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TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Reginald Bathwater posted:

I've just started Fire Emblem: Radiant Dawn and want to know a few things. Is there any plot death/forced character removal that I should be wary of? I dont want to waste XP on anyone who is doomed from the beginning. Is it necessarry to get every visit, talk, steal, etc, or will I be able to get through everything just playing to win missions? Any other advice would be appreciated too.

First things first: play on easy. Someone really hosed up translating the difficulty levels, since "Easy" in the US version was called "Normal" in Japan, and "Normal" in the US was called "Hard" in Japan. The US "normal" mode isn't insane, but it's pretty drat difficult and I wouldn't recommend it for your first playthrough.

There's no plot death in the game, but there are multiple groups of characters that you'll play as. However, each group doesn't share any characters with the rest (aside from maybe one or two minor guys, I forget), so don't worry about "wasting" exp if you know you'll be switching to another group soon.

Boost Micaiah's HP as high as possible with Seraph Robes. Dragonshields, which boost physical defense, can also help her some. She is extremely frail and it's game over if she dies. Not a good combination.

You don't have to be totally anal about visiting every house and whatnot, but you shouldn't just forget about it, either. The only thing you should be sure to do every mission is check out the "Info" option once you gain access to the base screen. The Info section contains a few skits between characters which usually result in you receiving items, sometimes really good ones, and if you don't watch the skits, the items are gone. Since all you have to do to get the items is watch a bit of dialogue, you should make sure to watch them all.

Use, but don't abuse, your bonus exp. There's some weirdness with bonus exp level ups which will cause your characters to be less powerful if you only use bonus exp to raise them.

Laguz units are poo poo.

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TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Lets gently caress Bro posted:

Shin Megami Tensei: Nocturne, anyone? I've read the wiki about it, so I get the basic stuff, I'm more looking for some of the better or more noteworthy demons to recruit/fuse as I go.
Also how do magatamas work? I get the option to "ingest" them, but ingest means to eat... is ingest just a fancy word for equip in this case or once I ingest a magatama do I not ever get to re-use it? And, is there a way to pass on learning a skill, and maybe learn it later? And is there any benefit to not letting my magatama do its thing when I level? So far its just seemed to heal me, which is cool, but I assume the No option is there for a reason...

Another thing that nobody's mentioned is that -kaja spells (buffs) and -nda spells (debuffs) are absolutely crucial in major fights, more so than in any other RPG I've played. Buffs and debuffs in this game last the entirety of a battle (unless dispelled), can be stacked up to four times, and have major effects on your performance in fights. The Debilitate spell, which casts all four -nda spells at once, is probably one of the most important spells to have around in the endgame.

Also, in regards to Magatama, you should know that each skill on a Magatama has a level requirement, and if you're not at that level if you level up with that Magatama equipped, you won't get any new skill at all. Since you can only gain one skill per level up, regardless of what level you're at, you should make sure to always have a Magatama equipped that will give you a skill when you're nearing a level up, even if the skill is useless. That way you can "work through" the bad skills to get to the later ones, which might be better.

As for how you can tell which Magatama are "ready" to give you a skill at level up, I'll leave that to you to figure out, though there's an NPC that hints at it.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.
Any tips for Final Fantasy XII? (12, not 13) I'm thinking of picking that one up since I saw it for super-cheap recently. Just general tips, please, I know there's some stupid poo poo you have to do if you're a completionist min-maxer but I don't really care about that much.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Centipeed posted:

I just started playing Secret Of Mana. The first boss (You fall down the hole and it's a Praying Mantis) kept on killing me. Luckily there's a guy there that revives you, but was I meant to be avoiding the boss' homing attacks somehow? I couldn't avoid being hit.

No, I don't think you can avoid those blades. And you definitely can't avoid magic spells, they freeze you in place (I think the mantis casts Gem Missile).

You shouldn't really be taking all that much damage though. Quick question: Are you just spamming your sword or are you waiting for the little meter at the bottom to charge back up to 100%? You'll do far, far more damage per hit if you wait until after the "ding" at 100% for each swing.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Awcko posted:

I'm about to start the original two Fallout games. I haven't ever played them before, nor have I played any other classic CRPGs as I just recently got into PC gaming. Is there anything I should know about either game before jumping in?

