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Is there no way to get enough ability points to fill out the tree other than finding every hidden area?
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# ? Sep 28, 2020 16:19 |
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# ? May 7, 2024 01:58 |
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I don't think you need *every* hidden area but yes, you do not earn enough points without at least some.
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# ? Sep 28, 2020 16:21 |
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I have 1 extra ability point having maxed out everything else with both DLCs so I can say that you do not need to find every area. But you do need most of them.
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# ? Sep 28, 2020 16:22 |
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i generally did side quests as im doing the main game, besides like talk to the plants and stuff which i finished off before starting awe, but i think main game -> awe -> foundation kinda feels right as the route youre supposed to take story wise
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# ? Sep 28, 2020 18:10 |
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Unless you really care about max melee damage you don’t really need all of them. Unless there’s an achievement for that.
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# ? Sep 28, 2020 18:35 |
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i think there was an achievement for maxing out all the base skills, but I don't think you need to get all the highest tiers added by the DLC/updates.
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# ? Sep 28, 2020 20:54 |
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I had 10 spare at the end of the base game having gotten the Plat and found all secret areas. I ended Foundation with 10 spare having bought the new skills immediately. I bought the new skills in AWE immediately as well and finished that with 10 spare points as well. So, I feel pretty safe in saying you have 10 points of wiggle room of you don't want to do absolutely everything.
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# ? Sep 28, 2020 21:15 |
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John Murdoch posted:Again, this is literally 100% not how launch works in my copy of the game. When I launch something, I will never, ever be able to prime and fire a second throw before the first one has even connected. The first launch is either way faster or the second grab is way slower than that. You don't need to wait for your first throw to connect. Fling something and then immediately fling something else. Don't even wait for the second object to reach Jesse, just hit the button and throw. It will do the same amount of damage and speed regardless.
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# ? Sep 28, 2020 21:28 |
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Polaron posted:You don't need to wait for your first throw to connect. Fling something and then immediately fling something else. Don't even wait for the second object to reach Jesse, just hit the button and throw. It will do the same amount of damage and speed regardless. Please read the post you quoted again. John Murdoch fucked around with this message at 03:31 on Sep 29, 2020 |
# ? Sep 29, 2020 00:31 |
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You definitely have to wait a split second between the pickup and the throw for the game to 'recognize' you're locked onto a target. Double tapping too fast just picks the object up and fires it straight backward. My personal cue for when you're good to toss is when the object starts physically moving through the air.
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# ? Sep 29, 2020 00:43 |
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My mindset with the airborne rangers was to throw a shitload of things at them, can't dodge if the air is made out of debris The service weapon upgrade that lets you remote explode grenades (Charge?) was helpful too, because you could catch them in the blastwave if they tried to dodge.
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# ? Sep 29, 2020 02:21 |
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Jerusalem posted:My mindset with the airborne rangers was to throw a shitload of things at them, can't dodge if the air is made out of debris That's Surge - Charge is the rocket-launcher-like one. Though a cool thing you can do with Charge is to shoot it at a flier, and when they dodge it, grab the shot out of the air and launch it at them. https://i.imgur.com/Asd9R4D.mp4
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# ? Sep 29, 2020 02:42 |
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One dynamite lady
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# ? Sep 29, 2020 03:09 |
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Unfair, Jesse OP
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# ? Sep 29, 2020 03:11 |
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Surge with a blast radius mod works great against fliers, but then you lose all your health because you accidentally stuck one on a wall 30 feet away
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# ? Sep 29, 2020 03:15 |
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Seize was also great against airborne enemies, because now they were working for you and using their dodge bullshit against other Hiss.
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# ? Sep 29, 2020 03:23 |
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CJacobs posted:You definitely have to wait a split second between the pickup and the throw for the game to 'recognize' you're locked onto a target. Double tapping too fast just picks the object up and fires it straight backward. My personal cue for when you're good to toss is when the object starts physically moving through the air. Given that whatever I'm grabbing to throw at a flyer is usually coming from off-screen (or I'm simply not focusing on it, since I'm more worried about the very dangerous enemy and not whether or not the filing cabinet has been airborne for exactly 0.27 seconds), that could certainly be a part of the problem. All I can say is that the "just throw two things at them " schtick is really obnoxious because I've tried doing that from the first five seconds of the Tomassi fight and then all the way through the entire rest of the base game and not once did it work as predictably and reliably as I've seen people claim it should. Even if I try the alternate method of firing a gun at them and then launching, the overwhelming majority of the time their dodge will already be off cooldown by the time the object gets there. I know it's not literally impossible to hit them with launch, but every single time I've pulled it off it has felt like an accident. Maybe I should try recording myself fighting Tomassi some time so I can show ya'll what I'm talking about.
