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Ravenfood
Nov 4, 2011

Arcsquad12 posted:

And if you play it before new order it makes the gut punch of that game hit harder, as you've gone through hell only for everything to somehow get worse.
Eh, I think it works better after TNO because you know all of these sacrifices and deaths were all leading up to the doomed assault on the compound anyhow.

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Ravenfood
Nov 4, 2011

Arcsquad12 posted:

True, but my overall point is that it is the rare prequel that plays to its strengths, whether you play before or after New Order.
Oh, yeah, its very well done, no question there.

Ravenfood
Nov 4, 2011

Mordja posted:

So they all but confirmed mechahitler for end boss if they get to make a third game. Speaking of, that's got to take place in Russia, right?
I hope so, I really want to see their take on the Soviets.

Ravenfood
Nov 4, 2011

SirSamVimes posted:

It was cool how they acknowledged the shittiness of America in that era with the J conversation. "Back in America? You WERE the Nazis."
That scene is one of the highlights of the entire game. That and the "Ransacked" sequence because that music loving owns.

Ravenfood
Nov 4, 2011

Pendent posted:

Actually, what ever happened to the Soviets in the Wolfenstein universe?
Specifically, they got crushed by the Panzerhunds. Stalingrad goes very differently when you have weird magic dogmechs roaming the streets.

Ravenfood
Nov 4, 2011

Pendent posted:

Did people really dual wield a lot in TNO? I always feel like I burn through my ammo way too fast for it to really be effective.
I did, yeah, especially later game. I usually could pick up ammo when I needed it, had the LKW and alt-Marksman weapons topped off every time I got to a charging station, and had enough weapons to be able to swap between several weapons so I wasn't overly reliant on one weapon, which spread my ammo out a lot.

Ravenfood
Nov 4, 2011
Real quick I want to mention how happy I am that BJ uses a hatchet now. Woop woop!

Ravenfood
Nov 4, 2011
Aww. I saved Wyatt in my first playthrough and I wanted to carry that forward, but it sounds like I'll miss out on the LKW if I do that.

Ravenfood
Nov 4, 2011

CommissarMega posted:

Same here. I hope Wolfenstein sells like a billion copies so that game publishers realize that pissing off alt-righters is a great way to sell games. poo poo, I'd support lootboxes and Day 1 DLC if it made Nazis cry.
Hopefully. I already was really hyped about this game, but if wasn't, the alt-right reaction would make me so and/or have made me look more into the game to find out if it was something I'd like. It reminds me of when I'd been idly aware of Fury Road but then the MRA rage about it made me look into it a lot more and I got really hyped for it. I'd have loved Fury Road without the MRA reaction to it, but I doubt I'd have followed it so closely prior to release.

Ravenfood
Nov 4, 2011

Pendent posted:

For someone like BJ hearing a man who fights and dies beside you explain how your country maybe isn't that much better than what you're fighting against would be a huge shock to the system. I could really see it really getting through to him though, especially when the American resistance are a bunch of socialists

I'll be very impressed if they tackle some real anti-racists/anti-imperialist themes but I do have my doubts a company would have the courage to take that kind of stand. Nazis are bad is a lot easier a pill for people to swallow than having their nose shoved into American racism.
I'd be really surprised if they don't cover it a lot more than in TNO. As mentioned, there's J's scene where he calls out BJ and America pretty directly in TNO so its not like they're not aware of the issue.
As for TNC, they deliberately chose to ally you with a black, female character who was a member of a revolutionary African-American group and was on trial for murdering an FBI agent before the Nazis took over. Like, yeah, they might skip it, but they set themselves up pretty drat thoroughly to talk about racism in the US, what with allying with a not!Black Panther and the KKK directly allying with the Nazis and being 100% complicit in putting African-Americans in camps. If they don't have a Klansman talking about justifying the resumption of slavery in the US by saying "well, we're only using convicted criminals as labor and its just them paying their debt to society" before it becomes blatantly, blatantly clear that "being black" is literally a crime or that its all just a lie, I'd feel like they missed a huge opportunity that they really seem to be setting up.

Ravenfood
Nov 4, 2011

Porksword posted:

Seems like people have copies already, playthroughs going up on YT

https://www.youtube.com/watch?v=YrYvFKyXXPk

Yeah, it does not look like they're shying away from American racism at all.