Take the Gifted trait in both games. There's no easy way to gain SPECIAL points (there are ways, but they're not necessarily easy), but you can gain all the skill points you want by leveling up. Seven extra SPECIAL points is well worth the 10% drop in your skills that Gifted imparts.

Also, more for 1 than 2, just remember that the older Fallouts were part of an older brand of CRPGs where your current objective isn't immediately obvious. Despite this, the time limit in the first game is generous and you probably won't be in danger of running out of time unless you spend way too much time dicking around on the world map. Don't get panicky just because you're not quite sure where to go next.

Finally, pay attention to the message terminal even when you're just walking around. There are times when messages will show up that can give you hints.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

dAnni posted:

I'm just starting The Elder Scrolls: Oblivion.

My main question is: Classes.

Are there any particular things I should avoid? A race which may change the game? I chose some fish like creature and specialised as a thief when asked both times (will this be boring? are there some awesome classes?).

Is magic really big and am I missing out?

For example, I played a thief in Baldur's gate and I could do loads of fun stuff, will it be the same on Oblivion? I only seem to have gotten some stat boosts. Also a mage was probably more fun in Baldur's gate but I had party members for that!

I'm reading the beforeiplay.com wiki on it (which is awesome btw), but just wanted to know a few more personal opinions!
If you're asking, "Do I miss out on being able to do X well by picking class Y?" then the answer is always no. Your major skills will determine what actually levels you up, but you can raise any skill to 100, major or minor, and your stat progression is completely up to you. The only way you'll be stuck not being able to do something well is if you don't use that thing and raise its skill.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Captain Walker posted:

Before I start Resident Evil...SIX, what should I know, specifically regarding how to quickly take out j'avo? In the demo they were quite tough, coming from RE5 where everything died to kneecap>straight>curb stomp.
Gonna second this one, I just picked up RE6 yesterday.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Wolfsheim posted:

Okay, so I just picked up the original Deus Ex (because it's currently like $3 at GOG), played through the tutorial and the first mission and I'm having a blast tranqing terrorists and then throwing their unconscious bodies off of buildings, but I had a couple of questions that aren't covered in the wiki:

-During the first mission, I blew off rescuing Hermann and just found the terrorist leader. Is this one of those "every action has unforeseen consequences hours later" type games, or did I just miss some XP or something?

-Also, when people say it's open-ended, are we talking "there's literally no wrong choice" open-ended a la Alpha Protocol, or more "okay you can take the alternate choice but the game will allow you to gently caress up and just not reward you" open-ended a la Mass Effect, or even Fallout 2? For example, I've played a bit of Human Revolution and I remember you had to basically be a pacifisric ghost-ninja to maximize your XP. Is this the case with this game, or can I continue with my current strategy of creatively killing everyone I come across? I was pretty proud of 'gas grenade + headshots' and I'd had to think I was being punished for it behind the scenes.

-I'm guessing the 'real first name' bit during character creation is pure flavor, correct? Also, not a question, but I love that your appearance options are limited to 'how tan do you want this white guy to be.' I didn't realize just how much Alpha Protocol had in common with this game until now :allears:
Choices in Deus Ex are in the vein of Alpha Protocol: I don't believe you'll ever lose XP, but different characters will be hostile (or not hostile) depending on what you do. You get skillpoints in the original DX for progressing in the game or exploring--how you take out enemies won't affect your character growth, though it can affect what people think of you.

Do whatever you think is best. You might end up with an extra boss fight but you'll get the same amount of XP.

And yeah, JC's actual first name will never come up except in some emails.

