Cross
Arcane
- Joined
- Oct 14, 2017
- Messages
- 3,007
That's not the post I was quoting. I was quoting Sykar's 'It is an RPG with tactical turn based combat. 'Cross, It's weird how you "fixed" HoboForEternity's "light tactical combat" and then went on to complain about how it is light tactical combat.
The examples I'm thinking of involve Mana Bolt and other projectile spells.What you probably "noticed" is that rifles have a penalty for close-range shots. Well, duh, they're rifles.I've noticed distance seems to have a very dubious effect on accuracy, for instance.
I'm sure Harebrained would've lowered enemy stats if they were capable of attacking more than once per turn, but even with their current stats, I can't imagine them posing much difficulty even if they were able to attack more than once. Due to my natural RPG hoarding instincts, I actually made it comfortably through most of the game before I even realized companion inventories replenished between missions, and this was on the highest difficulty and with a main character that was always lagging behind due to unspent karma points I wasn't sure what to do with.If the enemy could attack twice you would no be able to win some fights. The enemy has that much more fire power.
Furthermore, the A.I. is extremely lacking because not only are enemies scripted to never attack twice, but they're scripted to attack once and move, no matter how little sense it makes. I can't count how many times enemies would shoot and then move to a less advantageous position, often even out of cover, because they just have to move, I guess.
You are lying:Most companions have like 1 medkit.
Each companion has half a dozen items, usually some mix of medkits, trauma kits and grenades (and occasionally) fetishes and drugs, that replenish between every mission. These can carry you through basically all the battles in any mission, and they replenish after every mission. If you can't comprehend how this trivializes the encounters, I don't know what to tell you.
Okay, a few make no sense at the start of combat. So that still leaves dozens and dozens of different attacks and spells that are perfectly viable to always spam at the start of combat.Some CDs make no sense using at start like Heal for example. Same goes for certain defensive buffs.