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I just got Sacred 2: Fallen Angel because I wanted something that had local co-op that wasn't shooting, racing or arcade fighting. It's not the greatest game in the world, but it's entertaining. The learning curve isn't steep, but I'm sure there's a ton of things I'm missing because I kinda blew through the tutorial. Any advice?
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# ? Jun 10, 2011 14:50 |
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# ? May 12, 2024 00:49 |
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Bigass Moth posted:DO you have the DLC? If so, take a few hours to do Operation Anchorage because the loot you get from that will be an incredible help. Yeah I was surprised all the DLC was on the disc, unlike Borderlands' GOTY edition. I'll check out Tenpenny Towers now as the only ghouls I've met were friendly (Gob and Sugar bombs guy). GhostBoy posted:PRL412, Arefu should be within your range at that low level. I usually clear it on my way to Minefield for Moira. But you can get unlucky out in the wasteland. Some enemies are just tougher, despite scaling. If you haven't done the fireant questline (started by a little kid a little north of the Super-Duper Mart), it a good amount of xp and a free perk at the end of it (either +1 perception or strength afaik). Ants die really quickly with headshots, and the nectar is worth a decent penny. I figured Arefu was closer than the minefield so why not do it first? Near the Bed & Breakfast I was promptly set on fire by a guy who jumped out with a flame thrower, and while I hid a tank track robot came by and blew up the rest of the raiders. I was kinda scratching my head as it just kept rolling down the street. I saw that kid by the Super Duper Mart but he wouldn't stop running. Guess I should see if he's calmed down now. And fire ants really don't seem that bad compared to radscorpions or even dogs.
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# ? Jun 10, 2011 18:43 |
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PRL412 posted:I figured Arefu was closer than the minefield so why not do it first? Near the Bed & Breakfast I was promptly set on fire by a guy who jumped out with a flame thrower, and while I hid a tank track robot came by and blew up the rest of the raiders. I was kinda scratching my head as it just kept rolling down the street. Scouting is your friend. More often than not you'll see a bunch of red pips on your compass and you'll assume it's a giant pack of baddies when, in reality, it's TWO packs of baddies who are fighting each other. In those cases, it's best to just watch for a little while until one group gains them upper hand, then try to pick them off. PRL412 posted:I saw that kid by the Super Duper Mart but he wouldn't stop running. Guess I should see if he's calmed down now. And fire ants really don't seem that bad compared to radscorpions or even dogs. Fire ants are mean because their fire attack has a deceptively long range. They're not as fast as radscorps or wild dogs, but they're fast enough to surround you very quickly. And since their range is so good, they don't even need to be that close. Hence why the game pits you against them in open air locations at the start of the quest and then in progressively cramped quarters with them as it advances. That being said, it's definitely worth doing properly for both the perk AND for Lesko's Lab Coat (which increases your science skill by 10 points, which is loving huge). Since you seem to be getting the hang of it, here's some more free FO3 advice: - Hang on to: scrap metal (to give to Walter in Megaton), Sugar Bombs (to give to Murphy in Northwest Seneca Station), and Pre-War Books (to give to Scribe Yearling in the Arlington Library). You get XP and usually something else for each one you return. - Keep hockey masks, hats, eyeglasses/sunglasses, pajamas, and lab coats. It's so that you can repair some of the rarer items on your own. - You may also want to grab the following items ASAP as they're hugely useful:
Most of those involve a quest, so you can't just walk in and grab the item (except the shades, where you totally can--just be prepared for the ambush when you leave the store).
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# ? Jun 10, 2011 19:19 |
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Thanks for the tips, really looking forward to playing a good space sim.
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# ? Jun 10, 2011 19:29 |
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Tips for the original Jagged Alliance?
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# ? Jun 10, 2011 20:19 |
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Astfgl posted:Lucky 8 Ball (Big Town, Red's Clinic): Increases your Luck by 1. To fully complete Big Town and get the Lucky 8 Ball, you need to operate on a guy. This requires a certain amount of Medicine skill, 35 or 40 I think. Also, at one point you will be given several options for defending the town. Do NOT choose the one involving robots, it's bugged.
