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Tylana
May 5, 2011

Pillbug

Poison Mushroom posted:

* Speed is super important for getting the extra bonuses, and really hard to buff, so -Speed is super hard to deal with. Think really, REALLY hard about using a low-speed actor.
* Other than that, the most important stat is +Skill, especially on your healer. Being able to use your best skill a turn sooner almost always tops out whatever other benefit you might have.
* The only items you ever really NEED to craft are your robot, the +Speed boots (which are good for the whole game on certain characters/builds) or the +Throw Range gloves for one or two missions. (The season finale where you have to damage the producer in the first turn, most notably.)
* You can craft other items, some of the weapons can be pretty decent, but you're under no compulsion to.
* Even then, don't waste money on crafting mats unless you have money to burn.
* Usually, by the time a five-episode contract with one marketing company ends, you've unlocked at least one better one. Use whichever suit your playstyle.
* If you really can't pick, flat money bonuses are good short-term choices, while things like +Fan Conversion and +Viewers are best for long-term planning.
* How you handle the Season 4 finale decides what your final season and ending are.
* Ending choice spoilers: For the Sixth Ranger ending, take out the boss before the minion, and let the minion join. For the Metal Heroes ending, take out the boss first, but don't let the minion join. For the Masked Rider ending, take out the minion first.

Do you mean Movement, and Skill Regen? Also, thanks!

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RatHat
Dec 31, 2007

A tiny behatted rat👒🐀!
Anything for Plants vs Zombies 2? Of course assume I'm playing it fully for free.

RatHat fucked around with this message at 01:25 on Jan 8, 2016

girl dick energy
Sep 30, 2009

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

Tylana posted:

Do you mean Movement, and Skill Regen? Also, thanks!
I do! It's been a while since I played.

Nemesis Of Moles
Jul 25, 2007

Anyone have any newbie tips for Vernintide?

Foxhound
Sep 5, 2007
Looking for tips on Infamous Second Son.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Foxhound posted:

Looking for tips on Infamous Second Son.

Dump your points into Neon early on when you get it, it's the most fun powerset by far in the game. If you haven't played an Infamous game before, pick Good or Evil and stick with it, there's no benefit to middle ground. Good's powerset is generally more focused-fire attacks and non-lethal stuff, while Evil's chaotic destruction.

Selane
May 19, 2006

Neddy Seagoon posted:

Dump your points into Neon early on when you get it, it's the most fun powerset by far in the game.

That's completely subjective; personally I think the third power is more fun. But one thing that 90% of people would probably agree on is that either Neon or the next power you get are the really fun ones, so at the very least don't dump all your points into the first power until you've seen the next couple.

juliuspringle
Jul 7, 2007

Any basic tips for The Escapists?

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Supeerme posted:

Is there anything for Saints Row: Gat out of Hell?

The seven deadly sins weapons are all pretty great, get them as soon as possible. The hardest is probably the gun for Wrath, this weapon is carried by an old acquittance that'll come instead of 10th archduke and randomly replace archdukes afterwards. If you try to keep notoriety down you could even finish the game without reaching 10 Archduke kills and can potentially miss this gun completely.

Kruller
Feb 20, 2004

It's time to restore dignity to the Farnsworth name!

Pyromancer posted:

The seven deadly sins weapons are all pretty great, get them as soon as possible. The hardest is probably the gun for Wrath, this weapon is carried by an old acquittance that'll come instead of 10th archduke and randomly replace archdukes afterwards. If you try to keep notoriety down you could even finish the game without reaching 10 Archduke kills and can potentially miss this gun completely.

Get the Sloth gun, upgrade it as much as possible, and upgrade your rifle to have unlimited ammo. Proceed to lay waste to Hell from a recliner.

