Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
thebardyspoon
Jun 30, 2005

SpazmasterX posted:

That's what I figured. I've also noticed that you're a bit more shoehorned into where you need to go at the start. I tried to head north from Goodsprings to check out the strip and was immediately assaulted by unholy insect swarms that were apparently immune to anything I could throw at them.

There's a stealth boy in the school in Goodsprings you could use to get past them, there's also passages that avoid the nastier enemies blocking the direct north road to Vegas but the area order the main quest takes you through is nice enough for your first time.

Unarmed weapons are generally strong as hell to make up for the fact that you get shot up as you run up to the enemies so once you find a nice one you'll be punching dudes into chunks. If you want a good one to start withthere's some spiked knuckles in the highway patrol station just past Primm which is the first town south of Goodsprings.

thebardyspoon fucked around with this message at 01:38 on Dec 23, 2011

Adbot
ADBOT LOVES YOU

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


SpazmasterX posted:

I tried to head north from Goodsprings to check out the strip and was immediately assaulted by unholy insect swarms that were apparently immune to anything I could throw at them.

Cazadors, giant scorpions and deathclaws in the pass are the game's way of saying "follow the plot, rear end in a top hat". You can cut the wings off cazadors and the giant scorpions take to big caliber AP rounds, but deathclaws are just murder machines. If you can break a leg, they'll stop jumping at least.

You can sneak past them with some tricks, a bunch of dynamite-kiting and with a lot of reloads, but the path of least resistance is swinging south past Primm to Nipton, heading northeast to Novac, tying up a plot thread in Boulder City and then making a beeline to the Strip.

Bigass Moth
Mar 6, 2004

I joined the #RXT REVOLUTION.
:boom:
he knows...

SpazmasterX posted:

That's what I figured. I've also noticed that you're a bit more shoehorned into where you need to go at the start. I tried to head north from Goodsprings to check out the strip and was immediately assaulted by unholy insect swarms that were apparently immune to anything I could throw at them.

There are lots of really tough enemies everywhere in NV, but you are by no means shoehorned into following the main storyline. You can avoid it almost entirely as long as you stay out of the Tops.

One crazy awesome trick if you have all of the DLC: Take the Skilled trait when you start the game, then re-build your character after leaving Goodsprings and take it again. Instant +10 to all skills. You can take it a 3rd time in Old World Blues for a permanent +15 to all skills.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

thebardyspoon posted:

There's a stealth boy in the school in Goodsprings you could use to get past them, there's also passages that avoid the nastier enemies blocking the direct north road to Vegas but the area order the main quest takes you through is nice enough for your first time.

Unarmed weapons are generally strong as hell to make up for the fact that you get shot up as you run up to the enemies so once you find a nice one you'll be punching dudes into chunks. If you want a good one to start withthere's some spiked knuckles in the highway patrol station just past Primm which is the first town south of Goodsprings.

I've been to that highway patrol station. I must have missed the knuckles though. Thanks for the heads up.

RatHat
Dec 31, 2007

A tiny behatted rat👒🐀!
Anything for Bionic Commando: Rearmed?

EDIT: And Trine I guess, but I'm already 1/3 of the way through.

Argon_Sloth
Dec 23, 2006

I PLAYED BATTLETOADS AND ALL I GOT WAS A RASH IN MY ASS

Cbouncerrun posted:

Anything for Bionic Commando: Rearmed?

EDIT: And Trine I guess, but I'm already 1/3 of the way through.

Rearmed is pretty straight forward. There is usually one or two secrets per level. Look for cracked walls, blue blocks and areas that go past the final exit door. About half of them require a return trip after getting a new weapon. Secrets are usually weapon upgrades or extra equipment.

The shotgun can be used to gain momentum when you are hanging without movement. This isn't necessary to complete the game, but is to get the shotgun upgrade.

Rearmed fun fact: The Dragon's Run and Five Tokens challenge rooms are modelled after two of Megaman 2's boss rooms.

Trine is also pretty straight forward. It's almost impossible to back yourself into a corner skill wise.