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# ? Jun 10, 2011 21:20 |
Kennel posted:Tips for the original Jagged Alliance? - Hire Speck as a stay-at-base gunsmith. - The bushes are much more bulletproof than they look. - Try throwing rocks to distract guards. - Make sure you take canteens along for hot days.
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# ? Jun 10, 2011 21:26 |
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If you're totally new to Fallout then honestly I'd say just jump in and explore, when you find something cool or super useful yourself then it's much better than if you've been told to go there. When I start a new game in F3 or FNV I basically have a laundry list of stuff within walking distance of the opening town, I'd love to be able to forget everything and rediscover them all over again.
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# ? Jun 10, 2011 21:32 |
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Astfgl posted:- Hang on to: scrap metal (to give to Walter in Megaton), Sugar Bombs (to give to Murphy in Northwest Seneca Station), and Pre-War Books (to give to Scribe Yearling in the Arlington Library). You get XP and usually something else for each one you return. IIRC, you can also give Blood Packs to the leader of the Vampire people in Meresti service tunnel if you complete the Arefu quest peacefully.
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# ? Jun 11, 2011 06:46 |
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In the Fallout: New Vegas DLC "Dead Money", you will have the opportunity to get several high weight and high value gold bars, but once you have them hauling them around and using them for trading can be problematic as few vendors have the money to afford them. A lot of people overlook the fact that many of these bars can be exchanged for zero-weight cash at the vendors scattered throughout the casino and surrounding area, because these vendors don't carry the usual currency of the game and instead have Pre-War Money. The thing is, that Pre-War Money can be used as a trade good in the rest of the game and is weightless, and the 2500 Pre-War Money each vendor carries is worth around 25,000 caps, or more than enough to take two bars off of your hands unless you have really high Barter skill. Even if you didn't get a lot of gold, it's worth gathering other loot and selling it to the vendors until you have completely emptied out their supply of Pre-War Money. Unless you managed to get all 37 bars of gold out of the vault (which is tricky but do-able) you should be able to unload all of it before leaving the DLC area, which will save you room for the REALLY valuable stuff - Police Revolvers, Automatic Rifles, and drugs, which have a higher value per pound than the gold bars. You could also exchange the Pre-War Money for chips that you can use in the vending machines to buy Super Stimpacks and other items with very high value to weight ratios, or if you have a high luck go back in the Casino before leaving and use them to gamble and further increase the wealth. That reminds me, you can go back in the casino after you complete the main mission of the game. I at first assumed I could not because the game transported me out of the casino and in front of the gate to leave the Sierra Madre and go back to the Mojave, but you have full reign of every part of the casino except the vault for as long as you like, making it a good idea to go back and recover all the guns and other valuable things you might have left there to save space for gold. Even if you manage to get all the bars of gold and are willing to carry it at an encumbered rate back to wherever your base is in the Mojave, there is still at least another couple hundred thousand caps worth of loot to be found in the expansion. Oh yeah, there is also a nice thing in a place where you will have to lock somebody behind a gate. You have to get it before you lock the gate, or you won't be able to get it after finishing the quests. Somebody fucked around with this message at 09:24 on Jun 12, 2011 |
# ? Jun 11, 2011 07:40 |
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I didn't see this on the Wiki, any tips for Enslaved: Odyssey to the West?
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# ? Jun 11, 2011 09:11 |
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ClearAirTurbulence posted:In the Fallout: New Vegas DLC "Dead Money",. I don't think you should spoil the reward for the vault. It's kind of a cool discovery...
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# ? Jun 11, 2011 09:51 |
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any advice for resident evil 5, I've just got to the 3rd act and am finding my guns are either very underpowered or the dudes with the tribal masks are super strong and eat up a hell a lot of my ammo. Also should I be upgrading Shevas guns too or just my own?
