Finally managed to play this game and got hooked. Went though my zealot run in almost one go.
I don't like the new way dialog is handled on surround sound set ups, however. The first game did this perfectly, why did they have to go and change it? It should be center channel all the time unless I make Isaac face a completely different direction during a conversation. In locked scenes, center is a must but, for some reason, they disabled it and made it all go to the front side speakers. :?
I had a hard time understanding anything Nicole said when she had her spook filter on, among other things.
Anyway, I'm planning to do my Hardcore run sometime this week. Totally surprised it's only survivalist difficulty!
I got to the end of the tram...was really low on ammo, was hanging down, took out some of the things coming at me, ran out of plasma rounds, only had about 5 contact gun rounds. Finished the mobs on the ground, tripod comes out, i try to shoot it, hit it twice but it doesnt die, during reload, train falls on me.
No i didnt save before hand. grrrrr
Starting over again..
azith28 on
Stercus, Stercus, Stercus, Morituri Sum
0
Sirialisof the Halite Throne.Registered Userregular
Finally managed to play this game and got hooked. Went though my zealot run in almost one go.
I don't like the new way dialog is handled on surround sound set ups, however. The first game did this perfectly, why did they have to go and change it? It should be center channel all the time unless I make Isaac face a completely different direction during a conversation. In locked scenes, center is a must but, for some reason, they disabled it and made it all go to the front side speakers. :?
I had a hard time understanding anything Nicole said when she had her spook filter on, among other things.
Anyway, I'm planning to do my Hardcore run sometime this week. Totally surprised it's only survivalist difficulty!
Its Survivalist for enemy damage, but Zealot for item drops.
Edit: Chapter 14 spoilers regarding items differences on Survivalist/Zealot/Hardcore.
There is a node dor close at the end of Chapter 14, this will have 2 nodes and a Ruby Semiconductor (worth 10.000) inside on Survivalist, on Zealot/Hardcore there will be no nodes, and only 3.000 where the Ruby Semiconductor used to be.
I got to the end of the tram...was really low on ammo, was hanging down, took out some of the things coming at me, ran out of plasma rounds, only had about 5 contact gun rounds. Finished the mobs on the ground, tripod comes out, i try to shoot it, hit it twice but it doesnt die, during reload, train falls on me.
No i didnt save before hand. grrrrr
Starting over again..
It really pays to save as much ammo on the lead up to that fight, as hanging upside-down makes it harder to aim for efficient kills.
You can smash the seats on the train to get plenty of debris to kinesis at things, as a last minute ammo-saver.
I haven't played since saturday and it's killing me.
I'll be home soon, and I'll be playing me the shit out of some DS2.
Questions!:
Power Nodes - I stuck to the rule of always keeping on spare when upgrading my shit, incase of locked doors. Is this still a good rule of thumb to have in DS2?
Upgrades - Whats the best route to take when upgrading? I'm rocking the Javelin Gun simply because I have been told it's awesome, although I need to up my skills with it by practicing some, because i suck with it right now.
Weapons - In DS1 I stuck with the plasma cutter and the line gun exclusively. Having two weapons suited me just fine, and I loved the line gun for it's ability to just clear corridors in one or two awesome sweeps of slicey death. - I want to avoid the line gun this time simply because I want to have a different experience, but can anyone advise a weapon to suit my playstyle (which is basically "shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit!")
Money - Someone gave me some great advice for DS1, which was to buy Powernodes whenever I have enough to leave a 20k-ish buffer. Is this still true, too?
I know it's a lot of questions, but I hate finding out the best way to do things by trial and error when trial and terror is also an aspect. I want to be as well equipped as I can because it's the fear that makes the game a challenge for me.
I haven't played since saturday and it's killing me.
I'll be home soon, and I'll be playing me the shit out of some DS2.
Questions!:
Power Nodes - I stuck to the rule of always keeping on spare when upgrading my shit, incase of locked doors. Is this still a good rule of thumb to have in DS2?
Upgrades - Whats the best route to take when upgrading? I'm rocking the Javelin Gun simply because I have been told it's awesome, although I need to up my skills with it by practicing some, because i suck with it right now.
Weapons - In DS1 I stuck with the plasma cutter and the line gun exclusively. Having two weapons suited me just fine, and I loved the line gun for it's ability to just clear corridors in one or two awesome sweeps of slicey death. - I want to avoid the line gun this time simply because I want to have a different experience, but can anyone advise a weapon to suit my playstyle (which is basically "shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit!")
Money - Someone gave me some great advice for DS1, which was to buy Powernodes whenever I have enough to leave a 10k-ish buffer. Is this still true, too?
I know it's a lot of questions, but I hate finding out the best way to do things by trial and error when trial and terror is also an aspect. I want to be as well equipped as I can because it's the fear that makes the game a challenge for me.