I found the thief became my main character once she got the 3 arrows and minimal charge time upgrade. Does enough damage with a single shot to kill regular enemies, and can do so at a much greater distance than the knight.

N.B. The wizard's constructs can be wedged into spikes. Using this trick can often provide an alternate path.

Scalding Coffee
Jun 26, 2006

You're already dead

Cbouncerrun posted:

Anything for Bionic Commando: Rearmed?
Play on the higher difficulty levels. It seems that I never faced the full fury of bosses because lower modes gimp the fun out of them.

Kruller
Feb 20, 2004

It's time to restore dignity to the Farnsworth name!

Scalding Coffee posted:

Play on the higher difficulty levels. It seems that I never faced the full fury of bosses because lower modes gimp the fun out of them.

On the flip side of that, remember that this is a Nintendo era remake, so the hard difficulties are "Nintendo Hard". You will die, a LOT.

GhostBoy
Aug 7, 2010

thebardyspoon posted:

There's a stealth boy in the school in Goodsprings you could use to get past them, there's also passages that avoid the nastier enemies blocking the direct north road to Vegas but the area order the main quest takes you through is nice enough for your first time.

Unarmed weapons are generally strong as hell to make up for the fact that you get shot up as you run up to the enemies so once you find a nice one you'll be punching dudes into chunks. If you want a good one to start withthere's some spiked knuckles in the highway patrol station just past Primm which is the first town south of Goodsprings.
The vendor in Primm sells a Bladed Gauntlet which is way better for damage though (I forget if Spiked Knuckles have fatigue damage). Shouldn't be too hard to get the dosh to afford it once you get there. Still, the knuckles are worth picking up, as the gauntlet is usually in bad condition and it will be a while until you can get it fixed properly.

thebardyspoon
Jun 30, 2005
I was wrong anyway, they're just brass knuckles. There's some spiked ones you can steal in the Vikki and Vance casino in Primm though and yeah a bladed gauntlet would also be good. The good thing about New Vegas is pretty much anything can be a killing machine once you've gotten the applicable perks.

blackguy32
Oct 1, 2005

Say, do you know how to do the walk?
I bought Fatal Frame and Fatal Frame 2, yet I have only played the first one. I can't really get used to aiming the camera in it. Is Fatal Frame 2 better? Any tips one can give for either game?

StealthArcher
Jan 10, 2010




Bought myself E.Y.E. Divine Cybermancy

If there's one thing I've noticed so far, it's that I am OP as gently caress. With Heavy on I cannot fuccking die, I researched the infinite health medkit, and the shittiest AR is still 2 shotting everything under the sun.

Imust be missing something, there's no way the game is "You are OPasfuck badass, game make no sense."

ToxicFrog
Apr 26, 2008


StealthArcher posted:

Bought myself E.Y.E. Divine Cybermancy

If there's one thing I've noticed so far, it's that I am OP as gently caress. With Heavy on I cannot fuccking die, I researched the infinite health medkit, and the shittiest AR is still 2 shotting everything under the sun.

Imust be missing something, there's no way the game is "You are OPasfuck badass, game make no sense."

EYE is very much about setting your own difficulty. This starts with the difficulty sliders:

Difficulty - how hard enemies hit, how much punishment they can take, how smart/aggressive they are.
Spawn Rate - how many enemies spawn at a time and how frequently they spawn.

Turn D up and SR down and you end up with small numbers of powerful, aggressive enemies. Reverse it and you get a shitload of weak cannon fodder enemies you can mow down by the hundreds.

On top of that, the armour acts as a difficulty setting of sorts as well - if you still think you're too hard to kill, switch to medium or light armour, which will make you more reliant on dodging, stealth, first strikes, hacking, etc and less able to simply wade through enemy fire.

Also, the game does get more difficult as you get further into it.


That said...yeah, you are overpowered as gently caress. You're a psychic cyborg with a pistol that can shoot down helicopters, implants that let you turn invisible or take control of your enemies, and the ability to telefrag your enemies and cause demon werewolves to erupt out of their chests. That's kind of the point.

