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opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Anonononomous posted:

Just play barely good and save before leveling up at each of the right levels. Then go to a town and slaughter the innocent to get the neutral and evil ones.

Alternatively, you can play as an evil character and go on a donation spree right before you level up. Giving twenty Purified Waters to a beggar or 1000 caps to a church will take you from pure evil to absolute neutral. Either way, it's not too hard to change your karma, just make sure to leave yourself a save with at least a few hundred exp to go.

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opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

iamsmike posted:

Also, tell your survivors where to go. The auto-follow will get them mauled pretty often, and you'd be surprised how competent they become at avoiding zombies once they have a destination.

If you're in a situation where you can't use waypoints (typically when you're carrying a survivor), I find it helps to repeatedly hit the "follow me!" button, maybe once every few seconds. There are situations where a survivor's path will temporarily be blocked by another survivor, and I think hitting the button makes the survivor try again, as opposed to running off to find an alternate route.

Also, take some time (which you'll have, if you don't try to do everything) to explore the mall. If you beeline between objectives, you'll never learn where the awesome food and weapons are. Explore not just the stores, but also any hard-but-not-impossible to reach areas you notice. Try using everything as a weapon at least once, and remember that your only goal is to be back on the helipad in 72 hours -- everything else is optional.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Morpheus posted:

Get the mini-chainsaws off of the psycho clown, then head to the bookstore. I don't know which ones you need, but there are three books that you can pick up to increase the durability of these weapons. With all three books in your possession, you can use the things for pretty much the entire game; they'll saw through a number of zombies in a single, quick hit, bosses will simply collapse before your sawing might, and if you ever need more you can just return to where the clown was and pick them up. You might need to get a couple more near the end of the game, if you cut through a high number of the undead.

You should be warned, though, you will feel cheesy for relying on this. Alternatively, go visit some bookstores and look for books to improve the lifespan of your katanas -- when a book's in your inventory, you can go into the Skills section of the menu and look up exactly what weapons it improves.

Also, make sure to give mannequin torsos a try. Bonk!

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Vinlaen posted:

Valkyria Chronicles

* Your soldiers become elite at level 11. Elite units get a nice boost to their stats, a larger movement range and (for scouts, shocktroopers, and less importantly lancers) a new weapon. It's definitely better to focus on getting elite scouts and shocktroopers over leveling up all your classes equally.

* Never attack an enemy crouching behind sandbags without destroying the sandbags first. Sandbags prevent all headshots, even if you're 5 inches away and on the same side. Always ruin their cover with a grenade, rocket or tank shell.

* For missions with multiple camps to capture mid-field, it can be useful to go into battle with less than the maximum number of troops. It is far faster to capture a camp with a few scouts and then summon the rest of the army there than to march lancers and snipers across an entire battlefield.

* Lancers, with their anti-explosive armor, can trigger landmines and take barely any damage. If anyone else steps on a landmine, they can avoid triggering it by ending their turn there, allowing an engineer to run up and disable it.

* Don't forget you can activate a unit multiple times a turn (the only penalty is a lowered movement range) and bank your command points from turn to turn.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Dantes posted:

This sound way more restrictive than it actually is. When you use the flame thrower it don't matter if they are in cover or not. They die.

Yeah, I forgot about flamethrowers because you don't start the game with them. Amend the first sentence with, "Unless you're using a flamethrower...", and I stand by it.

While we're on the subject, grenades do not bounce or roll; they land pretty much exactly where the guideline shows they'll land.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Mecha Labrador posted:

Just a quick question on Fallout 3 and the GNR quest.

People keep saying that talking to Dr. Li will break the quest, but can't you just go back to Three Dog, and have him offer you the key to his private stash as a bonus? I was under the impression that doing this was the only way to access the stash. Or is there some other way I'm not aware of? Do you lose anything for not doing GNR first?

It doesn't break the quest, but it breaks a nifty fight sequence leading from the metro to the plaza. Also, you can both experience the fight and get the stash if you use Speech to convince Three Dog to give you the info without doing his quest.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.
I just ordered the Wii version of Phantom Brave, having played through a good chunk of it on the PS2 before my copy of the game and my memory card were stolen. I have a vague memory of the mechanics (there are titles, and they're important?), but none of the specifics. A reminder of the basics would be great.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

opaopa13 posted:

Phantom Brave

Thanks! I seem to remember a bunch of those mechanics not being explained early on. The only specific things I could remember were flinging myself all around the ice levels, looking for that perfect ricochet, and using a mine cart attack with a fish.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Sibtiger posted:

Keep in mind that this is from a person who used to be rather competitive in MTG, but I would say it's not worth it. The decks are so gimped and customization is so awful it barely feels like Magic. To be specific, by playing single player you unlock more cards, but all you can do is add them to your deck- you can't take out a single one of the original 60, and furthermore you can't add more land to help balance out adding in these new cards which tend to be expensive. The puzzles are fun but not worth 800 MS points.

To add to this, every single-player victory unlocks a new card for the deck you used, and some decks rely on these unlocked cards to be effective, forcing you to grind victories against a weak opponent. The puzzles are neat, but there's only 8 of them, and the first few are really basic.

At least the interface is done well -- it makes me hope they'll use the engine for a sequel.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.
No one asked, but:

Simcity Societies
Download the official patch immediately. The patch will break all your old saves, but it adds three "strategic" difficulty settings (initially, all you have are "creative" settings, which offer no challenge), new buildings, six scenarios, city policies, terrain modification, new keyboard shortcuts, building action automation, and more. It also made the game run far more smoothly on my laptop.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Elswyyr posted:

Anyone got any tips for Final Fantasy Tactics A2: Grimoire of the Rift?

There are Clan Trials you can undertake to unlock new Privileges for your Clan. Each Clan Trial has five different difficulty levels, with most level unlocking a different Privilege. What's stupid is:

A) If you would earn a Privilege that's a higher-level version of a Privilege you don't have (for instance, Speed Up 3 when you don't have Speed Up 2), you get the lowest level version you don't have yet. You aren't given any indication you could improve that Privilege again by retaking the trial.

B) If you complete a trial without a Privilege you need (either because there's no Privilege for that level, or you already have that Privilege), you don't get anything, even if a lower difficulty level would have earned you a new Privilege.

Rather than torment yourself with all five difficulty levels of all 16 trials, just look at question #18 of this post for a handy list.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Anphrax posted:

Also curious about Puzzle Kingdoms. Why does the computer always do so well? :(

When you make a move, are you checking to see what moves that gives the computer? Sometimes it's better to focus on starving the opponent instead of bolstering yourself. If the computer has only one way to make a match next turn, break it. If neither of you have any matches, just shove one of his tiles off the board, or force two blocks of his colors farther apart. Force him to give you the next match.

Whenever you make a weak move, take a moment to consider if there's any way the random color that replaces the block you slide in could mess you up. By taking three of a color neither of you need, are you potentially giving the computer a chance to take a color one or both of you does? If so, see if there's another way to make the same match -- there almost always is.

As for setup, attack and defense are the best stats. Items that give you extra turns are awesome. Spells that give you extra turns are even better, as you can wait until having two moves in a row would really matter. Using no more than one of each color of unit gives you the most flexibility, and I found that it was usually best to use the ones that cost the least matches to charge, plus maybe one defense-heavy guy for the top of the stack.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Ellen Page Reactor posted:

Any tips for Riven? I played through RealMyst but I've heard that Riven's a lot tougher.

You don't need a walkthrough. In fact, some walkthroughs will serve to ruin your enjoyment of the game by giving you a "speedrun" route: "Now do [mysterious thing X which you shouldn't have known about until way later] to gain access to the [area you shouldn't be able to visit until the significance of it has been properly established]!"

Okay, there is one puzzle where it's possible to know _how_ to solve it and yet be just ever so slightly off. If you're really convinced you understand it, but must be off by just one little thing, go ahead and look at the answer.

Draw a map. It doesn't have to be super detailed, just hubs and how they're connected. If an area is blocked off, or if there's a unpowered device, or if there's a weird thing you can't do anything with yet, make a little note to remind you. Riven is a lot more about, "Oh, from here I can extend that bridge, I'll have to remember to go back there" with almost no "Great, a 10-digit sequence, this will clearly have to be punched into a door on the other side of the world". Little local maps can be helpful too.

Most of the puzzles in the game revolve around either opening a new path or learning something about the culture of Riven. If you find yourself at a dead end, take a second and third look around to see if there isn't a path onward or something to learn from the area.

For a lot of the major puzzles, there's more than one way to approach them. In fact, you almost always have to approach them from more than one way. If you get stuck -- if it seems like you're missing something -- look at the information you've already "deciphered" and see if there isn't another way to understand it.

Take your time. Look around. It's an incredibly pretty game. Enjoy the sights and the sounds of everything. Riven is my favorite game of all time -- it's utterly brilliant in a lot of ways. I promise you that it's always worth it to walk away and come back later instead of resorting to an FAQ.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.
Don't use a walkthrough for Myst. Like Riven, the walkthrough will tell you do things you shouldn't know about yet, which will make it seem like you needed the walkthrough.