Southern Heel
Jul 2, 2004

X-Com Enemy Within - I'm about mission four or five into this game, and it just seems unbelievably difficult. I am presently assaulting an alien base, I have a sniper, heavy and support guy and two mooks - there are trios of chrysalids who can kill 1.5 dudes per turn and then turn them into zombies. The Chrysalids have got 8 HP or so and zombies 10 HP, and the most damage I can possibly do is around 6-7 per turn. I managed to get past the first section after a few reloads but I'm in a room with 2 beam drones, 2 stealth guys and 3 chrysalids and it just seems completely impossible.

Is it the intent for me to fail this/some/most missions including having my 'best' guys die? Is it the intent to save and reload multiple times for the perfect execution?

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

Southern Heel posted:

X-Com Enemy Within - I'm about mission four or five into this game, and it just seems unbelievably difficult. I am presently assaulting an alien base, I have a sniper, heavy and support guy and two mooks - there are trios of chrysalids who can kill 1.5 dudes per turn and then turn them into zombies. The Chrysalids have got 8 HP or so and zombies 10 HP, and the most damage I can possibly do is around 6-7 per turn. I managed to get past the first section after a few reloads but I'm in a room with 2 beam drones, 2 stealth guys and 3 chrysalids and it just seems completely impossible.

Is it the intent for me to fail this/some/most missions including having my 'best' guys die? Is it the intent to save and reload multiple times for the perfect execution?

You don't need to assault the alien base instantly. It's almost always a better idea to wait until your dudes are more upgraded, and you should never be taking rookies or squaddies on a base assault. What difficulty are you playing on?

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

Southern Heel posted:

X-Com Enemy Within - I'm about mission four or five into this game, and it just seems unbelievably difficult. I am presently assaulting an alien base, I have a sniper, heavy and support guy and two mooks - there are trios of chrysalids who can kill 1.5 dudes per turn and then turn them into zombies. The Chrysalids have got 8 HP or so and zombies 10 HP, and the most damage I can possibly do is around 6-7 per turn. I managed to get past the first section after a few reloads but I'm in a room with 2 beam drones, 2 stealth guys and 3 chrysalids and it just seems completely impossible.

Is it the intent for me to fail this/some/most missions including having my 'best' guys die? Is it the intent to save and reload multiple times for the perfect execution?

It's perfectly viable to get through the whole game on Normal or even Classic without ever failing a mission, and without ever losing anyone important (always possible to lose random squaddies to crits, etc, early.) Particular savants manage it on Impossible Ironman even, but they're both getting lucky and are very very good on those runs.

If you're having trouble with Chrysalids, the important thing to remember is they only have melee attacks and have to come to you. If you move-overwatch, and aren't shy about using grenades, Chrysalids aren't that problematic. I think you're mistaken about attacking an alien base rather than a downed/landed UFO.... if you're not though, that's midway through the plot and you should've done way more than 4-5 missions before then.

The beam drones are meant to repair stronger mechanical units and do fuckall on their own besides plink; The stealth guys can ONLY strangle someone, which automatically decloaks them. S'long as people stay bunched up and mutually covering with overwatch, the stealth drones become non-issues as well.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

chairface posted:

The beam drones are meant to repair stronger mechanical units and do fuckall on their own besides plink; The stealth guys can ONLY strangle someone, which automatically decloaks them. S'long as people stay bunched up and mutually covering with overwatch, the stealth drones become non-issues as well.

Except that one time that your entire squad is waiting for that last jackass to decloak, everyone is on overwatch, and they all miss anyway :unsmigghh:

Pursued by bees
Jan 1, 2013

heartful of fire
with no one left to tell

chairface posted:

The stealth guys can ONLY strangle someone, which automatically decloaks them. S'long as people stay bunched up and mutually covering with overwatch, the stealth drones become non-issues as well.

Seekers (the invisible space squids) actually do have a ranged attack as well, which they use if they can't find a target they can strangle. It just happens kind of rarely.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Also make sure your Sniper has Squadsight and drat Good Ground. Sit them somewhere with a good vantage point and leave them there picking off targets for the mission.

Geektox
Aug 1, 2012

Good people don't rip other people's arms off.