TheShrike
Oct 30, 2010

You mechs may have copper wiring to re-route your fear of pain, but I've got nerves of steel.

StealthArcher posted:

Bought myself E.Y.E. Divine Cybermancy

If there's one thing I've noticed so far, it's that I am OP as gently caress. With Heavy on I cannot fuccking die, I researched the infinite health medkit, and the shittiest AR is still 2 shotting everything under the sun.

Imust be missing something, there's no way the game is "You are OPasfuck badass, game make no sense."

It gets harder. But yet it doesn't.

Zvahl
Oct 14, 2005

научный кот

blackguy32 posted:

I bought Fatal Frame and Fatal Frame 2, yet I have only played the first one. I can't really get used to aiming the camera in it. Is Fatal Frame 2 better? Any tips one can give for either game?

It's kind of intentionally clunky, since this was when Survival Horror games were juuust starting to get out of the mindset of 'hard to control = scary.' Still, it's not too hard if you sit down with it and get used to the movement scheme.

Abuse the hell out of moving around with the stick while in camera mode, that lets you line things up a hell of a lot easier. Other than that, run around the room as much as you can and get distance before going into camera mode, but most ghosts won't let you get much of a comfort zone established. It really does click into place fairly quickly though, and doesn't demand FPS-like twitch-aiming at any point in either game.

As far as tips go, basic upgrade functions are definitely the way to go for the most part--you need your camera to take good shots so you can get more money to upgrade the rest faster. You get auxiliary functions too, in FF1 Slow is a lot better than Paralyze, since Slow lasts forever and makes Zero shots jokingly easy, and it can pretty much carry you through the game.

In 2, slow is great still and nice to start with and upgrade, but the damage shots are amazing and worth dumping points into too, since you can switch between shot modes in 2. Blast/Zero are the ones you'll want to watch out for.

Also do not even vaguely worry about completing any lists your first time, 100%ing things in these games are efforts in patience and tedium.

gohuskies
Oct 23, 2010

I spend a lot of time making posts to justify why I'm not a self centered shithead that just wants to act like COVID isn't a thing.
I got Saint's Row 3 in the Steam sale. I heard the "don't do activities until they are introduced in the story" thing, anything else?

Slappybags
Dec 23, 2011

More Weight
Team Fortress 2

Yes, it's been covered many times, but I feel I may have some useful advice that I don't hear too often from other people after playing since the beta, a lot of it probably applies to scouts since that's basically all I play. Also, this advice is probably going to be more useful for pubs rather than any private gaming since strategy/tactics can change drastically in a 6v6:

· They say always go for the medic first when fighting pairs... I say that it depends.

Heavy-medic pairs are the best example of this sort of situation: Smart medics always run around and stay mobile during firefights to avoid getting shot, thereby sometimes making them hard to hit. Their entire movement is based on dodging, so they can be hard to hit with a hitscan (scattergun/sniper rifle/pistol/etc.) weapon. On the other hand, heavies are practically completely stationary when in the middle of combat.

So, here's where the directions differ: if you meet the pair and they haven't seen combat for a bit, go for the medic. The target is of course overhealed and full of morale, so taking out the medic first cuts his supply and enables you to whittle him down FAST. Now, let's say that you meet the pair and they're either in the middle of combat or just got out of it. Chances are that the target was able to absorb quite a bit of damage in the last fight (helps to actually see the fight and see how many rockets/shots the target takes) while the medic is unscathed and running frantically about, dodging. Now the priority switches on taking on the target; the target is slightly disoriented from battle so may not expect someone to rush into him like that since most people seem to stay back when it comes to fighting pairs. Depending on how much damage the target has, I say, so do as much burst damage as possible in a short amount of time, and you'll take out the damage of the pair, leaving the medic to pick off whose focus becomes on running away rather than frantically dodging, making him easier to hit. I've always found fighting the target easier than fighting the medic, because when you go for the medic, the target's emphasis is strictly aiming at you, while when you fight the target, he acknowledges that you're a direct threat, not just to his medic, so he has to put effort into making himself harder to hit thus taking effort away from purely killing you, plus it's easier to dodge your focus's shots rather than a guy who you're not even facing.