Ravenfood
Nov 4, 2011

Psychotic Weasel posted:

I never said I have an issue with people buying or even enjoying this game - newsflash: I've already done both. What I don't get is what do you accomplish by purchasing multiple copies or owning it on every available system right out of the gate?
Most of the people here are either joking or are giving copies to people.

Ravenfood
Nov 4, 2011

Liquid Drink posted:

The last boss is a QTE and a cutscene lol
There's nothing inherently wrong with that if the game is good.

Look dude, I'm sorry you're not excited about the game like everyone else here seems to be, but why not go try and find something that makes you happy instead of trying to eke some scraps of meaning out of trying to sap everyone else's anticipation. Its kind of bumming me out a bit.

Ravenfood
Nov 4, 2011
If I played TNO on the hardest difficulty and was occasionally frustrated but mostly had fun, should I stay there or start on an easier one? It seems like people were saying that TNC is a lot harder than TNO/TOB

Ravenfood
Nov 4, 2011
The early (NYC) penthouse fight gets a lot easier if you take a few seconds to take a look around instead of just unloading on the first Nazi you see. Stuff like restocking on grenades, looking to see where you might be flanked, etc. Its just a few seconds but worth it IMO, especially on the harder difficulties. Also, check around the area before leaving, there's a lot of goodies/collectibles there.

Also, putting a silencer on your pistols ASAP makes stealth so much easier its ridiculous. My biggest complaint besides the lack of feedback on getting hit (which does suck): if you have a weapon out and press the same weapon key again, you'll automatically dual-wield. Like, if you have the StG out in the right and press 3 again, you'll pull out the left-hand StG. This only works if you press the weapon that you already have up, otherwise you switch. Now, why can't I double-tap something to whip out two weapons at once? The dual-wielding different weapons is nice if you have time to set it up, though it messes with my head that LMB fires my right-hand weapon, but sometimes I want to drop whatever weird setup I had and just whip out two machine pistols and unload, you know? The current method means I have to either use the somewhat clunky wheel system or pull out one machine pistol, wait awhile for the animation to finish, then pull out the second (where the animation involves putting the first one back). Its just mindboggling that they didn't include that system.

Macaluso posted:

There's a pretty amazing interaction between Set and Sigrund after you do the shooting range stuff. It's fantastic. Even if you think you've heard everything two people have to stay, don't leave yet. There's extra dialog a lot of the time if you wait for a few moments.

There's a TON of fun little stuff on the uboat. I've spent like 45 minutes just exploring it and listening to people talk right now. Bombate's room is awesome. Fergus' room is a piece of poo poo, no wonder he's so miserable
Yeah, hanging around and watching Set/Max interact after you get back from NYC was fun too.


VolticSurge posted:

So, I keep hearing from my friends that the black lady (Grace, I think that's her name) is an obnoxious writer's pet/Mary-Sue, apparently. She seems fine from what I've seen. Can anyone confirm/deny?
Grace owns.

psychoJ posted:

another question since I can't find it from a cursory Google search: are there any health upgrades? 50 health is, uh... not very much.
I think you're supposed to use a lot of overcharge health, since there are a ton of health packs lying around, often before larger fights. More than 50, so even if you showed up injured, you'd still be able to overheal before charging in.

Ravenfood
Nov 4, 2011

Rookersh posted:

Wyatt gets you the DieselKraftwerk, which is basically the rocket launcher. It shoots rockets, and can unload it's entire load on some poor dude then blow them right up. Supersoldaten go down in 1-2 hits ( making it incredible/broken ), and you can even take down those big walkers with it pretty reliably if you've upgraded it. It's technically the anti mech weapon, but you can also use it on normal dudes and they splat pretty loving great.

Fergus gets you the Laserkraftwerk from the first game? Which has been upgraded to do more damage, and is basically a variant of the Assault Rifle you start with, just as a laser. It's the anti infantry variant? I'm mainly getting this from googling around and watching people use it. Enough lasers already drop in this game that the addition of a smaller shittier one seems kind of silly from the perspective of losing the actual rocket launcher.
I haven't used the LKW, but it seems like both heavy weapons that I've come across are basically variants of the DKW/LKW. Some of the heavies have come at me packing what basically feels like a DKW with more ammo/slower movement, and I figured the LKW had the same relationship to the Lasergewehr. If so, it will still melt armored enemies right quick.

Also, any absolutely essential weapon upgrades? So far I picked silenced pistols, AP rifle, and +ammo DKW, all of which have felt incredibly useful.

Ravenfood
Nov 4, 2011

Really Pants posted:

The Sturmgewehr marksman upgrade has been real good, both for aiming down the scope and dual-wield frenzies.
How does it benefit dualwielding? I'd think that single-shot rifles would make that suck rear end.

Ravenfood
Nov 4, 2011
Holy poo poo the 00:23 time on the shooting range is just absurd. Fastest time I got so far was like 00:57.

Mordja posted:

Do you get enough upgrade kits to max out everything? Or should I be saving them?
I would also like to know this.

Ravenfood
Nov 4, 2011

CAPTAIN CAPSLOCK posted:

The rotor barrels upgrade + bigger magazines for the shotguns. They will melt even the biggest enemies in seconds. :getin:
Yeah, I just got the rotor barrels and godDAMN am I happy I saved that upgrade kit. On the other hand, I don't really see the need for silenced SMGs just because the pistol is such a wrecking-house, not only sneaking but if you get cornered it can still do some really good work. It seems to hit like a truck. Anyone know what the magnum upgrade does for it if you try to sneak? Does it just negate the silencer or what?

Ravenfood
Nov 4, 2011
I'm collecting all of these Enigma codes, when/how can I use them? I'm in Roswell right now.

Ravenfood
Nov 4, 2011

Post poste posted:

It'll pick up anything you directly walk over or collide with, provided it's a weapon you already have, and isn't a heavy gun refill.
It also won't pick up armor or health if any of it would be "wasted", so if you have 105 armor, you'll need to manually pick up that 100 armor pickup.

And I'm becoming more and more convinced you're supposed to use healthpacks very prophylactically. Otherwise, what's the point of the 100-point health pickups? That's an automatic overheal regardless, so you might as well grab it before a fight instead of after.

e: What does the ignition muzzle for the DKW do? I can't tell if it just makes things auto-explode when you fire them, turns it into a flamethrower, or...?

Ravenfood fucked around with this message at 23:05 on Oct 28, 2017

Ravenfood
Nov 4, 2011

Earl Chestnuts posted:


How do you solve Enigma Code puzzles (with pc controls)? I have no idea what I'm supposed to do.

I really wish they'd had a tutorial for this or something, but basically, at the top of the screen there is a code sequence consisting of 7 (?) phrases. Each phrase has an upper and lower component, and the left-most one starts highlighted. At the bottom is your code wheel, which has upper and lower pieces. Your job is to scroll the upper/lower pieces of your code wheel until it matches the pattern of the highlighted phrase before time runs out. Once you do, the next phrase will highlight and you repeat the process. You also need to confirm your choice before the phrase progresses, which tripped me up a bit. On PC, that's "enter", iirc.

Its a painful interface to explore when you have a time limit that has consequences for failing and no time to read the controls before it tosses you into the minigame, but its easy once you get the gist.

Speaking of interfaces, I think the war map's highlighting of whether or not you've found/killed the loot/Oberkommandants is rear end. I THINK that a very very slight highlight means you've finished whatever it was, and non-highlighted versions mean you still have more to do in the area, but the difference is incredibly faint and the icons aren't the clearest. The triangle is the oberkommandant, the gear means weapon upgrade kits, and the box with a triangle are collectibles, right?

And last question (post Roswell spoilers) I chose the ram shackles and before I could take them on a mission, I got an incredibly brief side mission from one of the Finnish Kreisau members to move some boxes in the basement and my ramshackles got upgraded to regen armor already. She was even standing right outside of the helm so I didn't even have to go hunting for her. What was the point of gating that behind an upgrade if I wasn't even going to do a single mission without it? Just bake it into the choice like the other upgrades. It feels like you originally had to earn all of those extra upgrades over time/sidemissions and they just cut that. Do all of the other choices have the same thing?