Southern Heel posted:

X-Com Enemy Within - I'm about mission four or five into this game, and it just seems unbelievably difficult. I am presently assaulting an alien base, I have a sniper, heavy and support guy and two mooks - there are trios of chrysalids who can kill 1.5 dudes per turn and then turn them into zombies. The Chrysalids have got 8 HP or so and zombies 10 HP, and the most damage I can possibly do is around 6-7 per turn. I managed to get past the first section after a few reloads but I'm in a room with 2 beam drones, 2 stealth guys and 3 chrysalids and it just seems completely impossible.

Is it the intent for me to fail this/some/most missions including having my 'best' guys die? Is it the intent to save and reload multiple times for the perfect execution?

Also keep in mind the save-scumming particular actions will not work. For example if you save before your sniper takes a 75% shot and he misses, reloading that save does not mean he gets another roll. All the rolls are based on seeds generated every time anything happens, so you have to do something different to get a different result.

As well, it's not always advantageous to Overwatch. If an enemy unit can see the overwatching unit, it will 99% of the time take a shot at whoever is in range rather than move and trigger a shot.

Ravenfood
Nov 4, 2011
XCOM: Don't dash into new territory. Don't take anything but high cover if you can. Don't overwatch constantly. That's pretty much it as far as really, really basic things for a new player to keep in mind. Oh, and going for laser weaponry early on is a good move.

Internet Friend
Jan 1, 2001

Geektox posted:

Also keep in mind the save-scumming particular actions will not work. For example if you save before your sniper takes a 75% shot and he misses, reloading that save does not mean he gets another roll. All the rolls are based on seeds generated every time anything happens, so you have to do something different to get a different result.

As well, it's not always advantageous to Overwatch. If an enemy unit can see the overwatching unit, it will 99% of the time take a shot at whoever is in range rather than move and trigger a shot.

You can enable save scumming in the game options if that's your thing.

Southern Heel
Jul 2, 2004

OK, I didn't realise I could hold off - it is portrayed that you must attend to missions in order to avoid panic, etc. - I killed 23 aliens with 2 rookies and 3 specialists, lost my support dude and 2 rookies on the way though.

What IS important to do? I started on medium and dropped to easy while I was playing the base assault because seriously OTT difficulty :(

Arcturas
Mar 30, 2011

Abductions and terror missions you really should do if at all possible. You can skip them if need be but it's not great. Trying to shoot down medium and small UFOs is almost always worth it if you've been keeping up on air technologies and equipment. Trying to shoot down large UFOs is doable later on, but you can occasionally let those go. Running missions on crashed UFOs is almost always worth it, and landed UFOs are generally worth it too but don't be afraid to run away if need be.

The alien base assault will sit there as long as you want.

owl_pellet
Nov 20, 2005

show your enemy
what you look like


What should I know about Interstellaria? There is a lot going on.

McCoy Pauley
Mar 2, 2006
Gonna eat so many goddamn crumpets.
Anything for Crypt of the Necrodancer beyond what's in the wiki? I feel like I can easily get through the first zone when I have a decent run, but I hit a wall in the second -- I don't really see a way either to beat it or to get 12 diamonds to unlock the next heart container. Any tips?

girl dick energy
Sep 30, 2009

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

McCoy Pauley posted:

Anything for Crypt of the Necrodancer beyond what's in the wiki? I feel like I can easily get through the first zone when I have a decent run, but I hit a wall in the second -- I don't really see a way either to beat it or to get 12 diamonds to unlock the next heart container. Any tips?
In this case, it can actually be more helpful to play All Zones Mode. Going chapter by chapter gets you into some bad habits, and being able to come at it with a good set of equipment can really help.

Other than that? Zone 2 is very slow and deliberate. Aside from the armadillos, which only move in straight lines, almost every enemy is either stationary or very slow. Use the slower tempo of the music to plan your moves a bit. It can also pay to spend the diamonds to practice against the shield and wizard skeletons, so you can get how to deal with them down a little better (and their gimmicks will keep coming up in later zones).

