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Post by abysmal on Oct 8, 2016 11:20:50 GMT -5
This is a separate page for the Made, Not Born Walkthrough 2.0. I would like to keep the walkthrough solely that, so I am taking fallen's advice and making this section solely for those who want to ask a question, offer commentary, or if I have anything that I think is worth mentioning, just not in the walkthrough. I will answer questions as quickly as work/free time demands, so be patient if I don't reply immediately.
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Post by fallen on Oct 8, 2016 11:31:10 GMT -5
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Post by abysmal on Oct 8, 2016 22:22:10 GMT -5
Re-reading the first part, I know someone is going to ask why I'm refusing to buy Armor when Max Mercer told me I should. Simply put, Snipers already have an ok amount of Stealth startin off, and by putting points into Athletics and doing other fun drug combos, putting the money into things that ensure I can survive as opposed to things that lessen how quickly I can die seems more important. Some people are going to say that Mars Corporation gave me the money to do specific things, but I also wanna ask you how well do you actually trust Mars Corps; sure they set you up with a quantam computer but obviously a few things seemed to have been left out in him getting the surgery, such as him potentionally dying 2/3 of the time, and that he pretty much could have had his organs sold to the highest bidder because the black clinic needs money. You can trust Mars Corp, but there are some things that is better left to your judgement.
If you guys deem it power gaming for me to not use the money how I'm supposed to according to the story, that's on you, but I think Max is right in that I should stock up on Chems and Medkits more than I should on Armor, especially since getting a jacket this early in the game really doesn't change anything a whole lot regardless of difficulty. But if you do get the jacket, be sure to tell me when the jacket put you at ease rather than the Stimpax or HedLozz. In the end, getting the one jacket or the 5-6 items, I'm still going to go items.
Oh yea... if anyone is playing along to this and you used your first medkit instead of going to the Gaslamp, I would encourage you to restart. The cheapest medkit I found with the current stats was a bit over 230~$ and at this point of the game, Medkits are more like Healing Potions than tools or spells. That's why I specifically went back to the Gaslamp and used them several times as opposed to using up the 6 HP Medkit.
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Post by fallen on Oct 8, 2016 22:26:29 GMT -5
abysmal - doesn't seem like power gaming to me. You've got a rocky relationship with Mercer from the start and a serious trust issue. That sounds like good role playing to me.
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Post by abysmal on Oct 10, 2016 10:13:56 GMT -5
With Part 2 now up and fully pictured, I thought I would go into a little bit of detail regarding how I view Stealth works in combat, as well as Athletics, and why Firearms is such a horrible, horrible skill to improve from the get-go. Stealth is used both in an out of combat as a way for players to avoid encounters as well as to escape them. I'm not entirely sure how the algorithm works in the game, but an easy way I sorta figured it out is that you have something like 30 tiles to run away from the opponent, and every time you add a point in Stealth, I figure you probably lower the amount by 30% concurrent (meaning if you add a point from Stealth 1, Stealth 2 is 30% from where Stealth one lets off.) I could totally be wrong here, but the point is adding Stealth lowers the distance you need to break away from your opponent, but eventually there is a point where I feel Stealth is no longer relevant for raising (actually, there's a point that using XP becomes irrelevant, but that's for a later discussion).
Athletics is a key skill for any character. Raising Athletics increases your movement speed, with the highest being about 8 tiles, maybe 9 but I'm pretty sure it's 8. The first Tile will be 1 AP, the second tile will be 2 AP, but from then on any tile up to your maximum will be 3 AP. It's pretty simple really.
Raising Firearms so early is a pretty bad decision imo. For starters, Auto Rounds I believe are more expensive than pistol rounds... the goal is to make money, not lose it. Second, moving two tiles just to fire off one shot is actually pretty shoddy. Most of the thugs that you deal with are limited solely to this script until you hit security/Yak land. Eventually, these thugs aren't gonna raise a hair on your radar as dangerous, because by the time I deem it necessary to fight them, you will either kill them in 1-2 rounds, or you are going to be able to out-run them in 1-2 rounds. Now, that doesn't mean that I will never ever ever raise Firearms, because that is simply not true. However, I do want to point out that just because you can shoot someone, it doesn't mean it is the best idea, and ultimately I view wasting bullets on thugs as costly.
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Post by grävling on Oct 10, 2016 15:02:48 GMT -5
I think a Sniper should prioritise more AP (so dex, int and per) over getting more stealth. Stealth is important, but since Snipers especially have to move around more to get their opponents 'in the pink' their need for more AP is more pressing than their need for stealth, early. But, of course, the beauty of this game is that there is more than one way to play it.
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Post by fallen on Oct 10, 2016 16:05:53 GMT -5
an easy way I sorta figured it out is that you have something like 30 tiles to run away from the opponent, and every time you add a point in Stealth, I figure you probably lower the amount by 30% concurrent (meaning if you add a point from Stealth 1, Stealth 2 is 30% from where Stealth one lets off.) I could totally be wrong here, but the point is adding Stealth lowers the distance you need to break away from your opponent, but eventually there is a point where I feel Stealth is no longer relevant for raising This is generally correct. To summarize, your Stealth skill is rolled against a difficulty number. That difficulty is generated based on the enemy's scores, the security of the region you are in, and distances between you, team members and enemies. Getting farther away, therefore, makes Stealth points "more effective."
