Because I was getting curious about all the niche people talking up the spear I've been giving it (and will continue for a few days I think) a real shake lately and man, I uh.
I gotta disagree with some of their sentiments lol
Because any big video on the spear or fan of it talking will be like "It's not buggy! You just gotta learn the intricacies of its aiming!" and then they explain (helpfully so) that it's coded to only target if it can view the entire target with no interruptions and an LOS to fire (so distance usually).
And Yes!
You're right!
But the argument against the Spear isn't exclusively "that it's buggy" it's that it "feels like shit to make work because it's so finicky and practically forces you to be That Diver™ who hangs around the outskirts of encounters on the highest hill they can find just for a lock on".
Now, having used it more lately, I'll admit, it's ALMOST good.
If it was less finicky it'd instantly be worth it-- like no contest, instantly a near top pick for every run against bots. If "buggy" never entered your mind when using it- if you saw a thing and locked on to that thing without a second thought- instantly a fucking great weapon that I would probably main against bots. I mean you could then take out a lot of key structures and units with ease! At the cost of a support weapon and backpack slot- super worth!
OR
If it did more damage to more things, it'd be arguably worth it. Not as worth as the prior fix idea, but if the spear could 1 tap more things instead of bizarrely taking multiple shots for no good reason, then the demands it puts on your positioning would make some more sense!
It's biggest boon right now is just fabricators, it kinda sucks ass at everything else especially considering the demands on positioning it puts compared to any other option.
But man!
It feels so fucking cool and good when it works!
And it's satisfying to lock on to fabricators and just drop them from a mile out!
But then you try using them against like, real units, or against a fabricator with a single 3 ft tall pole sitting near it and you go "Oh yeah, I'm using a support weapon that REFUSES TO FIRE and TAKES A BACKPACK SLOT against THE BOTS and now I'm eating BULLETS" and you feel bad again.
But when it works, pretty neat!
Weird that it doesn't 1 shot a lot of things though. It doesn't even 1 shot dropships unless it hits an engine (again, it locks on and decides for itself, so it often locks on to engines on the OTHER SIDE of the ship and fails to hit them).
It's not even helpful to blow up dropships but it's weird that it is like, genuinely kinda bad at it lol
Neat weapon- in a premade I'd honestly say bringing 1 is a boon because you can just snipe a lot of camps with minimal investment while your team covers you.
Other than that? eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeh, fun sometimes? :)
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So I took a couple minutes to vaguely search to see how deep I was in Caravan Hearts and just a minor shoutout to dbouya's various rambles on gamefaq 15+ years ago lol
So I had found out a few days ago that there is a post game quest to collect orbs and I had planned on not doing it- I might now- unsure.
But it would seem what's more or less left is beating the base game, doing the color orb quest for the second ending, then if you do that you can get a bit of a victory lap boss fight against the dragon lord (cute).
I do not know how much I'll do, I had initially planned to just do the base ending because the game... is interesting, and enjoyable, but this is not my favorite DQM game lol
But now I'm looking at the requirements and thinking "Maybe." I might just go for the second credits roll, it sounds chill enough. Extra stuff like I guess you can farm the spirits as boss fights that are speedruns or something? No idea, not interested lol, I'm not feeling completionist heavy for challenges in THIS game, but if the orb quest isn't boring as can be I can see myself at least doing up to dragonlord for nostalgia's sake.
Anywho!
We're chilling on this mini tundra area, there's a gate I intend to check out first, the castle of domedy, an area I'm lead to believe is important for the orbs of loto, and I set up my camp and smiled at the little snowy theme it took :)
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I'm actually cracking up because I ACCIDENTALLY avoided a lot of the pitfalls in this- the final floor(s) is a hidden maze of holes to the exit staircase which just leads to a big spiraling room with no traps, just find the exit.
Well I didn't step in a single hole lol
I saved in that room because I saw multiple stairs and thought "Huh, weird" and then did it first try, it was only after exiting that I saved in the new tundra area and reloaded the last save and immediately stepped in a hole lol
ANYWAYS
METABBLES, BABYYYYYYYYYYYYYYYYYYYYYY
Got like 10 levels without even actually grinding them (but definitely save scumming hehe) fantasic :)
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A moment of appreciation to what probably, statistically, historically, most likely has to be considered my favorite skill in DQM games despite it being what it is:
Increase lol
I don't know why I tunnel vision getting it every single time I play a DQM game, but I really do lol
I see "Upper" and fucking lock the hell on because that tells me that after a little grinding I'll suddenly be taking 1 damage from ALMOST every move in the game and that remains true here lol
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Weird! :D
So with the gate locked we know to check in with the past illusions for help...
except I guess not?
I checked in with the beauty illusion and she just gave me the key immediately lol
The other illusions (or at least the one other I checked) just aren't home right now, so instead of "We should check in with the illusions" I guess it could have said "This one illusion", though I guess we would have no way of knowing that, I just think it's weird this wasn't a world trot mission where I revisit all of the past ones :P
Maybe it will be in time, heck if I know.
Anyways!
The other weird bit is travel right now. This chapter opened up the ports all over the world but there really isn't much to do outside of visiting the tiny area outside of the gate and then backtracking for the key, it's kinda weird?
But weirder is the way ports are implemented because I Do Not Like It lol
Every single port gives you the option to go to 2 other ports.
There are a LOT of ports.
This means you don't visit a port and pick which port to go to, you go to a port, pick one, pick one, pick one, pick one, and you are probably where you wanted to be now after a TON of slow as hell cutscenes.
Not a fan!
But then the wing I was granted is an instant warpwing back to the beauty illusion's castle so like? That's GOOD fast travel? Weird!
But at this point we have access to "relatively" decent travel around the map and we're now moving closer to the completely-normal-and-not-suddenly-evil illusion :)
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Breed time!
I had a couple interesting choices, but I mean, if you give me the choice between "The silly scorpion guy or WREX! MY BOY WREX! HIM!" I pick Wrex lol
Also I am left sad by the human hearts :/ I THOUGHT they would add stats and you'd basically breed into the other heart, but instead it just... you just make a copy of your current monster but with higher stats and +3 monster abilities, like, yeah I GUESS that's good for like end-game breeding or whatever, but the FUN part of breeding is slapping monsters together and getting new monsters- I don't want to slap monsters together and get THE SAME monster :(
Anyways, since stats feel like they are raising rather quickly I have opted to not look at any guides that explain specifically which skills use attack and which use wisdom- we're going random and based off the gut for this because it's clearly more than enough and I'm having fun :P
So my choices? Bad! But at the moment we're going a Battle Rex for my main attack stat offense guy, a stone spider for what has become my magic offense guy- spoiler his wisdom is garbage and his moves are a mess of support options so he's not fulfilling his role AT ALL yet, and in the silliest slot, a Berserker as my HEALER because those earlier breeding decisions already granted my healer a metric ton of wisdom, healing moves, and speed- he's literally already there more or less.
This session basically just rounds out my healer's moveset with some more support and cleanse options while upping the stats on the other two guys just kinda "because I can" :P
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I should be excited to find new allies not annoyed >:(
I hate this camp thing now what the hell.
Random members are essential for no reason (I assume the tamer is essential for THE LAST CHAPTER I DID, so she's pointless now? Hello?), the limit is arbitrary, and I can't accurately determine future combos when I keep having to get rid of pieces of the combo that are worthless now but will pay off later, I dislike this.
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Out of spite for good decision making I abandoned my medic for a knight and then abandoned that knight for a medic.
Net Zero Decision Making Skills
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I still really hate the camp limit because like >:(
Come on!
Why the arbitrary limit!
Why are you afraid of enjoying the Suikoden style expanding camp!!!
Anyways, a solo medic literally only helps with sleep so screw it. Maybe having multiple medics would means a full cleanse but I mean, what options do I really have here >:(
So we're on the part of the world where the final orb resides- I wonder how much of the main game is still left after that?
I would wager one more chapter against a final threat after getting this orb but heck if I know!
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