Vidaeus
Jan 27, 2007

Cats are gonna cat.
Anything for Kerbal Space Program? Just starting going through the tutorials.

Kanfy
Jan 9, 2012

Just gotta keep walking down that road.

McCoy Pauley posted:

Anything for Crypt of the Necrodancer beyond what's in the wiki? I feel like I can easily get through the first zone when I have a decent run, but I hit a wall in the second -- I don't really see a way either to beat it or to get 12 diamonds to unlock the next heart container. Any tips?

- The deeper you go, the easier All Zones becomes compared to doing single zones because having strong items is practically always better than having more health. Of course seeing the storyline also requires playing All Zones with specific characters.

- In All Zones mode always keep one bomb (or some other way to get through walls) with you if possible, you will occasionally encounter a small square room completely surrounded by walls and inside that room will always be a Potion. Picking it up will grant you an extra life, immediately reviving you at full health should you die.

- Another way to get a Potion is using a Scroll of Need while you have exactly 0.5 health remaining and don't have one already. Note that if you lack a weapon or a shovel or have 2+ enemies next to you, it'll prioritize doing something about those instead.

- There's a special ring called the Ring of Becoming (looks like a ring with a small skeleton on it) that upon being picked up will cause you to die in one hit; However if you have a source of transmutation available, it can be transmuted into the most powerful item in the game. As long as it's still on the ground, the Transmutation spell will do the job, otherwise you'll need to find a Transmutation scroll or a Transmogrifier shop. If you have none of those available, make sure to avoid picking up the ring unless you're supremely confident in your skills.

Also I'm just going to quote my earlier post:

Kanfy posted:

Couple more things I remembered, even without a torch you can find some hidden rooms below your location by checking the walls, if the walls at the southern edge of the room have their opposite side visible it means there's space on the other side.

Like so:






You should also check seemingly empty hidden rooms because they sometimes have invisible treasure chests in them that appear when you step on a nearby tile.

Kanfy fucked around with this message at 10:05 on Jan 11, 2016

El Perkele
Nov 7, 2002

I HAVE SHIT OPINIONS ON STAR WARS MOVIES!!!

I can't even call the right one bad.

Southern Heel posted:

X-Com Enemy Within - I'm about mission four or five into this game, and it just seems unbelievably difficult. I am presently assaulting an alien base, I have a sniper, heavy and support guy and two mooks - there are trios of chrysalids who can kill 1.5 dudes per turn and then turn them into zombies. The Chrysalids have got 8 HP or so and zombies 10 HP, and the most damage I can possibly do is around 6-7 per turn. I managed to get past the first section after a few reloads but I'm in a room with 2 beam drones, 2 stealth guys and 3 chrysalids and it just seems completely impossible.

Is it the intent for me to fail this/some/most missions including having my 'best' guys die? Is it the intent to save and reload multiple times for the perfect execution?


NEVER charge into uncharted territory, NEVER reveal terrain as your turn's last action, NEVER leave a trooper alone or isolated. It's not a game where you should charge forward and tank hits.
1. Always leave a grenade for backup
2. Don't take low-accuracy (<50 %) potshots, use the action to reposition, suppress, overwatch or anything else, really
3. Flank
4. Chaining your items and abilities is useful. Using flush to force enemies to move into sniper overwatch etc. <- this is very much what the game's combat is about
5. Suppression makes your life easier, apply liberally
6. Shredder rockets
7. Half-cover is extremely bad, but hunkering down + half cover may save you. Heavy cover is life.

Also priorities first are:
- Satellites (you have to keep pumping these out consistently)
- Laser weapons
- Carapace armor
Without these your aspects of surviving past month 2 are dim.

The game becomes easier the further in a campaign you go.

ToxicFrog
Apr 26, 2008


Vidaeus posted:

Anything for Kerbal Space Program? Just starting going through the tutorials.

You can tweak just about all of the difficulty settings, including stuff like how bad reentry heat is and how much money you start with, in the game settings when you start a new game.