TheOneAndOnlyT fucked around with this message at 01:05 on Sep 16, 2013

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Kayvall posted:

Just started playing Fire Emblem: Awakening. Could anyone expand on what the wiki mentions regarding reclassing and promoting units? I really have no idea which classes are bad and should be switched at level 10 and which to take through to 20 and promote.
The only class you need to change out of is Villager, because its whole gimmick is not having any redeeming features. For every other class, there aren't any skills that are gamebreaking as long as you aren't doing stupidly hard DLC. Just go with what you want.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Lunchmeat Larry posted:

What should I know about Xenonauts? I've beaten the original X-Com a few times, so mostly just wondering what differences I need to be aware of.
Geoscape stuff:
  • You can give soldiers "classes", but this doesn't change their abilities--it's just to make it easier to remember who does what. You can edit the default equipment for each class to make it easy to switch a soldier's role.
  • You have infinite basic guns/ammo in your storehouse, and once you get fancier guns, you get infinite ammo for them too.
  • Prices for items are set so that you can't profit off making guns and selling them.
  • Your funding is determined entirely by how many UFOs you shoot down and how quickly you do it when they appear. Ground combat gets you immediate cash but doesn't affect funding at all. Getting radar coverage over most of the globe early on is therefore really important.
  • You simply won't have the resources to do every crash site, so don't feel too bad about airstriking.
  • The air combat minigame is kind of wonky, but if you get good at it you can shoot down UFOs that autoresolve will give you piddly chances to beat.
  • Humans can't become psionic in this game, deal with it.
Ground combat stuff:
  • One of the big differences in ground combat is the concept of suppression. You can suppress targets by using flashbangs or with a barrage of bullets near/at them (machine guns are really good for this method). When they're suppressed, an icon will appear over their head and they will automatically crouch. A suppressed target loses half of their TUs next turn and cannot take reaction shots. Unsurprisingly, suppression is essential when clearing UFOs if you don't want your dudes to get gunned down when going inside.
  • Any terrain feature has a chance to block shots, but soldiers will ignore terrain that they're right next to (so you can shoot over a low wall or whatever). You can also shoot over crouched soldiers this way, but not standing soldiers.
  • Grenades are way easier to hit with than guns, so they're really powerful, especially once you start getting ones that don't damage alien equipment. For some reason explosive grenades won't explode until the end of the turn, but all others will as soon as you throw them.
  • Shields are also extremely useful and you should have a couple on every mission to breach UFOs. They're basically free HP.
  • All stats have their uses, but Bravery is definitely the one you want to prioritize when recruiting dudes. High Bravery is the only way to block panic and enemy psionic effects, and the only way to raise it is to either earn a medal (of which there are only so many) or have those things happen to the soldier, which is really bad.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Sgt. Cosgrove posted:

I bought The Witcher 3 when it came out and barely got past the first griffin fight. I'm gonna hop back into the game but have no clue what I'm doing now. Tips?!
One thing the game never really makes clear is that parrying is for humans only. If you try to parry a monster they'll just break your guard. Dodge monsters instead.

You have two dodge moves. The little one is the one you should use to actually dodge attacks, because the big one has a bit of a delay that makes it useless for quick dodges. Use the big one to get away from groups if you get surrounded.

Do the scavenger hunts to get witcher gear and their upgrades; the sets are the best in the game for the most part.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

PantsBandit posted:

Ok so I could really use some general tips for Fire Emblem: Fates. Assume that I'm a complete idiot when it comes to these games (which I am), so even if something seems minor I could still use the help.

To clarify a little, I played and almost beat Awakening so I'm not totally unfamiliar with how the games work. That said I feel like I have absolutely no grasp on strategy other than the basic weapon wheel. This leads to a lot of frustration and it is making the game not very fun.
Another really basic Fire Emblem thing that nobody has mentioned: the stats that a character gains on level-up are semi-randomized. Basically every character has a hidden set of "growth rates" for every stat, and every time they level up, they may or may not gain stats based on these rates. So for example, your main character might have a Str growth rate of 50% (I'm making this number up). Every time they level up, there's a 50% chance their Str will go up by 1. But because it's random chance, there's no guarantee that the main character will gain Str ever. They probably would gain a good amount with a 50% rate, but they could just as easily get hosed by bad luck.

