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About Spiked

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    (2) Evoker
  1. Well from playing demo with Lucas, I'll say the balance between dodge and block is, well, great. Blocking drains a certain amount of focus, depending on how much the attack would damage you, while dodge animation has invincibility frames in it (one of the reasons why it shows that the developers knew what they were doing with this combat system) but it also has a bit of a "lag" after the animation , to stop you from spaming it. And it helps that the controls are perfectly responsive too, so you don't have to be afraid to use block in the heat of the battle, since you know it will work whenever
  2. Sure, but what other example of a choice with a consequence can you name? I can name only one more - if you kill the cop at the Art show, he is replaced with his brother thats the same guy only with glasses. Other than that, I only remember some moral choices that never get mentioned again. I don't know about other people, but for me, just the choice is not that important, its the consequence, or even just mentioning of the choice you made that really means something and change the experience. For example, ME2 C&C was horrible, it didn't matter what choices you made in ME1 since the co
  3. I know. What I wanted to say is that that the story was as linear as stories in bioware games. No real choices and no real consequences except for those two I mentioned.
  4. Well, yeah, bloodlines is my favorite game, but you only make two choices in it, what vampire clan you want to be, and who will you ally with. I especially hated the part where you HAD to say to Lacroix that you saw Nines in front of that mansion. Now that was low, Bioware low. But, the game had other strengths so its fine. Also, why can't people understand the concept of taste? "This guy played it 3 times and still didn't like it! Thats means its bad!" or "This guy played it 2 times and liked it, that means its good!" Those are just subjective opinions, and forcing them as objective view
  5. Nope, sound dampening of six is there so you could move around freely without making any noise, unless your directly behind the enemy. But like I said, enemies can see you much easier when your standing instead of crouching, so again, stealth is about balancing all these variables.
  6. Yeah, crouching adds like +4 to sound dampening, and obviously, greatly reduces enemies sight range. If you have the best technician armor that has sound dampening of 2, enemies will turn around and see you in the last second when you sneak up on them. And if your wearing the best stealth armor( 6 SD) enemies will turn around in the last second, but this time if you approach them while running un-crouched. So yeah, 6-2=4.
  7. I've been thinking about stealth in this game, and after looking at the the way whole game is designed, the way stealth works actually makes sense. Basically, every approach in this game is designed to be a combination of player skill AND character skill. So for example, maxed shotgun skill isn't enough if you don't know how to use it(shot directly at the enemies at close range, wait for a critical hit to form for those in the distance), and the other way around. Or, if your really bad at mini games, you have a bunch of skills that could help you, if you are mediocre at them, you could upgrade
  8. I think you misunderstood me, I just mapped the abilities wheel to 1, ammo to 2 and gadgets to 3, from the commands menu of the game, so I can use the z,x,c for walking, nothing else.
  9. You can't, left shift is for sprinting. You can use Left ALT, the button in between space and windows key. Open APInput from my documents(My Documents\Alpha Protocol\APGame\Config\) and copy this in it: Bindings=(Name="LeftAlt",Command="Axis aBaseY Speed=0.2") Then open DefaultInput from the location where your game is installed (Alpha Protocol\APGame\Config\) and then copy this in it: +Bindings=(Name="LeftAlt",Command="Axis aBaseY Speed=0.2") And there you go, when you hold the left alt key, Thorton will walk.
  10. Yeah, that would be nice. By the way, I tried mapping walking to numbers above the WASD, 2 for forward, 1 for left, 3 for right, but it didn't register when I loaded the game, it seams like the game can't use those keys. And, where did you map the gadgets, abilities and ammo, if you use those keys for walking? edit: Never mind, you can map ammo and the rest to 1,2,3 from the menu, I just tried it out.
  11. After playing around with different key combinations, I think I found the most seamless way of integrating walking into the game. Just set forward walking to LeftAlt, and if you want to move around just turn the mouse instead of using left or right. Here you go, just copy this in those two files, without the '+' in the APinput. +Bindings=(Name="LeftAlt",Command="Axis aBaseY Speed=0.2") Once again, big thanks to nizwiz, I've been waiting for this since the game came out. Maybe later we will find a more sophisticated way of implementing walking into the game, but this is good enough
  12. TV show burn notice reminds me a lot of Alpha Protocol. The protagonist is even called Michael, and his friend calls him Mikey.
  13. I just tried this out, changed the speed in both ini files to 0.2 and yep, it works. Great find man, thanks a lot. Now I can look cool while sneaking, lol. I still hope we can find a way to toggle the walking like the sneaking animation. Sprint is a little bit weird, you don't have to hold down W to sprint, Mike starts running as soon as you press shift, so I don't know how they made that, its strange.
  14. I totally forgot, I was playing with veteran background the last time, so its extra AP is that made the mini games so difficult probably. Silly me.
  15. Ok, so it seams the reason why mini games were difficult for me the last time I played on hard is because I didn't use integrated security. I probably thought I didn't need it since I specialized in sabotage. I just finished another playthrough on hard and mini games with first level of breaking and entering and integrated security weren't much more difficult then on medium . I didn't even need emps. Actually, this was my paragon playthrough, I didn't kill any of the mercenaries or agents, and I spared those minor characters, but I did kill Marburg and Leland, as they orchestrated the whol
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