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Post by abysmal on Oct 11, 2016 17:34:15 GMT -5
I think a Sniper should prioritise more AP (so dex, int and per) over getting more stealth. Stealth is important, but since Snipers especially have to move around more to get their opponents 'in the pink' their need for more AP is more pressing than their need for stealth, early. But, of course, the beauty of this game is that there is more than one way to play it. I do agree with you in that there is more than one way to play it. The main reason I focus more on Athletics and Stealth for this particular walkthrough is because the amount of phases I have don't really mean as much to me if I can't do a lot in the phases anyways. I try to raise Athletics and Stealth first because my number one goal in Gangland is to resolve confrontations as peacefully as I can now; Firing shots or letting enemies get close to you to do the same both generate heat, which is something I am actively doing right now. It doesn't mean I'm going to ignore Dex, Int, and Per... it just means that for the time being I find it not as high on my radar as improving my base skills. And on a side note grävling, I still don't care much for Brawling so you might wanna get ready for me not improving it like my last walkthrough
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Post by Cory Trese on Oct 12, 2016 10:32:25 GMT -5
One of the hallmarks of our game designs -- there are many ways to play that cleave closely to optimal.
At that point, it becomes a factor how you wish to play, and how well you execute your chosen strat.
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Post by Alex Fury on Oct 18, 2016 15:59:35 GMT -5
Re-reading the first part, I know someone is going to ask why I'm refusing to buy Armor when Max Mercer told me I should. Simply put, Snipers already have an ok amount of Stealth startin off, and by putting points into Athletics and doing other fun drug combos, putting the money into things that ensure I can survive as opposed to things that lessen how quickly I can die seems more important. Some people are going to say that Mars Corporation gave me the money to do specific things, but I also wanna ask you how well do you actually trust Mars Corps; sure they set you up with a quantam computer but obviously a few things seemed to have been left out in him getting the surgery, such as him potentionally dying 2/3 of the time, and that he pretty much could have had his organs sold to the highest bidder because the black clinic needs money. You can trust Mars Corp, but there are some things that is better left to your judgement. If you guys deem it power gaming for me to not use the money how I'm supposed to according to the story, that's on you, but I think Max is right in that I should stock up on Chems and Medkits more than I should on Armor, especially since getting a jacket this early in the game really doesn't change anything a whole lot regardless of difficulty. But if you do get the jacket, be sure to tell me when the jacket put you at ease rather than the Stimpax or HedLozz. In the end, getting the one jacket or the 5-6 items, I'm still going to go items. Oh yea... if anyone is playing along to this and you used your first medkit instead of going to the Gaslamp, I would encourage you to restart. The cheapest medkit I found with the current stats was a bit over 230~$ and at this point of the game, Medkits are more like Healing Potions than tools or spells. That's why I specifically went back to the Gaslamp and used them several times as opposed to using up the 6 HP Medkit. I always skip the jacket too. I agree the drugs (stims especially) are more worth it, and can put towards better gear rather than the armor. And honestly, until you get the serious armor. I tend to find that (unless there's been updates, I haven't played in a little while) armor doesn't do much at the start.
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Post by grävling on Oct 19, 2016 3:54:38 GMT -5
[quote source="/post/170466/thread" timestamp="1475983330" a I always skip the jacket too. I agree the drugs (stims especially) are more worth it, and can put towards better gear rather than the armor. And honestly, until you get the serious armor. I tend to find that (unless there's been updates, I haven't played in a little while) armor doesn't do much at the start. If you are still learning how to fight in a turn-based system, and are therefore getting hit a lot (hey! why does this dog get to bite me! ) armour can save your skin. Once you have the fighting down to the point where you rarely take a hit from a Ganger encounter, then the armour can be skipped. So if you are new .... I would say get the armour.
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Post by abysmal on Oct 19, 2016 12:21:33 GMT -5
Oh yea, a lot of what I'm doing is based on my years of playing. If you wanna grab the armor, knock yourself out. I won't be buying any for some time though.
The next parts a bit late. My WiFi router had a seizure and I'm waiting for my replacement.
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Post by abysmal on Oct 29, 2016 15:16:53 GMT -5
So, I had to reset my phone but I have the Knight caught up. I triggered F.F. next main tidbit so I'll be sure to cover that, and while rushing this Knight, I got two extra XP. Somehow I ended up poorer despite the 300$ boost... I still plan on updating, probably tomorrow.
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Post by sparda4 on Oct 29, 2016 17:27:51 GMT -5
Are the tricks here in the walkthrough tailored towards new players or veterans alike ?
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Post by abysmal on Oct 30, 2016 8:38:57 GMT -5
I think they can be applied equally. The idea is to help new players out the most, as well as show just how unbrutal the Brutal Difficulty really is even if you are a Sniper (one of the hardest classes to start with according to some). Something I should include in the guide though is how to manage Heat, which is simply alternating Hotels.
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