Tenderfoot Thahd defen Posted November 25, 2011 Share Posted November 25, 2011 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. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Triumph Posted November 25, 2011 Share Posted November 25, 2011 1. Yes, it is possible to win on Torment playing solo; I've not done it, but others on this forum have done so. In G2, you can build a solo Guardian (due to the incomparable power of the Parry skill in that game). In G1 and G3, I'm pretty sure the go-to class for a Torment solo run is the Agent. In G4 and G5, I believe I've heard that the Agent, Infiltrator, or Servile can all be run solo. 2. I've played G1, G2, and G3, and never had trouble with lag, so I would guess the problem you're seeing involves Steam and not games. 3. Mental Magic is extremely powerful, and in fact is considered (again, from what I've heard, not from personal experience) to be the best way to play a solo Torment Agent. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd defen Posted November 25, 2011 Author Share Posted November 25, 2011 Thanks! For 3, do you mean pure mental or mental/melee? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted November 25, 2011 Share Posted November 25, 2011 Mental magic and battle magic is the normal combination, I think, but doing it with melee should be workable. On higher difficulties it might be harder, because one very important tactic is to turn your enemies against each other, lob one or two spells, and then run and hide. —Alorael, who is not an expert. He relies heavily and constantly on creations. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Triumph Posted November 25, 2011 Share Posted November 25, 2011 Using Mental as your primary and Battle magic as your secondary would probably be better, simply because you can pour points into Spellcraft that help both types of spells. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 26, 2011 Share Posted November 26, 2011 The problem with melee until GF4 was you needed 5 AP left over to swing after closing with the creation. That's why battle magic is easier since you can use it for range and melee. Mental magic becomes more powerful at harder difficulties because unlike your other attacks where you need to do more damage it always will work the same across all difficulties. Instead of you needing to do more damage, you seize control of a creation that can do the damage and kill it when it's taken damage serving you. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Valdain the King Posted November 26, 2011 Share Posted November 26, 2011 Originally Posted By: Triumph 1. Yes, it is possible to win on Torment playing solo; I've not done it, but others on this forum have done so. In G2, you can build a solo Guardian (due to the incomparable power of the Parry skill in that game). In G1 and G3, I'm pretty sure the go-to class for a Torment solo run is the Agent. In G4 and G5, I believe I've heard that the Agent, Infiltrator, or Servile can all be run solo. 2. I've played G1, G2, and G3, and never had trouble with lag, so I would guess the problem you're seeing involves Steam and not games. 3. Mental Magic is extremely powerful, and in fact is considered (again, from what I've heard, not from personal experience) to be the best way to play a solo Torment Agent. Actually im attempting the even more insane. I decided to try a shocktrooper through solo without any creations. She relies on melee primarily and ranged when she can, along with regenerative spells, and lots of sneakiness (mechanics/leadership). I will be essentially playing a shocktrooper as a guardian. It will be hard but hey, this game is fairly easy compared to the previous games. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd defen Posted November 26, 2011 Author Share Posted November 26, 2011 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? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 26, 2011 Share Posted November 26, 2011 Time only matters in Exile/Avernum 3 and a few Blades of Avernum scenarios. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Triumph Posted November 26, 2011 Share Posted November 26, 2011 The day counter is a purely cosmetic feature. Use of canisters will not affect how loyal or rebellious people in the game see you as being. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Trenton. Posted November 26, 2011 Share Posted November 26, 2011 You can always use the day counter as a contest to yourself. Beat the game, record how many days you have, then try to beat it the next time you play Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Pyrrhus Posted November 26, 2011 Share Posted November 26, 2011 Using canisters might make people trust you less if you develop the glowing green skin and glowing red eyes. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Trenton. Posted November 26, 2011 Share Posted November 26, 2011 True, but then again, who is there to trust in the geneforge days? There was always a war or something going on. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Pyrrhus Posted November 26, 2011 Share Posted November 26, 2011 true dat... you can trust your creation though Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted November 26, 2011 Share Posted November 26, 2011 Originally Posted By: Pyrrhus true dat... you can trust your creation though Unless it's GF1, and it just took a whole lot of damage. (Did creations ever go rogue in any other GF games? I don't ever recall it happening to me. Terrified, sure, but never full rogue.) Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Pyrrhus Posted November 26, 2011 Share Posted November 26, 2011 Before I made some corrupted thahds and one went rogue when it had 1 hitpoint left. It dissolved the next round though, so no harm done. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast The Mystic Posted November 26, 2011 Share Posted November 26, 2011 My creations have never gone rogue in any Geneforge game. Ever. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Pyrrhus Posted November 26, 2011 Share Posted November 26, 2011 I rarely have rogues Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Jerakeen Posted November 27, 2011 Share Posted November 27, 2011 Originally Posted By: Structualise THIS! (Did creations ever go rogue in any other GF games? I don't ever recall it happening to me. Terrified, sure, but never full rogue.) I had several clawbugs go rogue early in GF5. I hadn't invested in any INT for them, though. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Trenton. Posted November 27, 2011 Share Posted November 27, 2011 All creations, unless given some intellegence, will go rouge at super low health. How ever you will probobly never get to that since when people hit your creations itll kill them in a few turns if they are that weak Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Pyrrhus Posted November 27, 2011 Share Posted November 27, 2011 Before I tried to kill Rawal (in the demo) by making corrupted thahds, entering combat mode, and then waiting until they went rogue. It didn't work well because they just attacked each other. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Trenton. Posted November 27, 2011 Share Posted November 27, 2011 None of them went after you? Thats what they always do to me. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Pyrrhus Posted November 27, 2011 Share Posted November 27, 2011 They went after my non-rogue corrupted thahds. I guess I am just too awesome for them to chase after Quote Link to comment Share on other sites More sharing options...
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