...however, I have to admit to always needing a map for the treehouses. That level really, really benefits from RealMyst. How are you supposed to tell how far you've rotated??

In a few places, you can interact with things by holding the mouse button down instead of just clicking.

C-Euro posted:

-People will get mad at me for this, but there's a piece of information in the "gear" world that comes back into play in the "rocket" world. People say you don't need it but they also admit to spending several hours drawing out the solution to that puzzle through brute force, so if that doesn't sound like something you want to do then do the former before the latter.

No one should get mad at you for saying that. That should be printed on the front of the box. Absolutely do the "gear" world first. It would be one thing if it were like Myst 3, where you can freely leave a world you've jumped to, but being trapped and having to brute force your way out of the "rocket" world is horrible.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

GeneralFai posted:

Something you might not pick up on is that using VATS (if you don't know what that means, don't worry, they explain it during the tutorial) causes your weapons to degrade faster. There are lots of junk weapons out there in the wasteland that you can use to repair your gear, but if you want to make the most of what you have, try and limit VATS use to a minimum.

I think VATS also makes your weapons do more damage, so between that (and using less ammo), it balances out. I remember VATS making the game much easier, weapon degradation or not, so whether or not to use it depends mostly on how much you like FPSs and how much you enjoy watching your character punch a guy's head clear off his shoulders in slow-motion.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Orgophlax posted:

So I've had Dead Rising since it first came out, but never really played it except to gently caress around.

I've decided to try and do what I can with it, but I noticed that I had gotten the Carjacker achievement long ago. Now I apparently didn't complete that game I got it in, so of course I didn't unlock the prisoner costume. If I hijack the convict's jeep again and complete the game this time, will it unlock even though the achievement is already gotten?

Yes. The save tracks achievements separately from your gamer profile. When you hijack the jeep, you should see a news-style crawl across the bottom of your screen announcing you've earned the achievement.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

7seven7 posted:

I've got Dead Rising 2 waiting for me at home. I'm reasonably excited about it. I don't know why though, I tried so hard to like the first game, but after being forced to replay the first hour or so of the game about five times and being cut off from the story line several more times, I had to seal it away safely before I threw my controller through my TV.
I've heard that most of the problems from the first have been at least addressed, if not fixed all together. What I want to know though, is are there any little tips and tricks I should know before diving into it? I remember from the first game that having a quickstep potion and knowing where the Uzi in the first room was, were a great help. So I'm looking for little things like that. Oh and any other help couldn't hurt I guess.

Dead Rising is better when you accept gently caress-ups and just roll with them. There's a reason why nothing short of your death actually stops the game. That said, Dead Rising 2 feels way more lenient than the original. To do everything in the original, you had to know every trick and shortcut, whereas this time I got more than 40 survivors on my first playthrough, and never reloaded because a survivor died.

As for things I would keep in mind while playing it for the first time:
* The Psychopaths are hard. Many are made simpler if you're patient enough to dodge their attacks, wait for an opening, smack them twice, and then retreat before their inevitable counter-attack, but one or two are just bullshit. Don't be afraid to retreat to get new weapons and food, or to skip a frustrating one altogether: Psychopaths never guard more than a single survivor, a combo card or a unique weapon, sometimes two of the above.

* Don't leave Case Files until the very last second. Most require you to do something after reaching the area. Usually it's best to get the Case File out of the way, and save survivors when you have nothing story-related to do but wait.

* Don't bring any survivors to Case 2-1 with you.

* If you complete every mission that gives you Zombrex (they're obvious -- they come up during the countdown to Katey's medication time, and the descriptions tell you they're Zombrex-related), you will end up with exactly enough to get to the best ending. You will need two more to save every survivor. You can find these in the casinos, or buy them from the pawn shops.

* Casinos not only each have a Zombrex hidden somewhere, but that's also where you'll find blenders and unlimited supplies of beverages.

* Explore, explore, explore. If it looks like you can climb on top of something, you probably can, and will probably find something interesting on top of it. If you see a giant stuffed animal on a high ledge, it's a signal that there's a cache of supplies waiting for you there. There's no area in the game that doesn't have a few good weapons waiting just out of sight.

* No magazines prolong the duration of combo weapons, but they tend to be fairly durable as it is. Worst case scenario, the tunnel to the Safe House has the supplies to make two spiked bats, and every other maintenance room has the supplies for at least two combo weapons inside or very close by.

