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defen

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. I'm generally pro-Shaper, playing a singleton canister-free infiltrator on torment. Just torn between killing them for the badly-needed gear and staying loyal. On that note, is picking a fight in Turabi also safe?
  2. I have scouted as much of the zone as I could and haven't laid eyes on it. Do you have to alert the shapers on the wall to find it?
  3. I think the Russian revolution/civil war would be a good ideological analogy: shapers as monarchists/White Army, Takers->mainline rebels as Communists, Awakened as the short-lived Provisional Government, Trakovites as Makhno's Black Army. The fascist factions don't really fit, but none of them endure beyond a single game.
  4. I've played through the first area with a Guardian, and I've noticed that the incoming poison damage was absolutely brutal relative to all other sources. Out of all my resists, poison was at a measly 1% (likely from the sole point in luck). Is this intentional or should poison resistance gain half the armor score like the rest?
  5. So much for unspoiled The leadership guide suggests 8 natural leadership, 10 with gear for Moseh. I got the infiltrator's tunic from the trapped locker, but cannot find another +leadership item. Where might I find one, or is that info out of date?
  6. Are creations worthwhile in the long run with very limited investment (to the tune of 3 points in Intelligence and 3-4 in Magic Shaping) for a Warrior? Assume no leveling for the creatins, just creating as needed for tough fights and then absorbing. Should Healing Magic be increased at all? What about Endurance? Is parry worthwhile beyond the first few points? I presume it is not as broken as in GF2. Do chapter changes permanently close off zones (in other words, are ground stashes at risk)? And, if possible with minimal spoilers, is Barzahl still alive and kicking somewhere within GF4/5?
  7. Ok, past the first island on Tricky. Daze + early speed + rudimentary tactics -> everything is trivialized, even if my agent can only take two hits before expiring. I'm accustomed to running back to town to regenerate. Is a high day counter going to bite me in the posterior down the road? Should I avoid canisters as a proper loyalist?
  8. Thanks! For 3, do you mean pure mental or mental/melee?
  9. I've picked up the series on Steam, and have been wondering about a few aspects of the game. 1) Difficulty. I played through GF1 on normal (unaligned nuker agent) and GF2 on tricky up to the northwest quadrant, where I switched to normal (Barzite melee guardian). I am a fairly good gamer where reflexes do not enter the equation, yet it was still very challenging on these difficulties. Is it possible to win on Torment without creations? 2) Lag. Perhaps this is a function of Steam coupled with a very cheap DSL connection, but my game lags up severely in certain contexts, like picking up items from the ground when the item window is full, large packs of animated creatures (moreso in GF1); having creations running around renders it nearly unplayable. For reference, my gaming laptop is a couple of years old but runs Dragon Age 2 without a hitch. 3) Having just gotten out of the tutorial in GF3 with my agent, I've only invested in leadership and mechanics so far. Is mental magic + melee (without creations) viable? Should I go for full battle magic? I do not look kindly upon independent serviles, for what that's worth.
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