Let's say you see a heavy of a pair take 2-3 rockets; as scout, it should only 3-4 hits minimum to take out the heavy, which isn't too hard to do if you can employ good dodging and surprise. If you miss, if your dodging is good enough, you can get away with it and still finish with pistol (pistol clip at close range can do roughly 240 damage [a little more usually], even with the spread it's not too hard to get every bullet into a fat slow heavy, harder when your target is more mobile with pistol though). Most of this stuff applies to other pairs involving soldiers and demos, it's just harder to pull off in my opinion against those classes, and you're only going to fight heavy-medic pairs in pubs since heavy is rarely used in 6v6 games).

· This one is basically only useful to scouts: Blitzkrieg. No, I don't simply mean charging into your enemy as fast as possible and hoping for the best. Blitzkrieg is about hitting your enemy where it hurts and penetrating the front without regards to your flank. A scout's greatest strength is surprise: use your mobility to move behind the front and hit the enemy where they don't expect it, which is when they're least prepared. Sometimes I'm criticized for "not helping the team" when distancing myself from where most of the heavy combat is; however, usually my work pays off.

Your team's brunt (soldiers/demomen/heavies/etc.) should make up most of the front, as they can take a lot of hits while causing a lot of damage, thereby stopping the enemy team's advancement. What you can do to help the brunt advance (in my opinion, the brunt is what wins the game but the support enables them to win) is get behind the enemy brunt and first and foremost, whittle the support and reinforcements. Often times the enemy brunt may notice you passing around them; unless you're their priority, they may try to shoot you a few times, but then go back to holding off your brunt; if they do pursue you since you are their priority, you're already doing your job; they leave the front, giving your brunt the advantage. Support would be things like engineers; taking out those teleporters and dispensers can drastically cut the mobility and replenishment of the enemy, giving your brunt an advantage over the enemy brunt. Reinforcements (which can consist of any class) generally aren't organized until they reach the front, making them easier to pick off en-route to that front, especially medics who don't find a buddy before running to help the brunt. By killing off reinforcements, the enemy brunt can't recuperate losses, giving your brunt an advantage.

If you're picked off the nearby reinforcements and support, that's when you can flank the enemy brunt. The enemy brunt's main focus is on fighting your brunt, and without reinforcements/support behind them, that gives you the perfect opportunity. Even though I said in an above point that fighting a medic pair can have different methods, the brunt generally consists of more than just that one pair, thus make your priority the medic, and then the other classes. When fighting groups, hit-and-run becomes very important, you don't want the entire group to have the time to orient themselves to destroy you, so unless they're not impressive or you're confident, try to pick one or two off (or at least get some damage in) and retreat - however, by doing a full retreat, you make yourself predictable - keep the enemy off balance by pretending to make retreats but striking back right when they think that you ran off for replenishment and turning around.

I think that's enough for now, sorry for walls of text.

freakobaggins
Jul 27, 2006
Just grabbed a copy of Baldur's Gate off the GOG sale and am planning to roll a mage and play through the entire series. If anyone has any advice on stat selection and non-spoilerific tips or tricks to get me through the games they would be much, much appreciated.

dont be mean to me
May 2, 2007

I'm interplanetary, bitch
Let's go to Mars


gohuskies posted:

I got Saint's Row 3 in the Steam sale. I heard the "don't do activities until they are introduced in the story" thing, anything else?

Don't worry too much about the How To Make Sense of the Story guide in the SR3 thread.

You shouldn't do easy activities until introduced. You can do medium and hard activities freely (except for Guardian Angel - both of those are introduced in missions), and no new activities are introduced after you've got all the activity issuers as homies (not necessarily after Gang Bang, but if you put that off long enough it'll be the only mission on your list), so any easy activities left after that are fair game.

For the same logic, you may not want to buy the $100 property or the $100 Friendly Fire until it comes up in plot. It's only a couple lines, but hey. At least the gang operations from that one don't show up until that mission.