* If you hear a random guy yelling for help in the food court, look up. If you hear random girls calling for help in Royal Flush, they're on the second floor.

* Exit the Royal Flush Plaza into the Strip, turn right, and run for a few seconds. See that thing up on the pedestal? Yes you can. Play the mini-game until it breaks. Enjoy.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Lordspam posted:

Final Fantasy 3/6 ?

Almost all Espers have a "level up bonus", like "Strength +2", which is how much that stat will increase when a character gains a level with that Esper equipped. That much you'll find obvious. What isn't clear is that HP and MP are the only stats you improve by leveling aside from this bonus. And you don't even get Espers until a decent way into the game, so you might want to avoid any grinding before then if possible.

That said, the game is easy enough that you don't have to run from every fight before you get your first Esper or constantly swap Espers around to maximize your level ups. It's just worth knowing.

You also don't need to worry about maxing MBlock unless you want to play an RPG where the enemies aren't allowed to hit you, but it's worth noting that the status effect Blind works by raising the enemy's Block... and since Block isn't actually used, Blind has absolutely no effect. Whoops!

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

gmq posted:

Any tips for Defense Grid? This is my first Tower Defense game. :ohdear:

It's not a bad one to start with!

* In the options, you can turn on floating health bars. Turn them on.

* Towers block each others' line of sight. Don't cluster all your towers together when you could be spreading them out or upgrading them.

* Gun towers are great at everything. Every other attacking tower in the game is situational, but you can never have too many Gun towers. Gun and Temporal towers are the two towers you won't be able to live without. Cannons and Meteors are great when you need the extra range. Flamethrower, Laser and Tesla towers are way too situational for their damage/cost, as far as I can tell.

* You earn interest on unused resources. However, this interest is reduced for each core not safely in the reactor, and towers take a long time to build/upgrade. Don't let interest deter you from spending until you're overwhelmed.

* For missions where you can significantly alter the enemy's path, it's usually less important to immediately construct the longest possible path than it is to set up concentrated killing zones that the enemy has to pass through multiple times.

* Also, you'll never _have_ to build and destroy towers to "ping-pong" the enemy back and forth between two paths. I never did, at least. On the other hand, building a tower right in the middle of group of aliens to split them into two groups...

* There's a cheat that lets you move the camera whereever you want it. Not that this is necessary or even a little helpful, but it sure is fun to play with!

edit:
* Oh, and Missile Towers are really, really awful at not firing at targets that have lethal damage en route. More than any other tower in the game, you really need to spread them out.

opaopa13 fucked around with this message at 05:03 on Nov 26, 2010

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Post poste posted:

Also, you might want to try Blue or Red after T260G, as he has pretty much the longest quest.

I don't remember much from SaGa Frontier, but I do remember that I really enjoyed T260G's quest, as well as Blue's, Red's and Emelia's. Lute has no real plot of his own, just the same sidequests everyone else has -- you can actually go to his final dungeon right from the start and then dodge your way to his final boss.

I got stuck on Asellus, because her quest involves bosses who will ambush you in certain places and potentially wreck you. I think it's the most involved, although Riki's will force you to actually learn the Monster mechanics.

If I remember correctly, there's a minigame during Red's quest to run around a ship without returning to any previously-visited room. Each room you visit decreases the distance between the ship and its destination. When you end up backtracking, a boss fight occurs... but if the ship didn't reach its destination before the fight, the ship will self-destruct after you win, killing you anyway. Don't bother fighting him if he catches you before the distance to the destination is "Almost arrived" or something like that.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Orvin posted:

Any tips for Dragon Quest 9. I tried searching this thread, but nothing much came up.

The items that permanently increases a character's stats only do so for their current job. Don't give one to a character if you know you're not going to use that job much.

You earn skill points by leveling. Switching to a new job resets a character's level to 1 (switching back restores it to what it was), retaining all skills and passive stat boosts. Skill points carry over between jobs, so you can spend a character's skill points in ANY job you have access to, even jobs they will never level as.

Investing 100 skill points in a weapon type will let you use that weapon type regardless of job, which is really, really nice. Later weapon skills also tend to be really good, but tend to cost a lot of MP, which can be a problem for low-MP jobs. Even so, the passive attack boosts may be worth it.

Spells are tied to a character's current job and level. You cannot transfer a Priest's healing spells to another class -- you must have a high-level Priest in your party to cast high-level Priest spells.

