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Apropos of nothing, I find that the soundtrack to Sonic Spinball works pretty drat well with this game. Has the same sort of sound as the sound effects, I guess.
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# ? Mar 31, 2023 22:10 |
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Kelp Plankton posted:How the hell do you do ranged team up attacks or weapon finishers? I never saw those at all in my playthrough. The main thing it seems, as far as I can tell (after all, I thought it was unpossible for the longest time), is that it is reliant on everybody involved not having their weapons on cooldown, and ready to be used. If somebody has a gun or bow, and it's ready to be used, then somebody else doing a team attack with them by way of using their own weapon, will cause the ranged weapon person to team attack by shooting. Or you shoot with them, and a teamwork person set next to the enemy will bust out their sword. I have no idea if a weapon finisher can be done with people packing guns at range. EDIT: All this Teamwork move chat reminds me, I really like what they did with the Lead class. It's cool and you want to do stuff with them a lot, but they don't fall into the usual niche of "Main character BEST character".
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Lead is interesting because they shift from a combat class to a support class over the course of the game, so early on they're fighting like everyone else but then in season 4 and 5 they're more about manipulating enemy and teammate positions to set up for other classes to do their thing. It's pretty neat, gives you this sense of the team learning to work together more effectively as they fight together more.
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Kelp Plankton posted:How the hell do you do ranged team up attacks or weapon finishers? I never saw those at all in my playthrough. Has to be with weapons. There's actually two Finishers; the five man normal attack where they float into the air and launch beams, and a five man Weapon attack where they combine the weapons into a cannon thing and fire that. The second one does more damage, but requires your weapons to be off cool down (The actual 'use the weapons', like the Sword/Lance/Axe/Pistol/Bow/Dagger/Rifle stuff). If you have everyone teamworked to where they could hit the opponent with their weapon and the weapon is off cooldown- so 2 squares with Lance, 1 square for Axe/Dagger/Sword, 3-4 square with Pistol and like 5 for Rifle- then they do the weapon finisher when you pick the weapon of your activator and use it on the bad guy. You can tell when it'll trigger because rather then just flashing and them raising their hands if they're participating, they'll also hold up their weapons. It's honestly a super pain in the rear end because for like the Assault sometimes that means just straight up not using their weapon to save it for the finish. this is the same logic with Teamwork attacks, it's just that those involve, obviously, less then 5 people.
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Section Z posted:I have no idea if a weapon finisher can be done with people packing guns at range. Yes.
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Kelp Plankton posted:Lead is interesting because they shift from a combat class to a support class over the course of the game, so early on they're fighting like everyone else but then in season 4 and 5 they're more about manipulating enemy and teammate positions to set up for other classes to do their thing. It's pretty neat, gives you this sense of the team learning to work together more effectively as they fight together more. I'm going with Ashley Smith as Lead for my second run (-20% health on a +50% health class, +30% Sword) to give them even more weapon murder power down the line compared to spear antics. Chainsword and Prism sword were pretty great. Honestly I'm looking over the options and I realize that of my general favorites, four of the default cast members are ones I like a lot. Mao's (Default Assault) stats are cool but I just wanted someone with more health for Assault at the time. Alert Johansen(Default) and Weasly Snipes are still my Support and Techie. Michonne was my Assault and May Yeerum(Default) was my Scout the first time, now they have switched places. First run I was using J Blues(Default Techie) as Lead, now it's Ashley. Snipes is the only dude on my team this time around. And Ashley is the only actor that is new. I guess I'm very boring/particular in what I want for stat bonuses? EDIT: vvv I doubt it helps recycling. It always says 50% (and then you get zero items recycling five things in a row ![]() So I guess it only has a (vague and unexplained) effect on how big your bonus properties are? Section Z fucked around with this message at 21:53 on May 7, 2015 |
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I don't know this, but I'm going to assume Crafting Rate effects what you get back from recycling and / or the random effects you get on crafted items. Also don't be like me and not realize there were other tabs at the top of the crafting menu for like two seasons.
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Yeah the game's defaults are all pretty good for what they do; though some are better for going for specific gimmicks. Like I could see using the Mike Tyson character for an Assault with the Rider path to have literally the highest attack in the game.
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Am I the only one loving that instead of any sort of kung fu, your giant robot simply punches the poo poo out of everything? Get your hit high enough, and all you're doing is just wailing on poo poo left and right.
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Section Z posted:I... wait. Please tell me this is a joke. Kamen Riders fight alone. Defeat Tammy in the fight with her.
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MisterBibs posted:Am I the only one loving that instead of any sort of kung fu, your giant robot simply punches the poo poo out of everything? Get your hit high enough, and all you're doing is just wailing on poo poo left and right. I did this for a bit, but it just didn't feel right without some kind of finishing move. Kelp Plankton posted:Lead is interesting because they shift from a combat class to a support class over the course of the game, so early on they're fighting like everyone else but then in season 4 and 5 they're more about manipulating enemy and teammate positions to set up for other classes to do their thing. It's pretty neat, gives you this sense of the team learning to work together more effectively as they fight together more. This honestly makes sense as well with what happens in season 3. The Lead goes from developing into a show stealing sentai lead into realising that it should be about the whole team, so their gimmick evolves into ensuring that the team can get together to kick some rear end. Also, unintentionally fitting: I went for the pretty boy (can't remember his name) as my Assault because he helped keep initial fees down. By the end, it felt like this wannabe actor had completely and utterly embraced his role, hence he was pulling off absolutely crazy martial arts stunts and just wrecking stuff.
