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al-azad
May 28, 2009



Can you even play the Citadel DLC before beating the game? I had the DLC installed but never saw it in the main story.

Speaking of multiplayer, my favorite class is whichever has the energy drain ability. On harder difficulties enemies are cheap bullet sponges but sucking away their shields makes you a great team player.

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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

al-azad posted:

Can you even play the Citadel DLC before beating the game? I had the DLC installed but never saw it in the main story.

It opens up after Priority: The Citadel II. It's still best to wait until near the end of the game, though, so you can make the most of the returning characters.

Project1
Dec 30, 2003

it's time
X-COM: Terror from the Deep. I can play the easiest level of UFO: Enemy Unknown competently enough to win, but this one is a bit too hard without cheating.

E: already know about the research bug.

Project1 fucked around with this message at 07:13 on Sep 17, 2013

pentyne
Nov 7, 2012

al-azad posted:

Can you even play the Citadel DLC before beating the game? I had the DLC installed but never saw it in the main story.

Speaking of multiplayer, my favorite class is whichever has the energy drain ability. On harder difficulties enemies are cheap bullet sponges but sucking away their shields makes you a great team player.

Its best to play before the point of no return, the assault on the Cerberus base. That way you get every character encounter you've unlocked and have seen every person that could be alive by that point in the game, plus get max attendance to the party.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

pentyne posted:

Its best to play before the point of no return, the assault on the Cerberus base. That way you get every character encounter you've unlocked and have seen every person that could be alive by that point in the game, plus get max attendance to the party.

Actually it's best played after you finish the game. It's entirely self-contained and waaay more light-hearted than the main plot. The entire Citadel DLC is basically Bioware having a bit of fun before putting the trilogy to bed.

Dr Snofeld
Apr 30, 2009
Shogun 2? Next to no experience of the series and especially no clue as to how to do battle properly without losing half my men in a slogfest while the other half are way out of position.

GhostBoy
Aug 7, 2010

Dr Snofeld posted:

Shogun 2? Next to no experience of the series and especially no clue as to how to do battle properly without losing half my men in a slogfest while the other half are way out of position.

The best tutorial I can think of is to watch a few battles from shalcar's LP. It should help you gain an appreciation of how to work with different unit types. The current "I'm an ninja, it's your birthday" titled thread also goes into how to avoid going bankrupt on Realm Divide.

Digital_Dogu
Apr 23, 2008
Tomorrow I'll be purchasing a copy of Devil Summoner: Soul Hackers for the 3DS and I was wondering if anyone would like to share any useful tips to send me on my way before I acquire it?

Big L
Oct 30, 2005

Fedora Emelianenko
I bought GTA V but I've never really played the other ones too much. The hugeness of the world kinda baffles me. As a newbie, is there stuff I should look out for? Things to do at first etc.

Blast of Confetti
Apr 21, 2008

by Jeffrey of YOSPOS
Does anyone know how to get Numlock working with Sid Meier's Pirates? It's really frustrating having to click since the game is a gigantic series of QTE's. I know I can rebind the keys, but I'd like to avoid that if it's possible. I've Googled and the internet's consensus is that turning numlock on before running the game should work and I'm a big dumb baby who's obviously not doing that. :rolleyes:

e:gently caress it, changing the controls. It's retarded to have a game that relies on the numpad then a few years later the loving thing stops working.

Blast of Confetti fucked around with this message at 15:44 on Sep 20, 2013

Ozdhaka
Oct 20, 2012
In anticipation for the Steam release on October 3, I might as well share a lot of tips about Agarest War (though I might need to revise this if there are some fixes made between the NA version and the Steam version):

General:
-If you are aiming for the True Ending, use a guide. You'll save yourself a lot of frustration.

-No, you can't alchemize anything until you have the right manual.

-The time until you hit a random encounter in Quest areas is really long; you can cross one end of a room to the other without running into a fight, though if you have to go grab a treasure in a long dead-end corridor then run back you can still run into one.

-TP acquisition does NOT scale with generation - it only scales with the highest hit count you get in battle divided by 4.

-EXP only goes to direct participants in a battle, so decide on a team early and stick with it. Just be careful on who you choose, since due to the generational aspect your roster will remove the current generation's hero and possible wives at the end of gen 1-4, and 3 recurring characters get forced out late in gen 4, though 2 are guaranteed to return and the third requires a guide to get back.

-The overworld turn counter stops mattering once you beat the last boss of generation 5.