Base stats are also tied a character's current job and level, so there's no "level as job X because they get the best stat boosts, but not for more than 38 levels because you'll end up capping stat Y" to worry about.

There's no in-game way to know what a skill does before buying it, and even then you have to enter combat to see the description.

The Thief's Half-Inch skill is the only way to steal items in the game. The Wand's Caduceus skill is the only healing skill.

edit: Removed a redundant line and added a relevant one.

opaopa13 fucked around with this message at 21:29 on Jan 10, 2011

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.
Also for Dead Rising 2: Whenever you stop by the safe room, check the cafeteria, directly in front of you when you walk up the stairs after you first enter. If you see a survivor in there, talk to them -- they want you to do something for them. I don't know why most of these aren't announced, but that's just the way it is.

As for always needing Zombrex, bear in mind that Zombrex does _not_ carry over from playthrough to playthrough, so don't spend all your money on it. You can get four from missions, four by finding hidden caches, and one by doing a cafeteria mission as mentioned above.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.
Spirit Tracks: The better ways of making rupees come later, in the form of minigames. I remember the target-shooting one in particular to be profitable. After you play, always choose the small chest, which contains a treasure that's guaranteed to be more valuable than the big chest's rupees.

Make notes on your map as to what teleporters go where. You'll be doing a lot of traveling. In fact, make notes for everything. See a crack you can't bomb yet? Draw a bomb or a crack on both the area map and the world map to remind you to come back.

The "Rules of the Rails" only matter when you have a passenger. You can safely ignore the signs otherwise. Also, you're told not to use reverse as an emergency brake when you're carrying a passenger, but it's fine as long as you don't do it from full speed. Using it after you've slowed down a bit, especially to make sure you don't overshoot their stop at all, is a good idea.

I never bothered with it, but I'm comfortable telling you that the rabbit-catching mini-game is not worth it after the first five, which nets you a heart container. On the other hand, you might want to bother finding the stamp station at every major location. You can't get every stamp station on your first visit to a location, so it's worth keeping track on your map where you have and haven't found them.

opaopa13 fucked around with this message at 16:01 on Jan 20, 2011

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Dr. Video Games 0031 posted:

Oh, well in this case the PS3 can still run Playstation 1 games, just not Playstation 2 games.

I would check the official compatibility list before assuming a PS1 game will run on a PS3. I can't find it now, but I found an unofficial list that said Silent Hill would run on a PS3 with an "audio glitch" after firing the pistol. It turned out that glitch was a loud, piercing tone that would persist until you unequipped the pistol entirely. It was exactly the kind of awful tone that you'd normally only hear coming from a fire alarm.

So before you play a game for the first time, check for full backwards compatibility.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Combat-Jack posted:

I'm trying to tidy off some of my PS3 games, and one of them is Dead Rising 2. I haven't leveled Chuck very high, I really hate grinding right off the bat. My plan is to go through and try and complete the story missions. Later on, is there a "master list" of survivors I've rescued that carries over through all my playthroughs so I eventually rescue everyone. Does it even have an effect on the story if I try to rescue everyone in a playthrough?

Any other general tips appreciated.

There's a list that carries over from playthrough to playthrough, but it doesn't track who you've managed to save except for the current playthrough. If you meet John Doe in one playthrough and let him die, in the next playthrough he'll show up as "John Doe" instead of "?????????" right from the start, but it won't show that you've never saved him.

Nick Buntline posted:

- Strong survivors can carry shotguns; weak survivors can carry handguns; injured survivors can be lead/carried; and all of them will gladly barrel straight through zombie hordes without slowing down or getting caught if you tell them to. Bottom like: worry about your own path, let the survivors worry about theirs, and you shouldn't have any problems with them.

This isn't quite right -- as far as I've seen, there are only two kinds of survivors, those that need to be carried and those that don't. The ones that can walk on their own will take any melee weapon or gun, as long as it's not a combo weapon, too large to fit in Chuck's inventory, and don't already have a weapon they won't part with. There's a magazine that lets injured survivors walk without support, but they still won't take a weapon.

But the real takeaway is that survivors can barrel through zombie crowds without much problem. Just try to avoid the densest packs and be ready to occasionally go back and disentangle a survivor if he/she gets grabbed.

Oh, there are a few places in the game where it will seem like you should be able to save a survivor, but he dies right when you get there or immediately after a cutscene. Don't be fooled: despite the giant "[NAME] HAS DIED!!" admonishment, they aren't actually saveable, no matter how quickly you get there.

You can definitely get through the game with nothing but an inventory filled with spiked bats and orange juice, but you'll have more fun if you experiment with combo weapons and blenders. Every maintenance room has the ingredients for at least two weapons inside or right nearby it, so they're worth the detours.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Scalding Coffee posted:

The enemy is dumb as hell. If you don't send Max out to the front lines, you can send your suicide squads to pillage with impunity.

Just to be absolutely clear, you must level up Max. As you may know, if Max runs out of HP, it's game over. The AI knows this, and will attack Max at every opportunity. When I was a kid, I figured the best way to deal with this was to leave Max at the entrance to every map and never expose him to risk. This works until one of the very last battles in the game, which features flying spellcasters who begin in range of Max's starting position. They will swoop in and nuke him, and there's nothing you can do about it. And since there are no random battles, there's nothing you can do but start the entire game over.

Healers are hard to level. Early in the game, you should try to let a healer take the killing blow whenever an enemy just happens to end up with minimal HP. Otherwise, heal whenever you can, even if just for a single HP, rather than let a healer end a combat with unspent MP.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

A shrubbery! posted:

I just got Civilization V. It's my first Civ game aside from about half an hour of Civ4 and I keep thinking I'm doing something wrong/could do something better after about an hour and restarting.
Is there anything that I specifically should be doing with every civilization I start?

Any helpful features that I have probably missed would be cool too.

If it helps, I did this exact thing with every single Civilization game I've played, and most 4X games in general. Minimal immediate feedback combined with a number of interlocking mechanics makes it very easy to develop a nagging doubt that you've done something wrong and a desire to start over. As much as you can, just try to soldier on -- playing and experiencing the consequences of your decisions is the best way to learn. A well-refined build order or tech strategy or whatever isn't necessary until much, much higher difficulty levels.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

A shrubbery! posted:

I don't like that Deity is described as something like "Only the best players in the world will beat this setting". :(

opaopa13, I'm the same with a lot of games even without those features. I'll just stick at it then, habit-breaking time!

Last I checked, Deity is tough, but nowhere near as tough as that description implies. Civ 5 is definitely easier than previous Civ games, at least!

Games that break bad habits are great! Dead Rising broke me of my need to reload repeatedly until everything goes perfect and keep a dozen save files for everything. For Civ, playing through is definitely better than restarting every time you realize you may have made a sub-optimal move.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

PlasticPaddy posted:

I bought this along side FFX:

So if I don't like X I'll have IV (which I've heard is good?)

Thanks for the help chum.

IV is great, but it lacks a lot of the strategic elements that later FFs introduce. In the original, you never get to pick your party (which has the upside of being more interesting than the games where you just use the same few party members forever) and there's little you can do to customize them. It's still my favorite FF, although I'm not going to pretend FFV's refining of the job system wasn't a massive step forward for the series.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Anatharon posted:

Erm, what I had meant was I'm playing the first game. Ace Attorney I believe is the name. The only other experience I have had with the series was Justice for All, and I found it quite confusing in the detective bits. Is there any general advice for navigating those?

Poke everything, talk to everyone, present everything to everyone if there's any chance they'll react. If the music stops playing and no one's there, you're done with that location for now. If you return to a location and it gives you the date and time, you're making progress and there's something new to do in that area.

The third game went crazy with unique (but useless) responses when presenting things to people, but after that they started to sign-post much better about what to look for and who to talk to.

If you get stuck and are getting frustrated, there are spoiler-free walkthroughs on gamefaqs. Use them, the game is absolutely worth it.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

dylan14 posted:

What should I know before I play Devil Survivor 2 ?

Have you played the first one? Most of the same tips apply. Off the top of my head:

- DS2 is way more friendly to a physical-oriented MC. There are way more physical skills to go around, more ways to get past resistances and fewer demons with Phys Repel. Focusing on Magic, Strength/Agility or Strength with some Vitality are all excellent builds this time around.

- Being attacked now delays your next action. Be especially careful around ranged enemies.

- Fuse, fuse, fuse. Outdated demons are crummy in battle and crummy fusion ingredients. A decent metric is to try to fuse away any demon whose level is 3-4 levels below the main character's, maybe 5 if they're really excellent.

- DS2 has more demons per level than DS1, so you have to accept smaller increases in base level with fusions. Keep improving those base levels so your demons can keep leveling up and accruing bonus stats.

- When fusing demons, make liberal use of either searching with no parameters, or picking a demon and pressing X to display all the possibilities with demons you currently own.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Alteisen posted:

Make knife gloves and keep some on you asap, boxing gloves+bowie knife is the combo, there's a knife right outside the safe room on the roof of a small shop there, right next to it are the gloves. Those gloves are guaranteed boss killers.