Fire Emblem rosters are pretty big, so you're going to have some characters that get stat-hosed. It happens and it's part of the game. If one of your regulars isn't performing as well as the rest of the team, there's nothing wrong with benching them and pulling out someone else.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

juliuspringle posted:

Can anyone explain Dungeon of the Endless to me? I have no idea what I'm doing or how to approach it.
The short version is that it's a tower defense game where time only advances when you open a door. The basic flow goes like this:

1. You start in a room with your crystal and a couple ways out.
2. You open a door. This causes you to gain some resources and (usually) causes some monster waves to spawn. You kill them all before they can destroy your crystal.
3. You use your resources to build new structures (industry), level up/recruit heroes (food), research new structures (science), and power rooms (Dust).
4. Repeat steps 2-3 until you find the level exit. You can continue opening doors now, which is usually a good idea unless you have a really unfavorable map.
5. When you're ready, one of your guys picks up the crystal. This causes every still-closed door on the level to open and monster waves to start spawning in at HUGE rates.
6. You get your crystal to the exit and hit the button. Then you start over from step 1, unless you just finished the 12th floor. If you did that, you win.

Probably the most important thing in the game is figuring out which rooms to power with your Dust. Powering rooms is required to use modules in them, but the far more important part of power is that monsters can't spawn in powered rooms. Ideally you want to use your power to make it so that monsters come from as few directions as possible, so you can funnel them all into a giant deathtrap.

Other than that I have a bunch of random tips. You'll start to get a feel for these things as you play the game yourself.
  • On Too Easy mode, a couple of heroes can usually hold down a room without module backup, which can help you save Industry. On Easy mode they'll probably die without it after the first couple floors.
  • Food and Science have emergency uses during monster waves. You can use Food on a hero to instantly heal them for 25% HP, or Science to instantly reset all the cooldowns on their skills. It's hard to miss the giant healing button on every hero, but it's really easy to forget that the cooldown reset exists. It can save your rear end, so remember it's there.
  • Don't level up or recruit heroes if it'll leave you with only 1 or 2 Food. You want at least a couple of heals' worth on hand if things go south.
  • You don't need power to use Endless artifacts (the research stations), but monsters can and will destroy them, and if they go down mid-research you lose all the Science you invested. Try not to research expensive projects on artifacts that are far from your heroes and modules.
  • Heroes with the "Operate" passive skill can "operate" resource generators to increase their output. In order to operate a module, they need to sit in the same room as the module for one wave and not leave the room. If they leave the room, they'll have to spend another wave in the room without moving to get the increased output again. Heroes with higher Wit get bigger bonuses out of operating modules.
  • Monsters can't spawn in powered rooms, but they also can't spawn in rooms that a hero is in. If you feel overextended and don't have enough Dust to power a room, plop a hero in there when you open a door and run them back after all the waves have spawned.
  • You can sell items to merchants too! They'll pay you in whichever resource their items are priced in. A Dust merchant can be a godsend if you've got a couple of useless items kicking around.
  • Try not to move the crystal until you've revealed everything around the exit, especially rooms that are past it. The last thing you want is for a giant mob to spawn right next to your goal.
  • Once the crystal is picked up, you can't change your power arrangement, so make sure it's exactly what you want.

TheOneAndOnlyT fucked around with this message at 20:05 on Jun 28, 2016

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Mayor McCheese posted:

I haven't touched a Battlefield game since Bad Company 2. Any multiplayer tips for the new one, Battlefield 1? Good gravy i'm awful at this game.
Always be spotting.

Get a friend or two to join you, the game is infinitely more fun when you have a squad to coordinate with and spawn on (and occasionally fully crew a tank with).

If you're in a vehicle, don't be afraid to back off to repair yourself. Getting yourself blown up because you just had to finish off that one dude means that your team will have to deal with being down a vehicle until it respawns. Repairing also works differently in this game; instead of slowly restoring the vehicle's HP, you fill up a bar and then the vehicle gains a bunch of HP at once. The bar gets interrupted if you get hit, so you'll have to get pretty out of sight to make a full repair.

Big change from BF4 (don't know about BC2): if you're in a close-range firefight and use up all your ammo but the enemy has a sliver of health left, melee him. Unlike BF4, melees from the front are completely safe and deal flat damage depending on your melee weapon, so they'll instakill anyone at low health.