-The fewer turns it takes you to finish a battle, the better the rank you get and the better the percentage modifier for the base rewards. The game does use the difference between the highest-level character on both sides to determine how the rank rewards will scale.

--The possible ranks displayed are S (highest), A, B, C, D, E, F, G, H, and I(lowest)

--This scale could vary from 25% of the rewards for a Rank I (10+ turns) fight when your highest level is 10+ levels higher than the enemy to 1000% for a Rank S fight (1 turn) when you are 10 levels below the enemy.

--No, this turn counter ranking scale does not change regardless of the level or the composition of the opposition. This makes getting Rank S on the post game fights an unrealistic proposition.

-Idiot Factory game; get ready for lots of recycled art assets.

Unit based:
-Level cap: 999

-Each of the five primary stats have a stat rank associated with it for each character - this rank determines the the initial cost in level-up points needed to increase the stat by one point and at what base stat values the cost will increase. Stat Ranks go S, A, B, C, D, E, F, G, and H. The cost generally caps once you get your base value of the stat to 91, unless the character has an S rank on the stat, then it's 100.

-PP are basically extra level-up points that you can give to anybody. They're a safety net in case you hosed up on your build. Build your units right and you might not even notice they're there.

-No matter what your party is, raise VITality first, ESPECIALLY if you're playing Hard mode. VIT is the stat that determines max HP growth at level up, and this is the only stat that controls a growth over time. Level ups increase max hp by 2*new level + 3*BASE VIT for each level, so don't bother with any VIT+ boosters. You can stop raising VIT once you get 91/100 base and you'll get enough HP to get you through the entire game.

-Physical fighters should focus on STRength, mages get INTelligence. Yes, INT does boost magic attack and defense. Don't try to go for a composite mix; for any given hit in any given attack, it uses either ATK or MAG, never both.

-Thanks to the Extended Area system, if you decide to give someone a lot of AGIlity, you only need one person to get AGI for your entire team to get first strike on enemy groups. Should you choose to do so, you'll have an easy choice on who to hand stat boosters and excess PP to.

-You can safely dump LUK and not have to worry about it. The reason why is that both of the basic stats it raises - accuracy and evade - only matters for physical attacks. Magical attacks don't care about accuracy/evasion, physical fighters get enough from STR boosting and equipment, and some Arts, any physical attacks augmented by the Accuracy Willpower, and all EX skills/Special Arts ignore evasion/Parry/Magical Barrier and just hit.

-Every 5 levels 1-4 (I haven't seen a single level where all five of them increased simultaneously) of your stats will gain a extra base point for free, and you'll gain these alongside the level-up points normally acquired from levels.

-The 5 primary stats have a base cap of 999 - stat increases from equipment don't count against this limit.

-Base max HP caps at 99,999. You can get an equipment augment that can double this value, and 199,998 is the most you'll see on any of your characters. This is why the VIT value can be left relatively low before raising the primary attack stat; you'll ram the HP cap long before the level cap. PC Note: Whoever did the coding might have screwed up and your actual base HP cap might hover slightly above that.

-Every character starts with four Unit Slots for skills, and can acquire two more via getting to level 50 and using a promotion item called "Proof of Valor" - you get these from certain Adventurer Guild titles and exactly enough of these exist to promote all the characters. Monsters you capture or fuse do not need them, as they have all six of their Unit Slots available. Unit slots are fixed, while Weapon slots obviously change with weapons.

--Promotions also modify stats and unlock the character's 3rd and most powerful EX Skill.

-Revive cost is 100*Character level in gold, and this gets expensive quickly compared to the amount of gold you generally get without selling excess synthesis materials or grinding a whole lot.

-Don't bother filling out all of the mages' skill slots, since none of the physical attack slots (General, Power, Combo, and Special) rely on magic attack. Physical attackers can have any of their magic slots have buffs, physical-based elemental attacks, or any useful utility skills in those slots.

Battle:
-Surprise attacks scramble initial positions for both sides.

-Friendly fire is not a thing in this game - this applies to both attack and heals.

-To make combat less tedious (because you'll be doing it a LOT), pick the smallest field you can run with using your current party; usually this is the Vital Field.

-Threat range for attacks is based on the highest range of the skills on the character, both regular and EX - this is why when Ellis gets her second EX attack her range expands a LOT.

