Transistor: Difference between revisions
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Revision as of 19:09, 23 February 2015
- You cannot get screwed by levelup decisions; anything you don't pick will eventually come back again.
- The game is effectively a very novel take on a turn-based system; you can fight without using Turn() but it's extremely clunky and awkward unless you upgrade an ability with Ping() and/or Jaunt(), with the exception of
- On a related note, you shouldn't end a Turn() if it'd mean being in a really awkward position that'll get you killed right afterwards - use the last part of your action running, stunning/charming enemies, or Jaunt()ing away.
- Experiment with your abilities, as there's a lot of weirdly powerful combinations lurking in the skill system and a million ways to break it - pretty much every person who posts about the combat system in the thread for it (don't go there now, it's all spoiler-text blackout CIA document shit about the story/ending) posts about how "ughhh ability combo x/y/z is super powerful" and yet they all post about a completely different combination of abilities. If you haven't found an ability combo that clicks for you, keep experimenting - you'll find one.
- Experiment with your load-out constantly. There are a lot of good combos, and sticking with one for the whole game is boring.
- If you don't use the Limiters (optional difficulty elements akin to Bastion's idols), combat will be piss-easy. Tune things how you like it.
- The bonuses on level-up aren't missable--the choice will come back around again. By the end of the game you should have every program.
- If you like the combat, New Game+ continues to introduce harder versions of enemies (and has its own completely new set of encounters), but also gives you additional copies of your programs, opening up a whole lot more customization.