Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Preview Silent Storm peekings at GameSpot

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
11,787
Location
Behind you.
Tags: Silent Storm

<A href="http://www.gamespot.com/">GameSpot</a> has posted up <a href="http://www.gamespot.com/pc/strategy/silentstorm/preview_6086219.html">a little preview</a> of <a href="http://www.nival.com/eng/s2_info.html">Silent Storm</a> for those looking for a little more information about the game we've got that little contest going on about. Here's a bit of the fun stuff about characters and skill and classes:
<br>
<br>
<blockquote>The skill tree is what truly diversifies the classes. Each class has a unique skill tree with several branching paths. You can get a new skill every time you gain a level, but you'll never be able to get every skill in the tree. Again, you'll have to choose which skills will best fit your playing style. Take the medic, for instance. One path makes your medic a more efficient fighter, while another increases your medic's ability to treat wounds. If you prefer to take your time and carefully complete each mission, you may be able to finish each one without sustaining any serious injuries to your troops. In this case, you wouldn't need an exceptionally good medic. You might, instead, opt to improve your medic's fighting ability to deal more-damaging critical hits--a random occurrence in battle that inflicts an exceptional amount of damage on enemies. In any case, when a soldier's vitality points are reduced to zero, he or she is merely rendered unconscious. You can't revive characters during the mission, but they'll be alive and kicking in the next one. </blockquote>
<br>
<br>
Yeah, those bullets in <i>World War II</i> really sucked. Diverse skill trees per class is cool, though!
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
 

HanoverF

Arcane
Patron
Joined
Nov 23, 2002
Messages
6,083
MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2
Screw the medic; Scout Sniper Grenadier (or Engineer) is the way to go
 

Greenskin13

Erudite
Joined
Dec 5, 2002
Messages
1,109
Location
Chicago
I like a challange. I remember my custom merc in JA:2 was a pacifist. I named him Gandhi and gave him all non-combat skills. By the end of the game, he was a killing machine. I'll probably take the same route with Silent Storm and play a medic.
 

Sol Invictus

Erudite
Joined
Oct 19, 2002
Messages
9,614
Location
Pax Romana
Medics are pretty useful considering the fact that they can pump your guys up with drugs and painkillers which allow your squadmates to take in tons of damage without suffering from such fun conditions as 'bleeding' or 'paralyzed'.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom