So, I got out of my cell, and a citizen gave me a mission. I attempted it, and while I was carrying the first civ back, we failed; somehow the AI team already got three?
How the fuck does that work? I have to find and carry everyone myself, but they can do multiple at once? I only even saw two of them!
And now the mission is gone and I'm back in my cell with no new missions.
WTF, game.
*edit* Oh, I have to leave my cell and go through all the conversations and cutscenes again. :P
*edit* Failed again, fuck this game. Not going through all that conversation and walking through the facility again.
So, I got out of my cell, and a citizen gave me a mission. I attempted it, and while I was carrying the first civ back, we failed; somehow the AI team already got three?
How the fuck does that work? I have to find and carry everyone myself, but they can do multiple at once? I only even saw two of them!
And now the mission is gone and I'm back in my cell with no new missions.
WTF, game.
*edit* Oh, I have to leave my cell and go through all the conversations and cutscenes again. :P
*edit* Failed again, fuck this game. Not going through all that conversation and walking through the facility again.
I didn't let them take a single civilian so I don't know what your problem might be. I can't remember if I had unlocked the ability to tell my accessory to recover them by that point or not.
So, I got out of my cell, and a citizen gave me a mission. I attempted it, and while I was carrying the first civ back, we failed; somehow the AI team already got three?
How the fuck does that work? I have to find and carry everyone myself, but they can do multiple at once? I only even saw two of them!
And now the mission is gone and I'm back in my cell with no new missions.
WTF, game.
*edit* Oh, I have to leave my cell and go through all the conversations and cutscenes again. :P
*edit* Failed again, fuck this game. Not going through all that conversation and walking through the facility again.
I didn't let them take a single civilian so I don't know what your problem might be. I can't remember if I had unlocked the ability to tell my accessory to recover them by that point or not.
I don't know if you have Beatrice by that point, but her default AI has recovering civilians really high up the list.
So, I got out of my cell, and a citizen gave me a mission. I attempted it, and while I was carrying the first civ back, we failed; somehow the AI team already got three?
How the fuck does that work? I have to find and carry everyone myself, but they can do multiple at once? I only even saw two of them!
And now the mission is gone and I'm back in my cell with no new missions.
WTF, game.
*edit* Oh, I have to leave my cell and go through all the conversations and cutscenes again. :P
*edit* Failed again, fuck this game. Not going through all that conversation and walking through the facility again.
Hit Select -> L/R and tell your team to protect citizens right off the bat. That'll place citizen recovery at the top of their priority. Tell your accessory to carry citizens or run around collecting resources and go off and intercept enemy sinners. There's 5 citizens on the field, one of them right in front of you but some enemy sinners spawn right next to it at the start so you need to make a beeline there fast. Don't forget that you can't use thorns or vault over low walls while carrying citizens, so anyone chasing you will have those advantages, which of course is in your favour if you're doing the chasing down
Also don't forget that your movement speed is affected by your currently employed weapon.
Get the conversations, cut scenes etc... but before you actually do the operation, go back to your cell and save
I do not have Beatrice, just Uwe and Mattias. I beat it on the third try by just running to the opposite end of the map and stopping them from capping peeps. I also figured out how to make my Accessory carry them, but she got smoked and I had to go res her.
It's still BS that they can carry three at once while I can at best do two.
Marie also has AI priority to rescuing civilians as well, so you can use her instead of Bea if you don't have Bea yet. I've found those missions to be super easy with me and my team just capping fools that try to steal civs while Marie does the heavy lifting.
I do not have Beatrice, just Uwe and Mattias. I beat it on the third try by just running to the opposite end of the map and stopping them from capping peeps. I also figured out how to make my Accessory carry them, but she got smoked and I had to go res her.
It's still BS that they can carry three at once while I can at best do two.
yeah i had a similar problem the first time i played that mission, and it's not helped by the fact that i had forgotten how to give people commands
the base AI of the dudes with you is pretty bad for the mission, they probably should have had a reminder about commands that mission
by far the most unenjoyable experience i had with the game
Holy crap. Spear's jump attack can be chained trivially. Makes basically anything die 1v1 (that isn't an abductor). Lock on and thorn the enemy, jump attack, heavy attack off it to do a spinning buzzsaw over them for more damage. Then hit thorn again and watch as your character 180s and latches on again. Repeat until dead.
Online co-op is a ton of fun. Nice QoL thing: if you help someone with a quest you haven't done yet, you'll get an item that will let you skip that quest when you get to it in your game.
