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Games You Played Today VI (Games You Played Today III US)
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Broco



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PostPosted: Wed Mar 20, 2013 6:19 am        Reply with quote

elvis.shrugged wrote:
Yeah, but you need to get gold trophies in Normal to unlock stages in Babel mode, and I beat it on Easy...anyway, that should give me something to aim for next, besides additional endings. Thanks! I actually liked the narrative, even if the writing was shaky at various points.


I had a good time redoing Golden Playhouse on Hard. It really is quite hard then.

Babel I don't like as much. It's really brutal and you'll usually die in <2 minutes, even on the most basic Babel stage. But that's not the real problem, it's that the main skill in it is to set things up so that your heap doesn't degenerate into unrecoverable chaos when random block patterns fall from the sky. The puzzle skills you develop in the rest of the game don't come into it much, and it's too arbitrary to be satisfying.
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Broco



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PostPosted: Thu Mar 28, 2013 7:05 am        Reply with quote

GrimmSweeper wrote:
I blitzed through XCOM: Enemy Unknown last weekend. My second failure was pretty hilarious in hindsight but at the time I had to stop playing for a bit and start over the next day. During an Alien Invasion shortly after Mutons were introduced as enemies I had brought along a SHIV to see how they fared against an alien attack. My Support and a Heavy broke off to engage a squad of Mutons that damaged it while I sent the SHIV around a store to see I could flank them. My Heavy lined up a rocket and misfired, straight into the Support and gibbed him without touching the Muton. Welp, that's what 90% hit rate was going to be like, I figured, so I continued onward.

The SHIV and another Heavy was ready to ambush the second Muton coming out the back of the store a couple turns later. The SHIV missed and I needed to kill it before it destroyed that little robot so I readied another rocket. I'm sure you knew what happened next. That mission I was more of a threat to myself than the enemy was.

Pretty good game, though. The fixed missions on the alien vessels were sort of letdowns because they were balanced against you but I still managed to pull a win in Ironman Normal. And I still have the urge to play more!


Sounds like you're about to retry on Classic, so FYI, Classic is way harder than normal and every kind of probability is less in your favor, so you'll see a lot more of this kind of teeth-gnashing dice-roll-based fiascos. Panics, enemy critical hits, 4-times-repeated misses, you name it. I actually recommend choosing Classic not-Ironman so you don't have to give up and start over if all your veterans are wiped in the late game.
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Broco



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PostPosted: Thu Mar 28, 2013 6:22 pm        Reply with quote

Keep in mind the alien level scales up with your technology, not with time. So you should "coast" by leveling up your soldiers and engineers and go easy on the research (don't build many laboratories). I'm not sure what the precise technology breakpoints for alien level-up are, unfortunately. (BTW I just hate this kind of scaling, it's the exact opposite of fair and balanced.)
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Broco



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PostPosted: Fri Mar 29, 2013 1:12 am        Reply with quote

BotageL wrote:
Honestly, I think the harshest "scaling" is event mission triggered. Once psychic enemies start appearing, you have to get resistant troops basically immediately or you're going to fall into an inescapable loop of successive failures. Since I insist on playing Classic Ironman, I've still not gotten past that point...


Agreed, I fell into exactly that trap in my Classic Ironman game. It doesn't help that somebody getting mind controlled is a panic trigger for the rest of your squad, so getting mind controlled with a low-Will squad can take 2 troops out of action and easily lead to a wipe. And then when you only have recruits left you can't ever get out of that cycle.

I think maybe if you buy increase-Will-on-levelup Academy ability as early as possible in the game, you might be in better shape when this transition happens.
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Broco



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PostPosted: Thu Apr 25, 2013 7:29 pm        Reply with quote

I don't remember much touch-screen usage in Chinatown Wars except for some minigames. Rather, it made heavier use of all six face buttons and shoulder buttons than any other DS game I've ever played. I think the PSP's larger screen would also benefit the game, so I'd go with the PSP.
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Broco



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PostPosted: Wed May 08, 2013 3:29 pm        Reply with quote

Wall of Beef wrote:
Art Stye: Aquia

This is one of those Bit.Generations games that was ported to DSiWare and is one of the Club Nintendo "give-a-way" games for the month of May for 3DS.

