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haldolium
Oct 22, 2016



Ainsley McTree posted:

Anything for Ghost Recon: Wildlands?

The HTI heavy sniper can take down generators and jammers. Don't bother upgrading the noise level of the drone or the time you can stay alive when downed, carry capacity for most special grenades isn't much worth either since you can restock everywhere. Nightvision is sadly superior to thermal, since thermal is only a cheap post-shader and doesn't let you look through foliage for example.
Try to get an underbarrel grenade launcher early, since it is the fastest way to take down helicopters and vehicles. Be careful with mines, usually it's a civilian who will trigger it. The last two difficulties are the only ones worthwhile. The hardest mode removes some helping features, most notable the orange areas on the map for hostiles that aren't spotted. Silencers are not 100% silent. If you fire close to an enemy, they will still hear it. Try to get a few good weapons such as the Tar21 or the L85A2 early, the inventory tells you where to find them. Watch out for Unidad, they spawn infinitive once you're entering "hunted" mode unless you can escape.

special tip: mute every voice audio to avoid brain damage. You can also skip every cutscene and make up your own dialogue when interrogating. That way the game is much more fun.

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haldolium
Oct 22, 2016



Yeah. Unless it becomes a frequent issue just don't bother about it.

haldolium
Oct 22, 2016



Mystic Stylez posted:

This might be a tall order but anything for Disco Elysium and/or The Outer Worlds?

Play Outer Worlds first!

haldolium
Oct 22, 2016



Omi no Kami posted:

This might be too specific for BIP, but in Metro: Exodus how essential is exploration? I'm most of the way through Volga and I honestly wish I'd just sprinted for the NPC quests/main progression stuff instead of systematically looting the map.

If you have enough resources and all the gun parts you want, then it's not essential. You may miss out on some cool locations and events but otherwise it's not needed. The maps will get more linear later on so you don't have to worry about it too much.

haldolium
Oct 22, 2016



Omi no Kami posted:

What's interesting is that Alan Wake's devs were one of the rare teams who actually figured that out before it shipped. It was originally supposed to be an open world game with dynamic day/night cycles, but the devs realized that a) 90% of daytime was spent waiting for night, and b) nothing in the game actually leveraged the open world stuff. So they remixed it as a linear survival horror game at the last minute and basically just duct-taped all of the open world switches in the off position- if you boundary break or find a way to kill the scripting the whole town is usually explorable, and you can gently caress with the sun and stuff. It makes me feel bad for the devs who worked really, really hard to get all of that working, then realized it was a terrible idea.

Alan Wake started not as a fleshed out game, but as a high level idea of a game world with very little thought into how the actual game should be. It's tech demo from 2005 was then both shown to publishers as a pitch as well as to the public, and the struggle of Remedy creating a Alan Wake was more complex then someone saying "whoops, OW suxx lets make it linear!" The fact that Microsoft got involved didn't help either.

https://www.youtube.com/watch?v=AoHkGDu0_Hw

Lake even says that in the end, AW benefited from having the world build instead of having been linear from the beginning.

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