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Dr. Video Games 0031
Jul 17, 2004

I have definitely had enemies materialize out of thin air right next to me while on missions, such as that resort island you storm with the montero girl. They also respawn pretty aggressively in the open world in the restricted areas that aren't capturable bases

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fast cars loose anus
Mar 2, 2007

Pillbug
Yeah if I hadn't been trying to level my panther up already I'd have been super annoyed on the private island but it worked out fine

I am convinced someone important on the art team is a big time Florida sports fan based on some of these gun sprays

and the two colors denoting pathways are blue and orange, too

AcidCat
Feb 10, 2005

So, still having a lot of fun with the game. Just finished the Madrugada storyline and moved into Valle de Oro. So I feel I can already tell that this game is going to have a problem that many games lately seem to have, the systems wear thin WAY before you are done with the game. Im only into the second zone and I already have a complete kit to deal with any enemy. Construction desk kiosks already maxed out with the two most beneficial ones so remaining pickups of stuff like metal, meds, gas etc are largely pointless. Gear and weapon pickups are already just fluff I may or may not ever use for some future potential build I could use for fun but certainly not out of necessity. Military checkpoints and other assets are pointless because Im already level 9 in this pointless leveling mechanic. Sure they are there just for fun, and Im sure I will do more for fun, but already they are no longer essential or provide any meaningful progression other than maybe a fast travel point. This game has the same problem AC Valhalla did, massive gameworld, fun basic mechanics, but a progression system that could not cope with the game length. Ubi needs to stretch these progression systems much longer to match how much time you spend in these games and stop letting the player blow after 10 hours when the game still suckin for another 50+ hours. At least the story and characters and basic gunplay is fun, but why make all these system that become irrelevant 20% through the game.

AcidCat
Feb 10, 2005

Also the game seriously needs a time-forward mechanic I am sick of this nighttime that seems to last forever, Ubi you figured this out in AC give it to me here.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
Yea i got stuck while trying to get an FND chest where enemies just kept spawning it, and i could see them teleporting behind enemies that were already attacking me. Its really bad on the ocean.

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

AcidCat posted:

So, still having a lot of fun with the game. Just finished the Madrugada storyline and moved into Valle de Oro. So I feel I can already tell that this game is going to have a problem that many games lately seem to have, the systems wear thin WAY before you are done with the game. Im only into the second zone and I already have a complete kit to deal with any enemy. Construction desk kiosks already maxed out with the two most beneficial ones so remaining pickups of stuff like metal, meds, gas etc are largely pointless. Gear and weapon pickups are already just fluff I may or may not ever use for some future potential build I could use for fun but certainly not out of necessity. Military checkpoints and other assets are pointless because Im already level 9 in this pointless leveling mechanic. Sure they are there just for fun, and Im sure I will do more for fun, but already they are no longer essential or provide any meaningful progression other than maybe a fast travel point. This game has the same problem AC Valhalla did, massive gameworld, fun basic mechanics, but a progression system that could not cope with the game length. Ubi needs to stretch these progression systems much longer to match how much time you spend in these games and stop letting the player blow after 10 hours when the game still suckin for another 50+ hours. At least the story and characters and basic gunplay is fun, but why make all these system that become irrelevant 20% through the game.

I'd say it's not so much an issue with many modern games (though there are other examples out there) and more a Ubisoft one. They've actually improved matters in this Far Cry compared to the last three though; removing the skill tree and tying abilities to equipment was a good move, as you can't do everything all at once (though Im aware you can change on the fly).

Valhalla, as you say, has this issue, but then so do the all of the ACs that I've played, especially since the soft reboot of Origins. You can play about with the difficulty settings at least there, but you generally still ping pong between being a god of death and getting one shot'd by a standard mook with very little middle ground.

The Lone Badger
Sep 24, 2007

Play posted:

Sometimes that does the job, but it often ends up getting hot eventually and then I often bring out my favorite weapon: the resolver hand shotgun with shield. I think it's called El Muro maybe. That thing owns because enemies literally cannot hurt you if you are facing them aimed.

Do you favour shot or slugs?

ssb
Feb 16, 2006

WOULD YOU ACCOMPANY ME ON A BRISK WALK? I WOULD LIKE TO SPEAK WITH YOU!!


