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I apologize for the laziness, but how many APs are required to open the inventory and replace items. Is it even possible to switch gadgets during combat?
It is not the hardest fight. I didn't beat it because I wanted to try different builds. I died only two times and quit. What is the point, anyways? You beat the fight and there is nothing afterward.elevator fight was rather easy, especially if you play a rifleman since you get an energy rifle from the muties.
For challenge mostly. Gotta finish all fights solo for it to count. You get some small lore fragments on endings too. Also, you can loot Winfield in combat to check out his militray-grade gear that was created for actual combat, not repurposed paramilitary stuff you have.What is the point, anyways? You beat the fight and there is nothing afterward.elevator fight was rather easy, especially if you play a rifleman since you get an energy rifle from the muties.
But then the game ends.For challenge mostly. Gotta finish all fights solo for it to count. You get some small lore fragments on endings too. Also, you can loot Winfield in combat to check out his militray-grade gear that was created for actual combat, not repurposed paramilitary stuff you have.
Technically you do have two cover spots, but practically you don't. There is one invis gadget, but three party members. You choose one and the others are dead after the first turn 90% of the time.But you do have cover in the elevator. It is not good but you have it. Did you try to use invis gadget?You don't have any cover...If the elevator was bigger and had some cover
I don't think you know what I'm talking about because if you choose nearby tiles he will do absolutely the same thing, but will also shoot you. If you choose this tile, he won't. You think I would mention this otherwise?I know what you are talking about but it felt logical. Bots try to outflank you or just go for cover for better position on the next turn. They choose what to do based on your current position. By moving in that spot he chooses cover but he has no AP left to shoot you.For example, during the fight with Carter, if you place yourself on one special tile in the beginning he will throw a smoke grenade as usual, then move himself behind the cover and... won't shoot you until the next turn.
I apologize for the laziness, but how many APs are required to open the inventory and replace items.
Is it even possible to switch gadgets during combat?
I've completed the demo and have some mixed feeling about the combat system. It tries to move from RNG, but in the end it's more RNG than AoD was.
Basically, most of the fights are deadly to the point that if you don't do something exceptional on your first turn you're pretty much done. What's the point in selecting a type of RNG then? You have to kill at least one of the enemies or do a head crit. So, we have a heavy crit dependence. Also, you'll always have to move first or you're also done, so you need initiative. "The victory is definitely within your grasp"... if you reload 250 times to get a perfect row of rolls.
Then the reaction. If you managed to get an interruption in JA2 you'll also need some AP left from your last turn, otherwise you won't be able to do anything. Here though, it's free and it can be deadly and ruin everything, but it's also RNG and unreliable.
Then we have the arenas. The last fight elevates everything said above to the max. You don't have any cover, there is no tactic to help you so it's a completely and totally luck based. If the elevator was bigger and had some cover, you would probably have some chances after the first turn, but as of now it's a head crit and a lot of prayers. And I think the elevator being bigger will do much more than having a few crates for cover as they are mostly useless. Apparently having a shield is much better than being behind a few rows of steel
That's why you go solo! But if you have 3 members this should be easy enough. 3 members - 3 different gadgets. Shield and cloak in cover, invis wearer in the open. Throw a stasis to freeze some bodies, divide and kill. Unless of course your initiative is so low that all enemies go first. Even then, you can activate gadgets on the deployment phase. Use stims on the wounded but since it is the last fight it doesn't really matter if your pawns actually survive it.There is one invis gadget, but three party members. You choose one and the others are dead after the first turn 90% of the time.
Well, what did you expect? It's not the game, it is a combat demo.But then the game ends.
I don't think you know what I'm talking about because if you choose nearby tiles he will do absolutely the same thing, but will also shoot you. If you choose this tile, he won't. You think I would mention this otherwise?