Well done of finishing Dead Space man Welcome to Dead Space 2!
Power Nodes - On the lower difficulties, not really, I'd always pump them into upgrades, but on Zealot and Hardcore, then yeah, always keep a node. Any ammo is good ammo!
Upgrades - I went the following path: Stasis Module, Suit, Plasma Cutter, Other weapons, but thta's just me. I love the look of the fully upgraded spine and stasis bars!
Weapons - Wanna clear a room, Force Gun. Upgrade it's primary damage, and watch EVERYTHING (including furniture) fly backwards in an invisible wall of awesome!
Money - Totally get nodes whenever you can. On higher difficulties, buy TONS of Plasam Ammo and Medium Health.
I haven't played since saturday and it's killing me.
I'll be home soon, and I'll be playing me the shit out of some DS2.
Questions!:
Power Nodes - I stuck to the rule of always keeping on spare when upgrading my shit, incase of locked doors. Is this still a good rule of thumb to have in DS2?
Upgrades - Whats the best route to take when upgrading? I'm rocking the Javelin Gun simply because I have been told it's awesome, although I need to up my skills with it by practicing some, because i suck with it right now.
Weapons - In DS1 I stuck with the plasma cutter and the line gun exclusively. Having two weapons suited me just fine, and I loved the line gun for it's ability to just clear corridors in one or two awesome sweeps of slicey death. - I want to avoid the line gun this time simply because I want to have a different experience, but can anyone advise a weapon to suit my playstyle (which is basically "shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit!")
Money - Someone gave me some great advice for DS1, which was to buy Powernodes whenever I have enough to leave a 20k-ish buffer. Is this still true, too?
I know it's a lot of questions, but I hate finding out the best way to do things by trial and error when trial and terror is also an aspect. I want to be as well equipped as I can because it's the fear that makes the game a challenge for me.
Power nodes - yes keep one on you for doors. but im pretty sure that its rare that you pass a door and there isnt a node nearby just in case you have none.
weapons force gun is good as an oh shit weapon cause it deals with swarms...you just have to be ready to wait until ones about an inch from your face to get the maximum effect.
money depends on what difficulty your playing at. I had quite a bit of money by the end of my first playthrough...i could have spent more on nodes but just didnt feel i needed it (but that was normal difficulty). Also you get the ability to 'denode' an item for a cost of 5k, so if you fully upgraded a weapon and your not impressed you can denode it and put those nodes elsewhere, so money and nodes arent quite the short supply as DS1.
I haven't played since saturday and it's killing me.
I'll be home soon, and I'll be playing me the shit out of some DS2.
Questions!:
Power Nodes - I stuck to the rule of always keeping on spare when upgrading my shit, incase of locked doors. Is this still a good rule of thumb to have in DS2?
Upgrades - Whats the best route to take when upgrading? I'm rocking the Javelin Gun simply because I have been told it's awesome, although I need to up my skills with it by practicing some, because i suck with it right now.
Weapons - In DS1 I stuck with the plasma cutter and the line gun exclusively. Having two weapons suited me just fine, and I loved the line gun for it's ability to just clear corridors in one or two awesome sweeps of slicey death. - I want to avoid the line gun this time simply because I want to have a different experience, but can anyone advise a weapon to suit my playstyle (which is basically "shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit!")
Money - Someone gave me some great advice for DS1, which was to buy Powernodes whenever I have enough to leave a 20k-ish buffer. Is this still true, too?
I know it's a lot of questions, but I hate finding out the best way to do things by trial and error when trial and terror is also an aspect. I want to be as well equipped as I can because it's the fear that makes the game a challenge for me.
1. keep a node on you at all times. extras can go to upgrades, but you don't ever want to be without a spare to open doors.
2. assuming you're playing on normal, things hitting you will barely hurt. your plasma cutter starts out powerful enough to de-limb stuff in one hit, so don't waste nodes on that starting out. put points into javelin gun and stasis. stasis especially. leapers in DS2 will fuck your shit up.
3. you really don't want to change from the DS1 formula of 2 guns. more than that means you've got ammo capacity problems, weak and spread out upgrades, etc. the javelin gun will be your love once you get used to it. there's nothing like letting a slasher get into your face and then jabbing him with a spear so hard he literally flies 100 meters and sticks to the opposite wall. and then you blow him up.
4. again, on normal you shouldn't have money issues at all. buy nodes when you get anywhere above 30,000 creds.
curly haired boy on
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
Playing DS1 last night, after a long day of shopping with the wife and playing with my baby:
Wife: What are those boxes with the green circle on the ground?
Me: They're not anything important, it doesn't bring up any info on them when I get close.
Wife: Maybe there's something inside of them!
