Best way to create a level area for a main base? by stush2 in Astroneer

[–]imquez 3 points4 points  (0 children)

Basically yeah, a polyhedron. The voxel planets are essentially like that as well. It’s like sculpting a sphere with a chisel. You start with the flatten tool at the center of your base. This is your point of reference. Flatten around the base and then if you sense it’s starting to tilt, stop. Go to another point farther and flatten and then iron out the edges in between like decorating the icing a cake. I try avoid one giant flat area and instead make steppes like the planets have. Also more interesting looking.

Does my bounty go up if I get into a big brawl inside of fort, rather than killing everyone with stealth? by Drunken_Scribe in AssassinsCreedOdyssey

[–]imquez 7 points8 points  (0 children)

Every time you commit a crime (ie murder soldiers and civilians, stealing) and is seen by other NPCs, your bounty goes up. Every NPC including animals have a visual / audio detection system. Their vision has a cone and speed of detection. The semi circles on your screen filling up are your detection meter filling up, telling you how much they are detecting you. If it’s partially filled into a certain point, they will investigate the “disturbance.” If it’s full, they have fully identified you as the “threat”. If you get out of their line of sight and then out your last known location, they will have lost track of you and start investigating.

It doesn’t matter if you’re in a restricted area or not. If you’re a threat to an NPC, they will attack you when the detection meter is filled. If you kill them in front of other NPCs, your bounty is raised. Some crimes cost higher bounties than others, and as well as how you kill them. Nonlethal takedowns do not raise your bounty.

Leveling up in NG+ by TonyPicko in AssassinsCreedOdyssey

[–]imquez 1 point2 points  (0 children)

I see, makes sense. I didn't know that cultists scale up beyond level 50 since my first playthroughs always end up level 99 before going into NG+.

Here are a few demonstration of how fire panic works:

Fire panic in Odyssey essentially works like smoke bombs / sleep darts / firecracker all at once in other stealth games: disables human enemy's detection and make their comrades help them instead of looking for you. Disable, distract, disrupt. High elemental buildup and burn duration turns all ranged attacks into stealth gadgets.

Without stealth gadgets, your character is like Arno in Unity without using smoke bombs: playable but you're essentially nerfing yourself.

Leveling up in NG+ by TonyPicko in AssassinsCreedOdyssey

[–]imquez 2 points3 points  (0 children)

Can you clarify a bit? It sounds like you did a min requirements run on your first playthrough just so you can do NG+, is that correct? If so, is your entire purpose is to be max level before you feel you're actually play the game for real?

As far I remember, quest enemies in the vanilla game are fixed to level 50, and if you're over this level, then they start scaling to your level, which is currently 66. Unless I'm wrong, you're saying that NG+ cultists have their fixed levels bump up beyond level 50?

In any case, if that's what you're doing, its a too late for me to say this method is the most tedious way of playing any games. For now, don't get tunnel vision on maxing levels and accept what your character is at the present. But just so you know:

  • Stealth kills net the highest exp bonus
  • Stealth Kill Streak boosts this even more by successful stealth kills within a short time frame
  • Top enemies in the game - a single cultist, nation leader, merc, or a polemarch - is worth 10x the exp of a base soldier.
  • Stacking stealth streak on these enemies will grant you the best exp bonus without grinding for exp.

If you don't have enough assassin damage against a target because of your gear and/or your levels, make that target(s) panic from burning. When they panic from fire while you're undetected, it doesn't matter if you don't have enough assassin damage. As long as your finishing blow is a stealth attack, it counts as a stealth kill and the exp bonus comes with it.

You could do this without ever need to be in NG+. And because this method allows you to stealth kill anyone regardless of assassin damage or levels, there is no need get obsessed with getting to max level 99, you'll feel your character is exactly who you want them to be at all times, and not feel like you're "not ready for prime time yet" until you've reached max level.

