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[Horizon Forbidden West] Burning Shores - Out Now!

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    DrascinDrascin Registered User regular
    edited April 14
    Personally I admit I mostly just use Sharpshot and Hunter bows 80% of the time, with explosive bombs as an "okay, fuck this" button. I have an elemental boltcaster for proccing some statuses, but honestly it feels like not worth how clumsy it feels half the time.

    Drascin on
    Steam ID: Right here.
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    EtiowsaEtiowsa Registered User regular
    Boltcaster pretty much requires your target to be cc'ed for maximum effectiveness. Or be human and a fair distance away. I was ready to love it but the lack of mobility really hurts. If you really need rapid dakka, I just use a warrior bow instead.

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    DrascinDrascin Registered User regular
    edited April 14
    I do find it kind of hilarious that I just got (Burning Shores spoilers)
    a futuristic scifi super gun... and it's significantly less powerful than the bows I'm already using and which you can just buy at the Quen shop. Score one for tribal ingenuity.

    The bullets are nice and cheap though, and the homing does make it a useful bird killer.

    Drascin on
    Steam ID: Right here.
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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    evilthecat wrote: »
    The
    2 hippos in the cauldron

    was everything I disliked about some aspects of HZD's combat all rolled into one. Spammy attacks, zero time to attack because you're constantly being hit, just kind of an insipid fight, and this came after a killer mounted hunt for salvage that I loved which threw it even more into contrast.

    the game kinda forces you into using all weapon types (some are slightly ignorable) and combos.
    Hippos are super easy to clap with explosive split spears.

    the golden children of the game, that work all the time, however, are:
    - frost debuff + bolt blaster, ideally into weak spots or clustered components
    - elemental shredders. they're just so dang good.

    It’s not the damage I had a problem with. I absolutely murdered it when it was 1v1

    It was the fact you have very little indication of what one is doing while you’re fighting the other. Especially that 8-9 spam shot homing water ball attack.

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    danxdanx Registered User regular
    Leaplashers might be my kryptonite. I really hate that machine.

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    evilthecatevilthecat Registered User regular
    evilthecat wrote: »
    The
    2 hippos in the cauldron

    was everything I disliked about some aspects of HZD's combat all rolled into one. Spammy attacks, zero time to attack because you're constantly being hit, just kind of an insipid fight, and this came after a killer mounted hunt for salvage that I loved which threw it even more into contrast.

    the game kinda forces you into using all weapon types (some are slightly ignorable) and combos.
    Hippos are super easy to clap with explosive split spears.

    the golden children of the game, that work all the time, however, are:
    - frost debuff + bolt blaster, ideally into weak spots or clustered components
    - elemental shredders. they're just so dang good.

    It’s not the damage I had a problem with. I absolutely murdered it when it was 1v1

    It was the fact you have very little indication of what one is doing while you’re fighting the other. Especially that 8-9 spam shot homing water ball attack.

    ah!
    yeah some of the sound queues for the machine abilities aren't as .. pronounced as they were in HZD.

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    So, I'm at the third part of the map of the base game, my conclusion so far

    1. Interior fights suck. They also sucked in the original, I was hoping they did a little bit of revamping but it is what it is.
    2. World fights and mounted hunts are way better. I don't know if it's just because it's on varied terrain, or bigger areas, or with more room to maneuver, but the outdoor stuff shines.
    3. Melee is badass. Once you get a few skills it's so good, the entire combo system and charged blast stuff excellent.
    4. Lot of fetch quests, but somehow feels less dense with mindless filler than the first game. I can remember seeing way, way, way more green exclamation marks in Zero Dawn.
    5. Characters and dialogue are, as expected, best-in-class.
    6. Quite pretty. In particular I found the smoothness of the shadow creeping during sunup to be very visually pleasing.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    I feel like there are more sidequests myself, but they tend to not cluster them right in villages. A lot more of them are out on the road or around stuff besides villages. There are also scripted and dynamic random events where you can encounter NPC fights, but those are quick and I like them.