Elite classes don't regenerate health on their own, but they will if a medic drops health for them. If you've got a friendly elite class nearby and you're a medic, be the guy who saves his rear end. If you're a cavalry don't forget you can drop health for yourself!

Don't snipe, sniping is for cowards who don't play the objective.

TheOneAndOnlyT fucked around with this message at 23:46 on Nov 17, 2016

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Fat Samurai posted:

Anything for Legend of Grimrock II? Mainly character builds and trap skills, but anything will do.
LoG2 is pretty balanced, and there are enough skillpoints that you can't really trap yourself that badly. The best newbie party is probably just the traditional RPG party: two warriors (with different weapon styles), a ranged fighter, and a mage.

Don't roll a mage/mage hybrid with only water magic because he won't be able to cast anything to start. Also, a lot of mid-tier spells require a rank in air magic.

Firearms are kind of unwieldy and will jam at the worst possible time. They're not awful, but you should probably give a gunner some ranks in another ranged style and give them a second weapon set of that style, so you can switch quickly if the gun jams.

EDIT: Oh and give someone the Alchemist class, the class trait is absurdly useful.

TheOneAndOnlyT fucked around with this message at 18:00 on Nov 27, 2016

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Kanfy posted:

The Talos Principle mostly speaks for itself but here's a handful of things.

:words:
This is mostly good but I'd actually remove the third one, since the "aha" moment from figuring out that you can and need to do that is probably one of the highlights of the game.

TheOneAndOnlyT fucked around with this message at 23:29 on Dec 8, 2016

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Pizdec posted:

Anything for Deus Ex 1 that's not on the wiki? (especially regarding fan mods and difficulty settings)
Medium is fine for a first playthrough, but Realistic is interesting and kind of its own thing. It's not necessarily harder than Hard because it applies to the enemies as well as you. It makes you fragile as hell though, so it's better for when you know what you're doing.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

texting my ex posted:

XCOM 2 is 12bux on humble monthly, what should I know? I played the previous game, and kinda sucked at it
The big one I can think of is that when you have a story objective that you can do as part of a regular mission (like "capture this enemy type" or whatever), try to complete it at the start of a turn, because most of them cause something new to happen in the mission that you also have to deal with.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.
Anything for Obduction or is it best to just go in completely blind?

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Lunchmeat Larry posted:

Going to lay down some hot Breath of the Wild tips

- the world is open but I'd suggest doing the Main Quest up to the first village. Along the way, you'll get an item that makes climbing quicker/easier and a way to increase inventory space, two huge quality of life improvements.
I've done the main quest waaaay past the first village and I never found either of these things. Where are they?

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Mr. Dragoon posted:

Anything too add about Xenonauts or will whats on the wiki cover what I need to know? Although apparently from what i read everyone says to play the community patch edition. Is it just bug fixes or are their some balance changes or stuff I need to know?

Fruits of the sea posted:

-Grenades of all types are awesome. Give everybody grenades.
This is absolutely true but there's one weird bug(?) with grenades that you should be aware of. It's kind of hard to explain in words so I made an MSPaint.



Basically you need to watch out for any situation where you're throwing a grenade and it will fly over a small wall/obstacle, like in the picture. That wall/obstacle always has a chance to block the throw, no matter how dinky the obstacle is or how high it looks like the grenade should arc over it. It doesn't come up much but if you're ever in this situation the game will gently caress you over and have your grenade land in the middle of three of your own guys. Be careful.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

double nine posted:

thanks, question on loadouts, are shotguns a trap? It feels to me that I'd be far better off dumping them and have everyone wield assault rifles.
Shotguns are good to have on one or maybe two guys on a mission, because the nature of most missions means that you'll eventually have to get up close and personal.