Also you might find a couple of gang operations on top of buildings, rather than at ground level.

Don't skimp on weapon upgrades. They're as valuable as character upgrades. Also some weapons get added to Friendly Fire's inventory, instead of to your crib, so check back after every major mission, or at least if the game says it gave you a weapon and it's not at the crib.

On that note: You will eventually run out of things to buy at Friendly Fire. You will never run out of things to buy at Rim Jobs.

A few of the challenges and assassinations get balls hard to do if you wait too long to do them - not because they're impossible to fight through, but because there's just not enough of what you need left in circulation to set off certain triggers: Don't finish taking over Espina until you take out Andre; don't finish taking over The Grove until you take out Almonzo; don't finish taking over Steelport altogether until you've successfully taunted 50 Syndicate members (if you get a Taunting popup under your Respect meter it counts).

And stick around for the credits. It's worth it.

dont be mean to me fucked around with this message at 18:26 on Dec 24, 2011

Draile
May 6, 2004

forlorn llama

freakobaggins posted:

Just grabbed a copy of Baldur's Gate off the GOG sale and am planning to roll a mage and play through the entire series. If anyone has any advice on stat selection and non-spoilerific tips or tricks to get me through the games they would be much, much appreciated.

Stats: 18 intelligence. Also make sure you have a 16 constitution for +2hp / level because it will substantially increase your survivability. 18 dexterity helps as well for the same reason.

As a mage you will be weak for much of the first game so bring along strong warrior NPCs.

After the prologue events the game sends you to an inn. You can significantly improve your crappy low-level spellcasting ability by finding a ring of wizardry hidden in a very very small spot in a tree south of the inn's walls. Keep your highlight button pressed to help find it. Otherwise just run your mouse over the trees until the cursor changes.

At the entrance to the inn you will be ambushed by an enemy mage who will mirror image himself and then cast magic missile at you. This guy is a pain in the rear end because the magic missile can one-shot you and you may not be able to take down his images fast enough to disrupt the spell. Prepare accordingly.

Fruits of the sea
Dec 1, 2010

freakobaggins posted:

Just grabbed a copy of Baldur's Gate off the GOG sale and am planning to roll a mage and play through the entire series. If anyone has any advice on stat selection and non-spoilerific tips or tricks to get me through the games they would be much, much appreciated.

All you really need for a mage is a score of 18 intelligence. A high constitution and dexterity will help a bit in terms of survivability.

How to survive early Baldur's Gate:
-Like many rpgs, you will need the standard 1 thief, 1 mage, 1 tank, 1 cleric combination. The good news is that there are multi-class npcs available. Fill your party with spellcasters if you want to play on easy mode.
-Give every party member a ranged weapon and kite your enemies to death. This tactic works until pretty late in the game.
-Crowd control spells are your friend. Sleep works on just about everything except undead, in which case you can use Web. Dire charm can be used on more powerful npcs.
-THACO and armor class. I think there is a proper explanation on the wiki, but the short version is you want both of them to be as low as possible. Your melee fighters should really have -1 or better armor class. THACO takes care of itself for the most part.
-Fighting mages becomes sort of an arms race competing for who has the best magical protection. Mages will usually have 2 levels of defences that can make them impossible to kill without the right spells: physical and magical. You need to dispel the magical defenses first, before any other spell can affect them. Spell Thrust dispels magic protection and Remove Magic dispels physical protection. This gets more complicated as more powerful spells become available.
-There is a pair of pantaloons in both BG1 and BG2. Hang on to them for a surprise in the final expansion.

Edit: Draile mentioned the hidden ring of wizardry. There is also a valuable gem by the side of the road in the first outdoor area and a very nice set of armor in a farmer's field just south of Nashkel. These are pretty much impossible to find without holding down the item find key. I think it defaults to tab.

Fruits of the sea fucked around with this message at 13:45 on Dec 24, 2011

Stumiester
Dec 3, 2004

"Music expresses that which cannot be said and on which it is impossible to be silent."

freakobaggins posted:

Just grabbed a copy of Baldur's Gate off the GOG sale and am planning to roll a mage and play through the entire series. If anyone has any advice on stat selection and non-spoilerific tips or tricks to get me through the games they would be much, much appreciated.