Sakurazuka posted:

I feel like the Courthouse bit would have been more effective if it were shorter and I didn't have to retry like 15 times.
Once I figured out how to handle that opening 30 seconds I thought it was a fun, frantic fight and would have loved it if the hit feedback had been better. It felt almost like Doom2016 in that regard. I like TNC's shooting, but its mechanics, lethality, prevalence of hitscan enemies, and lack of hit feedback just don't let you play as absurdly aggressively as in Doom, which is ok. Its still a hellishly fun shooter, but doesn't feel as arcadey. Different style, but I did like the mad scramble for health/armor/guns.

Ravenfood fucked around with this message at 15:02 on Oct 29, 2017

Ravenfood
Nov 4, 2011

Broose posted:

Also it seems like stealth is a lot harder to do in this game. Seems almost impossible for getting to the commanders most of the time. Thank god they eventually stop spawning reinforcements, but that leads to the whole wet-paper billy problem.
Its harder, but I've usually been able to get to the commanders, especially early game. A silencer for the pistol is, imo, a mandatory use of your first weapon upgrade kit. I think I stealthed almost all of Roswell but the very end (going loud after the commanders were dead sometimes) and a good chunk of NYC. Also, while hatchets are really nice, some of the heavier enemies get their armor staggered by a hatchet but not killed, but dual-wielding pistols has pretty much meant that even enemies with helmets that pop off are a non-issue. And once I got enough perks for +ads and +silenced weapons, a really quick double-tap from a single pistol has been doing it too. They do good work.

And now that I'm further in and have settled into a pretty decent combo of "fully upgraded schockhammer in the left hand, whatever else is necessary in the right" going all-out on the fighting is getting a lot easier. Schock+StG is my general preference, so much so that again, I wish I could set a few weapon "groups" together for quick-select. And I can't decide if I like that LMB always fires the right gun or not because it very occasionally fucks with my head and I fire the wrong weapon while dualwielding. Fortunately, it seems like flechettes push the effective range of the schockhammer out quite a bit so that unless you're at incredibly long range, they'll still gently caress poo poo up with the rotor active. (e: Pretty sure this is on Bring 'Em On, maybe Terror Billy. Not Death Incarnate, so it could definitely change).

If you're playing the game and want to optimize use of weapon kits, I'd say get the (spoiled in case people just want to experiment) pistol silencer, then marksman scope (y'all were absolutely right and I'm sorry to have doubted the thread about it), then save three of them for dumping into the schockhammer as soon as you get it. Maybe detour into AP StG rounds or something for your Kraftwerk if you really need to, but the schockhammer benefits so much from having all three upgrades that its insane. Stuff like exmags on the pistols are pointless since you really shouldn't be fighting with them and I haven't had them not kill in one headshot yet, so the magnum hasn't been missed (and I don't know how it'd interact with stealth anyway). I stopped using the MPs pretty early on though dualwielding them was a godsend for a few levels, and their main weaknesses can be overcome by dualwielding instead of wasting upgrade kits. The StG is really nice all-around weapon if you're not being totally overwhelmed and the marksman scope makes it absurdly lethal from the hip, but both AP rounds and jungle mags seem nice but not critical. Jungle mags especially seem like a "eh, might as well" upgrade because if you stuck the scope on there, your ammo usage goes way down so you reload in combat a lot less. I guess I'd want them more if i could only bring two weapons or something, to turn my StG into a proper all-rounder? The point is, all of the various weapon upgrades seem like they have some standouts or two different upgrades that push the weapon more towards one niche or another, so they don't have synergistic effects. The schockhammer's, though, are great. The rotor makes it king in its close-quarters niche, the exmags take away the one weakness it had if you weren't just using two of them, and the flechettes give it even more crowd control and push its effective range out quite a bit, making suitable for basically any interior conflict.

And that's my unnecessary thoughts on weapons. That set-up ended up being so effective that I'm pulling out the DKW a lot less than I probably should (but I'd still pair it with the schockhammer) and haven't fired the kampfpistole for basically any reason (also it seems like it overlaps with the DKW).

