jackofshadows
Magister
- Joined
- Oct 21, 2019
- Messages
- 4,534
You can't keep him and kiss the Winfield's gums at the same time.Guys, are there consequances of allowing Vasquez to join you? If yes - which ones?
You can't keep him and kiss the Winfield's gums at the same time.Guys, are there consequances of allowing Vasquez to join you? If yes - which ones?
Their small maps were still huge compared to standard 'enter a relatively small place and fight' setup typical of RPGs. The beauty of Silent Storm was the sandboxy design - you could approach the target from different directions and the destructible environment helped a lot. Yet whenever scripting kicked in and forced you into an ambush, all bets were off and half of your team could be killed by SMG fire.There will be plenty of combat in close quarters (you enter a bar, a whorehouse, headquarters, warehouse, etc and a fight starts).
Silent Storm and modded X-com both had small maps while still having (superior) LOS based mechanics.
They were tactical games, dumbfuck. CAN'T YOU TELL THE DIFFERENCE? In a full-fledged cRPG the developer needs to invest in writing, quests, reactivity, exploration... you know, all those things you don't have in a tactical game. This cRPG doesn't play like a tactical game because it was never intended to be one.Silent Storm and modded X-com both had small maps while still having (superior) LOS based mechanics.
It is because in learning by using system you can't invest all your SPs in one skill and become unstoppable after a few fights. It is a good thing.As someone mentioned in the this thread (or the other, forgot which one), it's because the gears also got a part in doing the lifting. You can gain THC (plus or malus), crit chance, aimed chance, reaction, penetration etc etc from your weapons. And then there's also the implants, and its upgrades. And then you also have other utilities and consumables, so I think the devs did it right by toning down the results you can gain from skills alone.
If you are not a cheap bastard, you die. The consumables are limited and you need to rely on your skills, sooner or later.I think most of the difficulty in the demo comes from us players being cheap bastards. We want to win without using consumables, even if we have at least one grenade for each fight. I'm always "save before fight, try to win without using consumables, fail, reload, use grenade, steamroll".
It's not even that. A game like Jagged Alliance or Silent Storm can give you a huge map filled with enemies, point at the distant target and let you fight your way there. It's loads of fun but can't really work in a proper RPG, the best way to illustrate it is the difference between Fallout 1-2 and Fallout: Tactics.They were tactical games, dumbfuck. CAN'T YOU TELL THE DIFFERENCE? In a full-fledged cRPG the developer needs to invest in writing, quests, reactivity, exploration... you know, all those things you don't have in a tactical game. This cRPG doesn't play like a tactical game because it was never intended to be one.Silent Storm and modded X-com both had small maps while still having (superior) LOS based mechanics.
It is as if someone complained that the races in KOTOR 2 were bad because some race game is better. Of course it is.It's not even that. A game like Jagged Alliance or Silent Storm can give you a huge map filled with enemies, point at the distant target and let you fight your way there. It's loads of fun but can't really work in a proper RPG, the best way to illustrate it is the difference between Fallout 1-2 and Fallout: Tactics.
Their small maps were still huge compared to standard 'enter a relatively small place and fight' setup typical of RPGs. The beauty of Silent Storm was the sandboxy design - you could approach the target from different directions and the destructible environment helped a lot. Yet whenever scripting kicked in and forced you into an ambush, all bets were off and half of your team could be killed by SMG fire.There will be plenty of combat in close quarters (you enter a bar, a whorehouse, headquarters, warehouse, etc and a fight starts).
Silent Storm and modded X-com both had small maps while still having (superior) LOS based mechanics.
X-COM had a similar design: the maps gave you all the flexibility you needed but the close quarters combat was brutal and fast. You could open a door and get shot in the face, especially in the sequel. Unless you mean the new games where the difficulty was neutered by the pod activation mechanics: the enemy does nothing until you activate them, so you activate them when you still have all your turns and quickly kill most of them. You always had initiative unless you screw up and depletable armor played the role of padding allowing you to survive the first attack.