    And indoor combat stinks because everything in the game takes up huge amounts of space. Aloy's dodge alone covers 20-30 feet easily and is tiny compared to the massive distances enemies can cover with their animations. So when you have a fight anywhere in a Cauldron, yeah, it can feel incredibly cramped. Leaplashers are among the smallest enemies and have a couple attacks that reach over 50 feet, which means some 80 feet of space need for them to attack and you to fully dodge. In a Cauldron, you're probably already dodging into a wall at this point and that's not even close to the space attacks from larger machines can take up. Those boss chambers seem huge until you're up against a big aggressive enemy type that eats up half a football field or more to attack.

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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    I feel like there are more sidequests myself, but they tend to not cluster them right in villages. A lot more of them are out on the road or around stuff besides villages. There are also scripted and dynamic random events where you can encounter NPC fights, but those are quick and I like them.

    And indoor combat stinks because everything in the game takes up huge amounts of space. Aloy's dodge alone covers 20-30 feet easily and is tiny compared to the massive distances enemies can cover with their animations. So when you have a fight anywhere in a Cauldron, yeah, it can feel incredibly cramped. Leaplashers are among the smallest enemies and have a couple attacks that reach over 50 feet, which means some 80 feet of space need for them to attack and you to fully dodge. In a Cauldron, you're probably already dodging into a wall at this point and that's not even close to the space attacks from larger machines can take up. Those boss chambers seem huge until you're up against a big aggressive enemy type that eats up half a football field or more to attack.

    Aloy having a spear parry would work wonders for indoor environments

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    DrascinDrascin Registered User regular
    edited April 15
    A thing I've noticed when in close quarters is that you want to use the fact that Aloy's roll has some absolute Platinum level iframes on it. Trying to stay out of range of leapslashers is kind of futile a lot of the time, they can jump fifty goddamn feet at you and rooms are like sixty, you want to roll through their leaps.

    In fact, honestly, I've found that iframe timing is the only reasonable way to dodge a bunch of AoE attacks. They come out too fast to get out of you were at melee range, but you can, for example, absolutely just iframe through a Crabwalker's lightning nova or a Slaughterspine sweep.

    Drascin on
    Steam ID: Right here.
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    OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    Drascin wrote: »
    A thing I've noticed when in close quarters is that you want to use the fact that Aloy's roll has some absolute Platinum level iframes on it. Trying to stay out of range of leapslashers is kind of futile a lot of the time, they can jump fifty goddamn feet at you and rooms are like sixty, you want to roll through their leaps.

    In fact, honestly, I've found that iframe timing is the only reasonable way to dodge a bunch of AoE attacks. They come out too fast to get out of you were at melee range, but you can, for example, absolutely just iframe through a Crabwalker's lightning nova or a Slaughterspine sweep.

    I discovered this weekend you can iframe through plasma detonation, which renders plasma a nuisance at worst.

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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    Drascin wrote: »
    A thing I've noticed when in close quarters is that you want to use the fact that Aloy's roll has some absolute Platinum level iframes on it. Trying to stay out of range of leapslashers is kind of futile a lot of the time, they can jump fifty goddamn feet at you and rooms are like sixty, you want to roll through their leaps.

    In fact, honestly, I've found that iframe timing is the only reasonable way to dodge a bunch of AoE attacks. They come out too fast to get out of you were at melee range, but you can, for example, absolutely just iframe through a Crabwalker's lightning nova or a Slaughterspine sweep.

    Yeah, I was taught the lovely art of "iFraming Into That Shit" by Monster Hunter and have been using it extensively.

    I just think indoor sections are flat-out sagballs because they aren't big, 17.6% of the level geometry is shit you get caught on and end up taking a face full of damage because of it, and the option to disengage, regroup, and go back in is a no-go.

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    Jean-LucJean-Luc Registered User regular
    edited April 15
    Alloy the theater kid abandons her quest to join the Chorus musical production. Better to die with song on your lips than live off the stage. "West Dish Story" and "Sowin' in The Rain" coming soon to an unraided village near you.
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    Took me a while to properly register and appreciate but the amount of effort put developing all these cultures, their aesthetic and language is immense. There's so much flavor in everything and no group was neglected.