Mages are brutally powerful in BG2, but less so in BG1, at least at first glance. This is because a common mistake is to focus on direct damage, as you would at later levels. For a BG1 mage, because you have terrible HP and most things you fight have bad saves, you want to focus on crowd control (the level 1 spell Sleep is the best example of this, and the level 2 spell Horror), and protective spells (Armor level 1, Mirror Image level 2). Once you get to level 3 spells, you'll want to gradually switch to more damage (Magic Missile, Melf's Acid Arrow, Fireball etc.). Protective spells are always vital, and stoneskin (level 4) is probably the best spell in the game. Also, for proficiencies: I'd advise darts or slings - there are much more powerful magical slings available, but darts let you attack much, much faster.

As for character building, here's a rundown of the nuts and bolts:

Strength: Useful - lets you carry lots of stuff, which really helps with inventory management, and lets you hit hard if you ever feel in the mood to get stuck in with your staff.

Dexterity: Vital - should always be 18 (19 with an elf). Increases armor and ranged weapon damage.

Constitution: Vital - should always be 16. Increases HP up to 16 for non-fighters. Note: You will want to summon a familiar. In BG2, these go straight into a bag for extra HP, but in BG1 they can be useful at low levels. If they ever die, you lose 1 CON permenantly. Therefore, it can be useful to make this 17 for breathing space.

Int: Not Useful - all this does is increase the % chance to learn spells from scrolls. Thats it. Still a bit useful at low levels, but if you can save up +INT potions and learn them all in one go (or turn the difficulty down to easy for a minute, which increases scroll learning to 100%, or save and reload) then this is entirely useless.

Wis: Dump - does nothing for mages but make the late game spells Limited Wish and Wish more powerful. Probably not worth it, especially as you'll have lots of +WIS potions by that point.

Cha: Not useful - pure dump stat in BG2, less so in BG1 because of the lack of a certain ring. Try to make at least average.

Therefore, when making a mage I aim for:
S: 18
D: 18/19
C: 16/17
I: minimum possible (there is a minimum INT for mages)
W: dump
C: 10

Your mileage may vary of course - it certainly feels weird focusing on physical stats for a magic user, but thats just the way the game is coded. Also, you will probably have enough points to boost the dump stats if you reroll a bit, which gives you scope to boost your INT anyway if you think its weird for a mage to be stupid.

One more thing: in BG1, fighters and ranged weapons are king, make sure you have lots of both to protect you. By BG2 its more balanced, but mages become super-dominant over the course of the game. By TOB, mages are gods.

Edit: never forget that you don't have to have a full party. A 5 man party is often regarded as a sweet spot in terms of EXP vs power. As long as you cover the bases of healing/traps/magic/fighting, you're set.

Stumiester fucked around with this message at 14:56 on Dec 24, 2011

Happy Bear Suit
Jul 21, 2004

Hey guys, I got Torchlight off the steam sale this week. Just started as the alchemist, and I feel a bit overwhelmed with the character sheet and skills. where should I distribute my points and what skills should I go for?

unleash the unicorn
Dec 23, 2004

If this boat were sinking, I'd give my life to save you. Only because I like you, for reasons and standards of my own. But I couldn't and wouldn't live for you.

Happy Bear Suit posted:

Hey guys, I got Torchlight off the steam sale this week. Just started as the alchemist, and I feel a bit overwhelmed with the character sheet and skills. where should I distribute my points and what skills should I go for?

It really doesn't matter all that much, but I'd stay away from the melee (Powerglove) tree on the first run. Pick either summons or LAZOR BEAMS and stick with one of them.

Argon_Sloth
Dec 23, 2006

I PLAYED BATTLETOADS AND ALL I GOT WAS A RASH IN MY ASS

Happy Bear Suit posted:

Hey guys, I got Torchlight off the steam sale this week. Just started as the alchemist, and I feel a bit overwhelmed with the character sheet and skills. where should I distribute my points and what skills should I go for?