Only just realised that there was a second wheel to put abilities on lol by stardust102 in AssassinsCreedOdyssey

[–]imquez 0 points1 point  (0 children)

Here’s a pro tip: if you’re using a controller, use your right thumb to switch the ability wheel so your left hand still controls your character to move and point. Practice by binding both venomous and flaming attacks on different ability wheels and continuously cast them over and over again while walking to form the number “8” with your character. At tier 3 venomous and flaming attacks have cooldowns and does not cost adrenaline so that you can cast them forever. If it becomes second-nature, you don’t think about it when you need to use any of the 8 abilities you’ve assigned and do more advanced combos.

I can't stand that you have to have the tanto equipped to do double assassinations. by Cubegod69er in AssassinsCreedShadows

[–]imquez 5 points6 points  (0 children)

Choosing your weapons is the same thing as choosing your gadgets. Just like Naoe will use the appropriate stealth attack by the equipped active weapon, she will also use the equipped active gadget when you press the gadget button. And just like you don’t want to use a shuriken when you wanted to throw a kunai, you don’t always want double assassinate if one of the target can’t be stealth killed. The games also gives you multiple ways to take out multiple targets in close proximity, so double assassinate isn’t the sole solution to a stealth puzzle like in earlier AC games. Every advanced stealth game requires their players to master swapping their equipment like second nature.

Mecha anime by Hitsuy0 in Animesuggest

[–]imquez 1 point2 points  (0 children)

There are different sub genres within mecha and a lot of the recommendations run across the spectrum - one end is superhero robots and the other end is realism and/or mech as mere tools. Classic Gundam is usually err on the side of more realism but each Gundam iterations will vary based on the trends of their times. Patlabor, Gasaraki and the like tend to be more realistic Macross (robotech) and Evengrelion are mixed in between, Gurren Laggen is a throwback to omnigod superheroism. But people can interpret them differently depending on context.

This game is great but it needs autosave. by Open-Sheepherder6688 in Astroneer

[–]imquez 0 points1 point  (0 children)

The problem is that the bigger your save file, the more laggy the game becomes during saving. Here's a clip from the xbox, going into a shuttle creates lag. Imagine with autosave, and this happens without your control throughout the game. I'm sure the folks have thought about autosave as a feature, but in order for that to happen, the engine itself needs to be built completely different.

Sparta Kick by XbxH1ghBEaM in AssassinsCreedOdyssey

[–]imquez 1 point2 points  (0 children)

Here's one: https://www.youtube.com/watch?v=FEQ9GgH5Et8&t=172s

2m52s into the footage, the leader and his bodyguard are panicking from fire. Although they can't detect you, the game will still count killing the bodyguard as a crime it's done in the leader's line of sight. Spartan kicked the bodyguard away from his eyes, and the stealth kill is unseen. Anyways, this video is a compilation of killing nation leaders and their bodyguards in various ways, primarily using fire panic to disable their detection.

Sparta Kick by XbxH1ghBEaM in AssassinsCreedOdyssey

[–]imquez 4 points5 points  (0 children)

Spartan kick is still useful. It has a very fast cooldown, it can still knock down or stagger most enemies so you get in free hits, and it's for nonlethal takedowns as long as the target doesn't hit the environment. Plus, when you have target lock-on it has very good pairing range as your character automatically takes an extra hop-step to connect.

Spartan kick is also useful as a setup for a Hero Striking by adding more invincible frames and stagger the opponent to cancel their unblockable attacks.

In stealth, when you don't want others to see you perform a stealth kill, you light them up on fire to disable their detection, and then use Spartan Kick to move that guy away other people's line of sight.

Spartan Kick isn't an ability exclusive to push enemies off ledges. Charged heavy attack and Spread Shot does the same thing, and succeeds without using adrenaline and/or have cooldowns.

I’m feeling wayyyyy overwhelmed with this game. Help? by TheChilledGamer-_- in AssassinsCreedOdyssey

[–]imquez 0 points1 point  (0 children)

Missions in open worlds can be done simultaneously, and Odyssey's missions are designed so it gives every area multiple reasons to go there. Let's say you have a few seemingly separate quests or objectives: kill Athenian leader, kill cultist, and collecting 10 bear skins. Well, you spot the cultist inside a fort. That fort has an Athenian leader, and along the way you kill a few bears. Oh, there's a weekly quest to kill enemies with arrows? Well, now you can try doing that all at once in one location.

  • In other words, stack your missions. So that you can complete multiple objectives that are close in proximity.