Me: No I think I would know if there was.
Wife: Just check.
Me: Fine! (Proceed to stomp one open and find plasma energy.)
She just gave me one of those looks and went back to browsing the internet.
Playing DS1 last night, after a long day of shopping with the wife and playing with my baby:
Wife: What are those boxes with the green circle on the ground?
Me: They're not anything important, it doesn't bring up any info on them when I get close.
Wife: Maybe there's something inside of them!
Me: No I think I would know if there was.
Wife: Just check.
Me: Fine! (Proceed to stomp one open and find plasma energy.)
She just gave me one of those looks and went back to browsing the internet.
:^:
curly haired boy on
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
Playing DS1 last night, after a long day of shopping with the wife and playing with my baby:
Wife: What are those boxes with the green circle on the ground?
Me: They're not anything important, it doesn't bring up any info on them when I get close.
Wife: Maybe there's something inside of them!
Me: No I think I would know if there was.
Wife: Just check.
Me: Fine! (Proceed to stomp one open and find plasma energy.)
She just gave me one of those looks and went back to browsing the internet.
:^:
Yah....felt like a gigantic idiot at that moment. Now I'm not surprised that I had so little ammo in the first hour of gameplay.
On another note I think the Ripper has given me a God complex. I just charge the motherfuckers and slice their shit up.
I disagree on the 2 guns thing, I found a use for 4 on my playthroughs, and never had much trouble, ammo-wise.
I wouldn't buy every gun you can as soon as they're available, but by the time you get some of the better weapons (cough*contactbeam*cough), you'll have the inventory space for several guns-worth of ammo.
And responding to Tridents last post, the same thing happened to me in DS2. I was looking for the old-style crates, and ignored these new, smaller green boxes until chapter 5 or something.
klemming on
Nobody remembers the singer. The song remains.
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited February 2011
I use 3 weapons myself.
Really the main reason that I only used two in DS1 was because really...I didn't care for any other the other weapons outside the PC/LG.
It's nice that every weapon in DS2 is totally plausible (though I'm not sure about one-weapon runs with some of them, unless the flamethrower can activate pressure shutters).
I've played through with all of them, and can't say that any of them are just a waste of time.
One piece of advice I'll give is to keep one good aiming weapon (fairly generous target area and rate of fire) for your first time through, as you never know when you'll find yourself being dragged to your doom, and only a short time to hit a small target.
Plasma Cutter and Pulse Rifle are good for this.
Javelin and Contact Beam are not.
It's nice that every weapon in DS2 is totally plausible (though I'm not sure about one-weapon runs with some of them, unless the flamethrower can activate pressure shutters).
I've played through with all of them, and can't say that any of them are just a waste of time.
One piece of advice I'll give is to keep one good aiming weapon (fairly generous target area and rate of fire) for your first time through, as you never know when you'll find yourself being dragged to your doom, and only a short time to hit a small target.
Plasma Cutter and Pulse Rifle are good for this.
Javelin and Contact Beam are not.
Personally, I found the Pulse Rifle to completely blow away the Plasma Cutter in this game.
On my Hardcore run I sold my Plasma Cutter in chapter 2 and never looked back.
Finally managed to play this game and got hooked. Went though my zealot run in almost one go.
I don't like the new way dialog is handled on surround sound set ups, however. The first game did this perfectly, why did they have to go and change it? It should be center channel all the time unless I make Isaac face a completely different direction during a conversation. In locked scenes, center is a must but, for some reason, they disabled it and made it all go to the front side speakers. :?
I had a hard time understanding anything Nicole said when she had her spook filter on, among other things.
Anyway, I'm planning to do my Hardcore run sometime this week. Totally surprised it's only survivalist difficulty!
Its Survivalist for enemy damage, but Zealot for item drops.
Edit: Chapter 14 spoilers regarding items differences on Survivalist/Zealot/Hardcore.
There is a node dor close at the end of Chapter 14, this will have 2 nodes and a Ruby Semiconductor (worth 10.000) inside on Survivalist, on Zealot/Hardcore there will be no nodes, and only 3.000 where the Ruby Semiconductor used to be.
I'm pretty sure the items are random. If you save right after that door and then reload to last checkpoint, you can go back in that room and items will have respawned. There are three combination of items. 1) 2 nodes, 1 Ruby Semiconductor. 2) 3000 credits 3) a single node.
The 2 nodes and ruby semiconductor seem to be the most common.
Finally managed to play this game and got hooked. Went though my zealot run in almost one go.
I don't like the new way dialog is handled on surround sound set ups, however. The first game did this perfectly, why did they have to go and change it? It should be center channel all the time unless I make Isaac face a completely different direction during a conversation. In locked scenes, center is a must but, for some reason, they disabled it and made it all go to the front side speakers. :?