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# ? Jun 11, 2011 09:53 |
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Mayor McCheese posted:I didn't see this on the Wiki, any tips for Enslaved: Odyssey to the West? Remember you can shoot the enemies even during stealth parts. This will save you A LOT of hassle. Some bosses are trivial if you have enough stun blasts. The counter ability is so hard to pull off it's worthless. You'll want to upgrade your shield and staff the most. You have a move that makes Monkey hit with his staff in a wide angle and pushes enemies away - this is very useful and gives you some time and space to avoid being surrounded. The enemies are very fast, surprisingly so, and can kill you in seconds if you mess up. The most important thing about fighting is positioning - shooting and stunning (which gets unlocked later in the game) with the staff is pretty drat useful. Other than that the game is pretty straight-forward and will tell you all you need to know. DO NOT look up videos or anything before you beat the game. Renoistic fucked around with this message at 10:09 on Jun 11, 2011 |
# ? Jun 11, 2011 10:05 |
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Awesome, thanks! Edit: I just finished the second chapter which unlocked where I can spend skill points, so this is perfect timing.
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# ? Jun 11, 2011 10:22 |
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Chinaman7000 posted:I don't think you should spoil the reward for the vault. It's kind of a cool discovery... I didn't claim the gold was the only thing in the vault, and this is really something a person should know before going in there, because the first temptation is to drop all the loot you are carrying to get as much gold out as possible, when in reality a lot of the loot you will carry into the vault will be more valuable per pound than the gold.
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# ? Jun 11, 2011 15:59 |
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I haven't seen it yet but does anyone have any tips for two games, one is one I have but haven't gotten around to playing; Alpha Protocol and the other one I just rented off gamefly LA Noire
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# ? Jun 11, 2011 16:09 |
RenegadeStyle1 posted:I haven't seen it yet but does anyone have any tips for two games, one is one I have but haven't gotten around to playing; Alpha Protocol and the other one I just rented off gamefly LA Noire The pistol skill and the stealth skill are really good in alpha protocol. The thing to remember is that alpha protocol is an rpg first so if you are shooting at a guy with your pistol and you have no points in pistol you aren't going to hit him even if you have your shot perfectly lined up. Eventually with more points in pistol you can aim from behind cover which is really useful and the last two levels of chainshot make bosses trivial. Even if you don't use stealth much the fifth level of it will tell you where all the enemies are located so its well worth having some points in that. The last level of stealth is just cheating. I forget what the skill is called but the second level of tech or whatever its called will allow you to bypass all locks with an emp grenade. The minigames for locks are just horrible so this is your way of just avoiding that irritation. Though the more you level up tech the easier they become. Or you could say gently caress all that and go shotgun and assault rifle the whole way through kicking down every door and using incendiary ammo on civilians. You have a lot of choices in alpha protocol. The only really worthwhile advice is the emp lock bypass thing because it saves you a lot of time. That and remember, rpg first stealth\shooter second. Edit: Oh and if you think you screwed up your build you can rebuild your character after the first act. Oh and the first part of the game is regarded by most people as the weakest so push through it if it seems at all like it could be good to you. You totally don't have to because alpha protocol will reward you no matter how you want to play but I found it very satisfying to talk to as many people as possible for as long as possible. In every conversation you have the option to just kill or beat on the other person to get what you want or at least tell them where to stick it. The developers wanted to give impatient people the ability to just push on through if they wanted. And doing that every time is very funny. There is a lot of replay value. But the conversations are well worth dragging out. The characters are so much fun. Goofballs fucked around with this message at 18:19 on Jun 11, 2011 |
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# ? Jun 11, 2011 18:07 |
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RenegadeStyle1 posted:I haven't seen it yet but does anyone have any tips for two games, one is one I have but haven't gotten around to playing; Alpha Protocol and the other one I just rented off gamefly LA Noire Alpha Protocol was covered earlier but here's the gist:
Nehru the Damaja fucked around with this message at 18:19 on Jun 11, 2011 |
# ? Jun 11, 2011 18:15 |
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ClearAirTurbulence posted:In the Fallout: New Vegas DLC "Dead Money", you will have the opportunity to get several high weight and high value gold bars, but once you have them hauling them around and using them for trading can be problematic as few vendors have the money to afford them. A lot of people overlook the fact that many of these bars can be exchanged for zero-weight cash at the vendors scattered throughout the casino and surrounding area, because these vendors don't carry the usual currency of the game and instead have Pre-War Money. The thing is, that Pre-War Money can be used as a trade good in the rest of the game and is weightless, and the 2500 Pre-War Money each vendor carries is worth around 25,000 caps, or more than enough to take two bars off of your hands unless you have really high Barter skill. Even if you didn't get a lot of gold, it's worth gathering other loot and selling it to the vendors until you have completely emptied out their supply of Pre-War Money. Unless you managed to get all 37 bars of gold out of the vault (which is tricky but do-able) you should be able to unload all of it before leaving the DLC area, which will save you room for the REALLY valuable stuff - Police Revolvers, Automatic Rifles, and drugs, which have a higher value per pound than the gold bars. You could also exchange the Pre-War Money for chips that you can use in the vending machines to buy Super Stimpacks and other items with very high value to weight ratios, or if you have a high luck go back in the Casino before leaving and use them to gamble and further increase the wealth. This is true. If you're not playing hardcore, the same applies to ammo. I went to the gun runners and bought every single piece of ammo they had with my gold. Weightless and good trade value.