-The game does feature an auto-battle function, but before you abuse it just remember a few things:

--The AI is dumb - if you have physical attacks equipped on your magical characters, the auto-battle AI can tell that character to attack using those physical attacks, which is a waste of their talents AND leaves them in vulnerable positions.

--The AI tends to forget about healing, and hardly remembers to actually resurrect anyone KO'd. If you're going all-out on the auto-battle abuse, give one character (usually one of the mages) a weapon that provides a lot of Earth, Water, and/or Light slots, and slap on the heal, status-cleansing, and heal/resurrect skills on the respective slots. Remove the skills on all the other slots so that the character is forced to heal, revive, and clear statuses. Note that they can still attack via EX Skills, and that's fine.

--The AI doesn't hesitate on targeting element attacks on any enemies that block or absorb them.

--If you're following a True End guide, three fights require this to be off, since there's no way to stop the AI from targeting certain characters you DON'T want dead.

!-Do whatever it takes to keep your characters linked - the real big damage comes from having all of your characters linked up, contributing all of their AP on a long string of attacks that end in your big EX Skills/Special Arts (from combinations of EX Skills) to annihilate the opposition. Your team can't fight nearly as effectively if they fight alone. Also, you gain extra AP at the start of a character's turn depending on how many characters he/she is (in)directly linked with, equal to the number of characters within the link.

-When you choose skills to attack an enemy for a character out of range, the game will lazily move the character to the closest spot that will put them in range - you can't choose the position yourself. Try to work around this limitation to keep characters linked up, but if you can't pull this off very well, just wait until you're controlling your last character in the turn order before attacking, then use the move phase to reposition.

-Counters from enemies hurt. End your attack strings with magic attacks unless you are confident that your attacks will kill the enemies in question.

Boss fights:
-Pick one character to get up close to the boss and any minions, while keeping everyone else far away, then revive them when they inevitably get their poo poo wrecked - oftentimes the boss makes this job easier by knocking your tank back to your main group, which makes it easier to revive them. This also grants your surviving members 25 SP each, which helps make fights go faster.

-Kill any minions the boss has hanging around.

-Use cheap skills like Heal, Harvest Heal (target at least one other person to get more out of this), Refresh, and your cheap consumables to build up SP faster.

-If you're planning to kill the boss the next turn, conserve AP and get just enough SP to get everyone to the SP threshold for your preferred EX attacks/Special Arts, then unload the hurt.

The generational aspect:
-Want to plan out your descendants? Use this.

-Before the end of generation 1-4, there is a last-ditch Q&A between the generation's hero and the possible wives. If you're not following a True End guide, focus on getting your chosen wife to love level 5 (their face on the lower-right corner during conversations is in a blushing state (though one will be winking at you instead)) to make your next descendant as good as possible. Maxing out a relation only matters for an achievement.

--Later in Gen 2, you'll find an item that unlocks the ability to bring them back, but it's costly - 5000 gold*level. There are four of these items, one each for gen 1-4.

-Assuming you get True End locked in, gen 5's wife choice only determines the ending CG you get.

-Leonhardt's descendants can actually change which willpower they can get depending on what level they promote in. This can sometimes be an excellent idea. For example, if you let Leonhardt marry Elaine, you can delay the promotion for Ladius in order to get Qigong, which is a far more useful defensive Willpower than simply blocking counter-attacks. Be careful, though - you can't temporarily remove promotions in order to choose your Willpowers.

-Willpower sets, Extended Area placements, and appearance differ depending on the previous wife, but stats, stat ranks, promotion modifiers, weapon usage, and unit slots not only take the previous wife choice but the choices made beforehand into account.

Exploits, glitches, and weird issues:
-Spend 250 TP in the Adventurer Guild to get 10 "Vessel of Life" items, sell for 500k gold. Just remember to get the title for having ten of those first.

-Be warned if you plan on actually using large monsters - you'll be functionally using at most two. Certain fixed maps feature more, but don't count on them appearing in the end/post-game areas.

-Similarly, because you can only have six monsters on the roster at any time, five at most can be monsters only obtainable from fusion.

!-The vast majority of equipment you can acquire via alchemy don't register in the store and allow you to buy directly - you have to hunt the materials via murdering, overkilling, and/or stealing from enemies/enhance then convert certain pieces of equipment/buy from the Adventurer Guild shop. The skills made from the Adventurer Guild are thankfully unaffected by this.