Its a match 3 puzzle game, but the aesthetic is top notch and the way you move the tiles around isn't much like any other Match 3 puzzle game I have played. Not that its some crazy concept - just one I have not seen.


Doesn't look like a port of any existing Bit Generations game, but something new.

Coloris was the match 3 in the original Bit Generations set. It was based on moving tiles through color space (e.g. apply red transformation to a blue tile to get purple).
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Broco



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PostPosted: Thu May 23, 2013 3:49 am        Reply with quote

CubaLibre wrote:
mauve wrote:
running master of orion 2 again lately for some reason. It's easy to run in small bites and, while I'm not too fond of the game itself, it's addicting enough in the right ways I still keep plugging away at impossible difficulty.

sorta tempted to run a short LP type thread for it but not really sure if i should bother.

Who doesn't like MOO2. Come on. Also make that thread.


I find it easy to stay up all night playing MOO2 but I do wish it was a tad more balanced. Psilon is overwhelmingly the best race, and lasers, computers and shield technology isn't worth the bother to research at all (because you can invest solely in the joint missile+hull tech category and produce unstoppable missile tanks). It leads to repetitive games unless you set rules for yourself about other ways to approach the game.

That being said, MOO2 is a finely tuned masterwork of knife-edge balance in comparison to Master of Magic, where strategy amounts to deciding which way you're going to completely break the game. Start in another dimension where you can expand to cover the world without any opposition, or fry anything from a distance with 30 fireball mages, or sit in your starting town just until you've researched the white-magic epic-hero summon then send him out solo to conquer everything, the choice is yours. It's don't-give-a-fuck kitchen-sink game design at its best.
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Broco



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PostPosted: Thu May 23, 2013 4:24 am        Reply with quote

mauve wrote:
Race balance in general is completely terrible. Anyone Feudal sucks by default. Psilons are the best AI race if left to their own devices, but if you can get rid of them early they're not a problem. They are not the best in the hands of a good player.


Hmm, they are at least the best in the hands of a bad player and the fact that choosing them eliminates them from the AI pool is also a major advantage.

As I recall I had the most success in a game where I made a custom race with large production bonuses. I built automated farm and research structures with that production capacity and then built vast battlefleets with it. I'm not sure if the standard ant race would be similarly effective.

By the way, do you think conquest with ground troops is viable? I've always felt it's a lot of bother and I usually just nuke everybody (that "drop all bombs" button is so satisfying) and recolonize from scratch, but I wonder if that's really the most efficient approach given the ramp-up time of the new colonies.
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Broco



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PostPosted: Sun Jun 23, 2013 12:36 am        Reply with quote

gary oldman dwarfism wrote:
Yeah, they should have made more of an attempt to either make it into a coherent loop, or wrap it up (with either a crash-landing death or an unwinnable scenario (a sim with too many variables, or a hostile group). The slow fade to black was a nice touch, though.

It's a much more polished, thoughtful use of the candybox framework, which makes sense, since this was for pleasure and the other was someone goofing off for school. A couple more scenarios in the wild wouldn't hurt, but this is the sort of thing that's easy to expand. I guess it's probably still being worked on, right? There are some comments to that effect in the code.


Yeah, A Dark Room is good but there are a lot of evolutionary improvements to be made. There aren't enough interesting decisions to make at different stages of the game, for example. And I was hoping the final stage would turn out to be an even larger world to explore and make my own.

I think this new genre has a bright future ahead of it. This basic concept could be taken much further, to ridiculous extremes of meta-upon-meta. I feel like making one of my own now, I have a few ideas kicking around.
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Broco



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PostPosted: Mon Jul 08, 2013 7:57 pm        Reply with quote

Mikey wrote:
Was that game made in Twine?