The game has a huge modding community. Install mods through CKAN CKAN. Even if you don't want to go crazy with new content, it's a very good idea to at least install Kerbal Engineer Redux, which gives you some critical information (thrust to weight ratio and delta-v) when building a rocket -- some of this is planned to become stock in v1.1, IIRC.

If you're playing on Sandbox or Science mode, don't worry! Experiment and have fun. Crash rockets. In Career mode you have to be a bit more careful because things cost money, so crashing six rockets into a row into the ocean is bad news. You can always test designs first in sandbox before you fly them "for real".

We have a large and friendly KSP thread.

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

Vidaeus posted:

Anything for Kerbal Space Program? Just starting going through the tutorials.

Early mission priorities are basically to rack up science. Taking readings from the capsule, exposing science goo/labs to different biomes, even on Kerbin itself, will rack up the science points quickly. Once you've got enough science to unlock some reasonable parts, consider first building a ScienceCar and a SciencePlane to tour Kerbin and suck up all the juicy science your home planet has to offer. Then start looking at missions and putting things in orbit. Taking space tourists for rides to low orbit is an easy way to bring in some funds if money's a problem.

Once you're serious about attempting missions more complicated than tossing a satellite into orbit and parachuting back down in the capsule, it'd be a good idea to head to youtube. Unless you already work for NASA or something, you'll want such videos to explain orbital mechanics, how to actually get to the Mun, etc. Manly in particular does a great job explaining such stuff so you can smear muppets onto other planets with lego spaceships.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



Shadowrun Returns: Hong Kong.

- Unlike Dragonfall, any items you give your party members before / during a mission will disappear into the ether once the mission is done.

- You get any number of "urgent" missions that you can put off forever. The only one that has an actual time limit is Strangler Bao's request.

- The first few missions feature fairly worthless paydata, but latter runs will have data sales that will give you about 1/3 of the total payment for that run.

- Take Gobbet along to the feng-shui mission.

- If you want to get the best ending, make sure you complete Crafty's (the magic shop owner) dialog tree, talk to Is0bel about the Walled City until you get the Nameless King story, and remember the exact phrase that ended the argument between Raymond and Duncan.

- Useful etiquettes: Shadowrunner, Academic (mostly for bits of info rather than tangible benefit) and Gang/Corporate.

- The Auto-Loader arm is a piece of cyberware that can be purchased once you've done three missions or so. It automatically reloads pretty much every gun / grenade launcher / minigun you can find. Immensely useful for any build that relies on ranged weapons.

- The Shiawase Loader arm automatically throws back any grenades that land near you. Useful, but: you need strength to throw grenades accurately, arm cyberware slots have a lot of other neat choices, and Duncan has this as an upgrade option.

- Companion specialization notes:

Duncan: the tier 6 Magnet arm (catch and throw back grenades) is straight up silly overpowered. Cluster in groups, bait grenades, profit.
Is0bel: you can buy her tier 4 Espionage upgrade (+40% Matrix move speed) at Maximum Law's for 500 nuyen and loan it to her if you're so inclined. The 6 extra Fire damage DoT on the grenade launcher (which is great, by the way) is worth either putting up with slower Matrix movement or a nominal investment.
Gobbet: the tier 5 Plague Wall spell is actually a reusable inventory item with a cooldown, which lets you fill that other slot with any other spell you desire without pushing anything off her default loadout. There's a case to be made for the free Devil Rat token if you've invested heavily in the Spirituality track, but Plague Wall is special.
Gaichu: this may be obvious to you, but it wasn't to me; his tier 3 Shuriken Toss is a Strength attack, which means that it deals the listed 12 damage plus Gaichu's Strength and it pops cover.
Racter: Spec his drone to be a sniper or a melee beast. Mixing and matching doesn't work that well.

Edit - reading through the main Shadowrun Returns section, this tip really should go right at the top, because a lot of people playing for the first time don't get it:

- Sniper rifles are *more* accurate the farther away from the target you are.