Also one thing to keep in mind about shotguns and later "carbines" (which are functionally just shotguns) is that the displayed hit chance is misleading. The percentage shown is the chance for an individual pellet to hit, and shotguns/carbines fire multiple pellets with each shot, so the chance that you'll do damage is way higher than it looks.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Fat Samurai posted:

I have a free week and I'm going to learn Factorio. Is it better to watch some tutorials beforehand or should I learn by making a mess of things?
There's a "campaign" included with the game that acts as a pretty decent tutorial. I'd play that and then jump into a random map.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Ulio posted:

I am moving on to some newer games after playing mostly older games on my backlog. I started Persona 5 and have completed the first few days + tutorial. I have never played any of the SMT games or Persona spin offs. I have experience with JRPG games though mostly DQ and FF series. I started it on hard, I read the beforeiplay wiki, it mostly talked about the teenager life aspect and not the gameplay/battle aspect. Is the teenager life stuff really that important in these games?
Absolutely, it gives you all sorts of advantages in battle and also powers up your Personas greatly when you initially fuse them. Leveling up Personas through battle exp is really loving slow, so the fusion exp boost can give you access to skills it would otherwise take hours to unlock.

I would also recommend against playing on Hard because P5's Hard is difficult in the "we're just gonna throw bullshit bigger numbers at you" way instead of the "we're going to make battles more tactically interesting" way. I normally play RPGs on the highest difficulty but I had to switch back to Normal when I got a new character, started the "let's check out the new character" tutorial fight, and the game one-shot him.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

pentyne posted:

Any tips for Tyranny? The game following kind of fizzled since the last DLC release and the wiki is sparse.
Lore is the god-skill. High Lore can be used in conversations to impress basically everyone you meet, and you can also use it to combine a bunch of spell accents to make some truly bonkers magic.

Go nuts with your spells and skills in combat. All magic and most skills are limited only by cooldowns, so don't feel bad about spamming the poo poo out of your hotbar outside of the one or two per-rest abilities.

Potions are in plentiful supply and are used instantly, or close enough for it not to matter. Use them.

In general, it's better to specialize than to try to do everything. This goes for both combat and plot.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Mystic Stylez posted:

Disco Elysium
There's not much to say for DE, there are no "trap" skills and no way to be "good" or "bad" at the game since there's no combat system. Make a character that sounds good to you and roll with it. The only difference between characters will be which dialogue choices they have to pick to finish the game.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Omi no Kami posted:

This is more mini-review than Q&A, but how's the pacing? What put me off in the demo was the fact that I was constantly triggering the watch, getting the info I needed in 5-10 seconds, then waiting, bored for however long while the song finished playing and it kicked me out. Does that continue to be a problem as the game goes on?
There is a lot more information in the full game and there's no way you'll get it all (or even know to look for some of it) on your first visit to every body. The forced waiting only happens on the first visit.

There are definitely a few sequences where the game will push you towards another body while you're still thinking "wait, poo poo, I want to go back and keep looking at the current one", but again, that's only on your first visit. Once you've found all the bodies, you're free to logic it up at your own pace.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Afriscipio posted:

Anything for Druidstone?
Almost every map has a "gotcha" halfway through where new enemies spawn in or a new objective appears. Don't blow all of your map-limited abilities early on, or you'll be hosed when that happens.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

McCoy Pauley posted:

Anyone have any tips for starting out in DemonCrawl? The concept of a Minesweeper RPG seems pretty solid to me, but after my first few runs I really feel like I have no idea what any of the items do or what I should be trying to do in a given run other than "Don't click on monster squares." In particular I'm not sure what, if anything, I should be doing to work on progress between runs. Anyone have any advice?
In all honesty, while I feel like the metaprogression stuff can be helpful, a successful run will come down more to what the RNG gives you during that run, especially on higher difficulties. About the only major advice I'd offer is to figure out how "chording" works. Basically, if you have all of the mines marked around a number, you can left-click on the number to open all of the remaining unrevealed squares. So for example, if you have a 3, and there are already 3 mines marked around it, clicking on the 3 will open all of the other squares around it without having to click on each square individually.