I had a hard time understanding anything Nicole said when she had her spook filter on, among other things.
Anyway, I'm planning to do my Hardcore run sometime this week. Totally surprised it's only survivalist difficulty!
Its Survivalist for enemy damage, but Zealot for item drops.
Edit: Chapter 14 spoilers regarding items differences on Survivalist/Zealot/Hardcore.
There is a node dor close at the end of Chapter 14, this will have 2 nodes and a Ruby Semiconductor (worth 10.000) inside on Survivalist, on Zealot/Hardcore there will be no nodes, and only 3.000 where the Ruby Semiconductor used to be.
I'm pretty sure the items are random. If you save right after that door and then reload to last checkpoint, you can go back in that room and items will have respawned. There are three combination of items. 1) 2 nodes, 1 Ruby Semiconductor. 2) 3000 credits 3) a single node.
The 2 nodes and ruby semiconductor seem to be the most common.
Yeah, I've had different results from most of the node doors, with no consistency with difficulty.
Overall they're still worth the cost, although it can be annoying when you know there could have been a Ruby Conductor in there.
So I went to start my Zealot playthrough yesterday, ran into that glitch where my Elite Advanced suit disappeared from my safe...
Was using Agility Advanced Suit, but decided I might as well use The Riot Suit since I'm rocking the contact beam. Blew through almost the whole first disc in around 2 hours with contact beam and force gun. Force gun is especially useful against those fucking leapers...
Wish Hardcore was limited to something like... two saves per disc or something. Everytime I try to do hardcore, I try to power through the first 7 chapters, but I get so worried about not being able to save and rushing, that I forget what spawns where and end up getting killed by surprise necros...
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
Sorry...it says so right here in the book "attempt to smash all box-like objects".
Who reads the game manual? Honestly?
No, I don't think that's in the Dead Space 1 or Dead Space 2 manuals; "smash or attack anything that may contain items: boxes, corpses, windows, lockers".
I think he was implying about The Book.
DracoGriffin on
0
Sirialisof the Halite Throne.Registered Userregular
Sorry...it says so right here in the book "attempt to smash all box-like objects".
Who reads the game manual? Honestly?
Game Manual... Is this a foreign food substance ?
There is also some green crates stuck on walls (Church freezer area, for example) you can crush with melee, I didnt notice that kind of crate until my 2nd playthrough.
Finally managed to play this game and got hooked. Went though my zealot run in almost one go.
I don't like the new way dialog is handled on surround sound set ups, however. The first game did this perfectly, why did they have to go and change it? It should be center channel all the time unless I make Isaac face a completely different direction during a conversation. In locked scenes, center is a must but, for some reason, they disabled it and made it all go to the front side speakers. :?
I had a hard time understanding anything Nicole said when she had her spook filter on, among other things.
Anyway, I'm planning to do my Hardcore run sometime this week. Totally surprised it's only survivalist difficulty!
Its Survivalist for enemy damage, but Zealot for item drops.
Edit: Chapter 14 spoilers regarding items differences on Survivalist/Zealot/Hardcore.
There is a node dor close at the end of Chapter 14, this will have 2 nodes and a Ruby Semiconductor (worth 10.000) inside on Survivalist, on Zealot/Hardcore there will be no nodes, and only 3.000 where the Ruby Semiconductor used to be.
I'm pretty sure the items are random. If you save right after that door and then reload to last checkpoint, you can go back in that room and items will have respawned. There are three combination of items. 1) 2 nodes, 1 Ruby Semiconductor. 2) 3000 credits 3) a single node.
The 2 nodes and ruby semiconductor seem to be the most common.
Yeah, I've had different results from most of the node doors, with no consistency with difficulty.
Overall they're still worth the cost, although it can be annoying when you know there could have been a Ruby Conductor in there.
Oh, I guess my roll of the dice with the drops then just gave me the impression it was a static drop, which was reduced on harder difficulties.
Sirialis on
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited February 2011
My first Hardcore node door gave me a ruby and gold semiconductor; I died and came back and it had 3000 credits. Pretty sure it's just completely random and not necessarily attached to the difficulty.
Sorry...it says so right here in the book "attempt to smash all box-like objects".
Who reads the game manual? Honestly?
No, I don't think that's in the Dead Space 1 or Dead Space 2 manuals; "smash or attack anything that may contain items: boxes, corpses, windows, lockers".
I think he was implying about The Book.
It was going to be the 13th commandment, but Moses ran out of space and so God stopped at 10.
I disagree on the 2 guns thing, I found a use for 4 on my playthroughs, and never had much trouble, ammo-wise.
I wouldn't buy every gun you can as soon as they're available, but by the time you get some of the better weapons (cough*contactbeam*cough), you'll have the inventory space for several guns-worth of ammo.
