Should I pick up a fire extinguisher then?
The sign at the entrance did say no guns. The bartender is augmented as fuck. also plot armor npc. It sucks but there you go.I just got to NYC . threaten some civvies about Ambrosia conversation they had in the tavern. They're not talking - drew my gun, and suddenly the bartender and another patron jumped on me. I killed the bartender but the patron can't seem to die. He even took a planted LAM, no problem.
Too bad. Realistic plays a lot better actually. Smoother, faster, more tense and more enjoyable. It's not damage sponge difficulty everyone so despises in games, it simply balances the rules for you and the NPCs making it pretty . Paradoxically it's also lighter on your medkit supply as it focuses less on damage control and more on damage avoidance.Realistic? Nope. I just want a quick thrill and revisit (See if I can finish it. Ever).
Too bad DX1 isn't STALKER and doesn't have handling stat.Seeing how the aim works reminds me why I hate it so much. Advanced Pistol skill and I took 2 full second just to get a bead on the guy. If the guy drops out of sight - I have to wait for it to recenter again. That's bad. This is a pistol. Not an assault rifle
It actually matters maybe not how fast, but how much you move, so if you make baby steps, you should be able to retain accuracy. Use crosshair to monitor your accuracy and try keeping it narrow enough. It's not a run and gun game unless you have at least advanced in weapon skill, laser sight, some recoil damper and accuracy mods, ballistic armour aug and preferably aggressive defence system for defeating heavier foes. Run fast and targeting augs are also helpful.I didn't run, I moved slow. Crouched. Nothing, it makes no difference whether JC moved in quick or slow.
But tell me - how is being frustrated at missing from pistol in DX1 because you moved a bit and have shitty skill any different than being frustrated because your character missed a dude one hex away from pistol in Fallout (twice)?We're too hung up on this 'RPG = Stats allocation' mantra = Good. Deus Ex didn't need this. Mass Effect didn't need it either.
How is it different? If I'm aiming a gun IRL I know what am I looking at and what am I aiming at - my sight is my crosshair. My ability to keep the weapon trained on target I'm looking at and to aim it quickly and accurately will depend on my stats. My stats will also control how well I manage its recoil and how fast I can reload.Because fallout is a top down RPG that is turn based and doesn't even rely on the player reflexes - or even time limit and real time movement as a factor? I just don't see why it's the same shit just because it's stats driven. Pistol grip is now stats? It's different.
No, it isn't the same because damage scaler in DX1 is pretty cosmetic and of minor consequence when it comes to using weapons effectively. Even if I don't like it it doesn't really matter all that much because even on untrained most weapons are pretty fucking lethal when they hit. The problem is hitting, especially in dynamic, actiony situations. Which is actually pretty realistic, because even a noob can be pretty accurate IRL if he's given optimal conditions and can take his time to aim, let alone stuff like using the opportune environment objects to support and stabilize his gun.Just look at what Bethesda done to Fallout 3 - a crazed hybrid between VATS and real time combat that rewards more damage with higher skill point (isn't that the same as Deus Ex?) It's shit. It's not the same.
All the time I spent playing this game, and I had absolutely no idea.Pistol
Trained: You can use Pistols, Crossbows and Stealth Pistols.
Advanced: None.
Master: None.
Usage upgrades:
Untrained - Basic accuracy
- Basic damage
Trained: - Basic accuracy + 4%
- Basic damage +10%
Advanced: - Basic accuracy +12%
- Basic damage +25%
Master: - Basic accuracy +25%
- Basic damage +50%
How?Wait till you see how they "solved" the problem of invincible NPCs in Invisible War.
How?Wait till you see how they "solved" the problem of invincible NPCs in Invisible War.
Wait, do I want to know?
In both cases you use interface to specify the action and let the character skill determine outcome.So...reflex based aim in first person shooter with zero-in timer based on stats in real time is the same as a game where you just hover a mouse cursor over a target, see the chance of hitting and click to spend AP + roll die?
I really don't see the similarity.
Has anyone made the trollface texture mod for those windows?Whenever you meet plot-critical NPCs, they're always behind bulletproof glass windows.
I'd imagine the main failing to be somethig different, though:It's excellent, although it makes the long loading times even longer.
Sounds like a sensible man if you ask me.(Somewhat bizarrely, this same John P seems to have recently resurfaced as a hardcore DX:HR hater.)
Wasting time making IW retextures but hating HR?Sounds like a sensible man if you ask me.(Somewhat bizarrely, this same John P seems to have recently resurfaced as a hardcore DX:HR hater.)
It's a failure of an abstraction because the game is already expecting you to use your reflexes to aim in their general direction and then undermining it. Plus waiting seconds for a reticule to close has never been enjoyable, ever. That is not a thing to be enjoyed, merely tolerated if there are other worthwhile aspects.In both cases you use interface to specify the action and let the character skill determine outcome.So...reflex based aim in first person shooter with zero-in timer based on stats in real time is the same as a game where you just hover a mouse cursor over a target, see the chance of hitting and click to spend AP + roll die?
I really don't see the similarity.
Both are pretty good abstractions of how this kind of stuff works (with FPS aiming being less abstract and more detailed one).
And finally, both can make people butthurt for completely stupid reasons.