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Messages - Lotus_Eater

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General / Re: Hard Combat Sessions?
« on: December 15, 2013, 01:59:46 am »
This used to be much easier though, so the difficulty balance is improving.

What sort of character build are you playing?

This makes sense,since the last build I played was from almost 1 year ago.The game was easier back then.
I like talking my way out of every situation in this kind of games,but I guess this time I took this a bit too far.  :P
Also,right now the Stealth Skill is so important since initiative has not been implemented yet.
Stygg did a really good work in sneaking.It just feels good to sneak past people,not even Fallout did this thing so well.
I'm gonna keep trying or maybe restart the game. :D

2
General / Hard Combat Sessions?
« on: December 12, 2013, 11:55:38 pm »
Is it just me,or the game really forces you into having a combat based build?I'm finding most fights brutally difficult.
Right now,I'm trying to shoot my way through the Depot A,and I had to use both morphine and adrenaline to win a fight.
So are you guys having my same issues?Can you share some combat tips with me?
Also,I'm wondering if a weight system will ever be implemented.

3
General / Re: Another question!
« on: December 12, 2013, 11:22:50 pm »
I had this same plan too.I even thought about locking myself inside the surveillance room,but you can't even initiate dialogue in combat.
Too bad that this quest forces you to face them head-on.
I suggest you to activate the turret,use the vent near the console to move away without being noticed by the turret,and then approach the leader and his goons from the south.That way you will only have to care about the leader,the other two will attack the turret.

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Suggestions / Re: Companions?
« on: October 28, 2012, 09:16:28 am »
No, the game is designed with single character in mind and the engine doesn't currently support multiple playable character either.

Perhaps in some other game in the future. ;)

I don't think he meant them to be "playable".He meant fallout-like companions.They just follow you and shoot stuff,and you have minimum control on them (like changing their equipment or tactics.)

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Suggestions / Re: A map
« on: October 28, 2012, 09:12:03 am »

Local map for the area you're in seems redundant to me, since you can just scroll around and see everything you explored that way. I never used local maps for this exact reason in Fallout 1/2.


I partially agree with you,but the real reason why I never used a map in F1/F2 is because it was so confusing and unreadable.
Having a well designed map could be nice.In RPGs,i love writing notes on maps to keep track of places i've discovered.

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