Post by mikeweeks2346 on Apr 21, 2018 2:10:31 GMT
While the forum's strong suite doesn't involve interchanges unless it involves modding, here's some observations at this point in my initial play through (on normal w/ no HUD/tagging):
Now have six RPs (2 per region). So some of the better generic weapons are now available. However have been very comfortable w/ a suppressed M60, bow, and suppressed 1911 or MAC-11. Suppressed M60 makes no sense IRL, but for game-playing sake it simply makes encounters more manageable given the spawning issues built-into the game. Don't even see a reason to acquire the M249. I assume the ammo loadout will be the same as the M60. I honesty don't see a need, yet, to get an AK for example (sorry Flanker!)
From JR's original point that Holland Valley most likely was the intended first region one should explore and liberate I would agree. What I assume are to be early story missions given out of Falls End appear to be playing out slightly different for me since I did them to reach the second regional RP (and my sixth). The Good Samaritan I believe is different in the later stages versus very early - based on what I encountered versus what's showing on UT. The Widowmaker mission is simply a joke no matter when it's done. Can't be smart and take a more direct route I discovered; no they put on autodrive and let's take a tour of Holland Valley!! The only reason for doing Widowmaker was to free up the next mission (and any others).
I've peeked ahead a bit, and I can see how some missions might well get skipped over, or just auto-completed based on what happens to certain story-givers at specific points later in the game. And of course that can happen quite quickly if one is not careful.
Given how the game interacts with the player in Faith's region, that would be a priority to get done and over with ASAP once the jail is liberated and get those story missions finished. The quicker you do so, the sooner you can get it all over with. Also discovered that False Prophet can be stealth until the first explosive hits the statue, and even then it can be destroyed without interference. That was neat, and quite a contrast to what's being shown on UT currently.
Until now have not used FT and been on foot to explore. That means more animal encounters, but unlike FC4, it really isn't too bad, damage-wise. Of course the "new" health regen system accounts for a lot of that.
I also don't think Ubi expects a player to revisit areas once explored or mission/quest completed - by the simple fact in-game armor vests do not re-spawn and they are numerous. One reason to explore on foot initially is to find those locations, so that you'll know the locations when (or if) there's another start to this game.
The interface for using the herbs really sucks. Attempting to reduce damage for example takes far too much time to activate. Can't use a specific key, got to go thru the silly wheel concept. And the game doesn't stop while engaging the wheel.
Having cult aircraft looking for me isn't really an issue, however I should have simply learned to fly early on so that if/when I'm required to fly, I'll have some idea of how the mechanics work (especially w/ no HUD). Having stated that, once I did acquire an armed helo - well that changes the game right there and then - if you continue to use one. In order to not get cheated out of Falls End liberation, I did grab a helo at a known spawning location and simply hopped over there before it was too late.
Having the various misc. locations as spawning points (because they are FT points and thus allow for re-spawning) makes for convenient hard save locations for backup purposes when by either outposts or story mission locations.
Discovered those regional armed convoy side mission vehicles/aircraft/boats respawn if you don't kill them all at once. Unlike how it was coded in FC4. Geez ...
I'm only using GFH and FFH in order to get the perk points by their min. kill count. And haven't even accessed Boomer yet - found Peaches to be quite good for stealthing around however for protection, and since I'm not tagging anyone ... Got to find some scenario where I can turn Cheeseburger loose, but nothing so far appears to fit the bill. Any suggestions welcomed.
Given all the issues in this game I'm really torn regarding doing another start from the tutorial save point. Of course could move up to Hard in order to see if it makes much different. The start is normally my favorite portion of any of the Far Cry games. However you simply have to be so very careful regarding those RPs in order to just go out and try different tactics as well as simply exploring. It really fells strange not to be killing NPCs for the XP in order to gain additional skills. To avoid NPCs because of that RP counter feels downright backwards. I mean going to a prepper stash location and finding three VIPs grouped together, rip for a explosive death, and to have to think twice about it is downright depressing.
I think it makes sense if there's a re-start to get the max. available perks you feel comfortable with in each region (unless you farm for them on Dutch's/Joseph's islands) at first, prior to reaching to the first RP level in that region. Then select a region and stay there to liberate it. Switching regions as I progressed to each level now seems counter-productive. At a minimum get Dutch's story missions done and out of the way.
Has anyone come across any description(s) of the enemy NPCs based on their clothing? I noticed that the basic cultist at the beginning get replaced by those wearing the black long coats later. And how come the player can't wear a helmet once they kill a heavy??
So, a few observations as I await what John has in store for our second encounter. Noticed in the background conversations he has some issues with the pastor, so I can guess where that is heading towards when you finally get the invite to enter the church ... At least you get an invite, apparently that's not going to happen with Faith!!
