CHEMS
Scholar
- Joined
- Nov 17, 2020
- Messages
- 1,717
I mean, requiring attrition mechanics to call a system "deep" sounds totally nitpicky, so I'm assuming that you're using this point cause of the current context - there probably are games that you would consider tactically deep that don't have attrition, right? Whatever genre.
So, this alone seems irrelevant to the definition of "tactics". Though, sure. It adds to the depth.
These screen pics from Rance X are NSFW so be warned ~
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You have no idea how close this Kayblis fight was. Kayblis (this version) hits you harder than you can heal. This was a 42 round race to death. I could not have survived another attack. Every action, every AP, practically every last HP mattered to win this boss fight. Just like how I ended the Barbari fight with 3 hp.
Although, to your point, THE hardest, most tactically challenging fight in Rance X is not an attrition fight. Rather it is a timed fight winnable only by playing 8 perfect rounds.
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And this was actually an incredibly great outcome for an 18 round complete grinder of a mission, 8 (4 controlled by the AI) v 16 mechs. Again, attrition added an entire dimension to tactics. Losing an arm or a leg is inevitable but you don't want to lose an irreplaceable laser or double heat sink. Very, very easy to fuck up on missions like this. You have to play with great discipline, be conservative, and grind it out.
But tactics is not PRS in Battletech. Its more like you are vastly outnumbered (4 v 8 or sometimes 4 v 12, plus turrets, vehicles, etc...). Which enemy lance do you engage first (after which the other enemy lances quickly converge on you), where on the map do you retreat to to make your stand and most importantly how do you split your lance up (3/1, 2/2) to draw off enough fire to not die. What's your strategy if one or more of the enemy lances is a fire support lance that's going to destroy you with LRMs off screen every turn? How do you adjust when one of your mechs gets their leg blown off or get their torso shredded by a PPC or an AC/10? What happens when you are about to run out of ammo? How much do you risk overheat shutdown (which is pretty much death)? Every turn, do you eject your pilots or risk their mechs getting cored (permanently trashed, dead pilot)? Can you manage to complete the mission, settle for a partial objective and then withdraw, or just get the fuck out at your own expense and no pay, just so your mechs don't get anymore fucked up?
I mean for example, in AoD, using barbed ammo when you are shooting someone where they are unarmored, using regular ammo when shooting someone with a shield, not using AP ammo at all (since AP is godawful) - all that is obvious, no? Like using EMP traps vs robots in UR. Its just basic common sense stuff - shallow tactics.Sure, this definition nicely covers the topic in its entirety.Another way to answer the question is: choosing to do obvious things is shallow tactics.
At the same time, it's super imprecise and based on your personal feelings, likes and experiences.
Shit is not obvious, if you haven't done it. Thrice. Or a hundred times, depends.
Sorry that you had to copy-paste all that text, but I hoped for a more precise definition this time, as it's the point of contention.
Sure. The base game limits you to 1 lance (4 mechs), BEX lets you add a 2nd lance, and that limits how much fire power you can bring on any mission, in addition to missions that limit you to 1-2 mechs (duels and duo duels) or weight class. I also play with 0 character growth/ minimum skill (3/3/1/3) pilots so that flattens power too.You keep bringing up games that are quite linear though. Including AoD (AoD appeared in my posts only because you started shitting on it).
Dragonfall and AoD are centered around set pieces, right? There isn't a shitload of encounters, but they are meant to be thought out and balanced, or whatever the term is more fitting. Both also share the fact that content is distributed to the player in batches. And harder content is gated, for the most part.
Balancing the difficulty out for you to have the desired challenge (at all times) is a lot simpler in those cases, than in Underrail's.
(Haven't played BT at all, but I assume that, because it's mission based, it has a more linear structure. Besides, I bet the power-curve there is a LOT more flat than in classical RPGs - BT has rock/paper/scissor kind of deal, no?)
Again, why does DOMINATING need to be anywhere near "fair"?Again, I'm not saying that Underrail couldn't be harder, or have more refined set pieces.
I'm arguing that you clearly have unrealistic expectations here.
Agreed, I'm not contending that. My point was about challenge being evenly distributed.Underrail's DOMINATING difficulty should force you to challenge yourself to get better at playing
After I cleared Lunatic Mall, I was *so* excited about Underrail. I thought, "Oh! This is why everyone is praising the game! That was so fun and hardcore!" The rest of the game never came close to replicating that feeling. Looking back, Enrage (which I see you get at level 10) was probably what broke the camel's back.
And what's wrong with scaling? Rance X does scaling beautifully. That's why no matter how good you are, Kayblis, the final boss, is an amazing fight. The game has spent the whole game calibrating itself to your skill level, and you end up fighting a Kayblis just a little too hard for you to beat without getting better.
This is a Kayblis fight played by someone far lower in skill than me, and not even the hard version of Kayblis (he has a cheat character, Shariela, that refreshes AP every turn, so its the easy version Alicesoft put in so anyone can get an ending). Even then, Kayblis is just difficult enough to push him to his limit. Search Kayblis fights on Youtube, they are almost always down to the last action. That's brilliance.
This game looks fun.