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# ? Jun 11, 2011 18:38 |
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For the two posters above, thank you for the Alpha Protocol advice. Especially the guy that said that the first act is really weak, because if you are talking about Saudi Arabia that is where i'm stuck. I feel like i'm not having fun yet so I stopped. The conversation thing seems generally fun so I was disappointed so thanks for that.
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# ? Jun 11, 2011 19:08 |
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L.A. Noire just got a page on the site: http://www.beforeiplay.com/index.php?title=L.A._Noire but to add to that, don't be afraid to use intuition points. You get more sporadically as you level & you can only stockpile 5 so don't hesitate to use one. Also seconding the "back out of lies sometimes" advice, because it really is hard to tell exactly which way Cole's going to take a lie accusation sometimes. If you aren't sure whether it's a doubt or a lie, suggest Lie & see where it goes. If it goes somewhere obvious (i.e. Cole says he knows where X was, and X goes "psh you can't prove it" but you have evidence that does indeed prove it) then stick with it, if it goes way off the evidence path back out & Doubt.
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# ? Jun 11, 2011 19:27 |
RenegadeStyle1 posted:For the two posters above, thank you for the Alpha Protocol advice. Especially the guy that said that the first act is really weak, because if you are talking about Saudi Arabia that is where i'm stuck. I feel like i'm not having fun yet so I stopped. The conversation thing seems generally fun so I was disappointed so thanks for that. I actually liked saudi and it ends well. I think the main problem at the start is you have very few skill points so its kind of hard and frustrating but once you start getting powers and good at things its a laugh. That being said when I got stuck in saudi it was because I wanted to be super stealthy and I would screw things up and have to reload. You shouldn't bother too much because if alarms go off its not the end of the world. Things to note though. Your assault rifle can be silenced so if there is some mook at a machine gun post he can be removed quietly. Or if you know you are going to be rushed by a few mooks in a tight space you can attach grenades to the walls. That makes a tough fight into no big deal.
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# ? Jun 11, 2011 19:29 |
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I think the Fallout gold is definitely something people should NOT know about. Having to suddenly deal with dropping all your loot for the tempting gold bars is the whole point of the DLC, even if mathematically they are worth less than some super repaired guns. I would be pissed if I read that hint in this thread before playing. Yeah, one or two guns in the DLC are worth more, but you are ruining the experience and the theme for the DLC for the sake of min-maxing Basically it's good to know and interesting for re-playthroughs but that's like telling a Portal player the most efficient solution to a room before they get a chance to solve it themselves.
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# ? Jun 11, 2011 19:29 |
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Chinaman7000 posted:I think the Fallout gold is definitely something people should NOT know about. Having to suddenly deal with dropping all your loot for the tempting gold bars is the whole point of the DLC, even if mathematically they are worth less than some super repaired guns. I would be pissed if I read that hint in this thread before playing. Yeah, one or two guns in the DLC are worth more, but you are ruining the experience and the theme for the DLC for the sake of min-maxing Considering you can get infinite weapon repair kits from Sierra Madre chips, the gold bars aren't really much of an incentive over full repaired superweapons.