Xander77 fucked around with this message at 08:30 on Jan 12, 2016

Tunahead
Mar 26, 2010

Punch Club

Your first instinct at the start of the game will no doubt be to train your dude to increase his stats, and avoid the fighting tournament because everyone will own you with their sick moves. This is a huge mistake, and will lead into the Punch Club Cycle Of Failure, where you start out with some money and terrible stats, and then you train and increase your stats, but then you have to manage your money, fatigue, happiness and hunger, and when you're done with that, your stats will have deteriorated because of all the not training you've been doing, and at the end you have some money and terrible stats, and literally everything you've done has been a massive waste of time.

Join the fighting tournament immediately. Everyone will indeed own you with their sick moves, but the fighting tournament is free, and you can join as many times as you like, and it has only one permanent effect: You gain skill points, even when you lose. With skill points you can buy such amazing permanent character bonuses as "a fighting technique that doesn't suck" and "your Agility will never deteriorate below level 4, ever, so go ahead and just watch television for a month".

Also, don't neglect your happiness stat. It might seem tempting to go to the gym while sad because the game just lets you, but Sad Training gives you a penalty to your gains. Just spend that little bit of extra time watching television and gains will come to you much faster.

Hannibal Rex
Feb 13, 2010
Far Cry 2

Playing this for the first time. I've heard it's a little rough around the edges, are there any must have mods to smooth things out?

Panic! at Nabisco
Jun 6, 2007

it seemed like a good idea at the time
I'm just starting Valdis Story, and I'm totally poo poo at Metroidvanias, always missing optional stuff etc. even when I try to keep an eye out. Any tips?

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer

Panic! at Nabisco posted:

I'm just starting Valdis Story, and I'm totally poo poo at Metroidvanias, always missing optional stuff etc. even when I try to keep an eye out. Any tips?
-Your stats actually matter, think a bit on where you're going to put those points. You can respec later on but it costs items.
-Speaking of items: Never sell/use your last Rogue's Cowl, you'll need one to buy the double jump ability and there's a limited amount of them.
-Another item to look out for is Tamahagane: there's only ten of them in the game and they allow you to do extremely powerful stuff after defeating a certain optional boss - with all ten of them you can unlock another weapon, or they can be used to upgrade your weapons and armor, or gain extra levels over the cap.
-That one companion ability that grants you regeneration is extremely useful.
-Learn to love magic. The system feels a bit wonky at first (every magic rune adds four spells, you can have a total of four spells equipped and the combination of spells you have gives you stat bonuses based on light/dark affinity) but the most powerful combos and attacks are all done with spells.
-Backtrack. Explore. There's a ton of hidden stuff, including areas and bosses.


e: Oh, right, forgot why I came here. Endless Legend is kicking my rear end. I've read what's on the wiki here but I mostly got issues with combat, especially judging what I can and can't take on - my starting army of a hero/2 (usually) archers can usually wipe out a village and then get obliterated by the first wandering army it runs into. I know units heal slowly over time, but is there a way to make them rest faster? Just how much of an army (compared to focusing on sim city'ing) do I need to stay in the game?
I've played a ton of Civ 5 and GalCiv 2 but the early game seems to be much more cutthroat here - what are some early priorities, buildings/army size I should be aiming for?

anilEhilated fucked around with this message at 21:25 on Jan 13, 2016

Panic! at Nabisco
Jun 6, 2007

it seemed like a good idea at the time

anilEhilated posted:

-Backtrack. Explore. There's a ton of hidden stuff, including areas and bosses.
I did this and got systematically dismantled by a yeti :( This game has a great combat system but I am really not used to how it controls yet.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
That yeti is actually a bit of a dick move. He's an optional boss that will eventually move away - you can come back and fight him any time (IIRC) before you depart for the town to the left. If you let him change location, he'll be in a later area and you'll lose access to one shop. It's better to kill him early because he drops an item that's used to make a weapon, but it's best to wait a couple levels.