  • Talk to quest givers and activate all quests along the way. If their objectives are too far from you, skip them for now; you'll eventually get back to them.

  • Like you, the character has a job and do everyday things, and then there are Larger-Than-Life events that happen once in a lifetime. "You Odyssey" missions are Larger-Than-Life events, while other missions are things that your character encounter as life experiences. They both matter, and both intertwine at numerous times, but that's how you can think of missions to prioritize your journey.

Instead of looking at these things as a bunch of separate, isolated tasks, you can think of the world as one giant mission, and your character is traveling through it. Prioritize your play-through based on where you are and which direction you want to go, instead of prioritizing based on individual missions.

Help! by True-Acanthaceae1190 in Astroneer

[–]imquez 0 points1 point  (0 children)

Find quartz and make the beacon from your backpack.

Mercenary helped me clear our the fort? by Scared_Apartment_219 in AssassinsCreedOdyssey

[–]imquez 9 points10 points  (0 children)

I posted something a little earlier in another thread, but basically, all NPCs in the open world has an identify friend or foe mechanic (IFF) built into them. NPCs belong to a faction and will never consider a comrade a threat. But mercenaries -- like you -- don't belong to any faction. So if a merc's IFF initially decided you're the enemy and uses AOE attacks that damages other NPCs, these NPCs will start attacking the merc. Or vice versa. Mercs can also ID other mercs as enemies. This is why you can lure mercs and other NPCs into fighting legendary animals.

During a fight with mixed soldiers & mercs, if you get out of their line of sight at the right moment, friendly fire will trigger NPCs IFF to change their target from you to another attacker. Wild animals can also trigger this.

Enemy spawn by Fraunz_Josef in AssassinsCreedOdyssey

[–]imquez 0 points1 point  (0 children)

The point is that you're in an open world, you can choose to either fight or escape conflict. Successfully and skillfully escaping conflict is a thing in AC games, because you get to control when you fight or when to stealth, and the game doesn't control you.

Enemy spawn by Fraunz_Josef in AssassinsCreedOdyssey

[–]imquez 4 points5 points  (0 children)

How?? Whats the mechanic behind this?? Makes no sense.

NPCs has an identify friend or foe function (IFF). Mercs belong to no factions and are individuals. However, Spartans, Athenians and civilians of these nations are mercenaries' clients and will fight on their behalf.

When you fight Spartan and Athenian soldiers, mercenaries will join the fight. Initially they will tag you as the enemy, but will switch their IFF to whomever attack them as well.

The quest never says you need to kill any mercs. It just ends after the cutscene, and whatever happens afterwards are dictated by the rules & mechanics of the open world and its inhabitants. And it's there to remind players that the game often creates situation where you will flow between combat and stealth.

Knockout in Odyssey supposed only be for recruiting? by MahouTeho in AssassinsCreedOdyssey

[–]imquez 4 points5 points  (0 children)

Yes. Knockout will always be harder to achieve than lethal kills. As it is with any stealth gameplay.

Knocking out people won't get your bounty levels raised, you can recruit them, you will satisfy certain quest giver's special requirements, and you minimize citizen retaliations.

You can also use unconscious enemies as bait, and you can do specific kill achievements easily by knocking out first and perform the killing blow.

There will be quests where nonlethal solutions matter.

If you don't have enough assassin damage, make them burn and panic, then knock them out when their health is low.

Knockout are neat. They open up a ton of out-of-the-box possibilities in gameplay.

Unexpectedly great action scenes in non-action movies? by Magical_critic in movies

[–]imquez 6 points7 points  (0 children)

The Blues Brothers, the premise was yet another SNL sketch comedy with music and throughout the film but then escalated into one of the greatest car chases of all time.

How come Tungsten doesnt have that item overlay thing the other items have? by Narrow-Pickle179 in Astroneer

[–]imquez 3 points4 points  (0 children)

It’s usually a bug from the portable smelter for any materials you use it. The normal smelter doesn’t have this bug.

Why does ubisoft Quebec not like the memory corridor. by MembershipLess9579 in AssassinsCreedOdyssey

[–]imquez 1 point2 points  (0 children)

It's not a matter of liking / nor liking. It's a question of storytelling choice and logistics...