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# ? Sep 29, 2020 04:14 |
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Man, I dunno what the deal is, because that's a very basic thing that literally works fine for everybody else
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# ? Sep 29, 2020 04:17 |
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It’s ok if they can’t do it, but it’s definitely a player issue and not a game issue. If 10 people in the thread are all saying the same thing and explaining it in the same basic way... which is more likely: their game is bugged in this specific way that effects Launch mechanics... or they just keep beefing the timing. I honestly tried to make a little video showing the timing, but if you snap the launch object off before it floats to Jesse, if the Elevated Hiss is looking at Jesse it won’t dodge the object, and I accidentally one shot all the flying enemies that spawned trying to get them to juke it. I was simply too smooth and powerful
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# ? Sep 29, 2020 04:49 |
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Am I the odd one out for finding Tommasi to be a joke? After watching the first bits of the LP which convinced me to pick up the game and play it myself finally, I psyched myself up hella hard because the LPer struggled with it a bit too even with having beaten the game before. Got there myself, discovered literally just shooting Grip at him caused him to dodge and Launched him to death in no time flat. I was kind of disappointed at how much easier it was in comparison to my expectations. Tbf I use m+kb on a pc rather than a ps controller but I dunno if that makes much more of a difference?
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# ? Sep 29, 2020 04:54 |
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I feel like it's very much based on how well the system clicks with you. It was a huge stumbling block my first time through, and still not fun the second time around, but going back any more it's hardly more than a tough mook.
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# ? Sep 29, 2020 04:57 |
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Captain Hygiene posted:Man, I dunno what the deal is, because that's a very basic thing that literally works fine for everybody else Bust Rodd posted:If 10 people in the thread are all saying the same thing and explaining it in the same basic way... which is more likely: their game is bugged in this specific way that effects Launch mechanics... or they just keep beefing the timing. Imagine how frustrating that must be.
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# ? Sep 29, 2020 05:01 |
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John Murdoch posted:Given that whatever I'm grabbing to throw at a flyer is usually coming from off-screen (or I'm simply not focusing on it, since I'm more worried about the very dangerous enemy and not whether or not the filing cabinet has been airborne for exactly 0.27 seconds), that could certainly be a part of the problem. Were you aiming directly at what you wanted to pick up, then hitting the grab button, then returning your aim to the enemy? It's a sort of flicking motion. If you were just hitting the button without aiming at anything first then the problem could have been that Jesse was trying to hoover up an object that didn't have direct line of sight to the enemy.
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# ? Sep 29, 2020 07:03 |
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CJacobs posted:Were you aiming directly at what you wanted to pick up, then hitting the grab button, then returning your aim to the enemy? It's a sort of flicking motion. If you were just hitting the button without aiming at anything first then the problem could have been that Jesse was trying to hoover up an object that didn't have direct line of sight to the enemy. Now we're getting somewhere. No, usually when I grab for something to throw at an enemy I keep my camera locked on to the enemy and let the game pick the object automatically. (I'm a little more discerning if there's an obvious big prop lying around to play with, but forex in the Tomassi fight there really aren't any of those around...not that you could use them without the launch upgrade anyway.) This is what I've been talking about - if a flying enemy is hovering above me, then I'm probably looking upwards towards the ceiling the entire time, which means whatever the object auto-targeting defaults to is likely to be some random debris a mile away, off-camera, which may or may not have line of sight to my target. (Presumably because it's trying to find the closest valid object within camera view and because of simple geometry the distant background is technically "closer" than the vending machine right in front of Jesse at ground level or whatever.) I have also tried deliberately and robotically aiming at the ground, grabbing a bunch of the floor, launching it, then quickly repeating that a second time. ...That still tends to not work. However, I have felt a certain "slop factor" sometimes in hectic fights where if enemies overlap at a distance or I'm switching between targets rapidly then I might start to launch an object at one enemy, and then I guess because it technically hasn't finished going off when I slide my camera towards a different enemy I'll see the object suddenly explode towards the second enemy sideways or from behind (clearly surprising both of us ). So if intentionally invoking that, presumably via the flicking motion your describe, is what I'm missing then there we go. Less of an object rigidly pinging in and then out, creating a clear V shape, more smudging or swiping or flicking around like, I dunno, the stroke of a paintbrush? That sound right?
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# ? Sep 29, 2020 09:34 |
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SaffronKit posted:Am I the odd one out for finding Tommasi to be a joke? After watching the first bits of the LP which convinced me to pick up the game and play it myself finally, I psyched myself up hella hard because the LPer struggled with it a bit too even with having beaten the game before. Tbh I don't really understand how people can have trouble with the combat in this game in general. I think I died maybe 5 or 6 times total, and two of those were backpedaling into a bottomless pit I couldn't see. Control scheme definitely could be a contributing factor, since all shooters are a pain to play with a gamepad.
