luj1
You're all shills
PST is mostly about dialog, spiced with combats; quite the reverse.
Common myth by people who never played it
PST is mostly about dialog, spiced with combats; quite the reverse.
It's basic if all the player does is pick a target and attack it until it's dead, but that's true of any game I'd think. Do people actually play it like that?Yeah, but the combat is decidedly basic and not very tactical.
I own three copies of it; two of them are retail CD sets. I've played it plenty, and through to the end; that's why I described it as such, and as a better RPG than Fallout (which I also own on retail CD and have played through many times).Common myth by people who never played it
So what combat options does Fallout have, aside from move, attack, use item?It's basic if all the player does is pick a target and attack it until it's dead, but that's true of any game I'd think. Do people actually play it like that?
Keksleep or knocked out effects, etc.
My mistake. Thanks for pointing that out.Keksleep or knocked out effects, etc.
Fallout has unconscious and knockdown effects in combat
And more:Not only knockdowns,
I own three copies of it; two of them are retail CD sets. I've played it plenty, and through to the end; that's why I described it as such, and as a better RPG than Fallout (which I also own on retail CD and have played through many times).Common myth by people who never played it
This a site full of tryhards.
"Am i prestigious? Look! LOOK WHAT I'M DOING!"
And then 300 hours of Skyrim and Kingmaker on their Steam accounts.
God are y'all gay.
DotA2 has better character building, itemisation and combat than any RPG game
Compared to other genres, there's no reason to play RPGs unless you're after exploration, setting immersion, and writing.
Fallout is almost entirely combat, spiced with a few important NPC conversations; damn good ones mostly. On the flipside, PST is mostly about dialog, spiced with combats; quite the reverse.
And more:
- using chems to buff your stats: Buffout for STR and END, Jet for AP and Psycho for DR
- considering your opponent DRs to deal more damage. People in metal armour have high DR for laser, so, if you can't reliable deal crits don't even bother with laser. Floaters have high DR for pulse weapons. Robots are very susceptible for pulse grenades.
- stealth. Stealth is useful for dispatching enemies in small groups instead of aggravating the entire bunch. Possible stealth kills in one turn.
- using environment to break the line of sight and force enemy to spend his AP on closing in.
And many more, including tricks with lining up enemies in front of burst firing one to incite friendly fire
This was such a high quality thread and then you showed up. LOL
We are all just pieces in a heavenly DOTA match.TBH combatfags are a joke because they are playing tactics against AI, now try playing dota2, a real tactical fantasy game, and see how hard ur noob a$$ gets rekt
I disagree; Fallout is the better game (as I said); better mechanics—story quality does not affect game quality. Mechanics trump all. Bad mechanics make a game unplayable regardless of interest in the story.Yes, which is why Fallout is a badly designed game. It is almost entirely combat, but that combat is shit. There are no tactics involved.
More combat than Fallout? Relative to the amount of text? Planescape allows "level-up over lunch", where your party is just standing around having a discussion—which is GOOD, sure. But most of the gameplay hinges on conversations; some quite massive.I am actually playing it right now..... and there definitely IS alot of combat, it's just that it's so easy and mindless that you forget about it because it doesn't feel like real combat.
In Fallout 1 Small Guns is your bread and butter during the first half of the game, but as soon as you start to encounter some nasty dudes with high DT, DR and tons of health (Supermuties, Deathclaws, etc) they lose a lot of relevancy. Sniper Rifle deals acceptable damage, but it cost one more AP to shoot it, so you need at least two ranks of Action Boy to shoot it twice... Of course, there's Sniper and Better Criticals perks in F1, so SMG/Assault rifle/Auto-Shotgun Madman builds are possible, but this requires some deliberate build decisions. Having Power Armour you still can tank a lot of damage, but fights become too slow and enemies still can fuck you up for good with crits. So, in the latter game it is wise to switch to heavy or energy weapons, with latter having the best stuff in the game, TurboPlasma and Laser rifles. Mariposa and Cathedral could be finished without any gun skills at all: either a good Sneaking skill or using Robe to pass as cultist.The only "tactics" is to pick what weapon you want to shoot with, and arrange the priority of who to shoot first and if you want to target their groin or eyes for more critical damage. Oh and you can also use burst mode if you have the ammo. That's about it. Only 1 skill is relevant for 90% of combat, small guns, and you only really need to increase it to around 100%.
In Fallout 1 Small Guns is your bread and butter during the first half of the game, but as soon as you start to encounter some nasty dudes with high DT, DR and tons of health (Supermuties, Deathclaws, etc) they lose a lot of relevancy. Sniper Rifle deals acceptable damage, but it cost one more AP to shoot it, so you need at least two ranks of Action Boy to shoot it twice... Of course, there's Sniper and Better Criticals perks in F1, so SMG/Assault rifle/Auto-Shotgun Madman builds are possible, but this requires some deliberate build decisions. Having Power Armour you still can tank a lot of damage, but fights become too slow and enemies still can fuck you up for good with crits. So, in the latter game it is wise to switch to heavy or energy weapons, with latter having the best stuff in the game, TurboPlasma and Laser rifles. Mariposa and Cathedral could be finished without any gun skills at all: either a good Sneaking skill or using Robe to pass as cultist.
In Fallout 2 Small Guns stay relevant till the end with the wonderful Gauss Rifle/Pistol, but they don't come until San-Francisco. Basegame is kinda buggy, and it's easy to steal Gauss Rifle and lot of ammo from vagrants and city traders, but Restoration Project cuts this generosity off.
It goes without saying that various Small Guns builds require some decisions right at the chargen. Snipers will need high PER and high AG, tagging Small Guns is necessary to overmax it to 125-150%. High LU is not necessary due to aimed shots bonuses, but is very handy: with Finesse and LU of 10 you will have 20% for crits from the start, but with the setback of -30% to all your damage. Full-auto builds require high AG and Fast Shot to shoot two burst per turn, more STR to carry lots of ammo and more LU to crit more. High PER is not needed and lack of sequence can be compensated with Kamikaze trait (AC is kinda weak anyway); Finesse is good for crits, but once again gives you damage penalties.
I felt a great disturbance in theIt's basic if all the player does is pick a target and attack it until it's dead, but that's true of any game I'd think...
No idea where did you get that,As good as Planescape story is, I finished it only once. Combat is just too awful.
Time spent on LoversLab and in Mod Organizer to set LL mods up in non-conflicting fasion counts in or out?Only 300 hours of Skyrim is indeed decline. Proper monocled Codexers have more than 1000 hours of Skyrim in their accounts.