That's why you go solo! But if you have 3 members this should be easy enough. 3 members - 3 different gadgets. Throw a stasis to freeze some bodies, divide and kill. Unless of course your initiative is so low that all enemies go first. Even then, you can activate gadgets on the deployment phase. And since it is the last fight it doesn't matter if your pawns actually survive it.
What?The armor/shield is also pretty good and you don't even have to activate it.
Basically, most of the fights are deadly to the point that if you don't do something exceptional on your first turn you're pretty much done. What's the point in selecting a type of RNG then? You have to kill at least one of the enemies or do a head crit. So, we have a heavy crit dependence.
AI does some crazy things and sometimes is painful to watch. For example, during the fight with Carter, if you place yourself on one special tile in the beginning he will throw a smoke grenade as usual, then move himself behind the cover and... won't shoot you until the next turn.
There's an armor on the muties that provides a 40hp force shield around you, I reckon he's talking about that one. It eats up your gadget slot but it's always active, saving you those 2AP to turn it on during the preparation phase.What?The armor/shield is also pretty good and you don't even have to activate it.
Of course, first you need to strangle your greed in the cradle and buy and use these stimulants because sometimes those 10 hp is what you need for win and such.
You're just talking in terms of solo rifle run which is a whole different difficulty level, make it more clear for everyone else. If you're know what you're doing and use companions - demo is very easy and does not depend on RNG at all.So it loks like more RNG dependent or the same, but then again maybe I just didn't get the grasp on system.
RNG here has little to do with your THC. It's a lot of other things like reaction combined together, which can give you a completely different outcome.I disagree, AoD gives you a huge amount of THC boosters through itemization and trainers
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).I like when initiative matter
Have you actually tried sitting behind them? One good rifle/smg burst and your party member is dead. "Blocked" target by the way is another weird mechanic. What would, theoretically, stop me from shooting "through" an enemy? Should I be upset if I accidentally hit one who stands in the way?There is two covers in the elevator's side and if you didn't notice yet, anyone behind someone else is a "blocked" target until the enemy moves to a flanking position so there's room for more.
You explaining something that so painfully obvious, while I'm talking about a completely different thing. If I had tactical troubles with this fight I would ask for an advice. The problem is not in that, the problem is that your party is a bunch of sitting ducks in this elevator. The only thing that could save your lives is initiative and a good prayer that a rifle/smg burst won't kill your comrades from the first turn, because without at least one of them you cannot win this. If you play alone, you will end being 7 lvl, but you will only have 5 lvl if you have two other party members. For the record, if it's not clear enough, I already completed it several times to see the endings and it is the reason for complaints.That's why you go solo! But if you have 3 members this should be easy enough. 3 members - 3 different gadgets. Shield and cloak in cover, invis wearer in the open. Throw a stasis to freeze some bodies, divide and kill. Unless of course your initiative is so low that all enemies go first. Even then, you can activate gadgets on the deployment phase. Use stims on the wounded but since it is the last fight it doesn't really matter if your pawns actually survive it.
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).
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.
It's not tactical strategy like JA2 or Silent Storm or Fallout: Tactics where you have huge maps with plenty of natural cover, so we can't rely on terrain and LOS alone. There will be plenty of combat in close quarters (you enter a bar, a whorehouse, headquarters, warehouse, etc and a fight starts).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.
Greater reliance on terrain and LOS so there's more to the fights than praying to RNGesus and deciding whether it's worth it to use up somebolasflashbangs.
You know like in those games with good turn based combat.
There will be plenty of combat in close quarters (you enter a bar, a whorehouse, headquarters, warehouse, etc and a fight starts).
That's it. By some wild chance, in a casual manner it was officially confirmed that CSG is a unreservedly a decent RPG already.It's not tactical strategy like JA2 or Silent Storm or Fallout: Tactics where you have huge maps with plenty of natural cover, so we can't rely on terrain and LOS alone. There will be plenty of combat in close quarters (you enter a bar, a whorehouse, headquarters, warehouse, etc and a fight starts).
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.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.