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8/6/2025, 6:28:45 PM
>>534187213
Nah, it was trash when most of it was abusing animation delays instead of avoiding lasers and AoEs. Especially that later they just made AoEs so big you had to facetank them anyway which is bad game design. Later on they introduced dolls which buffed movement speed for echelon, but why would you need that when shit was nuking your whole grid anyway? Gameplay-wise the only good thing GF1 had was strategizing movement on overmap. It was actually really good. Microing and dolls' classes/stats were simply wasted because of bad enemy designs. In the end everything devolved into stackng DPS while stalling enemies by abusing animation delays so you had bigger DPS window to kill everything before it gets the chance to shoot at you. SMGs and HGs were valued mainly for their buffs or extreme gimmicks that allowed avoiding micromanaging in lazy way, like immortal G36C combo. Shotguns too were used only either for buff tiles or when you could stack so much damage reduction you dodn't have to micro anymore, nothing inbetween. Hype those few SMGs and SGs got for their invincibility is best proof that microing in the state it was in GF1 was just tolerated evil.
Instead of AoEs bigger than grid they should make them 1-tile splash or 3x3 max so you could move your doll to corner and save the rest of team. Slap interesting mechanics like M16 one where effects of boss skill depended on which doll stepped on flare and you'd actually have meaningful micro content instead of this shit.
GF2 would be great if everything wasn't solved by fucking Klukai. This drill for example was joke because it was just using Kluk's S2 every turn. Even invincibility didn't help because of retarded ripple damage killing enemies even if they tanked initial hit. If they actually thought, instead of giving 1-time damage immunity they'd give enemies like 4 stacks of shelter for 80% AoE reduction and force you to actually make canyon defense challenge with single target. MICA starts good and fumbles
Nah, it was trash when most of it was abusing animation delays instead of avoiding lasers and AoEs. Especially that later they just made AoEs so big you had to facetank them anyway which is bad game design. Later on they introduced dolls which buffed movement speed for echelon, but why would you need that when shit was nuking your whole grid anyway? Gameplay-wise the only good thing GF1 had was strategizing movement on overmap. It was actually really good. Microing and dolls' classes/stats were simply wasted because of bad enemy designs. In the end everything devolved into stackng DPS while stalling enemies by abusing animation delays so you had bigger DPS window to kill everything before it gets the chance to shoot at you. SMGs and HGs were valued mainly for their buffs or extreme gimmicks that allowed avoiding micromanaging in lazy way, like immortal G36C combo. Shotguns too were used only either for buff tiles or when you could stack so much damage reduction you dodn't have to micro anymore, nothing inbetween. Hype those few SMGs and SGs got for their invincibility is best proof that microing in the state it was in GF1 was just tolerated evil.
Instead of AoEs bigger than grid they should make them 1-tile splash or 3x3 max so you could move your doll to corner and save the rest of team. Slap interesting mechanics like M16 one where effects of boss skill depended on which doll stepped on flare and you'd actually have meaningful micro content instead of this shit.
GF2 would be great if everything wasn't solved by fucking Klukai. This drill for example was joke because it was just using Kluk's S2 every turn. Even invincibility didn't help because of retarded ripple damage killing enemies even if they tanked initial hit. If they actually thought, instead of giving 1-time damage immunity they'd give enemies like 4 stacks of shelter for 80% AoE reduction and force you to actually make canyon defense challenge with single target. MICA starts good and fumbles
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