Now that I've had time to reflect on it all day at work, I'd like to say that Freedom Wars is perhaps among the worst Beard Simulators I've ever purchased. Continuing the Game Industry's trend of poor facial hair support, Freedom Wars is an otherwise fantastic concept with amazing character customization tools marred by a prejudice against the noble furred face.
I looked that up and found the name and still have no idea what it is. Girl in the upper right is rocking a Doctrine Dark mask, though.
"Stranger of Sword City" (or "Stranger of the Village of Sword").
Latest Dungeon Crawler (Wizardry / Etrian Odyessey / Etc.) by the same people that did Demon Gaze and tons of other games in the genre. Beautiful art style, six person party, complex mechanics, complex dungeons, and apparently challenging as heck.
I looked that up and found the name and still have no idea what it is. Girl in the upper right is rocking a Doctrine Dark mask, though.
"Stranger of Sword City" (or "Stranger of the Village of Sword").
Latest Dungeon Crawler (Wizardry / Etrian Odyessey / Etc.) by the same people that did Demon Gaze and tons of other games in the genre. Beautiful art style, six person party, complex mechanics, complex dungeons, and apparently challenging as heck.
Some random screens from GIS:
That last screenshot is probably more descriptive of what my experience will be than the first.
Also, is that Suemi Jun doing the art, or one of his imitators? It's a great look.
I looked that up and found the name and still have no idea what it is. Girl in the upper right is rocking a Doctrine Dark mask, though.
"Stranger of Sword City" (or "Stranger of the Village of Sword").
Latest Dungeon Crawler (Wizardry / Etrian Odyessey / Etc.) by the same people that did Demon Gaze and tons of other games in the genre. Beautiful art style, six person party, complex mechanics, complex dungeons, and apparently challenging as heck.
Some random screens from GIS:
That last screenshot is probably more descriptive of what my experience will be than the first.
Also, is that Suemi Jun doing the art, or one of his imitators? It's a great look.
wheee, put in a nice amount of time into Freedom Wars and I'm liking a lot. Especially using a heavy melee weapon + the combat knife to sever parts. The first 2H sword is just brutal though. Knock down an abductor, get in position and just let rip with a charged heavy attack that drives straight down the middle which more often or not, breaks pods and stuns the abductor for another round or two...
I find it really really odd that despite disliking/not being able to get into MonHun, I absolutely love the genre clones like Toukiden and Freedom Wars.
BTW: You can revive someone or their robot waifu/husbando at range by hitting them with your Thorns. For those times where it's too dangerous to go out into the open.
For those who love to create their own weapons, here's the low down:
The weapons have 4/5 areas which all go towards how 'powerful it is.
First is the Rarity, which is directly related to the number of modules/affixes that can be on the weapon. 2 modules at rarity 1, increasing +1 per rarity until rarity 7 and 8 which increase by +2 each, so a total of 12 modules for a rarity 8 weapon.
There's a limit to how many modules can be added via materials or randomly generated per modification, which is approximately half the number of modules allowed. Starting at rarity 3, this is half the rarity rounded up or +1 if it's an even number. So rarity 5 is 3 modules, rarity 6 is 4 modules.
The second is the growth rate of the weapon's stats with upgrades. There's three categories: Early, Normal and Late. Early, as the name suggests, has fast stat gains at low upgrade levels but slows down with later upgrades. Late growth is the opposite, slow at the beginning but large stat gains at higher upgrade levels. Late growth will end up with the highest stats.
The growth categories can be determined by looking at the power rating of the weapon at level 1. If the power is between the absolute minimum and 106% of the absolute minimum for that weapon type, it'll be in the late growth category. This value is inherent to the weapon and cannot be changed.
Third is a little tricky. It's the "class" within the stat growth category, which is also based on the power at level 1. Generally, the closer the weapon's power is to the cut off point, the better the stats will be. This can be changed by inheriting from another weapon at modification time and can only be improved. This shouldn't matter too much unless you are an absolute min/maxer
Finally the elemental values. Each weapon can have up to 100 base elemental value (50 for non-advanced versions) across all four damage types (Fire, Ice, Lightning, Will'O). The elements will partially cancel each other out if they conflict, which is basically right next to each other on the listings so Fire conflicts with Ice and Will'O, Ice with Fire and Lightning etc...
Fire and Will'O are additional damage status effects. Fire is a DoT while Will'O is instant damage on proc.
Ice and Lightning are stun procs with Ice reducing defence while Lightning increases damage taken. Same effect in the end...