I just did the same, and I'm about 3 - 5 hours in now.

If you've ever played Diablo, then you know exactly what's going on.

You will get a skill point for every level you gain, and another for ever rank of fame you increase. Meaning you'll should have more than enough skill points to go around. I found most of my points are going into direct damage spells and the shield. But the 3 columns of each skill page seem to serve distinct functions. The third column is always generic skills available to all roles.

Alchemy page: The 1st column is for splash damage. 2nd is for direct. Note: most direct damage skills hit multiple enemies.

Lore page: 1st column is for passive minion boosts, the second is summoned minions. I mostly ignored this page.

Battle page: Is mostly misc stuff that doesn't fit any where else. buffs, debuffs. Things die too quickly for the debuff, the only skill here I found value from so far was the shield.

Don't worry about spells, as an achemist you won't need them. Your skills are on par if not better than the spells appropriate for your level and don't have a cool down time. This also means that you can ignore the X Spell Mastery skills.

Statwise, the 4 stats will tell you exactly what they do. Most skills will have a stat icon or two and a percentage. This will tell you how closely related to a stat that skill is.

For an Alchemist Magic is important, it's the base stat of most of your skills and seems to affect mana restore rate. Dex and strength affect your physical attacks. But to you, they will mostly be used to meet armour requirements. Defense is also very important.

Metal Meltdown
Mar 27, 2010

Happy Bear Suit posted:

Hey guys, I got Torchlight off the steam sale this week. Just started as the alchemist, and I feel a bit overwhelmed with the character sheet and skills. where should I distribute my points and what skills should I go for?
It's been awhile since I played, much less as an alchemist but here's what I recall off the top of my head.

-If you're going to make stuff explode, ember lance is where it's at. It'll be hard going until then, but the lance makes a mockery of many enemies with it's power and ability to pierce.

-A pet alchemist is also possible. I can't recall all the main skills but I do remember the golem being useful and the vanilla imps being a tad poo poo. For this spec be sure to make use of all the generic pet summoning skills. You can also load these onto your pet for maximum amounts of minions. Fair warning though, the path finding in torchlight is awful so getting your minions where you want them can be an exercise in pain and frustration.

:EDIT:
-For your stat spread strength and dexterity should be utterly avoided and you should pour on the magic and defense. The exact ratio depends on your characters level and the game difficulty. A 3/2 split of magic/defense is pretty safe at lower difficulties/lower character levels but as you get up there in difficulty/level survivability becomes paramount so your split may end up closer to 1/4.

Metal Meltdown fucked around with this message at 19:22 on Dec 24, 2011

flatluigi
Apr 23, 2008

here come the planes
What should I know before I play Arkham City? I'm familiar with the first game. I'm mainly wondering if there are any missable collectibles/achievements in this, like the one or two in Asylum.

gonadic io
Feb 16, 2011

>>=

flatluigi posted:

What should I know before I play Arkham City? I'm familiar with the first game. I'm mainly wondering if there are any missable collectibles/achievements in this, like the one or two in Asylum.

The only missable thing is a 2 second cameo which has no bearing on anything else whatsoever.

- You can't turn off counter indicators for the first playthrough.
- Explosive gel will also trigger the Riddler question marks
- Do the first 4(?) augmented reality trainings asap until you get a reward, after that it's only for achievements or whatever.
- If multiple goons are attacking you, press the counter button that many times and you'll counter all of them.

gonadic io fucked around with this message at 11:32 on Dec 25, 2011

TheRagamuffin
Aug 31, 2008

In Paradox Space, when you cross the line, your nuts are mine.
On the subject of Arkham City, how the gently caress do you do the knife counters? Every time I try to even do the knife dodge, I get cut up.

gonadic io
Feb 16, 2011

>>=

TheRagamuffin posted:

On the subject of Arkham City, how the gently caress do you do the knife counters? Every time I try to even do the knife dodge, I get cut up.