-Starting gen 3, you can go to a previous continent and get the characters who just left back without looking for the item needed to normally do so, but you still need to pay for the privilege and you need to do so while the current generation overworld turn counter has a reading of Turn 0. -Nope, this got fixed for PC.

-A spear-wielder you get in gen 3, as well as any spear-wielding descendants, can't wield one of the best spears in the game.

Ozdhaka fucked around with this message at 06:20 on Feb 27, 2015

Nate RFB
Jan 17, 2005

Clapping Larry

Digital_Dogu posted:

Tomorrow I'll be purchasing a copy of Devil Summoner: Soul Hackers for the 3DS and I was wondering if anyone would like to share any useful tips to send me on my way before I acquire it?
Nothing on the wiki yet it seems, but this post has served me well so far. I'm only just now going through it for the first time myself so I can't add too much more just yet.

E: I have found that the Dice game is the best way to get coins in the casino, and that it's probably better to just get the armor/accessories and not bother with the weapons. I've killed myself twice so far thanks to enemies reflecting the sword back at me. Also make sure you install the Back Up software once you get it (I think it's after the astro museum?).

Nate RFB fucked around with this message at 15:42 on Sep 22, 2013

Hannibal Rex
Feb 13, 2010

Project1 posted:

X-COM: Terror from the Deep.

Play on Experienced or Veteran.

A lot of the important researches require certain dead or alive aliens, without any rhyme or reason. Look up the tech trees. The other strategic elements are pretty much cribbed 1-to-1 from X-Com. Manufacture Gauss cannons as your money maker and build radar/intercept bases with light garrisons all over the world.

The best starting weapons are the gas cannons, preferably with HE. Those can serve you for quite a while. Gauss rifles are ok, but they don't have enough punch in the long term.

One change is that you can throw multiple grenades, and the first to explode will no longer destroy all the other ones. The alien sonic grenades are more powerful than the human HE packs, making those obsolete.

A few weapons can only be used underwater, so you can't rely on them for terror missions, when you'd need them the most. They're still useful for assaulting alien bases. The same goes for torpedo coelacanths.

Lobstermen are weak against melee and stun.

The sonic cannon is great as a sniper rifle, but don't use it as your main weapon. Sonic pistols should be your mainstay. They're fast, adequately powerful, and since you don't get an accuracy penalty for having something in your other hand you can be very flexible in your loadouts. You might run out of looted ammo, but producing more is definitely worth it.

Don't be afraid to take off from unfinished two-part terror missions. Kill or capture what aliens you can easily get, and carry their bodies and any equipment you want back to the Triton. Alien bases will get tedious. Blow up the synonium device and pull out if you don't want to hunt down every single alien.

Sonic displacers are great.

Project1
Dec 30, 2003

it's time

Hannibal Rex posted:

Play on Experienced or Veteran.

Some really good tips here, thank you. Any reason I should play on a harder level, other than that Beginner is for losers like me?

GulMadred
Oct 20, 2005

I don't understand how you can be so mistaken.

Project1 posted:

Some really good tips here, thank you. Any reason I should play on a harder level, other than that Beginner is for losers like me?
At "Beginner" difficulty, aliens suffer an enormous penalty to their Accuracy statistic. As a consequence, you'll become very lazy about tactics because aliens will tend to miss shots even at close range. You might find yourself scattering your aquanauts all over the map in order to find and eliminate aliens more quickly.

Unfortunately, this approach will fail catastrophically when you begin to encounter a certain late-game enemy (Tentaculats) which do not rely on Accuracy. Those monsters can usually kill a lone soldier (no matter how elite he might be). Belatedly, you'll realize the importance of buddy-system patrols, motion scanners, proximity mines, smoke grenades and flares, expendable scouts, long-range covering fire, etc... However, you might get so frustrated at the sudden "shift" in difficulty (and the loss of your elite soldiers) that you begin to savescum or just stop playing the game completely.

Higher difficulty levels force you to treat rank-and-file enemies with more respect. Either you'll learn good tactics, or you'll get accustomed to taking casualties, or both (preferably both - that's the true XCOM experience).

letgomyAgo
Aug 6, 2012
Just picking up The Witcher 2 today. Anything I should be aware of before I get rolling on it?

Fergus Mac Roich
Nov 5, 2008

Soiled Meat

letgomyAgo posted:

Just picking up The Witcher 2 today. Anything I should be aware of before I get rolling on it?

