edgarcuk Posted June 22, 2010 Posted June 22, 2010 (edited) Indeed, a good practice is to start in easy to learn mechanics and so on... many people who complain is because they start on hard, thinking they are very good beating games... and they usually get a nasty surprise, therefore all that criticism about gameplay and stuff, they believe because they beat splinter cell and all those stealth games, they will be able to beat AP just like that... from normal to hard mode, AP changes, indeed, i.e.: 1. Hacking, lock-ping twice harder 2. Enemies more responsive 3. Shooting tranqs doesn't take down an enemy instantly 4. Enemies can kill you with 2 shots 5. Intel and reading does matter 6. Upgrades do matter... and so on... Of course, there's a factor of gamer's ability, but, perhaps, 90% of success depends on the game mechanics, intel, upgrades, etc... there are bugs that make it harder, but that would be 5% against... but once you learnt how to play, you've got 95% of success... As other members mentioned, this is the first espionage RPG and Obsidian succeeded on making, not at 100% but it has become a cult game because of the dialogue, skills and abilities... and makes you think, as all those old games did before when they were designed to make you lose and make you think why... not so hardcore as demon's souls but at least make you think to achieve success... Edited June 22, 2010 by edgarcuk
WILL THE ALMIGHTY Posted June 22, 2010 Posted June 22, 2010 I'll just get on with it quickly, shall I? First of all, this game is branded as an Espionage RPG. What are the first things we know about Espionage: 1. Working undercover to dig out important information from governments, corporations etc. 2. Do not get detected while trying to infiltrate the building in question. 3. If you have to take someone out, knock them out or use silenced weaponry and dispose of the body. 4. Avoid confrontation. That's the most effective playstyle anyone could have in AP. Seriously, these four sentences are pretty much all four of my playthroughs. Did you even play the game? There's tons of intel, which actually matters, constant infiltrating and stealth. "Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"
Zoraptor Posted June 22, 2010 Posted June 22, 2010 Plus almost everyone in game compliments you if you adopt that playstyle- even D'Arcy sends you an email saying how good you were for not being detected at the Arms Dump up until he started getting shot at with rockets, Mina compliments you on several occasions, you get bonus XP for taking out the lieutenant without being detected, Marburg/ Albatross compliment you, even Leland appreciated that approach. About the only person who doesn't like it is SIE.
Orchomene Posted June 23, 2010 Posted June 23, 2010 Yes, I know(I did finish the game 6 times...so far :D) but I still find it really annoying to play that way. There are at least 5 or 6 safes, locks, computers in every mission, and with 2 EMPs per inventory slot, you could barely carry any other gadget in missions if you stock up on EMPs. But, now that I think about it...you could put 6 points in sabotage, that could allow you to hack and bypass in Saudi and two other hubs(difficult, but doable I think). Then in the last hub and in Alpha Protocol, you stock up on EMPs. Hm, I think I will do exactly this on my next playthrough. If you use a lot of EMP, you get a perk giving one more EMP per slot. That's really useful for later missions with lots of mini games.
WorstUsernameEver Posted June 23, 2010 Posted June 23, 2010 You can place gadgets like EMP and First Aid Kits in more than one slot. That's particularly useful if you want to use a couple of couple of health kits in rapid succession.
Hassat Hunter Posted June 23, 2010 Posted June 23, 2010 Can't do that (they have cooldown). But you can carry more, even though I think a single slot health kit would be enough. Especially if you get the perk and updates (who increase items per slot, which would have been nice for EMP upgrades ) ^ I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5. TSLRCM Official Forum || TSLRCM Moddb || My other KOTOR2 mods || TSLRCM (English version) on Steam || [M4-78EP on Steam Formerly known as BattleWookiee/BattleCookiee
player1 Posted June 23, 2010 Posted June 23, 2010 If you do have medkits in separate slots, they have separate cooldown too. Spell Fixes compilation for Neverwinter Nights 2, as well as my other submissions for this great game.
WorstUsernameEver Posted June 24, 2010 Posted June 24, 2010 If you do have medkits in separate slots, they have separate cooldown too. Exactly. Saved my ass more than once with a commando character.
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