I'd like to note that this is less "what should I know before I play for the first time" and more "what should I know if I want to utterly demolish the game".

Like in previous Dead Risings, you can run from nearly every boss fight. If a boss is slaughtering you, save him for a later playthrough. Some boss fights really feel like they want you to have the Dodge Roll, and you might simply have not unlocked it yet.

Try to visit every Maintenance Room. They're located on your map, and each has items inside or right nearby for building combo weapons. It's a great way of staying armed and learning new combinations.

The "Leadership" book makes survivors who otherwise need you to carry/support them able to run on their own. I don't think that's clear from the in-game description.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Olaf The Stout posted:

Anyone got anything on the new Penny Arcade game?

Your pins retain their level even when swapped between characters. There's no need to worry about whether you want Gabe or Moira to be a Tube Samurai in the long run, because they can trade the pin back and forth as needed.

Equipped pins level up faster than unequipped ones, but not by much. If you want every pin to hit 40, you can still leave a pin unequipped for most of the game and then equip it in the last dungeon to make sure it gets enough EXP.

I spent every penny of my money on item upgrades and was happy I did. Upgrade everything, even the items that you don't think you're going to use much. Buy some of the super-cheap accessories perhaps, maybe buy Gabe a weapon, since he doesn't get anything from chests for a long time, but it hardly matters compared to being able to Molotov your way through encounters.

Nothing is immune to status effects. All buffs stack with each other and with themselves (I think). Go nuts.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Centipeed posted:

I think the best suggestion/feedback in there is to split pages into different categories. For example:

1) Absolute must know information for a first play through, completely spoiler free
2) Min/Maxing, Game-breaking, Second playthrough information, not spoiler free
3) Misc

Any suggestions for how these categories should be organised, if they differ from my own?

I'd suggest adding a category for stuff that's not "must know" but also isn't at all game-breaking or spoilery (mechanics that aren't well-explained, general advice, etc.). I'd also separate out the maximum completion stuff from the difficulty-obliterating stuff, for the people who don't want to miss anything but other than that want to figure stuff out for themselves. So something like this:

1) Essential for basic progression
2) General gameplay advice
3) Essential for maximum completion
4) Game-breaking strategies
5) Miscellaneous (what order to play sequels in, what mods/DLC are best)

Something like that?

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

PokeCrysis posted:

I just bought Metal Gear Solid for the Playstation 1.

Any tips for not raising the alarm/general game help would be greatly appreciated. Thanks.

Between being unarmed, leaving footprints in the snow and it being my first stealth game, I remember the first two areas being among the toughest in the game for me. Don't get frustrated if you have trouble with them while you're still learning the ropes.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

mcvey posted:

Really old but anything for Shining Force?

If your main character dies, you lose the battle. The AI knows this and will pile on him at every opportunity. That said, do not make the mistake I did as a kid and use this as a reason to keep him in the back at all times. It works fine until one of the very last battles of the game, which features flying mages who will swoop in and nuke him on their first turn. I ended up having to start the entire game over because there was no way for him to gain experience and no way for him to survive that battle. :smith:

Instead, give him as much EXP as you can manage. Properly leveled, you can use him to safely draw fire from your healers and mages, as the AI will prefer to rush forward and poke him rather than finish off a critical squishy unit. I'm talking about the Genesis version, but I assume they didn't change the AI for the GBA release.

Early on, heal whenever you can. Your healers have plenty of MP, and a healer gets 10 EXP for healing even 1 HP. Never, ever turn down an opportunity to give your healer EXP, as they're by far the hardest units to level up.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

theshim posted:

About the only things I'd add to the wiki are that you want to make good use of your demons' Racial skills - in particular Devil Speed and Switch can be really useful on escort missions.

Definitely listen to this. Switch and Devil Speed can turn what looks like an insanely impossible escort mission into a cakewalk.

Let the MC have the bulk of the EXP, as his level determines the maximum base level of demon you can fuse.

Any team can crack any skill. Some will appear grey, but all this means is that the team's leader can't equip that skill with their current states. It doesn't prevent them from cracking it.

Fuse early, and fuse often. A demon becomes harder to level as he rises above his base level, and level factors into every damage formula. It might be counterintuitive, but it's worth switching to a monster with worse stats and a lower level if his base level is better. The one exception are Tyrant demons: their racial ability is so good that it's worth keeping them long past their prime.