And responding to Tridents last post, the same thing happened to me in DS2. I was looking for the old-style crates, and ignored these new, smaller green boxes until chapter 5 or something.
The premise of the two weapon philosophy:
- Assuming you aren't using gear from past saves, you're already splitting nodes between the Rig, Stasis Module and two weapons. It already takes a good majority of the game to max even one weapon. Stasis is particularly underutilized and it's basically a free weapon that you don't need to switch into to make use of. Upgrading it makes it noticeably better. In practice, that's three weapons plus health upgrades (which is basically armor for all intents and purposes). There isn't much point to carrying weapons that aren't upgraded.
- There's little four weapons can accomplish that two well-chosen weapons cannot. Most weapon roles overlap. You don't strictly need both a Force Gun and a Ripper since they more or less fill the same niche. There is also quite a bit of overlap between the Cutter and Pulse rifle. You can beat the game with nothing but Stasis and the Plasma Cutter, so versatility isn't really a major issue. I'm also finding Plasma Cutter only on Hardcore is viable, since the gun is an absolute beast when you devote the majority of your nodes to it.
- Simplicity: It's just easier to swap between two weapons. You know exactly what your options are and you can summon them up on the fly more readily.
- I like also the simplicity of carrying fewer types of ammunition. It makes managing drops easier and you aren't constrained to using a gun out of some obligation to spread your ammo usage evenly. It also just lets you fire-for-effect. Plasma Cutter is more comfortable to use when you feel no need to pick your shots and can just go up to its rate of fire and spam.
So in reality, even with two weapons, you already have others that synergize with whatever you're holding. I don't see much point splitting nodes between a third or fourth weapon when two weapons will be plenty versatile in combination with Stasis.
It's nice that every weapon in DS2 is totally plausible (though I'm not sure about one-weapon runs with some of them, unless the flamethrower can activate pressure shutters).
I've played through with all of them, and can't say that any of them are just a waste of time.
One piece of advice I'll give is to keep one good aiming weapon (fairly generous target area and rate of fire) for your first time through, as you never know when you'll find yourself being dragged to your doom, and only a short time to hit a small target.
Plasma Cutter and Pulse Rifle are good for this.
Javelin and Contact Beam are not.
Personally, I found the Pulse Rifle to completely blow away the Plasma Cutter in this game.
On my Hardcore run I sold my Plasma Cutter in chapter 2 and never looked back.
Heretic.
I beat my first run with only the Plasma Cutter and upgrades to Stasis and health. As mentioned, I'm finding Hardcore with the Cutter-only style is working out just fine.
It is the iconic and quintessential weapon of Dead Space. The best compromise between versatility and power.
I just finished the whole tram sequence and saved.
Alas, I had to work late again this evening and so I don't get to play again.
Tomorrow though, fuck work, I am leaving on time, if not early, and playing.
I noticed someone saying that the Pulse Rifle was actually good in DS2? Is it worth taking that over my plasma cutter, or is the plasma cutter still a must have?
I just finished the whole tram sequence and saved.
Alas, I had to work late again this evening and so I don't get to play again.
Tomorrow though, fuck work, I am leaving on time, if not early, and playing.
I noticed someone saying that the Pulse Rifle was actually good in DS2? Is it worth taking that over my plasma cutter, or is the plasma cutter still a must have?
It's an even split in my opinion. You know what my preference is but I feel they fill effectively the same niche, assuming that the learning curve with Pulse Rifle is not object.
I like the Plasma Cutter because it's a jury-rigged surgical tool that shoots plasma. It is inherently cool. I also like that it shoulders a bit faster and has less of a profile (doesn't obstruct vision as much). This is particularly a big deal if you like using Kinesis a lot. (Having most your vision taken up by a levitated object and your own gun is distracting.) Pulse Rifle isn't intrinsically worse at severing limbs and and has a grenade for alt-fire; which is really handy for stopping things in their tracks. It is also a little better for handling Pack and Swarmers.
Both guns are incredibly long-ranged and reload incredibly fast. Both do good DPS when aimed accurately and have large magazine capacities. Stopping power is not issue since doing any kind of damage with either causes a Necro to briefly flinch.
Sorry...it says so right here in the book "attempt to smash all box-like objects".
Who reads the game manual? Honestly?
No, I don't think that's in the Dead Space 1 or Dead Space 2 manuals; "smash or attack anything that may contain items: boxes, corpses, windows, lockers".
I think he was implying about The Book.
It was going to be the 13th commandment, but Moses ran out of space and so God stopped at 10.
Oh you meant THE Book. Well that certainly makes more sense.
I also learned that the red cylinders can be blown up. This would have saved me some ammo.
I just finished the whole tram sequence and saved.