Not only do some items rely on chording, it's an important distinction because chording a number only counts as one turn, and it also counts as only clicking on the square that you chorded. So if you want to open a burning square (which would normally damage you when you click it), you can chord a square next to it and you won't get hurt (because you didn't click it, you clicked a different square!). You also know what number you're clicking on, in case one of your items or stage mods makes you want to click/not click a specific number. Best of all, you can't gently caress it up. If you have a 3 and try to chord it with only 2 mines marked, it just won't let you. It's an incredibly useful technique both for speed and gameplay benefits.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

overeager overeater posted:

Any tips for Möbius Front '83? The optimal order to do things in hasn't totally clicked for me - I still expect that rifle teams can disembark after moving the APC they're in.
Unless it's changed since I played it last, the enemy AI is incredibly cowardly, and will almost never initiate attacks or even move into your attack range unless it knows it won't get hit back. This means it's possible to lock down entire sections of the map with anti-tank infantry in a forest--even the LAW teams that only have 1 range can be a huge deterrent depending on the terrain. This also means that ranged anti-tank vehicles are harder to use than you'd expect, because the enemy will almost always catch sight of them with another unit before you manage to trick a tank into their range. That said, the enemy AI is not omniscient, so they can be devastating sometimes if you really pay attention to sightlines.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

MussoliniB posted:

I just picked up Death's Door and am absolutely loving it. Anyone have any suggestions?
Use every plant pot even if you don't need it, you'll find enough seeds and one of the postgame challenges requires you to have planted a seed in every one of them. No, there's no map or any way to know where the ones you missed are. :shepicide:

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.
Tunic

If your hand is angry at you holding LT all the time to focus on enemies, you can also click the right stick to toggle target lock on/off. Unlike basically everything else in the game, none of the manual pages you find mention this in any way. :confused:

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.
More Against the Storm stuff:

- There is no real penalty for losing a game. Don't stress too much.
- While you're never forced to do so, the metagame structure sort of expects you to move up in difficulty as you win more games and get more upgrades. Try bumping the difficulty next game if you're winning comfortably.
- When you're still learning, keep an eye on the Forest Hostility meter and what makes it go up and down. On lower difficulties Hostility is barely a threat and grows much more slowly, so it's easy to forget about it. On higher difficulties it will kill you. Managing Hostility is key to winning on higher difficulties, so learning its ins and outs early on is very helpful.
- It can seem tempting to open the "safe" glades first, but Small Glades are almost never worth the Hostility they generate unless it's super-early or you have an Order to open glades of any type. If you need to expand or are in need of resources, open a Dangerous one.
- Remember that higher Impatience makes Hostility go down. There are times when it can be worthwhile to force-call a trader, or wait to turn in an Order or a Reputation-gaining event, to keep yourself under a Hostility threshold.
- Debuffs for failing to deal with a Dangerous/Forbidden event in time are not permanent unless you see a red ! next to them. However, the events don't end when the clock runs out--they repeat. If you wait too long then those temporary debuffs will start doubling and tripling.
- When you start dealing with Blightrot, you only need one Purging Fire per cyst. For some reason this is never spelled out anywhere.

TheOneAndOnlyT fucked around with this message at 20:53 on Jan 7, 2024

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

ahobday posted:

I don't think I've mentioned this here. Since we started to get a lot of visitors to the wiki from outside of Something Awful, I've tried to keep it free of swear words.

I thought I'd got every case "gently caress". But it turns out MediaWiki search doesn't do word stems. I've just finished removing all the "loving"s.

There's still a mountain of "poo poo" to climb. But I'll get there in the end.
So you changed all the instances of “gently caress” to “gently caress”, right? :v:

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TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Pipski posted:

Have started Persona 5, having never previously played a JRPG. Having a good time so far, but should I be focussing on collecting and levelling personas from fights, or going for straight kills to get xp? Or should I aim for half of one, half the other -- how do I not gently caress up, basically?
Don't stress too hard about it, there's a shitload of XP available in the game and you're very unlikely to fall behind. Grab some new Personas when you see them, kill some others, you'll be fine.

That said, don't get too attached to your Personas, and don't bother grinding out levels for them with battle XP alone. Personas are disposable: they take way more XP to level up than Joker does, so they are meant to stick around for a little bit and then get fused into new ones as Joker's level rises. You'll get way more out of fusing your Lv3 Pixie into a Lv6 Silky than you will from actually grinding your Pixie to level 6.

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