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Astro Nut posted:I did this for a bit, but it just didn't feel right without some kind of finishing move. Well obviously you wail on poo poo until the finishing move. ![]() I'm not entirely done with the game, loving it every step of the way, but holy hell this game makes me wish there was an actual Very Low Budget 90s Children Show Simulator out there. The behind-the-scenes stuff that came out of PR was more interesting than the show itself ever was, and a simulator where you'd have to deal with the things PR had to deal with (a zeitgeist forming with all the benefits and pratfalls, how to salvage the show after that, actors wanting more money than the budget can support, show becoming less popular after it blows up, etc) would be friggin' awesome.
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Astro Nut posted:I did this for a bit, but it just didn't feel right without some kind of finishing move. I used Punch Arm (+combo multiplier) and the Bazooka Arm (+hit, Bazooka can't miss) which felt like the best of both worlds, along with the hit chance head. x2 damage multiplier after the first three punches by the end ![]() (And then I hit block so I could kill them with the bazooka) I tried out the blaster chest with another accuracy arm, but as cool as that was, I just preferred my other setup. The 3rd Chest and Legs basically make you immortal, and the "reduce cooldowns by your combo count" power is amazing on top of ending up with +70% defense. The heal effect is a joke though, 1k health per combo doesn't do much when perfect blocks are taking 1-2k+ damage at the end of the game even WITH +70% defense. Also the pure accuracy arm just made me even more mad than anything because then I was constantly missing 99% chance hits instead of 80something chance hits ![]() I think during my second runthrough, I will go bazooka+sword, so I can fire off two finishers and then use the recharge power to make them both ready ASAP. EDIT: vvv ![]() Section Z fucked around with this message at 21:04 on May 8, 2015 |
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Evidently odd things can happen if the Mecha's hit combo thing goes up too high..
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MisterBibs posted:Evidently odd things can happen if the Mecha's hit combo thing goes up too high.. "Can you beat this combo?" No, because your loving RNG prevents me from hitting whenever the rate drops below 80%. I know it's from the Series Finale robot fight with like 1000% accuracy but I'm bitter anyway. ![]()
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Shaezerus posted:"Can you beat this combo?" No, because your loving RNG prevents me from hitting whenever the rate drops below 80%. While it's technically from that fight, that's not what that's showing. Someone wanted to see if you could beat the fight without the fan boost, and proceeded to stack every mecha accuracy boost available, including marketing actions and equipping everyone with the laser pointer gun. Since accuracy stops decreasing after X9 or so, this resulted in a minimum accuracy of 89%, and that screenshot of them nearly destroying the final boss before it got to move.
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Section Z posted:Also the pure accuracy arm just made me even more mad than anything because then I was constantly missing 99% chance hits instead of 80something chance hits
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Million Ghosts posted:-1 Movement in a game based around positionnig!? Seems smart. True sentai use the robot, beaver, and alien on the same team anyways. I dunno, having my leader have -1 movement hasn't been too bad for me so far up to Season 2...
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Brackhar posted:I dunno, having my leader have -1 movement hasn't been too bad for me so far up to Season 2... Hope you get some Catapult Gloves!
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So, turns out that "defeat the last enemy with a finisher" does not always count when you use a weapon finisher. I also failed the "beat 4 enemies in 1 turn" goal because a generic season 2 squirel dodged THREE loving sword swings in a row. You're bustin my balls here game ![]() "Blackouts" Episode, Season 2 in this case. Also you can't use the send bug report button when the goals complete screen is up. Still totally worth the money I'm im just playing off and on intending to do Rider path this time, but come on maaaaan. EDIT: vvv Of course it does ![]() Section Z fucked around with this message at 05:31 on May 9, 2015 |
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Section Z posted:So, turns out that "defeat the last enemy with a finisher" does not always count when you use a weapon finisher It absolutely does. The Director instructions are just bugged sometimes and fail to register.
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Jesus, they really need to bump up the recycling rates, or let crafting bonuses chip in at least. I spend half the time playing just reloading to get something worthwhile from recycling dumps (ie. at least 2 things for every item dumped) and reloading for crafted gear to have +atk. edit: aaand i got the kamen bug stuff. oh well. second game im trying to beat i cant because of waiting for patches. Khanstant fucked around with this message at 08:00 on May 9, 2015 |
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they have patched again. It seems countering is fixed, they fixed some achievements and some Kamen Rider stuff. Here's the patchnotes. quote:Features:
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As somebody who didn't use rifles my first playthrough because I believed them when they said multishot only works with pistols in game, I won't notice the rifle nerf, whoo! quote:- Fixed helmet sprite on lead being wrong when equipping Crafted Spears; This... This would explain why my lead was suddenly wearing the correct helmet again when I switched over to a sword for the final mission ![]() EDIT: Oh good, the "Electrical Box" chest, and "Armored Legs" legs remain untouched. So robot immortality is still easily obtainable. Section Z fucked around with this message at 00:13 on May 10, 2015 |
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I'm so glad that they fixed countering. Like the fact it wasn't working was making missions tremendously harder, it's incredible.
