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I've beaten the demo several times on the hardest skill, but when I started the demo I kept dying on standard. Once you get used to it the combat gets pretty fun
Avoiding damage lies in the rolling. On the moment of rolling you have a short moment of being invulnerable, no matter the direction you roll even.
Key to the controls of this game is that it's very easy to switch between melee and ranged.
Combining all those above should give a rhythm to master the combat, with practice.
I admit we have a few problems still with "onboarding" people to this.
oh yea in locations where its possible the robotic guards can help you, just make your target follow you (try hitting them or pickpocketing them, far from the robots) and then run towards robots and stay near them, when your enemy hits them they will get gunned down immediately
should had made it turn-based. Perhaps the nice environments warrant a play through at the easiest setting to avoid the combat.
Turn-based was no good fit for the pacing of this game.
depending on the future reviews on it's story and world building, this game could be worth a purchase.
right now, for a-rpg needs, i have these other exemplary games of the genre to play through.
What a terrible take on this game's combat.
The combat is actually fantastic. It's very skill based though RPG stats definitely play a part (more damage and armour means much less risk involved). Treat the combat more like Dark Souls then Diablo. Because it 100% is not Diablo.
Don't run blindly into combat. Look and observe. Stealth mode is a free enemy locator. Save before combat. You can reload right before it infinitely to learn how to fight. Feel you're still underleveled or under equiped? then leave and come back later.
Attack with purpose. Don't just blindly swing a weapon when you don't know how it's attack animation works or what the enemy does. And for gods sake, roll! It's a Dark Souls roll so use it the same way.
That said, I felt bunker 17 was too constricted in level design for taking on mobs of enemies at a time...
maybe I'll get better the more I play but I felt bunker 17 could have some non-combat approaches added?? like being able to stealth the whole level whist avoiding combat entirely?? The benefit would be completing quests without murdering an entire bunker, the negative outcome would be no dropped loot to collect/sell/craft etcetc.
I actually wonder if it's possible now, with all points possible into stealth and crafting those blip things (though I couldn't figure out how to use them effectively when I tried them out before)...
Regarding the targeting with ranged weapons there's an option to change the mouse input in combat, away from having to use both mouse button for shooting. Non-combat approaches like stealth should work, of course.
And we're open to ideas on adding additional options that would make it more feasible for anyone to play and we'll be adding more on our own, too, over time.
EDIT: Thinking about this a bit more, the default controls might be contributing too. In Enter The Gungeon, all your combat stuff is a single button (attack, dodge, active item, blanks), but here your melee is a shift-click, which makes it seem like something to use only from stealth, when you have time to set up for a deliberate attack. (I assume other similar games like Salt and Sanctuary would be similar, but I haven't gotten around to any other games that would be a good example.) Like, I think the difference between my immediate dodge-button, and the slower melee-buttons was a contributing factor in me using dodges to escape combat, but never to initiate it.
EDIT AGAIN: Apparenlty, shift-click is only needed in peaceful zones. Just tried it out and a regular click works if you're already in combat. Not sure where I learned that bad habit, but maybe I mis-read something critical in the tutorial. :|