On top of this, there is a cap after modifiers of how much value may be in a particular element. This is 100 for advanced weapons and 78 for non-advanced weapons.
Elements are inherited at a 20% rate from any weapons used to modify another weapon. The easiest way to do this is to purchase rank 5 weapons, changing them into an advanced weapon then using them as fodder for +6 to an element. Elemental values cannot be reduced on a weapon below zero.
The low down on making min/maxed weapons:
Manufacture a Rarity 8 weapon that's within the Late Growth bracket.
Optional: Modify in a weapon that's at the cut off to set the class to the highest. Rarity does not matter for this bit.
Upgrade to level 5 and Advance the weapon. The Impact type is generally preferred since a fully min/maxed weapon will have capped elemental values.
Set elemental values
Set modules and upgrade
Keep in mind that there is still an element of luck involved. You do not have full control over every module that makes it onto the weapon, only a maximum of 7 modules at rarity 8. A fully min/maxed weapon with a perfect 12 modules would be a very very rare and valuable weapon.
BTW: You can revive someone or their robot waifu/husbando at range by hitting them with your Thorns. For those times where it's too dangerous to go out into the open.
The story is a bit overwrought. I am still enjoying it though.
It isn't MH. The comparison really should stop being made at this point. Every game that comes out in the hunting genre really doesn't even try to replicate MH they all make arcady/3rd person shooter variations and this is the best of them I've tried so far.
Mostly just huntin' monsters.
XBL:Phenyhelm - 3DS:Phenyhelm
+1
MonkeyConQuesoNo more MH ClawHappy handsRegistered Userregular
I would agree - Freedom Wars has been enjoyable thus far, with Soul Sacrifice pulling up a close second (despite the fact that I still haven't played enough of the game...) But MH it is not, and I don't think it's trying to be. It's a fantastic game with something that seemed gimmicky to me early on, fleshing out into something much more 'new' feeling.
The problem with Code 5 was I hit the reqs for it a good 5 or so missions ahead of when it's offered, via the story. Code 6 requires a decent drop in your sentence, but there's a few 3 abductor missions I found I could do in code 4 and just donate everything to get a return.
I like story stuff in these types of games, So I don't really mind myself.
...though the bulk of my time in this game in general is spent tweaking my character/accessory visually. ....Help. I have a character editor addiction.... I just started Code4 which lets you futz around with your accessory's looks and I spend way too long on it! (Though my acessory is even CUTER now ! )
I would agree - Freedom Wars has been enjoyable thus far, with Soul Sacrifice pulling up a close second (despite the fact that I still haven't played enough of the game...) But MH it is not, and I don't think it's trying to be. It's a fantastic game with something that seemed gimmicky to me early on, fleshing out into something much more 'new' feeling.
I like Soul Sacrifice way better, due to the Story and the great storytelling (sometimes it's not what you say, it is how you say it). It also has Way More Content, even without Delta. As much as I enjoy Freedom Wars, it feels like half of a hunting game.
I like the idea of getting to know a particular type of weapon like in MH/Toukiden/Freedom Wars. I tried to like Soul Sacrifice, but the offering system pushed me away. It's not appealing to me.
Freedom Wars also has a terrible story, but that is on par with most hunting games. I still really like it (halfway through CODE 8 now), but God, the story is so bad. The ending involves a hackneyed deus ex machina, for example.
Yeah, even early on it's pretty easy to tell that the story is going nowhere. I'm enjoying almost everything else about it, though. The upgrade system isn't great, but it's not as bad as people were saying, at least for normal progression. I bet it gets annoying if you're trying to build specific things for endgame missions.
But man, the gameplay is so much fun, and I'm really surprised at how much I like the music. The visuals and music around the prison make for some great atmosphere. Someone said it reminded them of Phantom Dust, and I think they're right.
I like story stuff in these types of games, So I don't really mind myself.
...though the bulk of my time in this game in general is spent tweaking my character/accessory visually. ....Help. I have a character editor addiction.... I just started Code4 which lets you futz around with your accessory's looks and I spend way too long on it! (Though my acessory is even CUTER now ! )
....Like I said. Addiction.
You'll have a problem if the first thing you do when you get your CODE upgrade is to buy all the new colour palettes that unlock and see how you can make your outfit even better. Then you spend all your Contribution Points on fashion and stuff and not enough is left for the important stuff. Like facility upgrades or upgraded thorns or upgraded levels for the NPCs
How is everyone using the load outs? For me, the load outs are just augment sets. I've got an anti-sinner, heavy anti-abductor combat, generic/mixed combat (sinner and abductor), support and a 'specialist' abductor battle (hai thar Type-S and Type-T Abductors. How I hate fighting both of you at the same time!). However, I'm probably going to remove the anti-abductor set since I'm more likely to use the mixed combat one for the better flexibility and getting jumped by sinners hurts like crazy. Those guns really really kick the crap out of you while you can avoid abductor's attacks for the most part because they're telegraphed.