Do the tutorial. Use all of the tools at your disposal. Get good at dodging. Don't be discouraged if the combat seems hard at first. Most people struggle for a little bit(in many cases all through the first chapter), but once you get the hang of it, it's actually a pretty easy game. Use potions.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

letgomyAgo posted:

Just picking up The Witcher 2 today. Anything I should be aware of before I get rolling on it?
Everything above, and don't be afraid to fight dirty.

Project1
Dec 30, 2003

it's time

GulMadred posted:

Higher difficulty levels force you to treat rank-and-file enemies with more respect. Either you'll learn good tactics, or you'll get accustomed to taking casualties, or both (preferably both - that's the true XCOM experience).

That makes a lot of sense. I remember how nasty those creatures were.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Big L posted:

I bought GTA V but I've never really played the other ones too much. The hugeness of the world kinda baffles me. As a newbie, is there stuff I should look out for? Things to do at first etc.

-Play missions, prioritize the ones that are marked with smaller sized letters. The big ones are "main" story missions, so it's good to pop out all your available side missions first.

-Take cover, you can't take much more than a few hits unfortunately.

-I'm serious, this game sucks at warning you you're about to die.

-Upgrading cars is complete fluff, save your money for guns and properties

-Franklin's special ability to slow down time and take extreme control of a car is super useful, and you can basically use it constantly since it recharges from stuff like driving at top speed and narrow misses on other cars. Click it on to take a sharp turn or dodge traffic, then click it off, and you should never run out.

-When flight school opens up, go and finish it. You'll get a free parachute every time you enter aircraft afterward. Plus it can take Micheal's lovely flying stat to 100 before it's done, and you'll want that.

-When you're wanted, try and find tunnels, covered areas, or back lots where you can hide. It's much easier than just running.

-When you plan a heist, go with your best crew members even if someone says "Oh, this guy won't be as important because blah blah blah" because it's bullshit.

-Don't do assassination missions until you're in the post game. The whole point of them is to abuse the in-game "stock market" to make money, and you'll have a lot to invest after the final mission.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

SpazmasterX posted:

-Play missions, prioritize the ones that are marked with smaller sized letters. The big ones are "main" story missions, so it's good to pop out all your available side missions first.

-Take cover, you can't take much more than a few hits unfortunately.

-I'm serious, this game sucks at warning you you're about to die.

-Upgrading cars is complete fluff, save your money for guns and properties

-Franklin's special ability to slow down time and take extreme control of a car is super useful, and you can basically use it constantly since it recharges from stuff like driving at top speed and narrow misses on other cars. Click it on to take a sharp turn or dodge traffic, then click it off, and you should never run out.

-When flight school opens up, go and finish it. You'll get a free parachute every time you enter aircraft afterward. Plus it can take Micheal's lovely flying stat to 100 before it's done, and you'll want that.

-When you're wanted, try and find tunnels, covered areas, or back lots where you can hide. It's much easier than just running.

-When you plan a heist, go with your best crew members even if someone says "Oh, this guy won't be as important because blah blah blah" because it's bullshit.

-Don't do assassination missions until you're in the post game. The whole point of them is to abuse the in-game "stock market" to make money, and you'll have a lot to invest after the final mission.

If you pick a guy that fucks up in an early heist, give them another shot in a later one. They really do improve.

Spalec
Apr 16, 2010

SpazmasterX posted:


-When flight school opens up, go and finish it. You'll get a free parachute every time you enter aircraft afterward. Plus it can take Micheal's lovely flying stat to 100 before it's done, and you'll want that.


Do you just need to finish flight school or get gold for everything?

Hannibal Rex
Feb 13, 2010

GulMadred posted:

Higher difficulty levels force you to treat rank-and-file enemies with more respect. Either you'll learn good tactics, or you'll get accustomed to taking casualties, or both (preferably both - that's the true XCOM experience).

I played TFTD originally when it came out, and due to some of the research bugs, I was locked out of the endgame because I couldn't get the best craft. I've kept going back over the years, playing on Superhuman because I was an X-Com veteran but the terror and alien base missions always ended up becoming too tedious for me to continue playing. Eventually, I played it through on Beginner, just to see the final level. Playing on that difficulty was rather anti-climactic, that's why I recommended against it.

I had a look at the list of alien stats over at ufopaedia.org, prior to writing my previous post. Most stats improve incrementally through the difficulty levels, except for armor and firing accuracy.

