Star Wars Knights of the Old Republic II: The Sith Lords: Difference between revisions

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* You can now use mines to automatically force open doors and containers if you don't want to bash them for two minutes, at the risk of destroying some of the objects in a container, and with no penalty for doors, other then the fact that you'll lose a mine.
* You can now use mines to automatically force open doors and containers if you don't want to bash them for two minutes, at the risk of destroying some of the objects in a container, and with no penalty for doors, other then the fact that you'll lose a mine.


* Regarding the classes you can choose at the beginning of the game TEMPORARYDASHCHARACTER when they level up, Guardians tend to get more feats (fighting abilities, etc), Consulars tend to get more force powers, and Sentinels strike a balance between the two.
* Regarding the classes you can choose at the beginning of the game - when they level up, Guardians tend to get more feats (fighting abilities, etc), Consulars tend to get more force powers, and Sentinels strike a balance between the two.


* If you want to see as much of the game as possible in one playthrough, your best bet is the Sentinel. With that class, you get a ton of base class skills so you can interact with a lot of NPC's and objects, and you're not tied down to either melee weapons or the force like Guardians or Consulars are, respectively.
* If you want to see as much of the game as possible in one playthrough, your best bet is the Sentinel. With that class, you get a ton of base class skills so you can interact with a lot of NPC's and objects, and you're not tied down to either melee weapons or the force like Guardians or Consulars are, respectively.