NERDRAGE: Developers shoving their quirky controll schemes down our throats - by henke
june gloom on 25/6/2010 at 19:57
Quote Posted by Nameless Voice
One thing that really bugs me about Fallout 3 is the way that random places with Super Mutants tend to suddenly have Super Mutant Overlords instead of lesser Super Mutants when you're really high level. Those guys with their insane damage bonus vs player and more health than a house are just no fun.
Only if you don't go for their gun first. Break those shitty tri-lasers and they're no more dangerous than the others.
Fuck revenants, though. I wouldn't mind them so much if they weren't far tougher than a ghoul should reasonably be. The others- like the Albino radscorpion- I don't have a problem with.
Nameless Voice on 25/6/2010 at 20:04
Yeah, I was thinking of adding that - the overlords aren't so bad because you can shoot the guns out of their hands. They're still annoyingly tough, but at least they don't kill you in 3-4 hits from full health. The Reavers, on the other hand, can't be disarmed...
june gloom on 25/6/2010 at 22:23
I'm sure there's a mod that makes them weaker. If they weren't such ammo sponges they wouldn't be half as dangerous.
EvaUnit02 on 27/6/2010 at 10:48
Ghoul Revenants, Supermutant Overlords, Albino Scorpions, Enclave Hellfire troopers, etc. are piss easy. Even with Broken Steel installed it's still easy to make build your character into an unbalanced, jack of all trades, walking tank in vanilla Fallout 3.
henke on 27/6/2010 at 11:38
Well it's over, far too soon it feels like. I was hoping I'd get to go back to the island! But then fighting the aliens was getting a bit dull, blasting them out of the sky with the Gauss Rifle was a hoot at first but by the end it was starting to get repetetive. I wanna go up against human enemies again, maybe I'll check out Crysis Warhead.
The different suitfunctions were great. Zooming though the jungle with the speedaug, or climbing moutains with the strengthaug felt great. The stealthmode was probablly the one I used the mosts though. Eventually, when I learned how to use it the most efficiently, it felt overpowered. With the stealthmode and a shotgun I could take on pretty much any number or human enemies. I'd just creep around to the back of the squad, take aim on the nearest soldier, then quickly exit stealthmode, blast him in the back, and enter stealthmode again. By the time the other soldiers had time to turn around all they'd see was their comrade falling to the ground, with no idea who shot him. Then I'd just repeat this procedure a few times, maybe throw in a handgrenade if I got them all close together, and their numbers would decrease rapidly.
The next time I play it I'll try a harder difficulty than "normal".
The zero-gravity section was really great as well. It's like what I imagine Shattered Horizon would be like in single-player.
Overall, really good game. The suitfunctions and the number of ways you can tackle any situation makes sure it's not quite like any other first person shooter out there. Oh, and it's probablly still the best looking game in the world. The parts that really stunned me was shooting those zero-gravity enemies and seeing their dark bloodparticles blossom out into the air while they go spiraling off into the void. And the avalanches of falling rocks in the snowy mountains near the end. Just beautiful.
SubJeff on 27/6/2010 at 12:07
I'm going to have to get me a new gfx card for this some day. My 8800GTS didn't cut it on the demo as soon as you reach that frozen ship.
Crysis question - what changes do the different difficulty levels make? I'm all for more enemies that are smarter and more accurate at higher difficulties, but not for humans that can suddenly take more bullets to the face.
As to control schemes - oddly I find I like to have toggle/hold on different functions in different ways for the same thing in different games. After Thief (back in the day) I obsessively rebound to my Thief keys for a good while, but then it was probably because all I used to play was Thief and FMs so it was a lot harder for me get used to new setups. It would be nice for devs to put all the options in though.
ZylonBane on 27/6/2010 at 12:23
Quote Posted by EvaUnit02
Ghoul Revenants, Supermutant Overlords, Albino Scorpions, Enclave Hellfire troopers, etc. are piss easy. Even with Broken Steel installed it's still easy to make build your character into an unbalanced, jack of all trades, walking tank in vanilla Fallout 3.
So... you're saying that all those guys are piss easy because any unbalanced, jack of all trades, walking tank can handle them. :erg:
Malleus on 27/6/2010 at 12:37
Quote Posted by Subjective Effect
Crysis question - what changes do the different difficulty levels make? I'm all for more enemies that are smarter and more accurate at higher difficulties, but not for humans that can suddenly take more bullets to the face.
From tweakguides:
Quote:
Difficulty Level: There are four levels of Singleplayer difficulty: Easy, Normal, Hard and Delta. The main impact of this setting is to alter the way the artificial intelligence (the enemy) react and how effective your nanosuit will be. Specifically, at higher levels of difficulty the enemy progressively become faster at detecting you, and more of them will react with greater accuracy, and the time taken for your nanosuit to regenerate your health and its energy increases. Other important changes include the fact that at Hard and Delta you lose the ability to control mounted guns on vehicles while driving, and the enemy lose their 'red glow' effect, making them harder to spot and finish off. Additionally, at Delta difficulty you lose your crosshair, you don't get grenade warnings and the enemies speak Korean instead of English.
Delta is the only way to play this game. ;)
Koki on 27/6/2010 at 12:55
Speaking of difficulty in Crysis, it uses one of the weirdest ways to handle player damage I've ever seen. Instead of enemies actually firing projectiles at you, the player has simply a set amount of time before he dies, which changes depending on how many enemies are attacking you at a given time, and possibly also cover, etc. Then the engine calculates your time remaining and makes the enemies fire at you slow(or fast) enough so that your health will reach 0 when the time ends.
henke on 27/6/2010 at 13:07
Quote Posted by Koki
Instead of enemies actually firing projectiles at you
Eh? The aliens clearly fire projectiles at you. As in; you can
see the iceshards and icebeams coming at you and outrun them if you move quickly enough. I guess what you say might be true of the human enemies though.