No, A Dark Room is written in Javascript using jQuery, without any other middleware.
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Broco



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PostPosted: Wed Jul 17, 2013 7:28 am        Reply with quote

FFX's turn list is fantastic and I wish I had it whenever I play any other JRPG (I find it especially irritating that Etrian Odyssey doesn't have it despite coming out afterwards). I'm not so fond of the character swap, because it's overpowered: new characters come in in 0 turns at full health, providing a instant escape hatch for anybody about to die, and they get XP without diluting the pool given to the other characters.
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Broco



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PostPosted: Wed Jul 17, 2013 11:23 pm        Reply with quote

CubaLibre wrote:
FF10 is truly loathsome and I have no idea how anybody here can stand it. I mean wow a turn list yay.


As far as I can tell, the *only* reason people hate FFX so strongly is because of the awful English voice actors. They seem to poison the perception of the entire game. I played it in Japanese so, while I didn't think it was a masterpiece or anything, it held up pretty well as an average-quality Final Fantasy.

Square never provided the option to use Japanese voices with English subtitles, but looks like there is finally a ROM hack to do so: http://www.theisozone.com/downloads/playstation/ps2-isos/final-fantasy-x-international-undubbed/ This version of the game also has a less railroady "sphere grid" system which should provide more interesting strategic possibilities. I'd recommend playing that ROM hack to anyone with an interest in FFX.
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Broco



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PostPosted: Thu Jul 18, 2013 2:13 am        Reply with quote

CubaLibre wrote:
Broco wrote:
CubaLibre wrote:
FF10 is truly loathsome and I have no idea how anybody here can stand it. I mean wow a turn list yay.


As far as I can tell, the *only* reason people hate FFX so strongly is because of the awful English voice actors. They seem to poison the perception of the entire game. I played it in Japanese so, while I didn't think it was a masterpiece or anything, it held up pretty well as an average-quality Final Fantasy.

It's soporific. Bad character design, don't give a shit about these dumb people, don't care what's happening, don't care don't care. It's charmless.

The second time I tried to play it I got to this dumb "dungeon" minigame where you have to press a button very slowly to dodge lightning bolts and I was like that's it, I'm done.


Yeah I dunno. I played it soon after it came out so the then-impressive graphics did a lot to improve my impression as well. I certainly can't find in me any desire to replay it -- which I do for SNES Final Fantasies -- so you probably have a point there. But I've never been able to make it through one of the PS1 Final Fantasies either so I generally see the SNES era as being much better than everything from 7+ inclusively.
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Broco



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PostPosted: Thu Jul 18, 2013 5:42 am        Reply with quote

Texican Rude wrote:
HOLY CRAP TERRANIGMA!


What about it?

Aside from the best use of Mode7 ever?
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Broco



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PostPosted: Mon Jul 22, 2013 7:56 pm        Reply with quote

parkbench wrote:
it's also making me realise how carefully balanced these games--and ff5 in particular--are. they must have done playthroughs with every conceivable class x4 or something, because they really construct it so it is, on the surface, possible, and if you can do it with white mages you could do it with any other class.


I really doubt it. No normal player would stick to one class the whole game anyway, it's constantly suggesting that you try the others. It's just a consequence of maximalist game design with lots of options for options' sake, plus the ability to grind your way out of difficult situations if need be.
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Broco



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PostPosted: Tue Jul 23, 2013 4:37 am        Reply with quote

Texican Rude wrote:
I finished Terranigma. It losses a lot of woah this is cool as hell (for me) steam in the later 3rd.


Yeah, same here. Actually I never finished it. I think only the intro underground section is cool as hell -- as soon as you reach the surface it takes a turn to the boring and unimaginative. It's quite strange really, like they were too committed to their "rebuild the world" concept and didn't realize it wasn't meaty enough to build a 30-hour RPG around.