On Beginner both are multiplied by 0.4; that's fish in a barrel territory.
On Experienced you have 0.7 and 0.75 respectively. This should let you play through without too much trouble, but still be hard enough to be interesting.
On Veteran, you have 1 and 1.12. Here you have the classic X-COM challenge. Higher than that is just masochistic in this day and age.

What probably ends up being the most time-consuming difference is the number of aliens per mission. Beginner and Experienced are the same in that regard, while Veteran and Genius have a bit more. Superhuman is just ludicrous.

tl;dr - play Experienced to just see the game, play Veteran for the full X-COM experience.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Spalec posted:

Do you just need to finish flight school or get gold for everything?

Just finish it.

Brasseye
Feb 13, 2009
Good advice apart from this part:

SpazmasterX posted:

-Upgrading cars is complete fluff, save your money for guns and properties

In general this is true, but I'd strongly recommend you put money into upgrading the owned vehicles of each character (Michael's sedan, Franklin's white car and bike and Trevor's truck) because unlike the nice banshee you stole and hid in your garage the owned vehicles will follow you everywhere and will likely be your primary modes of transport for a long time. Making them bulletproof, giving them better acceleration and brakes is a good investment. Franklin's car is a beast when fully upgraded and I hated his bike until I put some upgrades on it and changed the look of it slightly.

Also once your wanted level goes above three stars it becomes extremely difficult to escape the heat. Ive managed to do so only twice, once by stealing the fastest vehicle in the game and once by hiding in a multi level car park, climbing nearly to the top & taking cover behind a car.


Edit: and more importantly check out weapons on the IGN page for GTA to find out where molotov cocktails are located. Theyre really fun and theres no reason to play through the whole game without them like I did. When you get to the spot, stand on the place where they spawn and browse the in game internet for a while until you have 25 of them.

Brasseye fucked around with this message at 15:21 on Sep 23, 2013

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Didn't know you could upgrade his bike, but yeah, upgrade those cars. Also put the bull horns on top of Trevors.

Morpheus
Apr 18, 2008

My favourite little monsters
Been playing Pandora's Tower for a bit - not too far (two towers completed), but is there anything in particular I need to keep in mind, or anything I should be looking out for?

Ainsley McTree
Feb 19, 2004


Any more tips for escaping the cops in GTA 5? They seem much more relentless, even at the 1 and 2 star level, than in previous games. I can do ok in the city, by ducking into alleys and hiding out on foot, but out in the countryside I'm just not sure what I'm supposed to do. They're usually faster than me which means I can't outrun them, and because it's all open space everywhere, I can't seem to hide from them, either. I usually just let them kill me unless I'm in the middle of a mission or something.

I'd ask in the main GTA V thread but I'm paranoid about spoilers and don't want to go there until I'm done.

Also, are there any basic things to know about making money on the stock market? I've figured out how to game it with assassination missions (you'd have to be pretty braindead to miss it) but other than that I'm not sure if there's a real system to figuring out when a particular stock is going to go up.

SiKboy
Oct 28, 2007

Oh no!😱

SpazmasterX posted:


-When flight school opens up, go and finish it. You'll get a free parachute every time you enter aircraft afterward.


This does not appear to be true. I've completed all the missions in the flight school (though not all Gold, 1 silver and all the helicopter ones bronze because the helicopters are terrible) with Michael, and I just jumped out of a jet at a fair height. I can conclusively say that unless there is some trick to getting him to equip the parachute that I am missing, he definately does not have a free parachute.

Edit to add: In fact, aside from the increase in flight skill there doesnt seem to be a reward for completing the flight school. I still get 3 star wanted in the airport, so its not even like earlier GTAs where you were allowed in after you qualify.

SiKboy fucked around with this message at 21:36 on Sep 23, 2013

Fergus Mac Roich
Nov 5, 2008

Soiled Meat

Ainsley McTree posted:

Any more tips for escaping the cops in GTA 5? They seem much more relentless, even at the 1 and 2 star level, than in previous games. I can do ok in the city, by ducking into alleys and hiding out on foot, but out in the countryside I'm just not sure what I'm supposed to do. They're usually faster than me which means I can't outrun them, and because it's all open space everywhere, I can't seem to hide from them, either. I usually just let them kill me unless I'm in the middle of a mission or something.

I'd ask in the main GTA V thread but I'm paranoid about spoilers and don't want to go there until I'm done.