They were tactical games, dumbfuck. CAN'T YOU TELL THE DIFFERENCE? In a full-fledged cRPG the developer needs to invest in writing, quests, reactivity, exploration... you know, all those things you don't have in a tactical game. This cRPG doesn't play like a tactical game because it was never intended to be one.
DISCLAIMER: The following statement does not imply the game balance is perfect.
I think most of the difficulty in the demo comes from us players being cheap bastards. We want to win without using consumables, even if we have at least one grenade for each fight. I'm always "save before fight, try to win without using consumables, fail, reload, use grenade, steamroll".
X-COM had a similar design: the maps gave you all the flexibility you needed but the close quarters combat was brutal and fast. You could open a door and get shot in the face
Yes they were better games with deeper tactical option and less reliance on Your Numbers vs. Their Numbers vs. RNGesus's favor. I already knew that.
You can't keep him and kiss the Winfield's gums at the same time.
Sorry, forgot that you didn't reach the end yet. It's the leader of the last possible fight squad.OK, who is this Winfied then?
It is because in learning by using system you can't invest all your SPs in one skill and become unstoppable after a few fights. It is a good thing.
Sorry, forgot that you didn't reach the end yet. It's the leader of the last possible fight squad.
Next is someone named Carter...
So you can avoid fight if Vasquez is gone? Well...
You are not wrong. In AoD, Per gives +5 blanket acc, relevant stats give +3 to their groups. Skill gives +10. CS has skill bonus reduced to +5 and removes for the time being non-Per stat bonus. Evasion is changed to 1 per Dex/Per instead of 3 per relevant stats and 2 per Con. Criticals are very dependent on weapons and attack types rather than character progression since Critical strike skill gives a whooping 1% per point and the feats marginally better, there is no vsCS stat anymore but a feat can still do that and more. Feats give in general +10 or 2 points worth of bonus.It might be just me, but compared to AoD, the ranks in weapon skills feel really lacklustre. In AoD, I really felt each and every rank in weapon skill or dodge, but here I had no such impression, instead feeling as though the stats did all the heavy lifting. Might just be a psychological effect of getting to put points into stats but not skills, but I'd still like to know how it compares to AoD model.
You are not wrong. In AoD, Per gives +5 blanket acc, relevant stats give +3 to their groups. Skill gives +10. CS has skill bonus reduced to +5 and removes for the time being non-Per stat bonus. Evasion is changed to 1 per Dex/Per instead of 3 per relevant stats and 2 per Con. Criticals are very dependent on weapons and attack types rather than character progression since Critical strike skill gives a whooping 1% per point and the feats marginally better, there is no vsCS stat anymore but a feat can still do that and more. Feats give in general +10 or 2 points worth of bonus.
Weapons give similar bonus for their tier between both games but there are more specialization between types, even from the same weapon group. So they end up playing a bigger role than character progression alone. Then there are the smoke and flashbang, even the lowest grade gives some 60 odd penalty to their victims, that is more than 10 skills worth. Gadgets can give similar bonus and there are less ways to playaround them. Lastly, Cover is 25 for light and 35 for heavy, while they can be compromised, are still hefty.
ye old d20 limits actions during surprise round to 1 standard or 1 move.Unless you activate a gadget or fall back.I like too, but here it not just matters, it's a mandatory. If for example in the fight with the laser pistol guy you won't move first, chances are he will kill you in his first turn (or his buddies).
Anyway, what solution would you propose? Someone has to shoot first. We can lower the enemies' THC but that would make the game too easy. We can lower damage but that would be a war of attrition. A gadget or energy armor seems to be the best solution.
Is it intentional that we can't heal outside of combat after the fight before taking the elevator, even with healing items?
muties have sorta oddball builds. they're actually super fragile and not very smart but have shields n weapons n stuff.Well, mutants are the hardest bunch in demo.
At least for my party - they all win initiative and like, there is no chance character survive two consecutive shots from energy rifle...
I won once but lost 2 of my guys.
Eh?...
???...
The grass is always greener with other builds.muties have sorta oddball builds. they're actually super fragile and not very smart but have shields n weapons n stuff.
for comparison my shotgun char killed all of them in like 2 turns. rifle/smg turned to be harder. others easier.