Transistor

Transistor

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Prankman May 30, 2014 @ 9:27pm
Favorite Limiter Set-Ups
So, clearly one of the best parts of this game is its customizability. The amount of variety in the skill system is astounding, and the combinations of enemies can be downright diabolical. I think some attention needs to be paid to the Limiters, though, as they are similarly well done.

One of my favorite parts of Bastion was the Shrine and Idol system that allowed me to tailor the difficulty whenever desired. One of my biggest beefs with Bastion was also that half of the Idols in that game ranged from overbearingly cheap (enemy health regen, contact damage that makes melee weapons totally useless) to flatout fake difficulty (enemies can reflect attacks and turn to air on a whim). As a result, outside of Achievement hunting I'd end up playing with only a handful of the Idols on (usually higher enemy health and damage, maybe slowdown on hit if I felt I could deal with it). It's still a great feature and I still love it, but I always felt like too many of the Idols were cheap to make it all that useful. Of course, I'm well aware this is subjective, but that's my two cents.

In Transistor, by contrast, the Limiters are almost exclusively tactical in nature and make the game play even more deep than it already is, which is an impressive feat in itself. Simply giving cells shields or throwing corrupted cells into the fray makes a huge difference in how you decide when to use Turn() and which weapons you want to use. You need at least one attack capable of bringing down shields without taking up half of your meter or leaving you too vulnerable. You need to really plan around the Limiters, rather than just bite the bullet and accept the randomness that some of the Idols introduced. As a whole, the Limiters add very fair obstacles to the player, and I love how the system improved so much between Bastion and Transistor.

Of course, again, things are subjective, and I'm sure some don't enjoy toggling all ten Limiters on all the time. I personally leave everything on except Permanence, because I don't like the idea of being pigeon-holed into a Function combo I dislike while trying to experiment. I'm considering turning off Responsibility as well so that I've got my full MEM worth of space to play around with.

tl;dr: So, what Limiters do you all like? Which ones don't you like? What's your prefered set-up for them, that special sweet spot that makes the game feel just right?
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Showing 1-8 of 8 comments
SilentCaay May 30, 2014 @ 9:34pm 
After I completed the 10 limiter acheivement I turned off shielded cells, overloading functions when you romove them and the reduced MEM ones. I'm pretty sure I left the rest on.
Last edited by SilentCaay; May 30, 2014 @ 9:35pm
Elvis May 31, 2014 @ 5:33am 
Yeah the overloaded function on removal is a fail in the game's design imo. It "prevents" you from experimenting a LOT.

That being said I've played through the game with every limiter as soon as I unlocked them, just turning off that silly overload thingy whenever I wanted to test some new comboes.

Every limiter also increases hp on mobs. So run with all for max Challange. As an example, The Spine at level 30 without limiters 3k hp with all I think it was 6 or 7k hp.
Cicirifu May 31, 2014 @ 5:38am 
I haven't applied the overloaded function on removal yet, but couldn't you remove the limiter, rearrange your skills, and reapply it ;)? It defeats the purpose, but you still get that combat bonus.
Elvis May 31, 2014 @ 5:47am 
Originally posted by Cilph:
I haven't applied the overloaded function on removal yet, but couldn't you remove the limiter, rearrange your skills, and reapply it ;)? It defeats the purpose, but you still get that combat bonus.

Yes and no. If you just do that, it will "remember" that it was active at this access point and will overload stuff you unequip even if it's turned off. You are supposed to reach the next access point to change you skills.

BUT, there is a work around. Turn off the Limiter, then leave the access point (so it saves). Quit the game, then start the game again. Now it forgot that it was supposed to overload functions, without having to find the next access point and you can change your functions and then turn the Limiter back on.
Last edited by Elvis; May 31, 2014 @ 5:48am
Prankman May 31, 2014 @ 12:06pm 
Originally posted by Elvis:
Yeah the overloaded function on removal is a fail in the game's design imo. It "prevents" you from experimenting a LOT.

That being said I've played through the game with every limiter as soon as I unlocked them, just turning off that silly overload thingy whenever I wanted to test some new comboes.

Every limiter also increases hp on mobs. So run with all for max Challange. As an example, The Spine at level 30 without limiters 3k hp with all I think it was 6 or 7k hp.

You know, I never noticed that until you mentioned it. I was wondering why the health seemed to change slightly in the Performance Tests, but I turned the double damage Limiter off during those so that explains the health change. Nice catch!
Elvis May 31, 2014 @ 8:36pm 
As long as you can deal more then 1k damage in one hit when needed (like with Mask) you are all good.

Which is why I never liked Cull() WAY to slow in RealTime and does more damage then needed really, also costs 4 memory without giving any decent AoE or lifesteal (without other stuff ofc).

Imo: Tap / Bounce >> Purge >> Load / Crash / Breach >> Cull among the damage functions, in regards to usefullness.
Ribbon May 31, 2014 @ 8:47pm 
Originally posted by Elvis:
As long as you can deal more then 1k damage in one hit when needed (like with Mask) you are all good.

Which is why I never liked Cull() WAY to slow in RealTime and does more damage then needed really, also costs 4 memory without giving any decent AoE or lifesteal (without other stuff ofc).

Imo: Tap / Bounce >> Purge >> Load / Crash / Breach >> Cull among the damage functions, in regards to usefullness.

I am absolutely loving Tap+Crash. Especially for stuff like Fetches. Its just barely fast enough to execute (That is, if you friggin mash the button like I do.) and re-set the little stun timer crash gives you. Also works well on Young Ladies if you have get or something.

As for my other main damage dealing function, I usually have Bounce. Void, Tap, Bounce, and Jaunt. Plus whatever passives and upgrades I can fit that I find to be useful.

As for the limiter topic, I usually have (I forget the exact names of each limiter, My apologies.) the corrupted cell limiter, the sometimes spawning two cells limiter, the shielded cells limiter, and the limiter that makes more process appear in a fight. Those are the ones I have on almost 90% of the time. I feel like I'm forgetting one that I keep on a lot, though. Might be the one that makes cells respawn in much less time. That was never really a hinderance to me.
VaultBoy Jun 16, 2014 @ 12:41am 
Originally posted by SilentCaay:
After I completed the 10 limiter acheivement I turned off shielded cells, overloading functions when you romove them and the reduced MEM ones. I'm pretty sure I left the rest on.
I did the exact same.

The overloading functions when you remove them seems the most counter-intuitive with the way I play the game. I am often changing my loadout just to try different things.

Again, the reduced MEM one is another that kind of removes the fun of trying different loadouts. Plus, you work hard to level up to max MEM, seems dumb to lose a chunk of it.

And, the shielded cells is the most annoying to me, especially when combined with more cells, corrupted cells, and a shorter countdown. It kind of guarantees Young Lady's end up being a ton of bad cells when they die and the occassional respawn. Best thing I found to handle it was Tap+Get after the finishing attack and hope the timing catches them.
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Date Posted: May 30, 2014 @ 9:27pm
Posts: 8