The Lone Badger posted:

Do you favour shot or slugs?

Buckshot seems best unless you use that gun from the starter island with incendiary, which is a change of pace that usually ends up just getting yourself set on fire.

But buckshot seems better than slug for general shotgun usage. (I can't say specifically the resolver shotgun, but every single other shotgun it is, so I imagine it's the same)

Au Revoir Shosanna
Feb 17, 2011

i support this government and/or service
The main strength of slugs is that it will just totally ragdoll enemies from a good distance, even if they don't die.

Seriously slap slugs on the RMS-18 or go get this unique shotgun and just go to town:
https://www.youtube.com/watch?v=65vHFa7-BF4

As Nero Danced
Sep 3, 2009

Alright, let's do this

Dr. Video Games 0031 posted:

I have definitely had enemies materialize out of thin air right next to me while on missions, such as that resort island you storm with the montero girl. They also respawn pretty aggressively in the open world in the restricted areas that aren't capturable bases

I had a stream of soldiers popping out of a door on one of the boats you have to attack when you leave the first island, it eventually stopped after the third respawn

Dr. Video Games 0031
Jul 17, 2004

As Nero Danced posted:

I had a stream of soldiers popping out of a door on one of the boats you have to attack when you leave the first island, it eventually stopped after the third respawn

Those boats have alarms, so I can understand that. At least they're coming from somewhere, and there's a reason for it. What I'm talking about is no alarms, no active enemy contact, but then a bunch of enemies will literally materialize out of thin air, not even come from somewhere, because the game determined that this is a zone enemies should be patrolling in, and it doesn't care that the player is nearby.

explosivo
May 23, 2004

Fueled by Satan


I'm kind of feeling the same way about this game as of now, I am having a blast and it's perfect for that kind of mindless killing/grinding while watching a stream or something type game I want, but yeah the progression stuff in this one feels very truncated. I appreciate taking out some of the more onerous mechanics like skinning bear tits for 5 separate levels of a new wallet but I have guns now like 5 hours into the game that I think could reasonably see me through all of it if I wanted to. I think at a certain point it becomes less about the gear and more about uncovering everything on the map but without the drive for better loot/xp I'm not sure how much of that I'm interested in doing.

Au Revoir Shosanna
Feb 17, 2011

i support this government and/or service
i'd agree with all of that if i wasn't somehow always in dire need of more goddamn gun powder

Earwicker
Jan 6, 2003

im still kind of on the fence about getting this one. i loved 3 and 4 but didnt like 5 as much, though new dawn was ok.

is the map interesting or do anything new at all or is it just kind of generic jungle? some of the previews suggested an actual city?

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe
Yeah there's a couple urban areas including the fairly large capital.

A lot of tropical jungle though they spruce it up with some rather big landmarks like plantations.

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

Two questions I can’t seem to answer online.

How does armor actually work? I see there are basically three tiers, “slightly improves”, “improves”, “greatly improves” (mark II). Am I supposed to wear a piece of armor for each damage type? Like, right now I have anti-soft ammo helmet, anti-AP vest, anti-blast pants. Does a certain slot have higher damage resistance than others, like in other RPGs (usually the vest has much higher points than gloves or helmet, etc)?

What’s the purpose of taking over the large military target bases in each sector? In madrugada there’s one or two bases per county and.. I dunno.. is it just for weapons and supplies, or does capturing them all progressively liberate that area of the map until madrugada is like 100% liberated? Or enemy patrol numbers decrease or something? I think I’m thinking like The Division 2 type of mechanic.

Play
Apr 25, 2006

Strong stroll for a mangy stray
What are y'alls favorite areas out of the three main missions from the start?

I started with El Este and the Legends of '67 because to me that sounded the most interesting, and indeed it has proven so. I loved El Tigre and the rest of these broken hippy guerillas. I don't like the McKay section as much as the Benitez one though.

Then I went to La Madadrugada and while I didn't care for it much at first, it's started to grow on me a bit. Pretty good characters and some solid missions, but I still prefer El Este's map.

Last I went to Valle de Oro, I did that just last night and so far I don't really care for these brats. Maybe I'm just getting bored of the formula but didn't feel very interested and I hate that there is no helicopter spawn spot at the main base.

The Lone Badger posted:

Do you favour shot or slugs?

