Sincere statement:
I hate interruption mechanic in tacticool RPGs
Tacticool RPG always get suppression wrong, if at all.
Sincere statement:
I hate interruption mechanic in tacticool RPGs
Nigger, it's shit.Mushoku Tensei. If you think that's shit then you either have no taste or are an SJW faggot.Shit.KonoSuba, Drifters and Tanya the Evil
The best dungeon crawler series of all time is Etrian Odyssey and most portraits are of little girls, some of them wearing heavy armor.
Genuinely interested in trying this series out, but the way some people seriously and unironically praise it seems rather odd. Are the games THAT good or is it just Nintendoniggers being pathetic as always and praising them to high heaven just because they're DS/3DS exclusives?
Sincere statement:
I hate interruption mechanic in tacticool RPGs
Is there any isekai about white dude transfered to japanese girl school?
Nah, i'm talking about warpig reincarnated in japanese girl school.Is there any isekai about white dude transfered to japanese girl school?
The Reincarnation Magician Of The Inferior Eyes
and
The Hero Who Returned Remains the Strongest in the Modern World
come fairly close to the pitch and are both absolute garbage. But you could probably tell that from the title already.
Nah, i'm talking about warpig reincarnated in japanese girl school.
True. I was unpleasantly surprised when I realized that suppression doesn't work in JA2; then I started googling and realized that it's actually broken: NPC could be suppressed only once in it's entire existence, this is true even for your mercs.Tacticool RPG always get suppression wrong, if at all.
It completely wrecks the flow of combat; interruption attacks are very deadly, catching you with your pants off, therefore you want to avoid them at all costs. This quickly limits the available options: abuse stealth for enemy can't interrupt you if he doesn't see you; kill enemies from far away without going into interrupt range; abuse interrupt mechanics yourself, setting the defensive positions, making noise and slaughtering enemy charges with your interrupts.Like Overwatch mechanics? Why tho
So many mods messing with it and no one change/fix it?True. I was unpleasantly surprised when I realized that suppression doesn't work in JA2; then I started googling and realized that it's actually broken: NPC could be suppressed only once in it's entire existence, this is true even for your mercs.Tacticool RPG always get suppression wrong, if at all.
It completely wrecks the flow of combat; interruption attacks are very deadly, catching you with your pants off, therefore you want to avoid them at all costs. This quickly limits the available options: abuse stealth for enemy can't interrupt you if he doesn't see you; kill enemies from far away without going into interrupt range; abuse interrupt mechanics yourself, setting the defensive positions, making noise and slaughtering enemy charges with your interrupts.Like Overwatch mechanics? Why tho
Interrupts always favour defense over offence: defender can sit tight and keep his APs for the future interrupts while attacker moves forward, spending his APs and exposing yourself to any attack.
Is that not the point of the learning curve in the first place?Once you become familiar with the mechanics and know how to exploit certain behaviors of the AI, there's not much of a learning curve left
1.13 includes mod that fixes itSo many mods messing with it and no one change/fix it?
In JA2 you learn how to cheese the game and then proceed to do that until the end because it's always way more viable than any other tacticIs that not the point of the learning curve in the first place?
A simple change will make the game way more harder than it is. Place enemies at favorable locations (inside buildings, for example) and forbid AI to leave these locations en masse once any random noise is heard.It's very difficult to come up with an intricate battle plan and execute it as each enemy will just be randomly positioned across the scenery, instead of where they'd logically be if they were doing real-life things.
A simple change will make the game way more harder than it is. Place enemies at favorable locations (inside buildings, for example) and forbid AI to leave these locations en masse once any random noise is heard.It's very difficult to come up with an intricate battle plan and execute it as each enemy will just be randomly positioned across the scenery, instead of where they'd logically be if they were doing real-life things.
Case in point - location H2
Groups of soldiers would be sitting in positions from where they can keep contact with each other and support neighboring groups - one of the simplest military axioms. Never leave your troops isolated, it leads to flanking, encirclement and annihilation.That means you can use 1 guy to make random noise to keep them inside while the other 5 can concentrate on lesser-number group in other places~ So no, bad idea~
Turn-based > RTWP
Turn-based > RTWP
Name one good game, that's good because it's RTWP, not in spite of it.You got this thread backwards, son.
That's completely reasonable, and it's very rare to see. If HoMM3 could pull it off, more modern games can certainly pull it off.And TB CRPG's must have a way to speed up the combat.
Name one good game, that's good because it's RTWP, not in spite of it.