I've heard different things from different people but what worked for me was noticing that:
- If you just hold back and counter, you'll dodge all the knife attacks but not counter
- If you do that, but let go and then press down the counter button between each of their attacks, Batman'll hit them after they've finished

Note that most knife enemies usually do three attacks, but certain enemies do more.

RatHat
Dec 31, 2007

A tiny behatted rat👒🐀!
You an upgrade to counter them, but do dodge you hold counter and the stick in the opposite direction they're attacking from.

ahobday
Apr 19, 2007

flatluigi posted:

What should I know before I play Arkham City? I'm familiar with the first game. I'm mainly wondering if there are any missable collectibles/achievements in this, like the one or two in Asylum.

Just in case you haven't seen the wiki page yet:

http://beforeiplay.com/index.php?title=Batman:_Arkham_City

Danger - Octopus!
Apr 20, 2008


Nap Ghost
Just got Skyrim in the Steam sale and started it...

I've got to Riverwood, but I basically want to explore and avoid the main quest for a good long time. Are there any places/people in Skyrim I should avoid because going there or meeting them automatically advances the plot?

texting my ex
Nov 15, 2008

I am no one
I cannot squat
It's in my blood

Danger - Octopus! posted:

Just got Skyrim in the Steam sale and started it...

I've got to Riverwood, but I basically want to explore and avoid the main quest for a good long time. Are there any places/people in Skyrim I should avoid because going there or meeting them automatically advances the plot?

Avoid going to Dragonsreach and you will be fine. Do their quests only when you want to have dragons showing up.

SiKboy
Oct 28, 2007

Oh no!😱

Danger - Octopus! posted:

Just got Skyrim in the Steam sale and started it...

I've got to Riverwood, but I basically want to explore and avoid the main quest for a good long time. Are there any places/people in Skyrim I should avoid because going there or meeting them automatically advances the plot?

Honestly, the plot seems to be drat big and so advancing it a bit isn't a big deal. I had the same plan as you and went a did a side quest that, as it turns out wasnt a side quest. Not a big deal, it just meant that later on when someone said "And yea! Hearken! You must journey to the cave of wossname and retrieve the mcguffin of awesomeness at great risk!" I could just go "Oh, you mean this mcguffin?" And they basically went. "Well, thats saved us some time, carry on...".

In fact, I would recommend not avoiding the plot too much, at least keep going until you kill your first dragon and unlock your first shout. I'm not saying race through to that point by any means, take your time and investigate interesting things, but you get a new power at that point and its worth getting. After that I put my plot procrastination into overdrive and started exploring like a larcinous Ponce De Leon.

al-azad
May 28, 2009



Skilleddk posted:

Avoid going to Dragonsreach and you will be fine. Do their quests only when you want to have dragons showing up.

Just note you can't shout until you finish dragonsreach and dragons start spawning

Anonononomous
Jul 1, 2007

Sir Unimaginative posted:

And stick around for the credits. It's worth it.

What happens then? I don't recall anything.

flatluigi
Apr 23, 2008

here come the planes
So will there be free exploration at the end of Arkham City, or are they not missables because there's a New Game Plus? (or another option?)

SiKboy
Oct 28, 2007

Oh no!😱

flatluigi posted:

So will there be free exploration at the end of Arkham City, or are they not missables because there's a New Game Plus? (or another option?)

Once you beat the game it drops you back into the city and you can mop up the trophies/riddles/sidequests that you missed. I think there are one or two missable sidequests as their triggers doesnt spawn in the post-game freeroam, but I couldnt swear to that. The one where you are being watched and have to investigate the watcher springs to mind for some reason.

Adbot
ADBOT LOVES YOU

dont be mean to me
May 2, 2007

I'm interplanetary, bitch
Let's go to Mars


Anonononomous posted:

What happens [in the SR3 credits]? I don't recall anything.

Remember Pierce and the Boss singing along to Sublime's "What I Got" in the early missions? ALL the Boss VAs sing along to it during the credits. AT THE SAME TIME.

It's not a gameplay improvement or achievement thing, it's just fun as hell.

dont be mean to me fucked around with this message at 15:59 on Dec 25, 2011

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply