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Unread 05-26-2010, 12:36 PM   #3
Kim
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Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them. Kim will strap all reputation givers to balloons and kidnap them.
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No, they're named Elise and Frances.


This one is Frances. Elise looks more or less the same, but has a bad eye.

AC!D has some stuff going for it. The gameplay is interesting, it's just hard to get past its flaws to enjoy what's good about it.

Like, turn order is determined by cost running down. Cost goes up as you use cards, and different cards have different cost. Each turn has two actions to it though, and Snake can use items that will increase his number of actions per turn. Of course, if he gets more actions per turn, that'll make his cost increase more per turn, meaning the enemies will get more turns between his. The problem is figuring out how to get through using the items you have, since you also have to use up cards to be able to move, while avoiding the path the enemy will follow when it's their turn, and to make it all worse the game has to grade you at the end of each mission. That's just mean. I *think* I'll like it more once I'm further in, it's just one of those things that takes a lot of getting used to.

Of course, I have to love getting MGS characters as cards. "You got Naomi Hunter!"

Let's talk about cards, actually. Right now, I can only have thirty cards in my deck. No more, no less. You can have no more than four of a particular card. Seeing as I only have one type of silenced weapon, only being able to carry four of them in a deck of thirty kinda sucks. You have two equip spots, but you can get things to increase it to four, or possibly more. Special use items and equips wear off after a certain amount of time, and it costs one of your actions to use or equip things, so you have to plan this out. You can only have six cards maximum in your hand as well, and what you get in your hand is randomized. You can discard two cards and get two new ones once per turn, but that has a cost of six. Once you run through your deck once, there is a cost of ten to reshuffle it, something the game does automatically.

Can you see how this might start to become a clusterfuck?

Now about weapons. Weapons have range, accuracy, and damage. Range determines at what range the guns accuracy starts to go down. You can equip things to improve this stat. There are also cost affecting items you can use with weapons and the like. Accuracy is how likely the weapon is to hit the person. Damage is how much damage it does. Damage increases depening on where you're aiming from. Above or behind, and you'll do 1.5 times as much damage. From the side is 1.2 times as much. Most weapons are fired several times when used, and before you fire, it'll show all these stats for this particular use, like how much damage each hit with the weapon will do, and how likely each shot is to hit the enemy. Using a weapon costs an action and increases your cost by the number on the card. Some things, like grenades, will only go off after a certain amount of cost has passed. Obviously, you'd prefer that to happen on your turn and not give the enemy time to get out of the way, which means you'll actually want to do a high cost action after throwing a grenade, if you can have a spare action to do so.

Snake can do several things when moving. He can crawl, decreasing his distance, but letting him get through tight areas. He can press against a wall and knock on it. He can also punch enemies when he is next to them. Moving will cost a card, and most every card can be used to move, though they only have a move of three. Genome Soldier cards have a move of four, but that's all they're good for. Doing the special actions like punching don't use a card, but they create cost. You can also punch only once per turn. The benefit is that it'll knock a soldier down and get rid of one of their cards. If you get rid of all their cards, they'll lose a turn. Punching can also get rid of ceramic armor, making sure you don't waste a weapon card.

Keep in mind there are cards that increase Snake's dodging in general or from certain directional attacks, items that heal, items that affects cost, equip space, or actions per turn, character cards with special abilities, cards that he can equip to decrease damage or prevent damage. Etc. All these generally have their own cost unless stated otherwise on the card.

And then my head exploded.
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Last edited by Kim; 05-26-2010 at 01:00 PM.
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