Shot. I THOUGHT slugs would be rad, that was actually why I asked about industrial circuits (of which I have tons now all the sudden, somehow) until I realized that it LOWERED the damage. What it should do is shoot an enormous slug that just devastates one enemy, it shouldn't lower damage at all.

The whole point of that weapon is to run up and shoot people in their loving faces with the shield raised. Using it from a distance makes no sense at all to me, if I want to ragdoll enemies I will hit them with La Clavadora and they will not only be ragdolled but dead.

It's usefulness has gone down slightly now that I am always wearing the headband that allows you to machete kill anyone front or back alerted or not.

Earwicker posted:

im still kind of on the fence about getting this one. i loved 3 and 4 but didnt like 5 as much, though new dawn was ok.

is the map interesting or do anything new at all or is it just kind of generic jungle? some of the previews suggested an actual city?

The map is impressive as hell. It's huge, first of all, and the areas are quite distinct actually. There are a good amount of unique features, landmarks, and area types. Tons of unique buildings, towns, and locations. I feel like every single outpost is distinct, that may not be the case but they are distinct enough that it seems like it is.

Can't even imagine how long this world took to design. When you go up in a helicopter or plane you can really get a sense for how massive it is, seeing stuff so far in the distance.

Blind Rasputin posted:

Two questions I can’t seem to answer online.

How does armor actually work? I see there are basically three tiers, “slightly improves”, “improves”, “greatly improves” (mark II). Am I supposed to wear a piece of armor for each damage type? Like, right now I have anti-soft ammo helmet, anti-AP vest, anti-blast pants. Does a certain slot have higher damage resistance than others, like in other RPGs (usually the vest has much higher points than gloves or helmet, etc)?

What’s the purpose of taking over the large military target bases in each sector? In madrugada there’s one or two bases per county and.. I dunno.. is it just for weapons and supplies, or does capturing them all progressively liberate that area of the map until madrugada is like 100% liberated? Or enemy patrol numbers decrease or something? I think I’m thinking like The Division 2 type of mechanic.

You can wear any armor you like, and those three tiers are all that is there. Slightly, normal, and greatly. Different clothing items don't offer more or less, it's all determined by those qualifiers from what I understand.

Besides, in my opinion the best armors are the ones that add other abilities rather than protect against anything. Faster movement, quieter movement, easier melee kills, etc.

I'm not sure about the military targets but I think mainly it gives you another fast travel point (iirc) and there is a reward for liberating them but it doesn't create less enemies anywhere. In fact the opposite as it'll raise your threat level kind of thing I think.

Marshal Prolapse
Jun 23, 2012

by Jeffrey of YOSPOS

Au Revoir Shosanna posted:

i'd agree with all of that if i wasn't somehow always in dire need of more goddamn gun powder

It’s just so goddamn annoying, like if it had been named something else, I wouldn’t be as annoyed, since it could be something that’s not laying all around the place like ammunition loaded with bullets and gun powder.

Finally got off tutorial island and I have to say I like 5s version of it more, but I’ll give the main game more of a try…while replaying FC5 for the 2nd time on NG+.

explosivo
May 23, 2004

Fueled by Satan

I became less annoyed with the gunpowder situation once I realized mods are re-usable with guns of the same type. Since I'm almost always going to have a rifle with a silencer and a scope on it and an SMG and something else I don't think I really need to make too many unique attachments, especially if you use a gun or two that already has attachments you can't replace on it. It is kind of an arbitrary bottleneck, presumably there to prevent you from crafting everything right off the bat, but I haven't really been super bothered with the lack of gunpowder yet. I'm only ~7 hours in though so maybe it gets worse later?

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!
So I did the Montero mission where you have to break that guy out of the prison. Then you had to escort him back to some garage. The NPC AI ran past the two guys I just capped, figured to pick up a rifle and then just head off into the forest, chasing after some other bad guy NPCs. Way to loving go.

Also driving AI just freaking out out of the blue for no apparent reason and ramming into things. Always hilarious.

Combat Pretzel fucked around with this message at 19:51 on Oct 14, 2021

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

Yeah I just did the mongers mission where you have to carry the injured guy while following the AI lady, took three tries because she kept bugging out and running off to stand in front of the enemy tank lmao. The follow on escort part in the back of the truck, firing at oncoming enemy trucks, was going great with an EMP grenade launcher until I accidentally clipped the tail of the truck I was in with a round and suddenly both of the AI people went ragdolling out the back of the truck and the mission failed.

