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- Jan 28, 2011
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Knowing that you should build a character who actually has combat skills (ie not a pure decker) rather than "pulling an Avellone": pretty important.
They could have alleviated this problem a bit by avoiding solo combat sections entirely and making Jake/Paco/Coyote/Harlequin etc not painfully mediocre when it came to combat capabilities. Part of the reason why the cemetery is so difficult is because you're saddled with two characters who are dead weight compared to a combat monster PC.Knowing that you should build a character who actually has combat skills (ie not a pure decker) rather than "pulling an Avellone": pretty important.
They could have alleviated this problem a bit by avoiding solo combat sections entirely and making Jake/Paco/Coyote/Harlequin etc not painfully mediocre when it came to combat capabilities. Part of the reason why the cemetery is so difficult is because you're saddled with two characters who are dead weight compared to a combat monster PC.Knowing that you should build a character who actually has combat skills (ie not a pure decker) rather than "pulling an Avellone": pretty important.
It was the only section where I died. Multiple times even.I didn't actually find the cemetery so hard. It was pretty easy to fuck up the attackers with area effects and such. The last level was the hardest in the game for me by far. The Telestrian decking run (not the actual physical combat) was also kinda "hard" but that was just because it was a slog and Dodger sucked balls
It was the only section where I died. Multiple times even.
Sounds like you were using tactics chummer.The only area that i had problem was the Telestrian decking run. I died enough times before i passed it. Cemetery run i killed the first group quickly, and then just waited from cover and killed anything that came my way with no problem. The last mission you had enough people that you could kill a bug in a single turn if you didn't missed your shots.
Did you die after you acquired all the info? Because I can understand how locking the elevators can be optional. I got the all-clear message before I had the chance to make it that far (but did it anyway for the karma).Does winning the fight in the matrix matter? Dodger died in my attempt and I went and wiped out the entire security team anyway... Or is that some kind of failsafe in case the player screws up the matrix end of things?
Sure. But Cemetery and Telestrian run were the only two missions that required that. The rest, no.Sounds like you were using tactics chummer.The only area that i had problem was the Telestrian decking run. I died enough times before i passed it. Cemetery run i killed the first group quickly, and then just waited from cover and killed anything that came my way with no problem. The last mission you had enough people that you could kill a bug in a single turn if you didn't missed your shots.
SR is too easy with a combat monster character, especially on "very hard" = true statement. Game requires zero tactics = hyperbole.
Also the bug hunt. Bugs coming out the walls requires being in good positions. Half the combat areas in the game right there.Sure. But Cemetery and Telestrian run were the only two missions that required that. The rest, no.
Was the last one even cyberpunk-ish?No. It's probably best to keep those hidden so as to not cause panic or inflate expectations for Berlin.
After giving the soundtrack a few spins I've decided that Marshall Parker (the SNES composer) is better than Scott Powell (the Genesis composer). I enjoy the 80s electronic dance music vibe of Powell's That's the Stuff/Don't Sleep in the Shadows/Followed but almost everything else he did was blander and not as interesting to me as Parker's 90s industrial sound. I like almost all the combat music tracks.
Of course they're both better than that lame band who made that boring song about personal responsibility.
Save Game Improvements: We're happy to report that progress is still being made on the improvements to our saved game system. The code architecture is now in place and we are working through all the extra logic required to save the myriad game states that already exist within the code base. As soon as the feature is complete and fully tested, we'll release it for Dead Man's Switch but we don't want to rush something this complex. We definitely plan to have it fully implemented in time for the Berlin release.
Yup. I just hope they won't make it so easy this time...i'm going to have to buy this i guess...
Actor spawners can scale difficulty via naming convention using a story variable: e.g. Guard_Lv1 Lv2 Lv3 and a story variable CharacterScaleAmount = 1,2,3...