposal over simplification as long as none of those options clearly dominate (in which case the system might as well be simplified), since it encourages experimentation and allows you to discover playstyles when replaying it. Which is why it such a good thing that FO has alternative methods of bypassing obstacles than using combat and that BG, being more combat-centric, has multiple methods for dealing with enemies.
I get the sense that you really dislike the frequent need to pause in IE games, which is understandable. Personally, I don't mind it, but on the other hand, I strongly dislike the way combat handles in the NWN games; there's just something about the combination of the camera controls, structure of the right-click menus, etc. that I can't stand. So I get where you're coming from if that's the case. But it's irrelevant to a discussion of the variety of options at your disposal and the tactical depth of the games, which is what I was responding to in your earlier post.