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# ? Sep 29, 2020 16:57 |
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Control isn't the easiest game, but it's definitely the easiest game I've played that some people appear to have monumental trouble with. *cracks knuckles* Heh, guess I'm just that good.
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# ? Sep 29, 2020 16:58 |
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I don’t even know how you’d beat The Former without the ability to fire off rapid launches semi-accurately.
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# ? Sep 29, 2020 17:08 |
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weekly font posted:I don’t even know how you’d beat The Former without the ability to fire off rapid launches semi-accurately. You temporarily turn on one-hit kills earlier, then forget to turn it back off
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# ? Sep 29, 2020 17:10 |
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Mymla posted:Tbh I don't really understand how people can have trouble with the combat in this game in general. I think I died maybe 5 or 6 times total, and two of those were backpedaling into a bottomless pit I couldn't see. I found this game utterly unplayable on mouse and keyboard
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# ? Sep 29, 2020 17:11 |
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I honestly just didnt like the combat much. The guns felt kind of poopy, or at least as someone who plays a bunch of shooters, it felt strangely hard to land headshots? Combat kinda just started to feel like a nuisance after awhile, particularly with the semi-random respawns/encounters I'd get while back-tracking or hunting for junk. Combat in most situations kinda just turned into "spam launch" - while I managed to get launches against some of those airborne enemies, it always kinda felt random? Like I remember trying to do things like "wait for them to dodge, then launch" or "shoot at them, the launch" but it never felt consistent? Isn't Former just "launch the ball back at them" and "press dodge when they swing"?
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# ? Sep 29, 2020 17:21 |
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Oxyclean posted:Isn't Former just "launch the ball back at them" and "press dodge when they swing"? You missed the critical part of "not dodging into a hole in the floor"
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# ? Sep 29, 2020 17:25 |
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Also you have to move a bit to the side or up so the ball doesn't hit the next ball on the way out
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# ? Sep 29, 2020 17:31 |
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Mymla posted:Tbh I don't really understand how people can have trouble with the combat in this game in general. I think I died maybe 5 or 6 times total, and two of those were backpedaling into a bottomless pit I couldn't see. From my amount of gaming while watching other friends playing the same games as me and having wildly different results and skill levels based on the same amount of time put into a game, it's all relative really. I would label Control combat as pretty brutal and fast which can get frustrating for some people, but Remedy at the very least did a good job of making is satisfying and not too hard to click into the gameplay loop of Launch things at enemies, shoot with weapon when not able to Launch, repeat. Hell, the hardest time I had in the game early on was the first enemy arena due to my overconfidence and the lack of anything but Grip to defend yourself. After that is was some of the big side bosses Former, Mold-1, the Anchor that killed me a lot because those fights have A) Bottomless pits or the equivalent and B) phase changes with unexpected bullshit to catch you off guard that deals shitloads of damage. Bust Rodd posted:I found this game utterly unplayable on mouse and keyboard I found this game utterly unplayable on controller, but I also have a distinct lack of controller use for the past decade+ of my gaming life.
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# ? Sep 29, 2020 17:34 |
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is there a memo i missed that even glances upon what is stored in A.I. containment in the panopticon
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# ? Sep 29, 2020 19:16 |
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Captain Hygiene posted:You temporarily turn on one-hit kills earlier, then forget to turn it back off I think you mean try it repeatedly and die to the floor falling out from under you so many times that you turn on one hit kills and laugh as that bastard falls over to one bullet in the eye.
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# ? Sep 29, 2020 21:31 |
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Wait, you can throw Former's energy balls back at him?!
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# ? Sep 29, 2020 22:43 |
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Yes, and they take off a good 25-30% of his health.
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# ? Sep 29, 2020 22:45 |
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I wouldn't say that much, unless you're running a lot more launch damage mods than me, or unless the SHUM version has a lot more health
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# ? Sep 29, 2020 22:46 |
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In the Fridge fight with Former I relied on hitting him with his own attacks, because it did massive amounts of damage (25-30%). edit: You gotta hit it when its eye is rotated into Orb-Firing position though, I think. In the Flamingo fight, I clowned on him with multi-launch. I don't think I had launch damage mods in either fight.
Bayham Badger fucked around with this message at 00:04 on Sep 30, 2020 |
# ? Sep 29, 2020 23:37 |
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# ? May 7, 2024 01:58 |
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I would occasionally throw an orb back but usually I just dodged them (or maybe destroyed them? I think you can destroy them too) and just kept firing bullets into its eye until it died. I think I almost fell into a pit all of once between both fights.
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# ? Sep 30, 2020 00:53 |