Aphrodite
Jun 27, 2006

For me he got in the turret of a truck that was there, which meant I couldn't drive it because the prompt changed to Commandeer but that didn't actually force him to leave.

I had to run way down the road for him to finally start following.

Play
Apr 25, 2006

Strong stroll for a mangy stray

Combat Pretzel posted:

So I did the Montero mission where you have to break that guy out of the prison. Then you had to escort him back to some garage. The NPC AI ran past the two guys I just capped, figured to pick up a rifle and then just head off into the forest, chasing after some other bad guy NPCs. Way to loving go.

Also driving AI just freaking out out of the blue for no apparent reason and ramming into things. Always hilarious.

It's pretty loving funny. That mission also got screwed up for me at first because Papa Montero rammed the prison truck into a tank before we even got to the school lol

Every now and then you'll come upon an NPC enemy or otherwise just getting themselves killed somehow with a vehicle for no discernable reason, or just spawning right in front of a moving truck

Blind Rasputin posted:

Yeah I just did the mongers mission where you have to carry the injured guy while following the AI lady, took three tries because she kept bugging out and running off to stand in front of the enemy tank lmao. The follow on escort part in the back of the truck, firing at oncoming enemy trucks, was going great with an EMP grenade launcher until I accidentally clipped the tail of the truck I was in with a round and suddenly both of the AI people went ragdolling out the back of the truck and the mission failed.

That's forgivable though (the EMP grenade thing) because that's absolutely how it's supposed to work

I used the resolver minigun for that one and it actually worked pretty well, although it can be annoying if an enemy car gets in FRONT of your truck and the only way you can get an angle to shoot them is try to get up on top instead of in the bed but the game didn't seem to like that much.

explosivo posted:

I became less annoyed with the gunpowder situation once I realized mods are re-usable with guns of the same type. Since I'm almost always going to have a rifle with a silencer and a scope on it and an SMG and something else I don't think I really need to make too many unique attachments, especially if you use a gun or two that already has attachments you can't replace on it. It is kind of an arbitrary bottleneck, presumably there to prevent you from crafting everything right off the bat, but I haven't really been super bothered with the lack of gunpowder yet. I'm only ~7 hours in though so maybe it gets worse later?

Nah if anything it is worse in the beginning and pretty soon you'll have more gunpowder than you know what to do with if you keep up clearing events on the map. My gun rotation is usually about 7 or 8 main ones, most guns there is no point bothering to upgrade.

fast cars loose anus
Mar 2, 2007

Pillbug

Blind Rasputin posted:

Yeah I just did the mongers mission where you have to carry the injured guy while following the AI lady, took three tries because she kept bugging out and running off to stand in front of the enemy tank lmao. The follow on escort part in the back of the truck, firing at oncoming enemy trucks, was going great with an EMP grenade launcher until I accidentally clipped the tail of the truck I was in with a round and suddenly both of the AI people went ragdolling out the back of the truck and the mission failed.

Can I just point out that the cutscene prior to this section made me laugh harder than anything in games for a while?

Spoilers for the Montero section of the game (Madrugada):


Why did that dumb motherfucking cowboy cut the bomb off his son and then THROW HIS SON AND NOT THE BOMB
Unless he wanted to die in shame for raising such a weiner


Also yeah I think I've got my full game loadout and I'm not nearly even done with the first area, between the third-tier sniper rifle and a souped-out M9 I can handle anything at decent distances, and I hardly ever go loud so my assault rifle has been relegated to gator duty. The EMP bow does help when I am forced into situations involving enemy vehicles though.

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

Haha yes! I was thinking exactly the same thing. He had it in his hand but… threw his son instead?! He went full martyr. Never go full martyr.

