AwesomeButton
Proud owner of BG 3: Day of Swen's Tentacle
I haven't played this game for 3 years. I'm wondering if I should do Foudry's quest before getting into Core City, as I did the last time I was playing. I'm currently lvl 11.
Because your ap cost for pistols is tied to dex, not perception. Thus allowing you to tie ap cost AND accuracy to one stat rather than two which allows you to shoot more and more accurately.Well, as I mentioned above, I like to create thematically coherent builds (think LARP) that are still (relatively) powerful. I don't like max/min munchkin stuff.
Gun-Fu is very thematic, potentially. Obviously you don't want to roleplay/larp a Gun-Fu master. There is nothing wrong about using two types of weapons either, it just requires you to axe some secondary perks. Otherwise there is nothing non-thematic about that. I'd even say it's more realistic although it's more like snipers + shotgun or AR etc, not two kind of pistols.Gun-Fu, multiple weapons, yeah no thanks.
It's a tin can lmg-er?Finally trying out HEAVY DUTY with a HEAVY LMG BOY
Once I actually got an LMG (Junkyard), hoo boy. Everything in Depot A just disappears. I've run dozens of builds and I can think of very few that could just stand in front of an entire map's worth of muties, just stand there and destroy. Just had to spend every single penny on ammo.
I suspect this will continue to shred then run into resistance challenges etc later game, but we'll see.
It's a tin can lmg-er?Finally trying out HEAVY DUTY with a HEAVY LMG BOY
Once I actually got an LMG (Junkyard), hoo boy. Everything in Depot A just disappears. I've run dozens of builds and I can think of very few that could just stand in front of an entire map's worth of muties, just stand there and destroy. Just had to spend every single penny on ammo.
I suspect this will continue to shred then run into resistance challenges etc later game, but we'll see.
You can just give him 10 shields now. He pouts a bit which I found amusing.I joined the Protectorate, but in parallel, I was doing that quest for Gorsky in Core City, and had to steal some shield emitters from the Protectorate base. Couldn't be arsed with the stealth approach (my build doesn't allow for it), so I ended up taking out lke 20,000 Protectorate troopers. Hopefully that won't backfire.
Playing through the Expeditions DLC now, it's fun and well done. The only thing annoying so far has been the second wave of native attacks on the base, so fucking many of them, and your allies barely provide any help. Hope it doesn't get too much worse.
Armor Sloping with Super Steel and high agility is a ton of fun. The hybrid playstyle of not being completely glass cannon but also still being mobile really changes how many encounters feel. I played a Combo Monk with PK if you're interested in a build.That said, I've enjoyed the fuck out of armor sloping, having super steel metal armor is really making a diference and I didn't feel as a glass canon anymore at all (except for the lunatics kind).
... and this is how you properly fellate a developer!Every once in a while I bow to the area, systems, and encounter design, and I wonder who are those people, who have such perfect knowledge over RPGs and over their own systems so as to design perfectly for those systems. And I kind of know how they've achieved it - they've played a lot of RPGs for one thing, and they are a small enough team to have complete knowledge over how their game works.
But even granted those advantages, I have to admire the structure of Expedition in its own right. You have this area infested with this annoying enemy type. You can bang your head against the wall and brute force your way through the area. But if you take another dungeon first, you can find a workaround to help you. The workaround still doesn't trivialize things, but it eases the burden, and also provides the RP feeling of "I'm being smart, and my efforts are building up to something". And as a bonus - both the brute-force approach and the workaround approach work through the systems, it's not scripted.
It's not that complex to execute, but even midsized development teams don't go through the trouble of designing their large quest chains with such a flexible and branching structure.
It's just my honest first-time impression. Last time I attempted Expedition I was about lvl 16 and got my ass profoundly kicked. I'm not denying I'm writing under the influence of first-time experiencing something and unfamiliar with the complete thing, but if it feels good, it feels good... and this is how you properly fellate a developer!