Now: how are people getting the "tactical" perks where you shoot enemies before they throw their grenades or when you kill EMP'd enemies? I've shot enemies a few times when they went to throw grenades at me but nobody was ever around (or I killed them before the dropped grenade could). I've also tossed grenades back at people and think I killed people, but it doesn't look like that counts. Is there another source of EMP besides the grenade upgrade I just picked up? Every other perk I've been getting pretty easily through normal gameplay (though it'd be nice if ramcharging someone automatically gave you all of their dropped armor bits to facilitate what seems to be the intended "vanguard" synergy with its charge-related perk) but I haven't gotten either of those at all. Grenade kills are a bit slow, but coming along.

e:

Xenomrph posted:

A couple mid-game questions about New York City:

Are you supposed to be able to kill that big fuckoff robot with the flamethrower and grenade launcher when you're going to meet Grace? I bypassed it, so I don't even know if it's possible.

Also did anyone else have problems with the fight where you're covering Grace's evacuation? I had to retry that one like 15 times, it was kind of a pain in the rear end.


Stealth feels really broken in this game compared to TNO, and not in a good way. Also the 50 health limit can eat my rear end.
I did. AP StG rounds and a lot of DKW fire brought it down.

That fight's a bitch. Don't shoot the first Nazi you see; your starting position sucks because you'll be flanked super quickly, drones can shoot you easily, and there's no real chokepoint. Take a quick look around, back up a bit, and you can turn your starting room into a deathtrap with grenades while still being able to watch the other approach.

Ravenfood fucked around with this message at 17:02 on Oct 29, 2017

Ravenfood
Nov 4, 2011
When is a good time to do some of the side missions? I just unlocked the ability to do them and the plot currently is Grace wanting to head full-speed towards New Orleans because the death squads are cracking down on the ghetto and so it seems like a bit odd to say "hang on, let me just fly around the country a bit first" even though we already did that by going back to the nuclear bunker. I suppose I could justify doing the ones in the area I already am, mentally.

e: relatedly, the game told me I could unlock additional contraptions by doing them. Do specific side missions unlock specific ones, is it based on the number you do, or? I picked Ram Shackles but want the Battle Walker too.


New Zealand can eat me posted:

I never dual wield. Clicking on heads is way more important on Death Incarnate. I noticed that at any of the lower difficulties, a headshot is almost always an instant kill, but on DI it simply knocks their helmets off :haw: Reloading/running out of ammo is death, even with jungle mags on the rifle

I think stealth is fine. I can't imagine not spending first upgrade point on armor piercing, and second on your heavy weapon capacity upgrade. Any time a silenced pistol is good, throwing a hatchet is better.

Also the scope is for scared children, ironsights till death 💅
Fair enough, I'm not playing on Death Incarnate, so what works for me definitely might not work elsewhere. On lower difficulties, helmets would often pop off on pistol headshots too: I solved that by dualwielding pistols and just firing basically simultaneously, then my +ads and +silenced damaged perks solved the problem and I was able to just fire twice with one pistol basically reflexively. And I ran into the same problem with hatchets you did with pistol headshots: sometimes I'd hit someone, usually the shotgun folks, and their armor would take the blow, but hatchets throw too slowly for me to double-tap them but headshots brought them down just fine.

The secret to the scope isn't that it lets you ADS and scope, its that it gives you absurd accuracy on the rifle. On (I think) Bring 'Em On, its like 4 AP rounds to the face to kill one of the Supersoldaten, and it fires about as fast as you can click with seemingly no recoil. The little icon that shows the firing mode also implies it does more damage per shot and it certainly feels like it, but I couldn't say for sure. It might just be that my shots all are hitting where I want them to.

Ravenfood fucked around with this message at 17:26 on Oct 29, 2017

Ravenfood
Nov 4, 2011
Also, guys, there are so many healthpacks that worrying about whether you have 50 health is kind of silly. Just cover yourself in bandages before you kick in the door guns blazing. I usually had a lot more than 50 health any time I started a fight. BJ's pretty fragile, yeah, but they give you plenty of ways to mitigate that early on.

Ravenfood
Nov 4, 2011

Really Pants posted:

Even if you never do the worm, the Harness is still great for quieting your steps and giving you an extra second to dome guards before they alert the Nazi hive mind.
Its not bad I guess. I have both it and the Ramshackles right now. During one lategame level Venus I didn't see a single vent. The slowdown and quieter steps are alright I guess, but I wasn't having much of an issue sneaking beforehand either. The Ramshackles' perk increases the amount of armor you pick up which means that the more people you ram, the more aggressively you can play, which I like in general. I'm glad I took the Shackles over the Harness. The Walkers look like they're great though, and I kind of wish I'd gone with them.