I like story stuff in these types of games, So I don't really mind myself.
...though the bulk of my time in this game in general is spent tweaking my character/accessory visually. ....Help. I have a character editor addiction.... I just started Code4 which lets you futz around with your accessory's looks and I spend way too long on it! (Though my acessory is even CUTER now ! )
....Like I said. Addiction.
You'll have a problem if the first thing you do when you get your CODE upgrade is to buy all the new colour palettes that unlock and see how you can make your outfit even better. Then you spend all your Contribution Points on fashion and stuff and not enough is left for the important stuff. Like facility upgrades or upgraded thorns or upgraded levels for the NPCs
I do mind walking to the Warren, then through three identical Level 2 areas, then back to the Warren, then through three identical Level 1 areas, then back to the Warren, then through three identical Level 2 areas again...
I do mind walking to the Warren, then through three identical Level 2 areas, then back to the Warren, then through three identical Level 1 areas, then back to the Warren, then through three identical Level 2 areas again...
Posts
I think it's pretty swell.
How the fuck does that work? I have to find and carry everyone myself, but they can do multiple at once? I only even saw two of them!
And now the mission is gone and I'm back in my cell with no new missions.
WTF, game.
*edit* Oh, I have to leave my cell and go through all the conversations and cutscenes again. :P
*edit* Failed again, fuck this game. Not going through all that conversation and walking through the facility again.
I didn't let them take a single civilian so I don't know what your problem might be. I can't remember if I had unlocked the ability to tell my accessory to recover them by that point or not.
I don't know if you have Beatrice by that point, but her default AI has recovering civilians really high up the list.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Hit Select -> L/R and tell your team to protect citizens right off the bat. That'll place citizen recovery at the top of their priority. Tell your accessory to carry citizens or run around collecting resources and go off and intercept enemy sinners. There's 5 citizens on the field, one of them right in front of you but some enemy sinners spawn right next to it at the start so you need to make a beeline there fast. Don't forget that you can't use thorns or vault over low walls while carrying citizens, so anyone chasing you will have those advantages, which of course is in your favour if you're doing the chasing down
Also don't forget that your movement speed is affected by your currently employed weapon.
Get the conversations, cut scenes etc... but before you actually do the operation, go back to your cell and save
It's still BS that they can carry three at once while I can at best do two.
yeah i had a similar problem the first time i played that mission, and it's not helped by the fact that i had forgotten how to give people commands
the base AI of the dudes with you is pretty bad for the mission, they probably should have had a reminder about commands that mission
by far the most unenjoyable experience i had with the game
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Got to Code 5; too much yapping not enough hunting so far.
It can even be dual-localized for Vita + PC and tap both markets.
// Switch: SW-5306-0651-6424 //
http://en.wikipedia.org/wiki/Beard_tax
"Stranger of Sword City" (or "Stranger of the Village of Sword").
Latest Dungeon Crawler (Wizardry / Etrian Odyessey / Etc.) by the same people that did Demon Gaze and tons of other games in the genre. Beautiful art style, six person party, complex mechanics, complex dungeons, and apparently challenging as heck.
Some random screens from GIS:
// Switch: SW-5306-0651-6424 //
Also, is that Suemi Jun doing the art, or one of his imitators? It's a great look.
The art is by Tsukamoto Yoko & Kazama Raita.
// Switch: SW-5306-0651-6424 //
I find it really really odd that despite disliking/not being able to get into MonHun, I absolutely love the genre clones like Toukiden and Freedom Wars.
BTW: You can revive someone or their robot waifu/husbando at range by hitting them with your Thorns. For those times where it's too dangerous to go out into the open.
For those who love to create their own weapons, here's the low down:
First is the Rarity, which is directly related to the number of modules/affixes that can be on the weapon. 2 modules at rarity 1, increasing +1 per rarity until rarity 7 and 8 which increase by +2 each, so a total of 12 modules for a rarity 8 weapon.
There's a limit to how many modules can be added via materials or randomly generated per modification, which is approximately half the number of modules allowed. Starting at rarity 3, this is half the rarity rounded up or +1 if it's an even number. So rarity 5 is 3 modules, rarity 6 is 4 modules.