It makes me think that what's great about Square RPGs is how scattershot and shameless they are about just using the coolest concepts, consistency be damned. Like say FF6, not known as a particularly weird game but it has a ghost train, recurring comedy octopus, tunnelling castle, extended opera sequence, a tower of cultists, a bandit-infested noir town, and so on. Whereas JRPGs that stick to a consistent theme and universe are mostly so dull in comparison.
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Broco



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PostPosted: Tue Aug 06, 2013 2:42 am        Reply with quote

I've played a bunch of La Mulana Steam remake this weekend. On the original I had quit playing after discovering most of the frontside fields and thinking I had seen most of the content (ha), this time I made it up to the Tower of Ruin savepoint and beat 3 bosses so far. Thoughts:

- The artwork and music are fantastic and there is just so much of it. I think it has at least as much landscape artwork as a DS castlevania (albeit much less enemy animation frames).

- This game could stand to mix up its pacing a bit more. The whole game is cruel traps and obscure puzzles and your reward for solving them is even crueler and more obscure stuff. It gets a little depressing after a while and I remember why I quit playing last time. At least the bosses provide respite and there are a good number of sub-bosses.

- The Birth Seal and Life Seal are just total bullshit to obtain. Somehow it felt like it would be something optional like a HP orb in the chest where the Birth Seal is, so I initially gave up on it after a couple of failed jump attempts. I only went back there after I got stuck and looked up where the seal is on the wiki. And did they really on purpose position that eagle so you have to knife it in mid-air!?

- Steam achievement stats: 70% enter the dungeon at all, roughly 30-40% beat at least one boss, 13% reveal Eden and 4.7% win (4.6% of those in under 40 hours). So I'm not the only one who quit on it (as a "normal" point of comparison, HL2:E2 has 75% of buyers entering the initial mines, and 48% winning the game). I also interpret the high rate of under-40-hour completion to mean that almost all winning players cribbed from FAQs, as I don't think you could solve all the puzzles naturally without messing around for longer than that. So I don't have to feel too bad that I started spoilering myself heavily when I ran out of low-hanging early-game exploration.
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Broco



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PostPosted: Tue Aug 06, 2013 2:57 am        Reply with quote

Felix wrote:
it really is very good with some bullshit parts (I had to look up how to find the Holy Grail and the game would've been unbelievably frustrating had I not done that)


Oh yeah I didn't discover the Holy Grail for probably 5-10 hours in my playthrough of the original. And when I did discover it I didn't know how to use it for hours after that (it's activated by the number keys in your keyboard and the only thing that mentions this are the "manual" .PNG files that I either didn't read, or skimmed and forgot). It was still pretty fun since I like Zelda-2 style attritional gameplay, but certainly I progressed very slowly through the early game and a shallow place like the early part of Twin Labyrinths felt like I was very deep. I think the enemies also did more damage in the original so I regularly would die in Guidance Gate. But harsh as it was, I enjoyed the game more before I could warp because it put the focus much more on action, not exclusively puzzles.

This playthrough I quickly discovered the Grail organically, probably due to general La Mulana experience even though I didn't remember the exact puzzle.
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Broco



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PostPosted: Thu Aug 08, 2013 11:39 pm        Reply with quote

parkbench wrote:
i've gotta say, the fiesta was a great way to do this, my fears were wrong. it's really forced me to work with stuff i'dve dismissed in any other playthrough--"equip bows"?? who cares?? well, i do, because now i've got a white mage that has a beastly attack with a bow that randomly allows them to attack four times per turn. elven mantles on 3 chars means high evasion rates, which has saved me a lot since my characters had to 'catch up' to get powerful. this 'dancing knife' thing is awesome because it allows me to feel like i'm using another job in battle. and i finally see that one big disadvantage with red mage--they are overpowerful early on, but they are stuck in the third job level for 999 ABP, meanin they can't cast any 3rd level magic (the -agas) for a damn long time...i'm so close to changing that. and will grind the fuck out of em to make it happen.