Really Pants posted:

You should have a chance once you get back from that.
I didn't, I got dumped immediately into boarding the Ausmerzer. I did take the opportunity to use the war map a few times before I went to New Orleans though, maybe that was it? Also, maybe the timelines have a slightly different order; so I'm doing Wyatt's.

Also, while I like dualwielding a lot, one thing that I'd generally forgotten that a recent accidental misclick and subsequent murdering spree reminded me: the headshot perk increase your damage when aiming down the sights, which means a singled schockhammer can kill out to a frankly absurd range if you aim it for the +50% damage.

Ravenfood
Nov 4, 2011

Really Pants posted:

You get a chance to walk around the Eva's Hammer and use the war map after the party, while you're searching for Fergus's arm or Wyatt. I think finding either of them is the cutoff for committing to the last mission.
Aw gently caress that was it.

Ravenfood
Nov 4, 2011

SwissArmyDruid posted:

Tangentially: How like the Dieselkraftwerk is the Dieselgewehr? Because people who didn't take Fergus should absolutely not think that the Lasergewehr is ANYTHING like the Laserkraftwerk.
Pretty similar, except you get the ability to choose when to detonate your bombs instead of them auto-detonating if you want. Its pretty niche but enemies don't seem to notice them so its nice when you want to take out mortar-arms or whatever immediately.

Ravenfood
Nov 4, 2011
What the hell is a Walker Takedown?

Ravenfood
Nov 4, 2011

gimme the GOD drat candy posted:

counterpoint: he would have never taken his wife's name in a million dang years, did you even watch the scenes rip was in?
No, but BJ could have taken his mom's name at one point. Would have at least offered a brief explanation as to why the Nazis apparently knew who BJ's dad was and just ignored it.

Ravenfood
Nov 4, 2011

Jack Trades posted:

He says several times that BJ is dirtying his name with his action. Implying they have the same last name.
Yeah, I know, I'm agreeing that its a little weird that a 1st or 2nd generation Polish immigrant is so, so Texan and they could have worked around that pretty easily, but didn't. Its just a minor nitpick, that's all.

Ravenfood
Nov 4, 2011

Really Pants posted:

BJ's definitely more fragile now, and it's way too hard to notice when you're getting shot. The courthouse is one of the toughest fights in the game, too. You'll be a proper Terror-Billy once you've got all three contraption upgrades and most of the perks.
Yeah. Easiest way to make that fight easier is to immediately book it left or right until you get to a box (supposedly the left side has MP ammo box there so you can just chill there forever) to catch a breather. Once there's a brief gap in the people who are charging you, there are doors to the outer area of the courthouse just over the small wall. There are also lockers with guns, ammo, grenades, and armor. You won't get much of a break there to stock up, but you can grab a lot of stuff there. Then keep moving as much as you can; if you can get to the lockers on the second level there are no real flanking routes and there's a (iirc) mounted Hammergewehr there.

Its a shame about the hit indicator issues, because that fight is so close to being one of my favorites in terms of sheer chaos and always having to keep moving to avoid being swarmed. I would love it if you could actually play into the frantic nature of that fight more by being able to react to a new enemy suddenly appearing. Running gun-battles are so much fun when done right since so many shooters force you into a cat/mouse cover-shooter where moving is death and optimum gameplay is clicking on heads from indestructible cover.

I do think a really neat trick for non-cover FPS games would be to have every hit-scan enemy do a small amount of damage (that triggers a full hit marker) on their first few shots that rapidly increases to normal to give you a second to return fire. Almost like turning the first shot or two into "tracer" rounds that didn't hurt you too much, told you where you were being shot from, and gave you a (very very small) amount of time to respond to whatever is hurting you. Games already do something similar with grenade markers/callouts, laser/scope glints, and heavy-weapon spin-up times, but automatic weapons don't really do that too much. It'd make things easier, sure, but it'd really let you play more aggressively in the early game before your perks, weapons, and armor upgrades start letting you just run around in the open all the time. I don't know, it seems like a decent idea.