Overall Expedition is mediocre at best for multiple reasons:
- the new enemies design is boring and there is nothing clever as a death stalker, but they all have bloated hp,
- the encounters design is garbage or non-existent, the amount of trash encounters is simply soul crushing,
- the jet ski mechanics are gimmicks which become boring quite fast,
- no improvements in quests design, in fact the dlc lacks sidequests and you are railroaded based on a binary choice,
- if you choose poorly then you are pulled out from exploration everytime the natives have an erection,
- the dlc story goes into lovecraftian territory + pirates, sign of creative bankruptcy,
- there is definitely a tone shift between the dlc and the main game, or maybe the dlc was rushed,
- underwhelming ending.
Maybe it's a matter of taste, or build (strong Sneak on mine), but the density gives me the feeling that the region has been abandoned by people and the wildlife has proliferated, and that by exploring, I'm hacking my way through the jungle so to speak.- the encounters design is garbage or non-existent, the amount of trash encounters is simply soul crushing,
You could say that, I could say it ties in thematically with something like "Heart of Darkness". Sneaking into the pirates' base and killing a large number of them, including the captain in his quarters, was pretty fun. "You kidnap my guy? Fuck you, I'll shit all over your little base!"- the dlc story goes into lovecraftian territory + pirates, sign of creative bankruptcy,
Same here, I don't think it's such a great setting, but the exploration and the balancing of the power curve is I guess the best I've seen.I really mostly like the world building in UR but some aspects.
"Based and redpilled", as kids say. I'm taking it as an 80s action movie. Why look for deep meanings. Why does everything have to be an "universe". Let it be entertainment.And all your questions were unanswered because Styg litterally didn't give it any thought and fuck.
I agree but I don't think it will happen.I definitely wanted more areas like Junkyard and Core City with their complex intertwined questlines, but for some reason it seems we have to wait for a full sequel for that to happen, it is what it is.
Fair enough. Have fun.It's just my honest first-time impression. Last time I attempted Expedition I was about lvl 16 and got my ass profoundly kicked. I'm not denying I'm writing under the influence of first-time experiencing something and unfamiliar with the complete thing, but if it feels good, it feels good... and this is how you properly fellate a developer!
Overall Expedition is mediocre at best for multiple reasons:
- the new enemies design is boring and there is nothing clever as a death stalker, but they all have bloated hp,
- the encounters design is garbage or non-existent, the amount of trash encounters is simply soul crushing,
- the jet ski mechanics are gimmicks which become boring quite fast,
- no improvements in quests design, in fact the dlc lacks sidequests and you are railroaded based on a binary choice,
- if you choose poorly then you are pulled out from exploration everytime the natives have an erection,
- the dlc story goes into lovecraftian territory + pirates, sign of creative bankruptcy,
- there is definitely a tone shift between the dlc and the main game, or maybe the dlc was rushed,
- underwhelming ending.
Maybe it's a matter of taste, or build (strong Sneak on mine), but the density gives me the feeling that the region has been abandoned by people and the wildlife has proliferated, and that by exploring, I'm hacking my way through the jungle so to speak.- the encounters design is garbage or non-existent, the amount of trash encounters is simply soul crushing,
You could say that, I could say it ties in thematically with something like "Heart of Darkness". Sneaking into the pirates' base and killing a large number of them, including the captain in his quarters, was pretty fun. "You kidnap my guy? Fuck you, I'll shit all over your little base!"- the dlc story goes into lovecraftian territory + pirates, sign of creative bankruptcy,
The expansion works great as a power fantasy. It lets me wave my 12.7 sniper around and exact vengeance with a developed character build.
Was there any indication what the surface was like? Unihabitable, I know, but any detail how wretched it actually was? I completed the main campaign years ago, but I came away thinking the world's denizens had been down there so long even they had no real reason to know topside conditions.I would address creative bankruptcy and underwhelming ending in Expedition as the vanilla game didn't shine in that aspect either. So there was no downgrade in that department. I really mostly like the world building in UR but some aspects. Not to mention the fact that the main quest is underwhelming and underwritten in the end with no real resolution to why you were just glorified errand boy. And all your questions were unanswered because Styg litterally didn't give it any thought and fuck.
no way. I wanna see more quests like hopper round upI definitely wanted more areas like Junkyard and Core City with their complex intertwined questlines, but for some reason it seems we have to wait for a full sequel for that to happen, it is what it is.