The second is the growth rate of the weapon's stats with upgrades. There's three categories: Early, Normal and Late. Early, as the name suggests, has fast stat gains at low upgrade levels but slows down with later upgrades. Late growth is the opposite, slow at the beginning but large stat gains at higher upgrade levels. Late growth will end up with the highest stats.
The growth categories can be determined by looking at the power rating of the weapon at level 1. If the power is between the absolute minimum and 106% of the absolute minimum for that weapon type, it'll be in the late growth category. This value is inherent to the weapon and cannot be changed.
Third is a little tricky. It's the "class" within the stat growth category, which is also based on the power at level 1. Generally, the closer the weapon's power is to the cut off point, the better the stats will be. This can be changed by inheriting from another weapon at modification time and can only be improved. This shouldn't matter too much unless you are an absolute min/maxer
Finally the elemental values. Each weapon can have up to 100 base elemental value (50 for non-advanced versions) across all four damage types (Fire, Ice, Lightning, Will'O). The elements will partially cancel each other out if they conflict, which is basically right next to each other on the listings so Fire conflicts with Ice and Will'O, Ice with Fire and Lightning etc...
Fire and Will'O are additional damage status effects. Fire is a DoT while Will'O is instant damage on proc.
Ice and Lightning are stun procs with Ice reducing defence while Lightning increases damage taken. Same effect in the end...
On top of this, there is a cap after modifiers of how much value may be in a particular element. This is 100 for advanced weapons and 78 for non-advanced weapons.
Elements are inherited at a 20% rate from any weapons used to modify another weapon. The easiest way to do this is to purchase rank 5 weapons, changing them into an advanced weapon then using them as fodder for +6 to an element. Elemental values cannot be reduced on a weapon below zero.
The low down on making min/maxed weapons:
Manufacture a Rarity 8 weapon that's within the Late Growth bracket.
Optional: Modify in a weapon that's at the cut off to set the class to the highest. Rarity does not matter for this bit.
Upgrade to level 5 and Advance the weapon. The Impact type is generally preferred since a fully min/maxed weapon will have capped elemental values.
Set elemental values
Set modules and upgrade
Keep in mind that there is still an element of luck involved. You do not have full control over every module that makes it onto the weapon, only a maximum of 7 modules at rarity 8. A fully min/maxed weapon with a perfect 12 modules would be a very very rare and valuable weapon.
Woah. Did not know this, thanks for the tip!
I'm still only Code 2, and this has been my experience. Sad to see that it remains that way for a further 3 ranks... :P
It isn't MH. The comparison really should stop being made at this point. Every game that comes out in the hunting genre really doesn't even try to replicate MH they all make arcady/3rd person shooter variations and this is the best of them I've tried so far.
XBL:Phenyhelm - 3DS:Phenyhelm
Destiny! : Warlock - Titan - Hunter
It doesn't. It's long-winded in Code 2 and less so in 5, but 3 and 4 have been pretty heavily focused on missions.
...though the bulk of my time in this game in general is spent tweaking my character/accessory visually. ....Help. I have a character editor addiction.... I just started Code4 which lets you futz around with your accessory's looks and I spend way too long on it! (Though my acessory is even CUTER now
....Like I said. Addiction.
But man, the gameplay is so much fun, and I'm really surprised at how much I like the music. The visuals and music around the prison make for some great atmosphere. Someone said it reminded them of Phantom Dust, and I think they're right.
You'll have a problem if the first thing you do when you get your CODE upgrade is to buy all the new colour palettes that unlock and see how you can make your outfit even better. Then you spend all your Contribution Points on fashion and stuff and not enough is left for the important stuff. Like facility upgrades or upgraded thorns or upgraded levels for the NPCs
How is everyone using the load outs? For me, the load outs are just augment sets. I've got an anti-sinner, heavy anti-abductor combat, generic/mixed combat (sinner and abductor), support and a 'specialist' abductor battle (hai thar Type-S and Type-T Abductors. How I hate fighting both of you at the same time!). However, I'm probably going to remove the anti-abductor set since I'm more likely to use the mixed combat one for the better flexibility and getting jumped by sinners hurts like crazy. Those guns really really kick the crap out of you while you can avoid abductor's attacks for the most part because they're telegraphed.
>_> ;;;;;;;;;
I do mind walking to the Warren, then through three identical Level 2 areas, then back to the Warren, then through three identical Level 1 areas, then back to the Warren, then through three identical Level 2 areas again...
Get past Code 2 and you'll get fast travel!