Less critically: The way fusion works is that Type A + Type B will always give you a demon of Type C. For example, a Fairy fused with an Avian always gives you a Wilder. (You definitely do NOT need to memorize this; the in-game UI makes it easy enough to peruse your options.) Exactly which Wilder depends on the base levels of the Fairy and Avian: it takes the average of their base levels, then gives you the lowest Wilder with a base level above that. When there's a large gap between one demon and the next of its type, you can sometimes find a fusion that gives you a base level just above the weaker one, allowing you to "slingshot" up to the much more powerful one. I don't remember anything specific examples, but it's something to watch out for.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Grinnblade posted:

Am I getting whooshed? Why are we talking about DNF when the dude is still asking about Ar Tonelico Qoga?

ANYWAY, ATQ is okay if you at all were a fan of the first two. The music is still amazing, the battle system is tolerable if a step down from AT2's, and if all else fails you could legitimately claim to have heard a polka about cats.

JaggerMcDagger asked, "Is this a game I could get ironic enjoyment out of", which Gynovore must have misread as, "Is THERE a game I could get ironic enjoyment out of," prompting him to suggest DNF.

I'm going to add a non-gameplay tip for enjoying Devil Survivor that a friend gave me: you can take pretty much every claim at face value. If someone says they're speaking on behalf of God, it's not like most games where they actually mean "a corrupt church" or "the devil" or "a machine that thinks it's God" or whatever, they're talking about, yes, thatGod. If someone else says they've got legitimate reasons for wanting to kill God, don't just file it away under "Super Evil Bad Ending route", hear them out. Everyone is remarkably candid about their beliefs and motivations, so just roll with it.

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Mister Macys posted:

Might & Magic: Clash of Heroes is a buck on Android, and I'd heard it was good when it first came out for the DS/XBLA.

Anything I should know beyond the tutorial?

It is a drat good game. It was worth full price when it came out on DS, so it's be insane not to get it for a dollar now. There's nothing you really need to know, but from what I remember...

You have to buy your supply of of Elite/Champion units, but I never remember running low on resources.

Each chapter has a secret, hidden unit, but if I remember correctly you just have to talk to everyone to find it. When you find a guy that challenges you to an optional fight, you've found the secret unit. The secret unit battle tends to be one of the toughest in the chapter, so don't be afraid to come back later if necessary.

The 2nd Chapter is the worst. It's mostly Haven vs. Haven fights, which means lots of long, grindy battles. Plus, there's a stealth section. I'm not loving joking.

If you hit a roadblock during the 3rd Chapter, use the Spider Cloak. Starting at 10% of your max HP for double unit strength is an insanely good deal: unless your opponent can attack twice as efficiently as you, he'll never break through your lines.

Sometimes, you might want to use only one kind of Elite/Champion unit, for more consistent results.

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opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.

Nate RFB posted:

Like theshim said, pretty much everything to do with getting the endings and who needs to be saved when is pretty explicit and should be obvious to you as you play. Things like "I ignored Keita, didn't get his Fate high enough, and he didn't join me in the endgame". Or "I gave Ronaldo the finger and joined with Yamato so obviously I got Yamato's ending." You'll want to play through the game a couple times to unlock more NG+ content anyway, so you will assuredly get a good feel for who to focus on and when. It only gets tricky when you try to get the Triumphant ending, which involves getting one of Daichi's endings with everyone alive and joining you. To do this you obviously should prevent people dying in missions and should get their Fate to Level 4 or higher... the trick is that you don't need to do this for the characters who join you in Daichi's ending no matter what, so you could ignore them if you want (as well as ignore the Anguished One, as he doesn't join you in that ending).

This is more my opinion than anything else, but I would go out of my way to get Fumi, Otome, and Jungo to level 4 so they always join you. While Physical attacks are much better in this game than DS1, there are only so many good ones to hand out so you might as well give them to one character (Jungo) and fill the rest of your party slots with high magic characters (Fumi and Otome).

Basically, always do stuff pertaining to saving someone ASAP. If you put things off until the very last second, you might find there are multiple events you still need to trigger to save them, and not enough time to do so.

Like with pretty much every SMT, always be fusing. Demons are designed to last only so many levels before their exp requirements explode, so be prepared to absolutely love a demon today and destroy him tomorrow.

Multi-Hit (and later, Multi-Strike) transforms characters with high STR/AGI from unimpressive to beastly (to godly). Daichi and Hinako go from being lead weights to potentially the most lethal characters on your team. When you find demons with the skill, try to pass it along from fusion to fusion so you can make use of any STR/AGI demons you come across later.

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