Seriously, this. Why would I waste a turn casting a buff that gives me +25% damage for 3 turns... I've traded 100% of a single hit for 75% of one spread across 3 turns. Why waste an attack by lowering the enemies defense, if the extra damage gained only equates to the single attack you lost? I've always hated that mechanic if it's not actually thought about.Bob_McMillan said:Literally any game that has abilities that grant you temporary upgraded stats or buffs.
Seriously, I have never bothered with those elements in games. Repeatedly shooting/hacking/beating/blasting things has served me pretty well so far. So when I get stuck on a level or in an area in such games, its usually because I didn't use some buff/debuff or I didn't level it up high enough.
But the middle ground routes have some of the most diverse endings.Blood Brain Barrier said:Undertale. For some reason the game wanted me to play the game either as if I were a genocidal murderer or a tree-hugging hippie, with no middle ground at all.
I didn't get to the end at all. One of the most repetitive games I've played recently.zombiejoe said:But the middle ground routes have some of the most diverse endings.Blood Brain Barrier said:Undertale. For some reason the game wanted me to play the game either as if I were a genocidal murderer or a tree-hugging hippie, with no middle ground at all.
I was similar - in a game where you have four guns attached to your limbs, it seems intuitive that you should be shooting everything, not kicking them.aba1 said:I remember when I was playing bayonetta for the first time my friend was getting annoyed with me because I would just casually walk around enemies shooting them from a distance. I was rarely getting injured for the longest time in the game and it drove him insane.
I hate buffs too. They are tedious to manage, and they take a lot of the mysticism out of magic, potions etc. Oh, there is a magic elixir I can buy that makes my attacks 17% stronger for exactly 27 seconds? What a peculiarly specific thing for a medieval magician to sell. Buffs in their most simplest, non-mathematical, non-intrusive iteration I can just about manage. Everything else though is just boring resource juggling.Bob_McMillan said:Literally any game that has abilities that grant you temporary upgraded stats or buffs.
Seriously, I have never bothered with those elements in games. Repeatedly shooting/hacking/beating/blasting things has served me pretty well so far. So when I get stuck on a level or in an area in such games, its usually because I didn't use some buff/debuff or I didn't level it up high enough.
OH, MY, GAWD!!! How did I never figure this out myself?! I had put at least 200 hours into that game back in 2004 and never once realised!zidine100 said:Command and conquer red alert 2.
I replayed it recently and as it turns out making more buildings of the same type makes building units faster.
I know, right?!Fat_Hippo said:How the hell do you make a mechanic like this and not explain it once in the entire game? Jesus christ.
Same, this is one thing I could never micromanage. I would just grind it out rather than min/max and track every single buff and debuff in order to "play" the way I was supposed to.Bob_McMillan said:Literally any game that has abilities that grant you temporary upgraded stats or buffs.
Seriously, I have never bothered with those elements in games. Repeatedly shooting/hacking/beating/blasting things has served me pretty well so far. So when I get stuck on a level or in an area in such games, its usually because I didn't use some buff/debuff or I didn't level it up high enough.
Yup. I discovered that when I accidentally I clicked on the wrong facility and built a second barracks by mistake. But my soldier production doubled!zidine100 said:Command and conquer red alert 2.
I replayed it recently and as it turns out making more buildings of the same type makes building units faster.
I found this out after beating it countless times over the years, it was one of the games from my childhood that I absolutely loved and it confuses me that I had the patience to wait for the extraordinary long build times to get the forces together to destroy the ai. It just blows my mind how easy the game gets when you know this. You no longer have to be very very careful on what you build and how you use them, instead you could just zerg rush the enemy. I dont know whether i should be happy or embarrassed that i bet it on the hardest difficulty not knowing that, I put it down to a misspent youth..
Yeah, it is. You always start out with units, as well, at the very least, it's 1 tank and you can send that one scouting. Very rarely do they have anything else to really do - at most, on some maps, they can break a bridge, thus severing access to you but on most maps, I'd just let them scout. The Soviet tanks suck in that regard, since they are really slow, however, at least every race would have dogs and you can always build barracks then dogs - they are fast and have really good sight radius. After they find what you're looking for, you can use them to fetch crates and protect against spies, paradrops as well as enemy infantry rushes.Zen Bard said:I also learned the hard way that my strategy wa all wrong. I used to methodically build up my base and my forces, then send them in search of the enemy locations. Seemed to make sense to me.
But when I'd play co-op with a buddy of mine, the first thing he'd do is build a barracks and send four soldiers out in each compass direction. He always discovered my locations first and brought the hammer down before my defenses were adequate.
Turns out this is a fairly common strategy.
Wasn't his apprentice also basically immune to normal stun? Anyway, if you save up your thermal detonators you can stunlock Malak with them, build more-or-less irrelevant.Neonsilver said:Then I got to the final battle against Malak and he is pretty much immune against a strategy that works in every single battle beforehand.