Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Today my main character is a non combat character so i have a lot of non combat options but if i need or want to fight i can deal some nice damages and i can deal with most fights.
2 screenshots, one with my stats near the end of the first chapter, and then evans inventory, my tank. (for a reason the spoiler warning is not visible, so watchout.
https://steamcommunity.com/sharedfiles/filedetails/?id=2451109924
https://steamcommunity.com/sharedfiles/filedetails/?id=2451109769
Btw, for me faythe is a killer with a simple pistol.
Level 2 armory. you end up against 5 opponents. 3 of them skilled shooters, and 2 melee. Their positioning allows you to stealth kill one melee.
There are a limited set of builds that will ever win this encounter without burning through a great many consumables. You can avoid combat, but doing so has a measurable impact on progression. Avoiding combat doesn't reward you 1/10th of what fighting would.
Melee characters can -never- win this encounter because winning requires using grenade consumables which can't be used on danger close melee characters.
The game has few encounters and most of them are overtuned and designed by people who have an intricate knowledge of the game and are playing what I suspect are a narrow set of builds - diplomatic leaders, and shooters.
As far as I know you can simply talk your way out of the encounter, including using combat reputation as opposed to speech checks.
Having to use everything you had at your disposal isn't really metagaming. There are plenty of consumables, so you never really run the risk of running out.
That said if you play it like Fallout, or, hell, like Nethack, you're going to get skunked as this game just really demands decently focused builds more than the majority of WRPGs on the market. (Don't get me wrong. Nethack will ♥♥♥♥ you other ways far harder than this game.)
For instance, in AoD, a lot of my hybrids would actually skip the fights in the first act, since they were too squishy. I still got rewarded for them, just not by brute-forcing.
+1
I do feel like you shouldn't really consider trying to go for combat at all until you've gone through and completed the game at least once as a diplomat as a kind of "training wheels" run. The game seems to require it. Honestly, it's a bit exhausting to play. I probably spend half my time playing going through the discussions looking for answers to questions that should be obvious, but I'm given no indication or help in-game to find them.
Going at it blind can definitely be frustrating, and it's something that a lot of other players (me included) have to keep in mind. Sometimes I have to step back and say "Yeah maybe I think this fight is easy because I have 500 hours in previous ITS games who had a similar system, and someone new couldn't possibly have known what to do."
I'm aware that certain specific builds will overcome this encounter. I've solved this encounter several times with different characters. You need 4 lockpick to circumvent the door and killing the melee guy next to it takes zero steath ability. Once you do all of the other characters die and you can loot them which doesn't actually follow the onscreen narrative.
Otherwise a decent shooter team can chokepoint them on the door and it's a moderately difficult fight.
You can't discuss these encounters from the perspective of "Once I got all implants and levelled up to 8 this encounter was trivial. Yes, that's true but it doesn't prove anything other than what people are saying about the difficulty being nonlinear.
Yes, this is one of the design problems. the frogs have superhuman initiative so unless you can escape the entire first attack without being hit, you lose because getting hit can result in a knockdown which is an almost death on the first turn even for a heavily armored character.
Frogs attack your legs. You'll want some very heavy duty boots and a duster with melee DR. Respirators mitigate much of the poison damage. Disruptors are very good against them since you can activate them during deployment and they deal damage based on how many hits they score, making it easy to finish them off.
Or just sneak past them, they don't really provide any loot. The corpse in the Armory gives you no unique loot, and the fights with the psi frogs are meant to be difficult (even there, they have 10 initiative and are extremely squishy, meaning that you always have a chance to finish them off before the fight proper).