Oh yeah red mage is a lucky fiesta allocation. It was the cornerstone of my last (non-fiesta) FFV game, I made two characters primarily red mage and though it was a pain in the midgame, I was able to tear through one of the postgame bosses with a level 40 party with them. When you get to the tower with the one-time enemies that give you 100 job points each, that's usually around when you can master redmage if you've been using them the whole game.
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Broco



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PostPosted: Sun Aug 11, 2013 11:46 pm        Reply with quote

parkbench wrote:
soo, ffv red mage does *not* get lvl3 spells when mastered?? wtf?? so i can dualcast but i can't cast fucking curaga?? man this sucks.


Yeah you're supposed to combine them with mastered black mage/white mage in e.g. a mimic. I guess it's not so great in a fiesta after all...
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Broco



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PostPosted: Tue Aug 13, 2013 7:02 am        Reply with quote

How to rod break: http://www.gamefaqs.com/boards/930369-final-fantasy-v-advance/43894220

The 750-GP rods you can buy in Fire Crystal town cast Fire3/Ice3/Thunder3 when you break them.

I didn't know about it either until I looked it up just now. Apparently FFV and FFVI let you do it, I'm not sure about any of the other FFs (almost all online references to it are about FFV).
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Broco



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PostPosted: Thu Aug 15, 2013 6:09 pm        Reply with quote

The King wrote:
Playing a lot of Digidrive
My current high score is 4618.


Digidrive is great.

Make sure to abuse doubling. Keep doubling your stock and merging it back with itself. Regular and autobahn stock construction is only for the early stages of the game and doubling becomes exponentially more effective when you have a circle of stock. Aim to only use an ambulance when you have more than one large stock on the field, so that you have something to keep working with instead of starting from scratch (and don't violate this policy just because a random ambulance came along, send it down an empty lane instead). When your stock gets so large that you always gain a bonus ambulance whenever you use one, you can start doing double, ambulance, double, ambulance, etc and quickly get into multiple 100kms.


Last edited by Broco on Thu Aug 15, 2013 10:53 pm; edited 3 times in total
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Broco



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PostPosted: Sun Aug 18, 2013 12:36 am        Reply with quote

Inspired by parkbench's exploits I started my first FFV Fiesta. Wind job: thief. I think that might be the worst wind job -- dashing, stealing and escaping are sort of nice but none of that helps kill bosses. Playing with four thieves sure leads to some curious challenges, for example there are no knives for sale in the first town so I had to fight the first three bosses with two characters bare-fisted. Also I have gone through at least 100 healing potions so far (good thing they're cheap) and against hard-hitting physical enemies put my entire party in the back row to increase the relative effectiveness of potions' fixed 50 points of healing.

I'm currently resorting to some grinding to be able to beat the Water Crystal boss.
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Broco



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PostPosted: Sun Aug 18, 2013 9:28 pm        Reply with quote

mauve wrote:
thieves are more boons to other classes than anything else. their top level skill grants their speed to whoever equips it, which is a huge bonus. they can also get a number of very important equips much earlier than normal, making some sections of the game a total breeze.


OK, I'll keep that in mind. I'm not sure how well using up the only ability slot on agility boost will work out in practice but it depends on the rest of the mix I suppose. I also appreciated the early "Crescent boomerang" equip yeah.

My next two jobs were Time Mage and Beastmaster. Time Mage let me break rods over the heads of about 5 bosses. It stopped working against Sandworm so I started using Beastmaster powers there. I first tried controlling an enemy that casts Float in order to get immunity to its Quicksand attack, but Quicksand hit me anyway (I was more clever than the devs on that one). So I just caught/released the powerful water-casting desert demon and killed it that way.