    Jean-Luc on
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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    Oh fuck the music, how could I forget the music?

    I got chills walking into Plainsong

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    DrascinDrascin Registered User regular
    Orca wrote: »
    Drascin wrote: »
    A thing I've noticed when in close quarters is that you want to use the fact that Aloy's roll has some absolute Platinum level iframes on it. Trying to stay out of range of leapslashers is kind of futile a lot of the time, they can jump fifty goddamn feet at you and rooms are like sixty, you want to roll through their leaps.

    In fact, honestly, I've found that iframe timing is the only reasonable way to dodge a bunch of AoE attacks. They come out too fast to get out of you were at melee range, but you can, for example, absolutely just iframe through a Crabwalker's lightning nova or a Slaughterspine sweep.

    I discovered this weekend you can iframe through plasma detonation, which renders plasma a nuisance at worst.

    I only ever get that one right like, half the time at best, I admit. Something about the timing, I always roll way too soon.

    Steam ID: Right here.
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    danxdanx Registered User regular
    If you can time it correctly slide rolling gives the most iframes.

    Slide has 14 frames while rolling dodge has 11 making 25 max if you slide then roll at the right time. If not it'll still give you the roll frames so you will get more.

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    klemmingklemming Registered User regular
    Aloy having a spear parry would work wonders for indoor environments
    Super agree. I feel like she needs a defensive option besides just dodging for melee attacks, and a parry system with her spear or the glider (which was originally a shield, so it'd fit) would fit the build. Not something you could just hide behind, but a risk/reward thing where you're passing up any chance at dodging for a shot at knocking them off balance by deflecting their attack.

    Nobody remembers the singer. The song remains.
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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    I feel like there are more sidequests myself, but they tend to not cluster them right in villages. A lot more of them are out on the road or around stuff besides villages. There are also scripted and dynamic random events where you can encounter NPC fights, but those are quick and I like them.

    And indoor combat stinks because everything in the game takes up huge amounts of space. Aloy's dodge alone covers 20-30 feet easily and is tiny compared to the massive distances enemies can cover with their animations. So when you have a fight anywhere in a Cauldron, yeah, it can feel incredibly cramped. Leaplashers are among the smallest enemies and have a couple attacks that reach over 50 feet, which means some 80 feet of space need for them to attack and you to fully dodge. In a Cauldron, you're probably already dodging into a wall at this point and that's not even close to the space attacks from larger machines can take up. Those boss chambers seem huge until you're up against a big aggressive enemy type that eats up half a football field or more to attack.

    Aloy having a spear parry would work wonders for indoor environments

    A branching parry-into-melee/ability system would've done wonders for the combat with the enemies being so aggressive. If you could counter bot attacks readily without breaking the flow of combat, it would speed up fights and make them feel so much better than just a ton of dodging. Instead of relying purely on things like manually attacking elemental components, let us roll parries into setting them off (and with actual effects, not just building a bar) plus things like locking down the target with the ropecaster, launching ourselves for aerial attacks, etc. Then the aggressiveness of enemies would be something you could turn against them and wouldn't feel so unrelenting and obnoxious.

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    Jean-LucJean-Luc Registered User regular
    Snow play.
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    MISSION FAILED.
    yuma2o9cmdrq.jpg

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    danxdanx Registered User regular
    New patch is out.
    When using Quick Slot hotkeys to select weapons, the last used ammo type used will now be remembered.

    Fucking finally. This drove me bat shit.

    Rest of notes are spoilered. Big ones are vram, Xess, Reflex+Boost, text size.
    Patch 1.3 is out now for Horizon Forbidden West Complete Edition on PC. This update includes new features, visual improvements and a range of optimizations, bugfixes and stability improvements, based on player feedback.

    We've improved the visual quality of dust effects and made improvements to texture streaming to reduce memory usage and improve texture quality. This update also resolves performance regression that could occur when using the NVIDIA Reflex On+Boost setting.