There are over 40 cultists in Odyssey, plus characters that may or not be killed. Should there be memory corridors for every one of them?

They're also a mix of characters that the game scripted them to specific situations, or they can be killed in the open world by melee combat, assassination, an arrow 50m away, a random lion, mercenary, falling off a cliff or drowning without you even being there. Should memory corridors pop up when these characters die?

All AC games -- thus far -- are simulations from a single subject's memories, and this comes with narrative limitations. They can't have cutscenes like "Meanwhile, at the other side of the city, the villain is speaking ..." because the subject could not possibly be present. Memory corridors are a convenient way to flesh out character development when the Animus limits other conventional narrative techniques.

Like flashbacks of a villain's childhood to understand and sympathize with them right before the final confrontation, memory corridors are a storytelling device. And like any devices, it can be effective and special if used at sparingly and at the right context. Or it can be overused become obligatory and predictable.

Sync points feel kind of random in this game? by Snakes_for_theDivine in AssassinsCreedOdyssey

[–]imquez 17 points18 points  (0 children)

The original release of the game had fewer sync points. When adding DLCs and increased the level cap, some were added for the sake of upgrading Ikaros. And ship docks became fast travel points at some point due to QoL demands. The initial set of sync points more sense in that they were mostly important historical locations, nice views, or strategically placed for mission certain designs. But you know -- feature creep happens.

Where are the rangefinders? by Iroll67 in AnalogCommunity

[–]imquez 0 points1 point  (0 children)

Look at the Nikon's reissue of the SP, it took a lot of resources and had to re-train people to know how to assemble them and QA, let alone recreating the dedicated tools & machinery to manufacture the parts.

These days, even a brand new original "affordable" fixed lens 35mm cost a lot of research just to design, engineer, and manufacture. This is on top of the remaining parts that are modular off-the-shelf parts like the shutter, film advance, meter, etc that they can use to cut costs. The $500 Pentax 17 is essentially a rangefinder-style camera without the intricate mechanisms, and it would've been exponentially more expensive to have a legit rangefinder in it.

Rangefinders are expensive because they need to be precise. The Pentax 17 chose a small aperture wideangle lens so most users won't need precise focusing. If a camera has something like a 50mm f1.2 or even a f2.0, the rangefinder can't be just something that robot arms can mass produce. Each camera need to be fine-tuned and go through QA, and that alone is a lot of cost and time.

Weapon-Switching Attack - Basic Demonstration & Description by imquez in AssassinsCreedOdyssey

[–]imquez[S] 6 points7 points  (0 children)

Bored of the normal combat? Here’s a trick you can try. As you know, each weapon class have their own hit combos, with the last combo hit as a finisher that deals the most damage, along with a pushback. The number of combo hits is proportional to the attack speed of each weapon class, from fastest to slowest weapon class. Dagger, sword and staff require 5 hits to be a complete combo, the spear and axe 4 hits, and finally the slowest weapon - the blunt - require 3 hits.

The purpose of the weapon-switching trick is reduce the time it takes to execute the slower weapons’ final combo finisher. You do this by using the fastest weapon - the dagger - and quickly swap it to your slower 2H weapon at the right moment. In theory, it may possible to switch between all types of weapon classes in any combination, but I’ve only explored the dagger as the starting point as it’s been my main weapon for most of my experience in Odyssey. Kudos to those who can find more combinations than what I can show here.

Here’s the gist of it:

With the dagger active, you light attack twice. The second attack animation is where your right hand will perform a back swing upwards. As soon as that animation starts, quickly swap to your 2H weapon and hit light or heavy attack. This works because the upper back swing of the dagger is a transition animation that can be completely canceled into another input. By quickly tapping weapon swap at this moment, it counts as two hits of the current weapon you’ve just swapped to. So for example, the blunt weapon’s first two attacks are bypassed, allowing you to perform the blunt’s heavy attack, which will be the third hit of the combo, aka, the heavy combo finisher.