Alas, I had to work late again this evening and so I don't get to play again.
Tomorrow though, fuck work, I am leaving on time, if not early, and playing.
I noticed someone saying that the Pulse Rifle was actually good in DS2? Is it worth taking that over my plasma cutter, or is the plasma cutter still a must have?
That was me.
Assuming Survivalist/Zealot drops
-One drop of Plasma Energy in a fully upgraded plasma cutter does 3 x 18 = 54 damage.
-One drop of Pulse Rifle Ammo in a fully upgraded pulse rifle does 12.5 x 9 = 112.5 damage
-One drop of Plasma Energy can kill 3 members of the Pack, 3 cysts, detonate 3 Exploders, etc
-One drop of Pulse Rifle Ammo can kill (and loot) 6 members of the Pack, 4 cysts, detonate 12 Exploders, etc
-Two drops of Pulse Rifle Ammo can one-shot a Lurker or Guardian with the Alt Fire Grenade
-Blast door latches are (arguably) easier to hit with the Pulse Rifle due to the higher rate of fire
Edit: To answer the actual question, I never missed the Plasma Cutter on my Hardcore run.
Hmm as a change of pace I'll go Pulse + Force + Detonator on my 3rd Hardcore attempt. (really like the strategy that Detonator brings to the table, Enables you to close off one corridor and not worry about a necro coming at you from behind. Its especially good when you generally know from which direction the necros are coming)
Also Detonator is pretty damn effective even late game with no nodes put into it.
I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
It's not that I don't love you Plasma Cutter. I just need something new, yknow?
Pulse Rifle + Force gun methinks ... or .. maybe Javelin Gun. I really want to know what all the fuss is about with that thing.
I think the appeal in the Javelin gun is that is incredibly satisfying to stick a Necro to a wall. Especially a charging stalker. Then, once you have explodey javelins, it just becomes epic. It makes the ending sequence of the game a lot easier in my opinion.
The javelin gun slightly edges out the coolness of the contact beam secondary fire. I always feel like a badass hitting the ground with it and watching all the Necros fly back.
Posts
I don't like the new way dialog is handled on surround sound set ups, however. The first game did this perfectly, why did they have to go and change it? It should be center channel all the time unless I make Isaac face a completely different direction during a conversation. In locked scenes, center is a must but, for some reason, they disabled it and made it all go to the front side speakers. :?
I had a hard time understanding anything Nicole said when she had her spook filter on, among other things.
Anyway, I'm planning to do my Hardcore run sometime this week. Totally surprised it's only survivalist difficulty!
(Hardcore mode fail).
I got to the end of the tram...was really low on ammo, was hanging down, took out some of the things coming at me, ran out of plasma rounds, only had about 5 contact gun rounds. Finished the mobs on the ground, tripod comes out, i try to shoot it, hit it twice but it doesnt die, during reload, train falls on me.
No i didnt save before hand. grrrrr
Starting over again..
Its Survivalist for enemy damage, but Zealot for item drops.
Edit: Chapter 14 spoilers regarding items differences on Survivalist/Zealot/Hardcore.
It really pays to save as much ammo on the lead up to that fight, as hanging upside-down makes it harder to aim for efficient kills.
You can smash the seats on the train to get plenty of debris to kinesis at things, as a last minute ammo-saver.
I'll be home soon, and I'll be playing me the shit out of some DS2.
Questions!:
Power Nodes - I stuck to the rule of always keeping on spare when upgrading my shit, incase of locked doors. Is this still a good rule of thumb to have in DS2?
Upgrades - Whats the best route to take when upgrading? I'm rocking the Javelin Gun simply because I have been told it's awesome, although I need to up my skills with it by practicing some, because i suck with it right now.
Weapons - In DS1 I stuck with the plasma cutter and the line gun exclusively. Having two weapons suited me just fine, and I loved the line gun for it's ability to just clear corridors in one or two awesome sweeps of slicey death. - I want to avoid the line gun this time simply because I want to have a different experience, but can anyone advise a weapon to suit my playstyle (which is basically "shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit! shit!")
Money - Someone gave me some great advice for DS1, which was to buy Powernodes whenever I have enough to leave a 20k-ish buffer. Is this still true, too?
I know it's a lot of questions, but I hate finding out the best way to do things by trial and error when trial and terror is also an aspect. I want to be as well equipped as I can because it's the fear that makes the game a challenge for me.
Well done of finishing Dead Space man
Power Nodes - On the lower difficulties, not really, I'd always pump them into upgrades, but on Zealot and Hardcore, then yeah, always keep a node. Any ammo is good ammo!
Upgrades - I went the following path: Stasis Module, Suit, Plasma Cutter, Other weapons, but thta's just me. I love the look of the fully upgraded spine and stasis bars!