I haven't had a four star wanted level yet but when I was biking through the hills I was able to elude a 3 star wanted level really easily by just biking up mountains. The vision cone isn't actually instant discovery, either. If you're somewhere inconspicuous, cops can drive(or in one case I saw them fly) right by you and not see you.

I agree that the cops are more relentless, though I'd say they're more fun to escape than GTA4.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

SiKboy posted:

This does not appear to be true. I've completed all the missions in the flight school (though not all Gold, 1 silver and all the helicopter ones bronze because the helicopters are terrible) with Michael, and I just jumped out of a jet at a fair height. I can conclusively say that unless there is some trick to getting him to equip the parachute that I am missing, he definately does not have a free parachute.

I had the same problem, it seemed to click on the first time I got in an aircraft with Trevor for some reason. You'll get a little pop-up in the corner when it finally starts working.

Neddy Seagoon posted:

If you pick a guy that fucks up in an early heist, give them another shot in a later one. They really do improve.

The whole thing seems to be "pick cheapest crew members and gently caress up every job so they're cheap badasses by the time you do the final heist for maximum profit."


Fergus Mac Roich posted:

I haven't had a four star wanted level yet but when I was biking through the hills I was able to elude a 3 star wanted level really easily by just biking up mountains. The vision cone isn't actually instant discovery, either. If you're somewhere inconspicuous, cops can drive(or in one case I saw them fly) right by you and not see you.

I agree that the cops are more relentless, though I'd say they're more fun to escape than GTA4.

The only way you're gonna run from 3+ stars is luck or a fast plane at a high altitude, because those helicopters suck. I stole a fighter jet from the military base, which is 4 stars, and those guys were relentless. I ultimately had to land in the desert and park in the hanger when no one was looking.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Dr Snofeld posted:

Shogun 2? Next to no experience of the series and especially no clue as to how to do battle properly without losing half my men in a slogfest while the other half are way out of position.

Here's my effortpost from earlier in the thread. The guy I replied to was asking about army composition, and yari ashigaru and bow ashigaru.

canyoneer posted:

Here's a few tips:

The two basic units, do you mean yari ashigaru and bow ashigaru? Those dudes are weaksauce, and have pretty lousy morale. Equip some samurai, those guys will fight almost to the last man :black101: You should be moving past the peasants and eventually samurai will be the core of your army. Introduce them gradually as soon as they begin to be affordable.

:siren:In Shogun 2, if you're not winning the economy game, you will not win the campaign.:siren: It's that important, without a huge war chest you can't keep order in your empire or field and maintain a sufficient army :smaug:
Your first tech item should be a bee-line towards is the terrace farming tech on the far right of the Chi tree. Upgrading your farms to terrace farms is totally necessary. You get diminishing returns with the next level farm upgrade (Land Consolidation?), but that's still worth it if you're doing so on Fertile or Very Fertile soil.
Send trade ships like crazy to the little trade circles in the ocean. Set up trade agreements with every clan that will accept them. It's free money.
A decent 'rule of thumb' is to ensure your tax income is greater than your army/navy upkeep. Otherwise, when you eventually lose trade routes and trade partners, you'll go broke.
Build metsuke. Parking them in your highest income provinces to "administer" the province provides an enormous income boost. Spending 500 koku to build them pays for themselves in 3-4 turns with a big enough province. I never bother with using them for other functions like arresting agents, because ninjas are a better fit for that anyway.

In fighting the AI, if you can coax them into sieging you, you can wreck them. Castles are an enormous force multiplier. With careful tactics, you can beat back 2:1 odds even if they bring higher quality troops. If they're attacking with a bunch of crappy ashigaru units, you can do 4:1 odds.
The AI just looooves to climb the walls instead of burning down the gate, and you get some pretty serious bonuses on defense against a unit that just climbed 30 feet up a wall.

Focus fire from your bows onto ashigaru units and cavalry. The dirty ashigaru peasants are poorly armored and go down easily. With mounted units, an arrow connecting to the horse is a kill, so they're essentially larger targets. Samurai units are much better armored, especially naginata samurai. Those guys are incredible at standing up to arrow fire and holding the line in melee.

Fix and flank is the name of the game in the tactical battles. Engage melee units with your own units, and bring shock troops around the back or sides to hammer/anvil the enemies. Katana samurai or no-dachi samurai are really good as flanking units due to their high kill rates.
Charge bonuses get multiplied when attacking downhill. So, attack downhill when possible and avoid attacking uphill at all costs.
No-dachi are pretty cool units. Treat them like cavalry that can't run very fast. They have crazy good charge bonuses and high kill rates, but their lack of armor starts to show in extended combat.
As far as cavalry goes, they're not super helpful. The cheap, default yari ashigaru are a hard counter to cavalry, and because they're everywhere cavalry get killed quickly.
Use and abuse your clan's special unit/ability. If you're Shimazu, you should be building tons and tons of their special elite katana samurai.
If you decide to use matchlock units, they are fantastic castle defenders, ignore armor, and demoralize the enemy enormously.

For a more hands-on tactical approach, youtube user Heir of Carthage has some really good Shogun 2 tactical battle walkthroughs. He's a pretty good player, and is not a total weirdo and makes very watchable tutorials.

And seconding Shalcar's LP. He's an encyclopedia.
One thing I'd add is to start as the Shimazu. Their special unit is a katana samurai, which you'd use a lot of anyway. Their starting position on Kyushu is pretty great, and lets you get into that sweet, sweet trade income and has two provinces with Very Fertile soil that are easy to capture. Managing your economy is the hardest thing for a new player, and you will be rolling in money with the Shimazu once you hold the whole island and the trade routes.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Ainsley McTree posted:

Any more tips for escaping the cops in GTA 5? They seem much more relentless, even at the 1 and 2 star level, than in previous games. I can do ok in the city, by ducking into alleys and hiding out on foot, but out in the countryside I'm just not sure what I'm supposed to do. They're usually faster than me which means I can't outrun them, and because it's all open space everywhere, I can't seem to hide from them, either. I usually just let them kill me unless I'm in the middle of a mission or something.

I'd ask in the main GTA V thread but I'm paranoid about spoilers and don't want to go there until I'm done.

Also, are there any basic things to know about making money on the stock market? I've figured out how to game it with assassination missions (you'd have to be pretty braindead to miss it) but other than that I'm not sure if there's a real system to figuring out when a particular stock is going to go up.

Go offroad, it makes it a lot harder for the cops to follow you. And save the assassination missions for after you finish all the main story missions so you can pour a shitload of cash into buying stock before you off the target(s).

JaggerMcDagger
Feb 13, 2012

Bringing you Barry from the sordid depths of the Internet

Morpheus posted:

Been playing Pandora's Tower for a bit - not too far (two towers completed), but is there anything in particular I need to keep in mind, or anything I should be looking out for?

Those red doors? They are post game. Don't worry about them.

RatHat
Dec 31, 2007

A tiny behatted rat👒🐀!
Anything for The Testament of Sherlock Holmes? It's an adventure game and looks pretty linear though.

eleven extra elephants
Feb 16, 2007

Menschliches! Allzumenschliches!!
You can hide in bushes in GTA V to evade cops too.

Zushio
May 8, 2008

FAT WORM OF ERROR posted:

You can hide in bushes in GTA V to evade cops too.

Cops (helicopters included) seem to have trouble if you park under a bridge or overpass. The ground units can still find you if they get close enough, but it's pretty rare they will. Also, cops won't take jumps. There is at least one section where you can jump down from an upper section of highway on to a lower road and they will be completely stumped.

municipal shrimp
Mar 30, 2011

I just picked up State of Decay on steam and I was wondering if there's anything I need to know?

RatHat
Dec 31, 2007

A tiny behatted rat👒🐀!
If you didn't notice from the warning on the store page, the PC version of State of Decay is in early access right now and only works with a controller.

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NihilCredo
Jun 6, 2011

iram omni possibili modo preme:
plus una illa te diffamabit, quam multæ virtutes commendabunt

RatHat posted:

Anything for The Testament of Sherlock Holmes? It's an adventure game and looks pretty linear though.
Yeah, it's 50% puzzles 50% LucasArts-style pixel/item hunting, and it's a relaxed game i.e. you're never on a timer or even able to fail, even when situations appear to demand speed or stealth. So feel free to admire the scenery as much as you want.

The puzzles are generally easier than earlier titles in the series, most of them being minigame locks that have a nice Skip button just in case; late in the game there's one involving jungle animal figurines that is a bit annoying due to poorly-phrased clues, and I'm not sure it was skippable; if you're going to have to check a FAQ on any puzzle, it will likely be on this one. Pixel hunting can be tricky at times despite the highlight ability; my suggestion is to regularly switch between the various camera modes as you wander around, that should do the trick.

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