Now have six RPs (2 per region). So some of the better generic weapons are now available. However have been very comfortable w/ a suppressed M60, bow, and suppressed 1911 or MAC-11. Suppressed M60 makes no sense IRL, but for game-playing sake it simply makes encounters more manageable given the spawning issues built-into the game. Don't even see a reason to acquire the M249. I assume the ammo loadout will be the same as the M60. I honesty don't see a need, yet, to get an AK for example (sorry Flanker!)
From JR's original point that Holland Valley most likely was the intended first region one should explore and liberate I would agree. What I assume are to be early story missions given out of Falls End appear to be playing out slightly different for me since I did them to reach the second regional RP (and my sixth). The Good Samaritan I believe is different in the later stages versus very early - based on what I encountered versus what's showing on UT. The Widowmaker mission is simply a joke no matter when it's done. Can't be smart and take a more direct route I discovered; no they put on autodrive and let's take a tour of Holland Valley!! The only reason for doing Widowmaker was to free up the next mission (and any others).
I've peeked ahead a bit, and I can see how some missions might well get skipped over, or just auto-completed based on what happens to certain story-givers at specific points later in the game. And of course that can happen quite quickly if one is not careful.
Given how the game interacts with the player in Faith's region, that would be a priority to get done and over with ASAP once the jail is liberated and get those story missions finished. The quicker you do so, the sooner you can get it all over with. Also discovered that False Prophet can be stealth until the first explosive hits the statue, and even then it can be destroyed without interference. That was neat, and quite a contrast to what's being shown on UT currently.
Until now have not used FT and been on foot to explore. That means more animal encounters, but unlike FC4, it really isn't too bad, damage-wise. Of course the "new" health regen system accounts for a lot of that.
I also don't think Ubi expects a player to revisit areas once explored or mission/quest completed - by the simple fact in-game armor vests do not re-spawn and they are numerous. One reason to explore on foot initially is to find those locations, so that you'll know the locations when (or if) there's another start to this game.
The interface for using the herbs really sucks. Attempting to reduce damage for example takes far too much time to activate. Can't use a specific key, got to go thru the silly wheel concept. And the game doesn't stop while engaging the wheel.
Having cult aircraft looking for me isn't really an issue, however I should have simply learned to fly early on so that if/when I'm required to fly, I'll have some idea of how the mechanics work (especially w/ no HUD). Having stated that, once I did acquire an armed helo - well that changes the game right there and then - if you continue to use one. In order to not get cheated out of Falls End liberation, I did grab a helo at a known spawning location and simply hopped over there before it was too late.
Having the various misc. locations as spawning points (because they are FT points and thus allow for re-spawning) makes for convenient hard save locations for backup purposes when by either outposts or story mission locations.
Discovered those regional armed convoy side mission vehicles/aircraft/boats respawn if you don't kill them all at once. Unlike how it was coded in FC4. Geez ...
I'm only using GFH and FFH in order to get the perk points by their min. kill count. And haven't even accessed Boomer yet - found Peaches to be quite good for stealthing around however for protection, and since I'm not tagging anyone ... Got to find some scenario where I can turn Cheeseburger loose, but nothing so far appears to fit the bill. Any suggestions welcomed.
Given all the issues in this game I'm really torn regarding doing another start from the tutorial save point. Of course could move up to Hard in order to see if it makes much different. The start is normally my favorite portion of any of the Far Cry games. However you simply have to be so very careful regarding those RPs in order to just go out and try different tactics as well as simply exploring. It really fells strange not to be killing NPCs for the XP in order to gain additional skills. To avoid NPCs because of that RP counter feels downright backwards. I mean going to a prepper stash location and finding three VIPs grouped together, rip for a explosive death, and to have to think twice about it is downright depressing.
I think it makes sense if there's a re-start to get the max. available perks you feel comfortable with in each region (unless you farm for them on Dutch's/Joseph's islands) at first, prior to reaching to the first RP level in that region. Then select a region and stay there to liberate it. Switching regions as I progressed to each level now seems counter-productive. At a minimum get Dutch's story missions done and out of the way.
Has anyone come across any description(s) of the enemy NPCs based on their clothing? I noticed that the basic cultist at the beginning get replaced by those wearing the black long coats later. And how come the player can't wear a helmet once they kill a heavy??
So, a few observations as I await what John has in store for our second encounter. Noticed in the background conversations he has some issues with the pastor, so I can guess where that is heading towards when you finally get the invite to enter the church ... At least you get an invite, apparently that's not going to happen with Faith!!