Weapons - Wanna clear a room, Force Gun. Upgrade it's primary damage, and watch EVERYTHING (including furniture) fly backwards in an invisible wall of awesome!
Money - Totally get nodes whenever you can. On higher difficulties, buy TONS of Plasam Ammo and Medium Health.
Power nodes - yes keep one on you for doors. but im pretty sure that its rare that you pass a door and there isnt a node nearby just in case you have none.
weapons force gun is good as an oh shit weapon cause it deals with swarms...you just have to be ready to wait until ones about an inch from your face to get the maximum effect.
money depends on what difficulty your playing at. I had quite a bit of money by the end of my first playthrough...i could have spent more on nodes but just didnt feel i needed it (but that was normal difficulty). Also you get the ability to 'denode' an item for a cost of 5k, so if you fully upgraded a weapon and your not impressed you can denode it and put those nodes elsewhere, so money and nodes arent quite the short supply as DS1.
1. keep a node on you at all times. extras can go to upgrades, but you don't ever want to be without a spare to open doors.
2. assuming you're playing on normal, things hitting you will barely hurt. your plasma cutter starts out powerful enough to de-limb stuff in one hit, so don't waste nodes on that starting out. put points into javelin gun and stasis. stasis especially. leapers in DS2 will fuck your shit up.
3. you really don't want to change from the DS1 formula of 2 guns. more than that means you've got ammo capacity problems, weak and spread out upgrades, etc. the javelin gun will be your love once you get used to it. there's nothing like letting a slasher get into your face and then jabbing him with a spear so hard he literally flies 100 meters and sticks to the opposite wall. and then you blow him up.
4. again, on normal you shouldn't have money issues at all. buy nodes when you get anywhere above 30,000 creds.
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
Wife: What are those boxes with the green circle on the ground?
Me: They're not anything important, it doesn't bring up any info on them when I get close.
Wife: Maybe there's something inside of them!
Me: No I think I would know if there was.
Wife: Just check.
Me: Fine! (Proceed to stomp one open and find plasma energy.)
She just gave me one of those looks and went back to browsing the internet.
:^:
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
Yah....felt like a gigantic idiot at that moment. Now I'm not surprised that I had so little ammo in the first hour of gameplay.
On another note I think the Ripper has given me a God complex. I just charge the motherfuckers and slice their shit up.
I wouldn't buy every gun you can as soon as they're available, but by the time you get some of the better weapons (cough*contactbeam*cough), you'll have the inventory space for several guns-worth of ammo.
And responding to Tridents last post, the same thing happened to me in DS2. I was looking for the old-style crates, and ignored these new, smaller green boxes until chapter 5 or something.
Really the main reason that I only used two in DS1 was because really...I didn't care for any other the other weapons outside the PC/LG.
I've played through with all of them, and can't say that any of them are just a waste of time.
One piece of advice I'll give is to keep one good aiming weapon (fairly generous target area and rate of fire) for your first time through, as you never know when you'll find yourself being dragged to your doom, and only a short time to hit a small target.
Plasma Cutter and Pulse Rifle are good for this.
Javelin and Contact Beam are not.
Personally, I found the Pulse Rifle to completely blow away the Plasma Cutter in this game.
On my Hardcore run I sold my Plasma Cutter in chapter 2 and never looked back.
Sorry...it says so right here in the book "attempt to smash all box-like objects".
Who reads the game manual? Honestly?
The 2 nodes and ruby semiconductor seem to be the most common.
Yeah, I've had different results from most of the node doors, with no consistency with difficulty.
Overall they're still worth the cost, although it can be annoying when you know there could have been a Ruby Conductor in there.
Was using Agility Advanced Suit, but decided I might as well use The Riot Suit since I'm rocking the contact beam. Blew through almost the whole first disc in around 2 hours with contact beam and force gun. Force gun is especially useful against those fucking leapers...
Wish Hardcore was limited to something like... two saves per disc or something. Everytime I try to do hardcore, I try to power through the first 7 chapters, but I get so worried about not being able to save and rushing, that I forget what spawns where and end up getting killed by surprise necros...
No, I don't think that's in the Dead Space 1 or Dead Space 2 manuals; "smash or attack anything that may contain items: boxes, corpses, windows, lockers".
I think he was implying about The Book.
Game Manual... Is this a foreign food substance ?
There is also some green crates stuck on walls (Church freezer area, for example) you can crush with melee, I didnt notice that kind of crate until my 2nd playthrough.
Oh, I guess my roll of the dice with the drops then just gave me the impression it was a static drop, which was reduced on harder difficulties.
It was going to be the 13th commandment, but Moses ran out of space and so God stopped at 10.
I am genuinely writing it down.