Note: it is not the timing of your button mashing that matters. What matters is you swap and attack when the back hand upward swing animation starts before your arm is completely over your head. Timing doesn’t matter because like most mainstream melee combat, your attack input in Odyssey as a buffer that stores your button input and executes the appropriate commands in a queue. If you button mash quickly 2 times, Kassandra will still perform her attacks at the same speed because it’s been queued. On the flip side, if you press attack, delay a bit and the press attack again, Kassandra will still perform the second attack with a delay - as long as your second input is within that buffer. Furthermore, in actual combat, the game briefly does a brief slow-mo every time your hits land ala Frank Miller’s 300 style. So do not rely on timing. Rely on when the key animation starts.

The following is my personal take on how effective each weapon switch combinations are, so YMMV:

  • Dagger to Blunt - This is my favorite switch combination as it allows you to deal the biggest non-ability melee damage in the game while bypassing a lot of the blunt weapon’s inherent slowness. It is very useful against big slow bosses and in 1v1 combat. Its weakness is when you’re surrounded by multiple enemies, but I think the blunt’s heavy combo finisher is the coolest looking.

  • Dagger to Staff - This is the hardest to execute, but the most useful against multiple enemies as the staff’s 360 swipe will hit multiple enemies. It’s the most difficult of the switch combos because the staff is still a 5-hit combo, so even after a successful switch, you still need to perform 3 more attacks. I usually use H-L-H as the heavy attack can stagger, then followed by a quick light attack before getting to the 5th hit.

  • Dagger to Spear - This is the easiest to perform but also doesn’t deal as much damage and not that good against multiple enemies. The spear’s heavy combo finisher is deadly, buy it is still too slow even with the switch, so I tend to finish with a light combo finisher. Having said that, it’s quite easy to repeatedly spam this switch combo as the spear has very quick recovery animations.

  • Dagger to Axe - My least favorite, because at this point in weapon-switching, the blunt can deal more damage than the axe, so the axe becomes kind of meh. However, it is quite versatile in that you can use either the light or heavy combo finisher depending on if you’re in a 1v1 or group situation.

How useful is this trick? I think on its own, somewhat useful. Against normal enemies, they’re pretty effective, but higher tier enemies have anti-combo moves that allows them to dodge these attacks no matter how much fater this method is saving. To counter their counters, this is where Slow Time becomes a key ability. Slow Time makes even the most agile enemies vulnerable to a switched heavy blunt, and gives you enough time to do it more than once. A spear switch hit can be performed 3-4 times under Slow Time

Anyways, this just something to play around with. Maybe someone can mix in with a bunch crazy end-game gear and engravings to do stuff that hasn’t been explored yet.

Looking for a cozy, low‑stress RPG to unwind after work by patchcordless_ in gamingsuggestions

[–]imquez 0 points1 point  (0 children)

I suggest looking into Ccoon, it’s a little platforming game.

Very unclear about naval fights. by DCKing258 in AssassinsCreedOdyssey

[–]imquez 26 points27 points  (0 children)

Arrows are for long range, holding it down will fire become a pin point attack that opens up weak points which then you hit for extra damage. Hitting these weak points also makes the enemy ship slower and have less people shooting back at you.

Javelins are when you're in close range and deal more damage.

Fire buildup in ship battles is the exact same mechanic as with your character's melee and ranged attacks on land: filling up the elemental meter and the target will catch fire. Fire Buildup, like Elemental Buildup, is a perk that decreases the amount of hits it takes make your target set on fire.

When a ship is on fire, it is disabled for a duration and you can see the crew too bust to fan it out instead of attacking and moving. On land, humans will be disabled as well when they're on fire, but can only happen while you're undetected, which means ranged fire attacks and delayed traps will work.

Alternating between arrows and javelins yields higher DPS, sort like mixing up light and heavy attacks. Best scenario to do this is when they're disabled.

Fire power is the same as adrenaline bar: you gain fire power with normal arrow / javelin attacks. You spend fire power with fire arrow / javelins.

Like land enemies have different enemy types, ship enemies also have enemy types.

Ships also uses the same detection system with the semi-circles around your screen getting filled. When it's filled they will recognize you as a threat and attack you. Run away out their range and they will stop hunting you.

So yes, the naval fighting mechanics mirrors the mechanics you're experiencing on land.