Phetz
Nov 7, 2008

Daddy like...
Fun Shoe
I think they do mention that he's terminally ill so maybe that was his way of going out in a blaze of glory or something?

fast cars loose anus
Mar 2, 2007

Pillbug
^ I had forgotten about that but it still seems like we might have been better off with him for a while instead

I actually do kinda want to play around with the wall-shooting rifle, I just haven't found a great opportunity yet

Radical 90s Wizard
Aug 5, 2008

~SS-18 burning bright,
Bathe me in your cleansing light~
lol yea that bit caught me by surprise too

Play
Apr 25, 2006

Strong stroll for a mangy stray
exactly same reaction, dumb motherfucker. he literally just blasts his dying son onto the pavement super hard too lol, and he already removed the bomb from his son so just throw that motherfucker! I feel like they could've come up with a better scenario than that

Phetz posted:

I think they do mention that he's terminally ill so maybe that was his way of going out in a blaze of glory or something?

It's an explanation but I don't think it's supported by the actual story. There was no sign that Papa Montero was interested in committing suicide, he was still leading a revolt and there are much better ways to go out in a blaze of glory anyways.

They just wanted him to die so that there are stakes and the girl killing the traitor is viewed as righteous. Could've thought up a more convincing way to do it though. Like, say, one of the soldiers around just pops him in the head for example while he's carrying his injured son, that would've worked fine. Even better if he throws away the bomb so you think he's fine then he just gets sniped

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

He should’ve ridden his horse at the tank, taking the tank with him.

fast cars loose anus
Mar 2, 2007

Pillbug
Update: from what I can tell the wall-shooting rifle doesn't actually have a limit to what it will shoot through. It's actually super good, and I wish I'd stopped caring about stealth earlier.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I haven't found a blooper or any other kind of HE weapon yet, so no EMP rounds yet for me, but can you hijack a tank after knocking it out with one?

fast cars loose anus
Mar 2, 2007

Pillbug

Blind Rasputin posted:

He should’ve ridden his horse at the tank, taking the tank with him.

Right, a blaze of glory requires some glory. The crop duster in Independence Day wouldn't have even been in the movie if he crashed his plane into a silo.

Aphrodite
Jun 27, 2006

fast cars loose anus posted:

Update: from what I can tell the wall-shooting rifle doesn't actually have a limit to what it will shoot through. It's actually super good, and I wish I'd stopped caring about stealth earlier.

Does the rifle still shoot through walls without the Supremo active?

fast cars loose anus
Mar 2, 2007

Pillbug

Aphrodite posted:

Does the rifle still shoot through walls without the Supremo active?

Well, no, but since this game let's you switch arsenal on the fly you can just pop it into a slot right before you activate it and return to whatever weapon you'd prefer there after it runs out

Also it easily lasts long enough to kill 3 or 4 guys base level and there's an upgrade that increases the duration

Play
Apr 25, 2006

Strong stroll for a mangy stray

Blind Rasputin posted:

He should’ve ridden his horse at the tank, taking the tank with him.

Almost feels like that was the plan or something and they scrapped it because it was too hard to animate. The whole thing was very incongruous, all he had to do was take the kid and leave the bomb not the other way around lol. Literally nothing else had to change except which item he threw brutally to the ground

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

twistedmentat posted:

I haven't found a blooper or any other kind of HE weapon yet, so no EMP rounds yet for me, but can you hijack a tank after knocking it out with one?

Yep and EMP grenades are easily craftable from the start. Also the first grenade launcher you can get has EMP rounds available.

Edit: I've just realised (probably) what a blooper is

ssb
Feb 16, 2006

WOULD YOU ACCOMPANY ME ON A BRISK WALK? I WOULD LIKE TO SPEAK WITH YOU!!


twistedmentat posted:

I haven't found a blooper or any other kind of HE weapon yet, so no EMP rounds yet for me, but can you hijack a tank after knocking it out with one?

Yes, and you don't need a launcher. Just buy EMP grenade unlock from Juan or one of his arms merchants and attach them to one of the quick slots of your backpack.

The Lone Badger
Sep 24, 2007

twistedmentat posted:

I haven't found a blooper or any other kind of HE weapon yet, so no EMP rounds yet for me, but can you hijack a tank after knocking it out with one?

If you can get a bow they're excellent EMPers. Now my AA weapon of choice.

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goomsnarr
Jun 21, 2012

Yeah, yeah...
I've stayed with the blooper vs helicopters because the emp resolver thing gets dodged a lot more for me. A blast MG for planes.
I also noticed that the amphi-lifter thing can be called at either a helipad or boat dock.
I haven't started any of the main missions yet; I'm just tooling around causing chaos.

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