- Assuming you aren't using gear from past saves, you're already splitting nodes between the Rig, Stasis Module and two weapons. It already takes a good majority of the game to max even one weapon. Stasis is particularly underutilized and it's basically a free weapon that you don't need to switch into to make use of. Upgrading it makes it noticeably better. In practice, that's three weapons plus health upgrades (which is basically armor for all intents and purposes). There isn't much point to carrying weapons that aren't upgraded.
- There's little four weapons can accomplish that two well-chosen weapons cannot. Most weapon roles overlap. You don't strictly need both a Force Gun and a Ripper since they more or less fill the same niche. There is also quite a bit of overlap between the Cutter and Pulse rifle. You can beat the game with nothing but Stasis and the Plasma Cutter, so versatility isn't really a major issue. I'm also finding Plasma Cutter only on Hardcore is viable, since the gun is an absolute beast when you devote the majority of your nodes to it.
- Simplicity: It's just easier to swap between two weapons. You know exactly what your options are and you can summon them up on the fly more readily.
- I like also the simplicity of carrying fewer types of ammunition. It makes managing drops easier and you aren't constrained to using a gun out of some obligation to spread your ammo usage evenly. It also just lets you fire-for-effect. Plasma Cutter is more comfortable to use when you feel no need to pick your shots and can just go up to its rate of fire and spam.
So in reality, even with two weapons, you already have others that synergize with whatever you're holding. I don't see much point splitting nodes between a third or fourth weapon when two weapons will be plenty versatile in combination with Stasis.
Heretic.
I beat my first run with only the Plasma Cutter and upgrades to Stasis and health. As mentioned, I'm finding Hardcore with the Cutter-only style is working out just fine.
It is the iconic and quintessential weapon of Dead Space. The best compromise between versatility and power.
I just finished the whole tram sequence and saved.
Alas, I had to work late again this evening and so I don't get to play again.
Tomorrow though, fuck work, I am leaving on time, if not early, and playing.
I noticed someone saying that the Pulse Rifle was actually good in DS2? Is it worth taking that over my plasma cutter, or is the plasma cutter still a must have?
I like the Plasma Cutter because it's a jury-rigged surgical tool that shoots plasma. It is inherently cool. I also like that it shoulders a bit faster and has less of a profile (doesn't obstruct vision as much). This is particularly a big deal if you like using Kinesis a lot. (Having most your vision taken up by a levitated object and your own gun is distracting.) Pulse Rifle isn't intrinsically worse at severing limbs and and has a grenade for alt-fire; which is really handy for stopping things in their tracks. It is also a little better for handling Pack and Swarmers.
Both guns are incredibly long-ranged and reload incredibly fast. Both do good DPS when aimed accurately and have large magazine capacities. Stopping power is not issue since doing any kind of damage with either causes a Necro to briefly flinch.
Oh you meant THE Book. Well that certainly makes more sense.
I also learned that the red cylinders can be blown up. This would have saved me some ammo.
I am still probably going to play it through a few more times to do some single weapon runs. Detonator is a lot of fun.
That was me.
Assuming Survivalist/Zealot drops
-One drop of Plasma Energy in a fully upgraded plasma cutter does 3 x 18 = 54 damage.
-One drop of Pulse Rifle Ammo in a fully upgraded pulse rifle does 12.5 x 9 = 112.5 damage
-One drop of Plasma Energy can kill 3 members of the Pack, 3 cysts, detonate 3 Exploders, etc
-One drop of Pulse Rifle Ammo can kill (and loot) 6 members of the Pack, 4 cysts, detonate 12 Exploders, etc
-Two drops of Pulse Rifle Ammo can one-shot a Lurker or Guardian with the Alt Fire Grenade
-Blast door latches are (arguably) easier to hit with the Pulse Rifle due to the higher rate of fire
Edit: To answer the actual question, I never missed the Plasma Cutter on my Hardcore run.
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
Ooh.
I'm an apostate from the Church of the Ripper, ever since I joined the Cult of the Force Gun and the Legion of the Pulse Rifle.
Maybe I should repent by doing a Ripper only run...
Time to retire my trusty plasma cutter I think.
It's not that I don't love you Plasma Cutter. I just need something new, yknow?
Pulse Rifle + Force gun methinks ... or .. maybe Javeline Gun. I really want to know what all the fuss is about with that thing.
Also Detonator is pretty damn effective even late game with no nodes put into it.
Let me tell you about Demon's Souls....
I think the appeal in the Javelin gun is that is incredibly satisfying to stick a Necro to a wall. Especially a charging stalker. Then, once you have explodey javelins, it just becomes epic. It makes the ending sequence of the game a lot easier in my opinion.
The javelin gun slightly edges out the coolness of the contact beam secondary fire. I always feel like a badass hitting the ground with it and watching all the Necros fly back.