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really? what seems to be the problems? I will answer any questions you have.
I try to follow an old design question, "What's the simplest thing that could possibly work?" There are 3 slots available to use for whichever category (tether/balloon/rocket) you want. In my case I ignored the F tap/hold complication and set both the A and B slots to tethering using only the automatic column. A is for combat where the fast retracting mod is combined with the pulse mod. This lets me tether an enemy to the ground or a nearby roof or another enemy and watch as they are quickly retracted into a nice sparky explosion that sends the victim(s) sailing off into the sky. I also use it to collide gas or fuel containers for slow-burning explosions. I use the B slot for non-violent tethering by using the deactivate setting (instead of spark), short length, and medium retracting speed. The short length keeps things from smashing together so it can be quickly used to tether a vehicle to a wall and keep it there, or to help a stunt person, or drag an object.
On the tools to accomplish objectives issue, as someone here already noted if you go into a fire fight with both the SW9 assault rifle and the SMG-2 submachine gun you've usually got more than enough fire power. Or you can task yourself to see how far you can get in a stealth approach by only using tethering and melee attacks. Tethering can also be used in lots of non-obvious ways. If you're having trouble dealing with those pesky indestructible turrets, for example, you can often use tethering to move an indestructible cargo container to protect yourself or the NPC you're escorting.
Finally, on the subject of bases I guess we'll have to agree to disagree. After a while I found the towns and police stations in JC3 to be boring exercises. The limited objectives in taking down bases in JC4 is a mixed blessing; it makes it easier to progress the story if that's what you want but in return the bases aren't as challenging as in JC3. I have to admit the inability to re-oppress areas in JC4 is a glaring weakness when compared to JC3. As so many times in games you're left wondering if a missing feature is an intentional design flaw, er, choice, or simply that the devs had a prioritized feature list and a limited amount of time. As Rico says, a plan is a list of things that go wrong.
I don't know how that solves the problem of changing slots, unless you set all three loadouts to be identical.
Yeah, that's actually what I prefer; I try to do as much as possible without shooting. Problem is, this game requires more of it; since the objectives are usually to shoot things or hold a position instead of taking the bases apart piece-by-piece, well, that's what I do. The game also included alot more rockets and snipers than previous ones, so spending time trying to tether every incoming vehicle to the side of a building is less feasible. JC3 was a big improvement from 2 in terms of mechanics because you could do so much more with JUST the grapple; now, while you have even more options, the game itself is structured in such a way as to have less to do with it. Sure, you could use the balloons OR just tether a truck to the wall OR attach thrusters to send it flying off; what's really the difference, and do I care when I can just blow it up and be done with it? I don't object to guns existing but, in a way, I sort of want to feel like a superhero with cool abilities and not resort so much to just shooting people in the head, I have 100 other games for that.
I agree that JC3 got very copy-paste with alot of the liberation. I thought 2 was better. Really, if I could bring the mechanics from 3 into 2, I'd play it for another several hundred hours. But anyway, yes, I appreciated the larger, more varied bases in 4, but it doesn't take long before you just stop caring, because it doesn't matter. You don't have to explore the whole base looking for every destroyable thing, you don't have to really learn it, you just zip around from point A to B to C and done. Never even saw half the base, doesn't matter.
If your JC game requires fans to use a guide or how to video then you've F'd up your JC games progression system. JC is not a military sim or even a deep RPG like Fallout; its a damn destruction sandbox and JC4 just threw that out the window and decided to over think everything. There are many guides available detailing the game play loop, what you need to do to progress the story and no JC game should need that . I myself restated 3 times waiting 6-8 months each time in hopes that Avalanche would fix this shift somehow by either changing how progression works or at least giving their customers a better how-to/explanation but they didn't and so many have had to depend on other fans to post their own guides.
Avalanche really did F up JC4 in terms of the campaign. The grappling hook is incredibly awesome and very well done but the rest of the game gets in the way. I really hope the decision makers at Avalanche realize how badly they messed up with these changes and either fired or demoted the person(s) who thought it would be a good idea ti over complicate the JC game play loop.
That said, stealthily tether-launching a sentry over a cliff's edge never seems to get old for me. There was even an achievement in JC3 for how far you could make an enemy fall to his/her death. I don't think that achievement made it into JC4, alas.
The main problem is things not working as expected or not understanding how the options interact. For instance, what exactly does "pulse" do in every circumstance? Why doesn't the "short" minimum length option not appear to trigger any outcome/response from grapple options. Why, when combining grapple options (e.g. balloon & grapple on same load out) do things not work as expected. It is not an intuitive system and there's no instructions. Shouldn't you be able to, in theory, combing all three mods (balloon, retract and booster) into a some cool combo all in one? I can't get anything to work.
pulse just explodes when it reaches its set distance. short means it will retract to HALF length and explode. long means it will extract the full distance of the retractor and explode.
i use balloon and retractor ( i am guessing this is what you meant) all the time. things work as they should for me. maybe you have the mods set incorrect for that loadout?
you can combine all 3 in one loadout.
you can set them to activate using different keys. hold, tap and auto.
if nothing is working my guess is you dont have the correct loadout selected.
I don't really care about stealth, I just like zipping around the bases, pulling everything over, attaching bad guys to fuel tanks before I cause them to explode, etc. JC4 basically has the same kind of mission structure as many other shooters, you just get alot less time to compensate for your increased mobility.
dab, I sort of agree with you. Not everything is really clear in the description; all you can do is actually play around with things to learn what they actually do.
I've never paid that much attention to the "short" setting (a counter-intuitive label in my book). I've always thought of it simply as the setting you use when you want to avoid smashing things together. As to the different lengths you've observed, I haven't noticed it in the game. I'd hazard a guess that they are based on the game's physics engine. So lightweight things should do most of the moving vs heavier things. A motorcycle is more detoured than the dune buggy it's connected to, etc. As a practical matter I don't really care if the end length is different in one case vs another so long as the two ends aren't smashed together.