BanzaiJedi
Pokémon Master
Played a few hours of Tales of Graces F, and it turns out I've never played it before. I seemed to be mixing it up with Symphonia earlier. Graces has an actual tutorial section so I'm getting the hang of it much more easily than Symphonia. My approach to the gameplay so far is 'hammer X and hope for the best', but I'm starting to get a feel for guarding and how useful it is. I'm only in the early stages of the game, heading for the capital to see Richard, so I still have plenty of time to improve.
I didn't actually know that about the doom timer, it never even occurred to me to let it fill up and see what happens. Personally I would say the national panic meters from the previous game were more stressful to handle than this doomsday clock, it's easier to keep one plate spinning than sixteen after all.
I've played the game through four times now and only lost a single mission in all that time, which was due to bad luck (I tried hacking a tower and brought enemy reinforcements down on my head while still engaged with a bunch of enemies, and couldn't get to the objective in time after that without a suicide charge). Otherwise I found that the time limits were sufficiently generous that any mission could be completed, no matter how FUBAR it might get. It certainly is a tougher game compared to the first one, as even on the easiest difficulty I lose some soldiers (usually from my gambles backfiring) in each playthrough, whereas in the first game it was normal for me to not lose anyone on an easy game. As for Ironman mode, I realised on the fourth playthrough that I might as well have it active as I effectively play that way anyway, never reloading when things go wrong.
It seems to me that the aim percentages are a bit more complex than they seem. The best I can figure is that the aim stat is itself a percentage out of a hundred, so if for example a soldier has an aim stat of 80 and during a mission finds themselves with a shot claiming 100% chance to hit, then they really have a chance of: 100% of 80% = 80%. If the displayed chance to hit is 50%, then it's really: 50% of 80% = 40%. That would explain why missed 90% shots gradually become less common as the soldiers increase in rank and their aim stat increases.
And as for bugs, I've not encountered anything serious, mostly a few minor graphical issues where a mission will load up with everything saturated with white light. Quitting and reloading the save resolves that though, so it's a minor nuisance. The world map can also get confused if it's trying to do multiple things at once, for example updating the doomsday clock while showing a new pickup being available. Again, it's easy to resolve by waiting a minute then backing out of the map. And on missions I sometimes cannot target Faceless enemies until they do some actual damage to one of my soldiers, but grenades usually deal with them well enough. Nothing wrong with a few bugs in a game though, it keeps you on your toes .
Xcom 2 thoughts.
I didn't actually know that about the doom timer, it never even occurred to me to let it fill up and see what happens. Personally I would say the national panic meters from the previous game were more stressful to handle than this doomsday clock, it's easier to keep one plate spinning than sixteen after all.
I've played the game through four times now and only lost a single mission in all that time, which was due to bad luck (I tried hacking a tower and brought enemy reinforcements down on my head while still engaged with a bunch of enemies, and couldn't get to the objective in time after that without a suicide charge). Otherwise I found that the time limits were sufficiently generous that any mission could be completed, no matter how FUBAR it might get. It certainly is a tougher game compared to the first one, as even on the easiest difficulty I lose some soldiers (usually from my gambles backfiring) in each playthrough, whereas in the first game it was normal for me to not lose anyone on an easy game. As for Ironman mode, I realised on the fourth playthrough that I might as well have it active as I effectively play that way anyway, never reloading when things go wrong.
It seems to me that the aim percentages are a bit more complex than they seem. The best I can figure is that the aim stat is itself a percentage out of a hundred, so if for example a soldier has an aim stat of 80 and during a mission finds themselves with a shot claiming 100% chance to hit, then they really have a chance of: 100% of 80% = 80%. If the displayed chance to hit is 50%, then it's really: 50% of 80% = 40%. That would explain why missed 90% shots gradually become less common as the soldiers increase in rank and their aim stat increases.
And as for bugs, I've not encountered anything serious, mostly a few minor graphical issues where a mission will load up with everything saturated with white light. Quitting and reloading the save resolves that though, so it's a minor nuisance. The world map can also get confused if it's trying to do multiple things at once, for example updating the doomsday clock while showing a new pickup being available. Again, it's easy to resolve by waiting a minute then backing out of the map. And on missions I sometimes cannot target Faceless enemies until they do some actual damage to one of my soldiers, but grenades usually deal with them well enough. Nothing wrong with a few bugs in a game though, it keeps you on your toes .