The next big challenge was Sol Cannon. I had no way to heal, no sustainable lightning attacks, and no way to cancel Old status ailment. I went back and stole a bunch of Hi-Potion from Page 256s in the library, which seems to be the only source of Hi-Potion in World 1. Then I grinded against Prototype on Prototype island for a while using Beastmaster to make it self-destruct. When I mastered Beastmaster on a character, I caught 3 Sand Bears and released them against a Prototype, cutting down his HP by 4500 (out of 5000), letting me in turn capture Prototype. I went back to Sol Cannon and released it before the missile cannons had time to do anything, leaving the big cannon as the only source of attacks. Then it was easy. (In retrospect I overkilled it and probably could've done the job with two weaker area-of-effect-attack enemies like the wind eagles.)
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Broco



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PostPosted: Mon Aug 19, 2013 6:59 am        Reply with quote

Yeeaaahh my Earth Job is Chemist. And I have 78 DarkMatters from grinding against Prototype for so long. So I'm in business in this Fiesta.
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Broco



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PostPosted: Mon Aug 19, 2013 8:27 am        Reply with quote

parkbench wrote:
tell me how this goes for reals. i'm real curious specifically about the hidden passages, how useful that is in dungeons, and if you're stealing any good shit.


Hidden passages has been worthless so far, there aren't a lot of them nor do they necessarily have valuable treasure.

Theft should be useful in the long run for the rare uniques. It's been useful so far mainly to acquire Hi Potion, and prior to the water boss I was also able to steal Mithril weapons which were not yet buyable.
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PostPosted: Tue Aug 20, 2013 3:51 am        Reply with quote

Wing Commander III has an interesting story? The wikipedia summary makes it sound awful. I only ever played II and IV myself though (IV's story is awful in retrospect too).
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PostPosted: Tue Aug 20, 2013 5:55 pm        Reply with quote

special blend wrote:
donkey kong for gameboy: now that ive got 99 lives, is there any point to collecting the items? do i get a different ending?


Nah, pretty sure it's just for the lives.
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PostPosted: Tue Aug 20, 2013 8:54 pm        Reply with quote

Lucaz wrote:
This is most dissapointing when playing it right after ss1, since it was better in every single aspect.


I gave up on SS2 early on and pretty much agree with this. Even the grainy pixels and bizarro custom wolf3d-or-vectors engine results in a much more interesting appearance for SS1, as opposed to SS2's boring clean look. SS1 could've used less awful controls though, my hands literally were cramping after playing it too long.
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PostPosted: Wed Aug 21, 2013 7:36 pm        Reply with quote

FFV Fiesta update: I beat world 2 today. Overall I have a very lucky fiesta going. I'm not at all having to work with garbage classes and my only problem is that my sustainable offensive power is a little on the weak side (but this doesn't seem to matter at all in practice).

- As assumed, Chemist is incredibly overpowered when you use it alongside a FAQ telling you what all the Mix combinations are. I was also very fortunate in that I grinded for a long time against Prototype in World 1 which gave me huge amounts of Ether and DarkMatter, both important mix ingredients. I've been using PhoenixDown+Ether a lot for full-HP revive, and I used PhoenixDown+DarkMatter to insta-kill the tree crystal boss (who surprisingly enough is not immune to instant death). And I haven't even mastered its revive-all-party-members skill yet.

- Beastmaster is the most special-purpose class I have and I hardly used its powers in World 2 at all. But it was necessary to grind Prototype earlier so there is a nice synergy with Chemist in that sense. There is also a synergy with Time Mage in that Demi/Quarter spell is very useful for catching.

- Thief's Escape ability proves to be its most useful one. Because Thief also almost always acts first, it basically acts like Moogle Charm in FFVI and I've hardly been completing a single random battle unless I specifically decide to grind a particular enemy type. I haven't been able to use its get-thief-agility passive ability much because there's usually a more important active ability I want in the one slot available.