    In the General Settings menu, you'll find a new Interface Text Size option. Choose Large to improve legibility of the interface and in-game text on smaller screens. On Steam Deck, this option is set to Large by default.

    This patch also updates Intel XeSS to version 1.3. This version introduces improvements in image quality, more quality options and a new anti-aliasing option: Intel XeSS Native AA. This mode improves anti-aliasing quality, without applying upscaling. To use XeSS Native AA, set upscaling to Off and select XeSS Native AA from the anti-aliasing settings.

    From the teams at Nixxes and Guerilla: Thank you to everyone for playing and sharing feedback. We appreciate your insights that help us continue to improve the game.

    Release Notes

    Improved the visual quality of dust.
    Added Interface Text Size option in the General Settings menu.
    Improvements to texture streaming to reduce memory usage and improve quality.
    Updated Intel XeSS to version 1.3 with improved image quality and new XeSS Native AA option.
    Resolved performance regression when enabling NVIDA Reflex On+Boost.
    When using Quick Slot hotkeys to select weapons, the last used ammo type used will now be remembered.
    Improved smoothness of camera movement in Photo Mode when using the mouse.
    Removed hardcoded Mouse and Keyboard bindings for actions such as Navigation Assist in Focus Mode. They now listen to their respective remappable key bindings.
    Various optimizations and stability improvements.
    Various UI bugfixes.

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    Jean-LucJean-Luc Registered User regular
    edited April 24
    When using Quick Slot hotkeys to select weapons, the last used ammo type used will now be remembered.
    Boltblasters are the biggest beneficiaries here. Every time BBs change ammo type they have to go through the long reload animation. They're still awkward to use but this fix will at least eliminate obnoxious and unnecessary reloads.

    Went through the entire Las Vegas quest cluster (before going for Aether). I wonder how many people missed the awesomeness of Vegas by just doing the main quest and never visiting Morlund & Co. again. Love how side quests can result in entire new settlements springing up and how some npcs progress through the world as their stories develop. I also never expected a loud, tacky place like Vegas to have so much poignancy, they really nailed the "Old World Blues" vibe and the music drives it so well.
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    Swimming in unlived nostalgia.
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    And "the guys".
    M'lady.
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    Alloy can be snarky but I know she loved this.
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    Waking dreams.
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    Anyway, don't miss out on Vegas. :P Like, srsly.

    Jean-Luc on
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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    The thing I like about the Vegas bit is that it's actually living up to the legacy of the in-world creator. Before the Claw Back, Vegas was a big wreck that was falling apart. Who is going to go waste their money gambling in some shithole in one of the harshest deserts in the world? And then it gets revived as basically a huge visual spectacle, a hub for entertainment and pretty things to see (which would put it head and shoulders above the value of the current Vegas) for the next several decades. And then they have to shut it all down so the creator does some extra stuff to make it possible to bring the whole place back online, just in case. Then centuries and centuries later, people find it again and turn it all back on.

    I wish we had that version of Vegas instead of the current life-sucking water-draining chunk of capitalist insanity.

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    Jean-LucJean-Luc Registered User regular
    I'm sure we'll manage the "Vegas becomes a dry sand blasted ruin" part. Not so sure about the revival bit.

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    Jean-LucJean-Luc Registered User regular
    Adrenaline junkie gets her fix and it hits all the spots, yes even those ones.
    4gfzp8y7urdo.jpg

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    danxdanx Registered User regular
    2 Apex Tracker Burrowers with an Apex Spikesnout which summon Apex Burrowers in tight quarters followed by X is some bullshit.

    I snuck past X and will come back later.

    The hitbox on that thing is fucking bullshit and it's so fast. I didn't like them much in Zero Dawn but their gimmick is just the worst.

    I want some damn purples already.

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    danxdanx Registered User regular
    edited May 3
    Actually I might just put this down and come back in a year. It's really fun but when the game sucks it really sucks.

    edit: oh that machines tell is tied to screen shake. I turned that off. :expressionless:

    danx on
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