Ravenfood
Nov 4, 2011

King Vidiot posted:

People say this but I've had better luck sprinting like a motherfucker all over the place like a whirling Nazi-murdering dervish while holding the dual-wielding weapon buttons down, at least in the tight-corridor sections. In sections where it's wide open and you're getting attacked from all angles maybe it's a different story.

My usual method: Go into an area with a commander and try to sneak up to him and take him out first. When that fails (it usually does), just wing it and do whatever the gently caress seems right in-the-moment. Eventually I just have a breakthrough point where I murder the poo poo out of everybody by the skin of my teeth, and then usually quicksave because there's no way I'm going to do that twice in a row if I get killed by some unseen Nazi before the next checkpoint.
It gets much easier to do this in the second half of the game. You've got more perks, you've got more ammo, you've got more weapon upgrades, you've got more contraptions (both the walker and shackles help a ton with this), and you've got more shotguns. Simply getting the contraption(s) and their upgrades is a big part of why it starts getting much easier: all of a sudden you've got increased armor pickups (huge) and regen (less huge but good) another close-range stun/damage ability, increased ammo pickups and permanent overheal.

Though again, I played on Do or Die and it might be that the lethality of Death Incarnate is just so high that even with all of the above that this is just unrealistic.

Ravenfood fucked around with this message at 17:26 on Oct 31, 2017

Ravenfood
Nov 4, 2011

King Vidiot posted:

How the gently caress does anybody do that reliably though? I physically can't hold down alt while using the WASD keys and also aiming and throwing with the middle mouse button.
Are your hands so small that you can't stretch from WASD to L-alt with your thumb? How do you jump or crouch in this game?

Ravenfood
Nov 4, 2011

SirSamVimes posted:

have you played DOOM?
Even then I found the various arenas more fun than the Spiderdemon. It wasn't a bad fight I guess.

Ravenfood
Nov 4, 2011

Accordion Man posted:

Stealth is viable, I do it a lot. The biggest problem though is that Supersoldaten and robot enemies have ludicrously high detection which should probably be patched.
They're also the enemies that are the hardest to stealth-kill which kind of sucks. I found that I could sometimes dual-shot the flying drones with magnum silenced pistols and they'd go down before triggering the alarm, but their death explosion would usually set off the alarms unless they were very far from other patrols. Same with supersoldaten: you can sneak up behind them and melee attack them to make them vulnerable to a single shot, but they explode quite loudly at that point.

Regardless, I generally found stealth more fun once I started treating it as less all-or-nothing: your goal is to get to a good position or to take out a dangerous enemy before killing everyone else. If you can get both commanders, great, but other than that don't worry about it too much.

Ravenfood
Nov 4, 2011

Arcsquad12 posted:

There is continued resistance in America even beyond Horton and grace's groups. The newspaper man in roswell supports BJ, and there are mentions of Engel returning from a campaign against a guerrilla movement in the mountains

Until the Ausmerzer was tasked with hunting the Eva's Hammer, its main job was flying around to various rebel hotspots and shutting them down, so yeah, parts of America are still fighting to some extent or another. But I'd imagine that most of it is more like the RAF, and the Ausmerzer showing up to anything that looks like, say, the Troubles.

Ravenfood
Nov 4, 2011

Rookersh posted:

Does anybody have a video of the Newspaper guy in Roswell saying he supports you?

Because I'm standing here trying to get it to trigger and it's not.
I don't have a video, but he did it to me too. I just walked close to him and stared at him. Out of curiosity, if you spend too long near some of the guards, do they eventually recognize you and shoot you too?

Ravenfood
Nov 4, 2011

Oxxidation posted:

They sure do.
Oh, I meant for Rookersh. I was trying to figure out if the problem was just that none of the proximity/recognition things were activating instead of just that one.

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Ravenfood
Nov 4, 2011

10 Beers posted:


I just got the battle walker. What's the best way to do a takedown with it?
I basically save-scummed for it, but I went back to the New York Penthouse level, waited for a guy to climb on top of the lower metal cage area, then did a combat takedown while on stilts from the ground level. Its not really useful but its there I guess

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