- Time Mage proves to be a more than adequate offensive class even though much of its spells are utility oriented. In World 1, I rod broke with it, and in World 2, I heavily used Comet (using it as my only offense on 3 of 4 characters against Atomos and Exdeath). Any enemy without immunity to Demi/Quarter also gets creamed by that spell no matter how otherwise powerful it is. For example, I used Quarter to grind Yellow Dragons in Exdeath castle and acquired 4 Coral Rings there. (I have a vague memory of reading about that drop in a FAQ after Yellow Dragon is no longer encounterable the last time I played FFV. I was luckily reminded of it by a fortunate Coral Ring drop and then grinded them for the other 3.)
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PostPosted: Fri Aug 23, 2013 11:39 pm        Reply with quote

parkbench wrote:
Tell me more about beastmaster--I like the idea of super-specific classes that you learn to use cause you have to.

I'm SUPER jelly about the time mage, it's such a cool class.

What're you using in the second slot for thief?


Beastmaster is the only class that can equip whips (which as mauve said often paralyze), it can mind control enemies (not bosses) and make them attack themselves, and it can Pokeball-style "Catch" low-health enemies for a one-time unleash in a future battle. The main problem with it is that Catching is time-consuming and you can only use it a single time after that for a couple thousand damage.

Thief has Escape in second slot while walking around, and Time Magic there when fighting a boss.
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PostPosted: Thu Aug 29, 2013 7:13 am        Reply with quote

FFV Fiesta complete, the final boss was a pushover. I put a haste ring on everybody, my chemist powers doubled everyone's HP and I repeatedly used Quick to do double-Meteo/Mix. Also after unlocking the supreme weapon, Chicken Knife, my Thief dealt 3000 damage.

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PostPosted: Thu Aug 29, 2013 11:19 pm        Reply with quote

NES TMNT did some interesting stuff with combining a top-down overworld with side-scrolling levels. There's something compelling about how you traverse the city -- entering sewers to bypass obstacles and challenging the optional buildings/sewers for health and items like grappling hooks and missiles for your overworld vehicle -- particularly in the third level. It's a bit of a Metrovania-like but short, brutally difficult and lacking save points.

That said I wouldn't blame anybody for writing off the game because of the clunky physics and unforgiving difficulty. Many players won't even get to the cool stuff in the third level due to dying all the time. I think the last time I played I had an emulator save state at the beginning of the third level and that's when I started appreciating the game.


Last edited by Broco on Thu Aug 29, 2013 11:33 pm; edited 2 times in total
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Broco



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PostPosted: Sun Sep 08, 2013 6:59 am        Reply with quote

notbov wrote:
console Diablo 3 is the weirdest fucking thing. the gains it makes in having direct control over your character and making the experience that much more tactile (and that goddamn dodge they put on the right stick is fucking masterful) are nearly entirely canceled out by the combat still being largely number based, which completely wastes the new dodge move in like, 90% of the fights you're in. since the bosses often attack with moves that have huge start-up times or slow speed, it highlights how well those are designed in comparison to the "hold down main attack buttons" methodology that nearly all regular enemy encounters comprise of. also, 60 fps 99% of the time feels so good and helps out with the feel.

it also gives MP/monster power settings from the onset as difficulty modifiers and putting it on hard actually makes Normal hard and it is better for it (well, a little later on, once you get loot. starting up is rough as all get out). loot is significantly less dumb as well, though they may have gone a little overboard (got 2 legendaries in Act 1 Normal, so).

it's a hell of a better game at launch than the PC version was (and maybe a little, tiny bit better than what it is currently), but it's still fundamentally D3, a fact that gets hammered into you by not letting you skip dialogue (oh god why are doing that to people Blizzard, did a console player run over your dog or something).


I just got this (not having played the PC version) and played through Skeleton King in 2-player offline co-op. Yeah it's pretty decent (and I liked the beginning where everything was kicking our butts the best -- I chose Hard because I had heard the game is too easy). But it did start feeling a bit repetitive in the lower floors of the cathedral. We chose Demon Hunter and Wizard so we can pretty much always Slow all the mobs and fry them from a distance. I barely use the dodge-roll but I imagine it's more useful on a melee class.

I can skip dialogue (and do so as much as possible), maybe it's because I turned on text subtitles?
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Broco



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PostPosted: Mon Sep 09, 2013 5:17 pm        Reply with quote

There isn't enough variation in fights in D3. How it goes with typical enemy groups is that I near-freeze them with Caltrops, then slo-o-o-wly knock their health down by alternating between my primary and secondary attacks depending on my red-bar energy balance. Then when the Caltrops Slow runs out or some other enemies run around it, I back up half a screen, lay more traps and do that some more -- and be careful to dodge any projectiles. Rince repeat for hours on end.

It's actually not a trivial fighting style and it was interesting to master for the first couple of hours. But the problem is that it works against any and every enemy group. Nothing is immune to Caltrops, not even flying enemies. They designed a bunch of very interesting player abilities but then didn't design the enemies to have any counters whatsoever to them, so there's no real dynamism to the battles. There are melee enemies and projectile enemies, both with the same elementary AI, and no other relevant differences it seems.
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PostPosted: Mon Sep 09, 2013 7:46 pm        Reply with quote

With four players in offline co-op I can see it getting really tedious waiting for everyone else to manage their loot in the fullscreen menu. It's already pretty annoying in 2 players given the ~12 equipment types and the constant stream of new loot that needs to be examined to decide whether to equip or break into crafting materials. It doesn't help that there's no option to have a shared pool of loot between players even if you intend to co-op with the same team for the entire game.

Last edited by Broco on Mon Sep 09, 2013 7:47 pm; edited 1 time in total
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PostPosted: Sat Sep 14, 2013 2:42 am        Reply with quote

CubaLibre wrote:
parkbench wrote:
also, mario kart snes: who knew how hard it was? i certainly didn't.

Game rules. Still easily the best Mario Kart in my opinion. I used to be a master of that thing. Basic protip: use L or R to hop, hold a direction in the air, and when you land you can start drifting immediately. It makes tight corners a lot easier.


Now that you mention it, I do remember it being hard, but that memory had been buried by later mario karts.
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PostPosted: Sun Sep 22, 2013 8:46 am        Reply with quote

Maybe your problem is Legendary, I didn't enjoy that much because enemies are bullet sponges and you're weak enough you have to play very cautiously instead of in a fun run-out-shoot-then-run-back way. I suggest Heroic and then turn on some skulls if it's not hard enough for you.
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PostPosted: Mon Sep 23, 2013 1:45 am        Reply with quote

TXTSWORD was complaining a lot about Reach on Legendary as well, I think there's a balance problem there. I really enjoyed the enemy mixes on Heroic myself. As I said, you can turn on the skull that makes enemies deal double damage to you on Heroic and it sounds like that'll be closer to what you like.
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PostPosted: Sun Sep 29, 2013 2:51 am        Reply with quote

Trying Ys: Oath at Felghana. I really like the stage design in this game, every polygon is there for a reason, like a well-made N64 game.

I started on Hard difficulty which was probably a mistake, the first two bosses are really unforgiving: with a level 10 character (which is the most I can reasonably grind to), I have to deal about 100 hits against the second boss, and die myself in 5 hits of the giant projectile that it's flinging at me literally every 2 seconds like clockwork, with a very finicky timing window for dodging it. I could beat the second boss with enough retries, but I suppose it'll only get worse from here, so I should probably restart on Normal and suffer through the intro JRPG dialogue again. The steamchievement for dying lots against a boss is called "Read a FAQ already" which... I don't see how that would help.
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PostPosted: Wed Oct 02, 2013 11:58 pm        Reply with quote

Yeah Ico is not really fun to play for me either. There's a feeling of tedium that creeps over me over time. There's a lot of walking around admiring the scenery, and the puzzles and battles are rather basic. I don't hate it though, it's good for what it is. It's an experience similar to visiting a museum (which would get tedious 10 hours in as well).

I think Jonathan Blow is onto something mixing a beautiful quiet exploration environment with a dense micro-puzzle system in The Witness. The problem is that there's a limit to how engaging you can make crate-pushing, gate-opening puzzles.
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