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# ? Jun 11, 2011 20:17 |
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I have to say I don't understand why everyone seems to be so big on skipping the hacking games with EMPs in Alpha Protocol. "Use EMPs on minigames" is Rank 1 Sabotage, and "Make every minigame easy enough to not need EMPs" is Rank 2. Between that and the minigame armor mod (which is one of the few actually useful mods so there's no reason not to use it) I don't think I had a single issue with hacking/bypassing/lockpicking for the entire game. Plus Sabotage is just a great tree altogether, with some of the best passives in the game: Data Theft (up to double the cash you get from hacking), Spy's Luck (free retry on any minigame in case you misclick or forget to exit out before the timer runs down), and Binary Invisibility (automatic save from being spotted by a camera or turret holy poo poo this is useful get this skill). Really, EMPs (and gadgets altogether to be frank) are just an unneeded waste of money. And since I mentioned it, I'll elaborate on armor mods. The useful mods are the minigame aid, reduce cooldown times, and stealth or damage reduction depending on the situation, with the possible inclusion of the melee damage boosters if that's relevant to your build. The others are either not needed (you really should not be running out of ammo at any point) or actively useless (the "reduce electronic visibility" mods do nothing, you will still be instantly spotted by cameras/turrets if you don't have Binary Invisibility (get Binary Invisibility)).
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# ? Jun 11, 2011 22:16 |
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I almost always took Sabotage tree so it was never trouble for me, but some people seem to find the minigames just intolerably hard even then. And yeah, the money you get from Sabotage bonuses to hacking is incredible.
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# ? Jun 11, 2011 22:35 |
It depends on the minigame I think. The one where you have to move the mouse up and down is fine and the other one where you have to connect bits together is alright. Its the one with constantly moving letters and numbers that drives me nuts. I just hate looking at it because it makes my eyes sore. And that's before it even starts to get difficult.
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# ? Jun 11, 2011 22:53 |
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There is a huge page on Alpha Protocol on the wiki: http://www.beforeiplay.com/index.php?title=Alpha_Protocol If anyone notices anything which should be changed, let me know.
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# ? Jun 12, 2011 00:16 |
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Centipeed posted:There is a huge page on Alpha Protocol on the wiki: I'm playing it now and following it and this is incorrect: - You can get some easy XP with the "contact guy x" missions. Check the intel before the mission starts - if you don't see a map of the area, it's going to be a simple dialog-mode mission. I didn't any XP from those missions whatsoever.
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# ? Jun 12, 2011 00:39 |
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Not to turn this into the Alpha Protocol Thread but I have one more question. Will it be alot harder if I start out with the Recruit class as opposed to one of the main classes? I'm probably going to play on casual no matter what (I always play on the easiest difficulty on my first playthrough of any game and if I like the gameplay enough i'll replay it harder.)
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# ? Jun 12, 2011 02:05 |
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RenegadeStyle1 posted:Not to turn this into the Alpha Protocol Thread but I have one more question. Will it be alot harder if I start out with the Recruit class as opposed to one of the main classes? I'm probably going to play on casual no matter what (I always play on the easiest difficulty on my first playthrough of any game and if I like the gameplay enough i'll replay it harder.) Not really. Other classes start with 30AP of skills, Recruit starts with 0 but can get 10AP from the tutorial by repeatedly choosing the special Recruit conversation paths. So you'll be down 20AP in Saudi Arabia, which might make it a tad more difficult, but past that it really won't matter. Plus beating the game with Recruit unlocks Veteran who starts with 120AP, so it's actually recommended.
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# ? Jun 12, 2011 02:14 |
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^ As a dissenting opinion, starting out with only 0-10AP makes a noticeable difference in how hard combat and especially stealth are, and those are the two things most likely to frustrate someone playing AP. And if you do like it it's not like you're only going to be playing it twice anyways. My personal recommendation would be any "normal" class first to learn the ropes, then Recruit to unlock Veteran, then Veteran thereafter.