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With both countering and mecha parts fixed, I think I can finally go back to my sixth ranger save.
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Well, I certainly was worried when I pulled my weapon finisher during the Season 2 finale, and as the cutaway ends and it comes back to the map, the first thing I see is- DODGE ...Then 600 damage and a victory. But Jesus that half second of "wait, WHAT!?"
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Section Z posted:Well, I certainly was worried when I pulled my weapon finisher during the Season 2 finale, and as the cutaway ends and it comes back to the map, the first thing I see is- Yeah I've been seeing bad guys dodge a lot more often, especially when counter was broken enemies with 0% dodge were dodging attacks, and a lot of finishers were getting dodged, but it seems that the attack is undodgeable and always inflicts it's damage even when it's technically 'dodged'.
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There's apparently a bug where the game crashes during the final mecha fight, so I can't beat the game now ![]()
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Grapplejack posted:There's apparently a bug where the game crashes during the final mecha fight, so I can't beat the game now The same thing just happened o me, and I was having so much fun with it too. ![]()
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6 ranger question. Can the finishing move be performed with any of the 5 rangers, or does it have to be the original 5?
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LibbyM posted:6 ranger question. Can the finishing move be performed with any of the 5 rangers, or does it have to be the original 5? I've found it to work without the lead, but thinking on it, I've never really tested it with both 6 and the lead in the same group.
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It should work with any five, and I don't think you get anything extra with all six.
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I finished the game with the Sixth Ranger ending. What are the other two storylines like?Grapplejack posted:There's apparently a bug where the game crashes during the final mecha fight, so I can't beat the game now Yyeeeeeeep. ![]() I just watched it on the U-Tub. Khanstant posted:Jesus, they really need to bump up the recycling rates, or let crafting bonuses chip in at least. I spend half the time playing just reloading to get something worthwhile from recycling dumps (ie. at least 2 things for every item dumped) and reloading for crafted gear to have +atk. I think they straight up need to let us pick the bonuses and rebalance their economy for that. Random bonuses and a linear campaign that gives no opportunity to grind for materials is not a good combination. I didn't even bother crafting the final tier of items before the boss battle. Too much fiddling. Just went in with the shop gear. 2% Pistol Rate 2% Pistol Rate 2% Pistol Rate 2% Pistol Rate 2% Pistol Rate
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The 2% pistol thing has to be some kind of goddamn glitch because it's ridiculous and everyone I know has gotten it too.
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The small Patch notes for what I just downloaded say they fixed the tutorial and final boss bugs, so hopefully that turns out. EDIT: I just finally realized, the bazooka finisher is stronger. My first playthrough it was 9k or so base damage listed, now it says 12k range ![]() Section Z fucked around with this message at 21:32 on May 11, 2015 |
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It's fixed, go beat that game!
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I keep wanting to reset the game because I'm super indecisive on what theme to give my squad. I think I'm good with finally sticking with the 5 styles of Kung-Fu and giving them the 5 Chinese Elements for colors, but ehhhh. Game is goddamn amazing gameplay-wise, though. So, I don't mind at all running through those first few missions, since it turns out differently each time.
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Yikes, people were not kidding about Colin's bear on the rider path. Dead in three turns even with using the heal once it got to the main fight, OW. Well, technically four. But 5 HP left with two stacks of "take 50 damage at start of turn" may as well be two turns, on top of the gently caress using his charge to run off so I couldn't go far enough to attack him anyways. Rider path gave me the Assault to use in this case. Honestly I miss the assault active powers and axe. Also hahaaa, when I tried switching over to HP centric gear the rider power cooldowns are 20+ turns ![]() Trying to decide what gear would help most. I made it through the previous mission (Gives you a line attack. Makes you fight a bunch of birds that all run off separately and never line up) with a setup of 162 attack, 664 health, 34 Skill regen, 20% crits, 34% dodge, 56% counter. The Assault themself, is May with the +20% counter, -30% enemy dodge/counter stats. My biggest ally has been cleave skill being super buggy, and sometimes causing extra cleave damage against lone targets. At least it seems your PASSIVE powers still work as a Rider. EDIT: Looks like the Driver kick shows up on the skill menu. Though while it says cooldown 4, in the actual fights I end up with cooldown 5 (and 6 for Driver mode and the heal). Marketing Edit: I switched over to Earth Defense Squad, but my health doesn't go any higher (644 before and after) and I don't seem to deal any more damage despite the +5% health and total of +35% damage bonuses activated. Section Z fucked around with this message at 02:19 on May 12, 2015 |
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# ? Mar 31, 2023 22:10 |
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gonna stream this for awhile over here http://www.twitch.tv/dirtydeedsdone
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