Panic! at Nabisco
Jun 6, 2007

it seemed like a good idea at the time

anilEhilated posted:

That yeti is actually a bit of a dick move. He's an optional boss that will eventually move away - you can come back and fight him any time (IIRC) before you depart for the town to the left. If you let him change location, he'll be in a later area and you'll lose access to one shop. It's better to kill him early because he drops an item that's used to make a weapon, but it's best to wait a couple levels.
So...is there any way to go back and get better ranks on these boss fights? It seems like you get nice bonuses for doing well on them, which makes it easier to do well on the others, etc. I thought I did really well on the ice dragon fight, but it was only a B, and with all the jumping around required I don't see how anyone could possibly get an S for time.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
No, and that's probably the worst design decision in the game. I wouldn't sweat it, though; you always get something and aren't really expected to get S ranks without knowing all the nuances of the combat system/having a really minmaxed build.

Goofballs
Jun 2, 2011



Hannibal Rex posted:

Far Cry 2

Playing this for the first time. I've heard it's a little rough around the edges, are there any must have mods to smooth things out?

I never modded the game but if you find one to turn down patrol respawns a bit that would be ideal. Its the major thing dragging the game down because you go through the same areas regularly and five minutes after you wipe out a checkpoint area they're back again.

The game doesn't bother mentioning it to you that much but there is limited fast travel from the central town areas. You go up to the bus stop and hit the corner of the map you want to go to. I'd recommend making use of that. The combat in the game is really fun but like if you take every fight the game offers you its going to take a million years to get anything done. The cars handle cross country pretty well so a lot of the time you can drive around some fights. You also get molested less by the mobs in a boat if I recall correctly.

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Kenny Logins
Jan 11, 2011

EVERY MORNING I WAKE UP AND OPEN PALM SLAM A WHITE WHALE INTO THE PEQUOD. IT'S HELL'S HEART AND RIGHT THEN AND THERE I STRIKE AT THEE ALONGSIDE WITH THE MAIN CHARACTER, ISHMAEL.

Hannibal Rex posted:

Far Cry 2

Playing this for the first time. I've heard it's a little rough around the edges, are there any must have mods to smooth things out?
I don't think there are any mods because the codebase is a mess.

Here's some tips I posted earlier upthread from my playthrough:

* I noticed particularly with the exploding crossbow bolts from the DLC, but apparently it applies to RPGs as well: if you shoot a rocket-projecticle at a broad surface at an angle there is a good chance it will deflect off and (mostly) waste the shot. For this reason, the M-79 grenade launcher is your choice vehicle-killer for about 75% of the game. For that reason: ABC - Always Be CarryingtheM-79.

* Stealth is very, very difficult to actually achieve in the game. Partly by hazard of sketchy AI coding, and partly by design. In particular, the only chance you have at a stealthy ranged kill is with the tranquilizer dart air rifle, with a headshot.

Why? Because enemies cry out when shot, except most of the time with those tranq headshots. It's possible other headshots may not cause a cry-out (I didn't experiment), but no other sniper rifle is silenced, and that sound will give away your position too. No other silenced weapon does enough damage to reliably achieve one-hit head shots, either.

It's an interesting take on stealthy kills, and while not 100% realistic it's different.

* In the same vein, a machete kill is relatively stealthy, because even though the enemy cries bloody murder, it doesn't actually give away your position like a gunshot will. If you run they'll only be able to trace to where you downed the guy.

* Throwing a molotov and achieving a direct hit is an insta-kill, and it's immensely satisfying. Otherwise fire is kind of a gimmick that isn't very practical, but on occasion it makes a great diversion as it causes everyone to freak the gently caress out. They don't know that the game is hard-coded so as not to create a fire that burns down the whole game world.

* Interestingly, without explosives, you cannot shoot vehicles and make them instantly blow up. A thoroughly shot-up vehicle will belch black smoke, refuse to move, and explode on its own eventually, but it takes a good amount of time and is entirely unreliable. Popping a mint-condition Jeep with a couple 50-cal sniper rounds will stop it in its tracks, though, which is also very satisfying.

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