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# ? Jun 12, 2011 02:26 |
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Just about to start off Dragon Age:Origins for the 1st time on the 360. I've picked a mage, human if that matters. With what I've seen so far it looks like I'll be making alistair a tank while the rest will be damage dealers. What skills should I be getting for all this to work? How does aggro work? And general tips would be great. I know about the game breaking bug when you return to the circle, so I'm prepared for that.
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# ? Jun 12, 2011 08:07 |
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Mufasa Nigel posted:Just about to start off Dragon Age:Origins for the 1st time on the 360. I've picked a mage, human if that matters. With what I've seen so far it looks like I'll be making alistair a tank while the rest will be damage dealers. What skills should I be getting for all this to work? How does aggro work? And general tips would be great. Get two other mages, learn the cage spell, maybe some AoE ice and fire, coast through the game. Aggro is your normal damage dealt shenanigans but Alister has moves which give aggro. Not that it matters since a 3 mage party usually tears through enemies long before it even has a chance of becoming an issue.
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# ? Jun 12, 2011 08:10 |
ClearAirTurbulence posted:Hi, I accidently had the DLC more or less killed for me because of this. I agree, take this down.
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# ? Jun 12, 2011 08:11 |
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elf help book posted:I'm playing it now and following it and this is incorrect: Thanks, I've removed the tip.
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# ? Jun 12, 2011 10:03 |
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Mufasa Nigel posted:Just about to start off Dragon Age:Origins for the 1st time on the 360. I've picked a mage, human if that matters. With what I've seen so far it looks like I'll be making alistair a tank while the rest will be damage dealers. What skills should I be getting for all this to work? How does aggro work? And general tips would be great. A three mage party can be very powerful, but it can be tricky keeping both Morrigan and Wynne happy with the same choices. It's also good to have a thief in the party to open chests and disarm traps. For a tank, you want a sword+shield build. Get Threaten and Taunt early, which allows him to keep agrro even when you start handing out big damage. After that you'll want the middle line of S&S skills up to at least number three. Don't bother with the attack skills until later: passive buffs and defensive skills are where it's at. Only get as much Strength as you need to unlock skills, and dump the rest into dex and health. Dex will mean your tank doesn't get hit as much, and you aren't relying on him for damage anyway. Champion is a good choice for tank specialty. Taunt is effective enough with Threaten running that you can use a mage to slap on a Force Shield right after he taunts and keep aggro on him even though he just stands there not taking or dealing damage. A nice trick for groups. Generally you'll want to specialize with your stats. Mages should pour everything into willpower and magic (except maybe a few points in health). Thieves should be dumping all their stats into either cunning (for melee) or dex (for ranged) etc, unless you have a specific need (like str to be able to wear better armor. I think 20 or 22 is needed for the best light armor). Other than that, just do the Circle as the first of your main plot missions, as you gain some neice stat upgrades for your main character.
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# ? Jun 12, 2011 11:23 |
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About the play the uncharted games starting with 1. I've heard the difficulty level just makes guns do more damage even vs enemies and I should play with it turned up so the bad dudes are not bullet sponges. Is this true? Should I start on Hard? or is there a higher difficulty I should be on?
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# ? Jun 12, 2011 14:03 |
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# ? May 12, 2024 00:49 |
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GhostBoy posted:For a tank, you want a sword+shield build. Get Threaten and Taunt early, which allows him to keep agrro even when you start handing out big damage. After that you'll want the middle line of S&S skills up to at least number three. Don't bother with the attack skills until later: passive buffs and defensive skills are where it's at. Only get as much Strength as you need to unlock skills, and dump the rest into dex and health. Dex will mean your tank doesn't get hit as much, and you aren't relying on him for damage anyway. Champion is a good choice for tank specialty. Taunt is effective enough with Threaten running that you can use a mage to slap on a Force Shield right after he taunts and keep aggro on him even though he just stands there not taking or dealing damage. A nice trick for groups. The DLC character Shale makes an excellent tank as well.
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# ? Jun 12, 2011 14:16 |