Metro
Arcane
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- Aug 27, 2009
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Klei seems to prefer tackling different genres.Considering it seems to have good sales, why developers don't go further and make another tactic game?
Klei seems to prefer tackling different genres.Considering it seems to have good sales, why developers don't go further and make another tactic game?
Struggled a bit but finally completed the game on lowest difficulty. Mostly down to dumb luck. I am finding this game more at the mercy of RNG gods than Endless. Items and Programmes - wtf do they actually do - some seem bugged, useless or rely on other items.
You're not entirely wrong, but almost all the programs have a purpose and a some combinations of "bad" programs are quite potent when combined. The trick is to make sure you start with a decent pair, although I suppose first game you don't have much choice, but power drip and lockpick are not bad.Shush, let the guy git gud. It's all natural progression - first you see the game as RNG dependant and impossible to beat, then you beat it on easy and gradually lose all the training wheels.
And it feels awesome.
For the record, I agree that the programs are a bit of a mess. Takes some practice to know what's actually useful.
You're not entirely wrong, but almost all the programs have a purpose and a some combinations of "bad" programs are quite potent when combined. The trick is to make sure you start with a decent pair, although I suppose first game you don't have much choice, but power drip and lockpick are not bad.
Well, it's hard not to complain about RNG when the game on the first two tries of a given level can place your starting location and your objective almost at the completely opposite sides of the level, and then on the third try it places them right next to each other.Shush, let the guy git gud. It's all natural progression - first you see the game as RNG dependant and impossible to beat, then you beat it on easy and gradually lose all the training wheels.
And it feels awesome.
For the record, I agree that the programs are a bit of a mess. Takes some practice to know what's actually useful.
Sure they can, but Hunter has a huge power cost and a large cooldown, and at a certain point you just have to take some daemons to the face. And when you realize that you have to be able to play without hunter regardless of whether or not you have it, it becomes a lot less cool. I recommend playing a few games with Faust, it's good way to learn how to deal with daemonsWhile ping is indeed good enough to almost make the cut, it can be substituted by running, playing peek a boo or placing bodies.
Hunter is about shutting down some of the ways in which RNG can fuck you over.
A bad sequence of blowfish leading to guard spawn or firewall increase, or a labirynth at the wrong time can bury the whole mission, especially if you're struggling to make do with what you have.
And there is, of course, the case of Fractal 2.0
Done that already, but only just enough to get the steam achievement. In my opinion, It makes the game too random and isn't very feasible unless you can rely on a number of rewinds to get you through.I recommend playing a few games with Faust, it's good way to learn how to deal with daemons![]()
I, on the other hand, recommend making friends with Seed. I am getting pretty good mileage out of it with Lockpick and Parasite. It also makes life under Modulate 1.0 and 2.0 much more bearable.Sure they can, but Hunter has a huge power cost and a large cooldown
This insults me. For the record, I learned to play the game before there were difficulties or rewinds (during early access). I don't particularly care for the + difficulties though, as I find they add more tedium than fun. Mainly the removal of guard enemy sight which makes opening doors quite the chore all the time.You may not care much for it playing on Easy, but good luck tackling Endless Plus without one.
I seem to recall it being pretty easy, although I did combo it with Central for endless free power, and brimstone.Done that already, but only just enough to get the steam achievement. In my opinion, It makes the game too random and isn't very feasible unless you can rely on a number of rewinds to get you through.
Seed is fine, although I prefer fusion and even with seed your hunter will cost 3 or 4 power, since you could have used that seed proc on something that actually breaks firewalls.I, on the other hand, recommend making friends with Seed.
Only serves to show how different it can play for two different people who are basically coming from the same spot.This insults me. For the record, I learned to play the game before there were difficulties or rewinds (during early access). I don't particularly care for the + difficulties though, as I find they add more tedium than fun. Mainly the removal of guard enemy sight which makes opening doors quite the chore all the time. And most of the time, I'd rather have 5 power than a dead daemon.
I do not follow. If hunter costs 5, seed knocks that down to a manageable 1, effectively savingyou 4 pwr for that turn.Seed is fine, although I prefer fusion and even with seed your hunter will cost 3 or 4 power, since you could have used that seed proc on something that actually breaks firewalls.
Daemons on safes were never a big concern for me because I like to play around with Dr.Xu, but yeah, EMP also solves that.I got to day 28 on endless (and stopped because I got bored, I could probably go on indefinitely because my setup got completely unstoppable) using power drip/parasite/bless/blast/ping/brimstone. Honestly, when you get really far (when turbo daemons start appearing p. much), daemons become such a simple fact of life that trying to eliminate them directly with taurus/hunter is pointless, and it gets even more pointless once you trigger a daemon that infects every hackable thing on the map. My choice tactic of getting past really nasty daemons was just to load up every agent with EMP and buster chips. Break enough firewalls manually to take it down to 1, use EMP, rob safe, gg wp.
I tend to pick a Hand Cannon for such occassions. It's pretty economical and blowing away one or two guards per mission is no biggie.Also, I remember ping saved my ass way more times than I could count. You will run into situations where you can't distract a guard safely with sprint/peekaboo, not to mention it's insanely useful once a fuck up happens and guards start going berserk.
Quite honestly, games that are only interesting at the highest difficulty settings (or have mechanics that only make any difference in those) have a very serious design problem.At the highest difficulty settings, when you're tight on credits and equipment, each character plays completely differently.