Jump to content

Resonance of fate


Recommended Posts

Right, process is thus:

Press square to bring up dotted line, and line it up between the other two members. Now press it again so that your character runs between them in his turn (feel free to shoot things while he does so).

Doing this will give you a 'resonance point'.

Now choose one of the other two characters - this time, instead of pressing square or X, press triangle, and you'll see dotted lines shoot out from each of your characters to the next, in the form of a triangle - pressing triangle again will change the direction of the run, pressing square will activate the tri attack, causing all three characters to run along said lines at the same time, all charging their attacks at the same time.

You can charge up more than one resonance point, by continuing to run-attack your characters between one another. Then, when you activate your tri attack, the characters will move as many times as you have resonance points (so if you have three, you should end up with every character moving a full triangle). However, moving a character manually will immediately cause you to lose your resonance points, while passing a turn or shooting will cost you to lose one of them.

Link to post
Share on other sites
Right, process is thus:

Press square to bring up dotted line, and line it up between the other two members. Now press it again so that your character runs between them in his turn (feel free to shoot things while he does so).

Doing this will give you a 'resonance point'.

Now choose one of the other two characters - this time, instead of pressing square or X, press triangle, and you'll see dotted lines shoot out from each of your characters to the next, in the form of a triangle - pressing triangle again will change the direction of the run, pressing square will activate the tri attack, causing all three characters to run along said lines at the same time, all charging their attacks at the same time.

You can charge up more than one resonance point, by continuing to run-attack your characters between one another. Then, when you activate your tri attack, the characters will move as many times as you have resonance points (so if you have three, you should end up with every character moving a full triangle). However, moving a character manually will immediately cause you to lose your resonance points, while passing a turn or shooting will cost you to lose one of them.

Thanks Wiper - thats fantastic

Link to post
Share on other sites

No worries - most of the combat systems are actually fairly straight forward, the game just does an awful job of explaining them to you.

And the whole 'X to instantly cancel out of charge/tri-attack and instead do a normal attack' is one of the worst UI decisions since Blood Bowl placing its End Turn button in the middle of the pitch.

Link to post
Share on other sites

Other tips for tri attacks:

  • Dont' have your team members too close together or they will not have time to charge
  • Don't choose a target too distant or again the charge will be insufficient
  • Ideally avoid obstacles on the way - these can be jumped over with sufficient skill but ususally one of the team falls flat on their ass and takes no further part in the move
  • Remember you can also change the order of attack and the direction run in to get good scratch damage in
  • You can usually set up a good attack at the outset by moving the MG ahead to the left and crossing the next team member over and ahead to the right leaving the 3rd team member in place and 2 resonance points for a good sized tri attack

Needless to say I made all these mistakes and more in the tutorial and early chapters of the game and with only 3 bezels there is little room for error.

Link to post
Share on other sites
Other tips for tri attacks:

  • Don't choose a target too distant or again the charge will be insufficient

To be more precise, don't choose a target too distant from all your characters - but it doesn't have to be that close to the one you're controlling. Generally, with tri-attack (as with most attacks) the damage that matters most is that output from your MGer(s), so often targetting the enemies closest to the MGer is the best tactic, so that they get as much scratch damage as possible - if your character only gets one 'bullet' worth of charge in, but your MGer manages five+, you're laughing.

Link to post
Share on other sites
I'm around the 50 hour mark at the beginning of what I assume to be the penultimate chapter. Zephyr and Leanne are dual-wielding multi-barrelled MGs, with Vashyron dedicated to damage conversion; I don't bother with items as 9 times out of 10 using them seems more trouble than its worth, plus I'm horribly conservative. More impressively, the story is on the verge of making sense.

I am not sure how you got through so quickly - I have put in around 50 hours and am in chapter 9. I'm trying to complete the side missions, clear out the danger areas for the bezel pieces they often yield and doing some grinding by working through the arena, but not excessively so. I have also found the bosses quite tricky when down to

two team members

so there could be a fair bit of retry time in there too.

Link to post
Share on other sites

I had to take a break after my initial overdose of 38 hours. I'm still on Chapter 11.

The further you progress, the more useful Tri-Attacks become, mainly because there are loads more enemies in each encounter, and if you set up the run correctly, you get alot more bang for you buck!

Link to post
Share on other sites

I got this out of my birthday cash yesterday.

The tutorial is utterly awful, and I was stuck on the tri-attack one for ages till I worked out what it wanted. However I love the combat am I also right in making sure my action line goes between the enemies as well, to ensure I can take out multiple bad guys on the one run? Not needed to tri-attack much at the moment as the enemies are pretty easy at this stage. Just used my first colour hex to open the lift to Level 6.

Excellent combat system, awful way to explain it though.

Link to post
Share on other sites
I got this out of my birthday cash yesterday.

The tutorial is utterly awful, and I was stuck on the tri-attack one for ages till I worked out what it wanted. However I love the combat am I also right in making sure my action line goes between the enemies as well, to ensure I can take out multiple bad guys on the one run? Not needed to tri-attack much at the moment as the enemies are pretty easy at this stage. Just used my first colour hex to open the lift to Level 6.

Excellent combat system, awful way to explain it though.

You certainly want to be fairly close to at least one enemy - preferably 2 or 3 which you can scratch up in the first hero action run with the MG and then finish off with HG or grenades. Doing it right keeps the bezels continually topped up, but I found it hard going to start with - most of that I attribute to wasteful hero actions or tri actions when you only have 3 or 4 bezels to play with.

Up to chapter 14 and it's getting tougher again even with a party of 3. I enjoyed the two sections where you

fight single handedly

but the section where

you give out the Chrissie presents was well weird - I kept stumbling into the kids when doing hero actions and everything happens in a weird sort of slow motion anyway - I assume if you do it fast enough you get a reward but I didn't

Link to post
Share on other sites

Completed this now other than the bonus dungeon and one or two of the side missions along the way which required specific items to drop. I ended up with characters ranged from 80-90 and with Vash as double MG, Zeph double HG and Leanne as MG/items after playing much of the game with grenades, so she was an all-rounder whereas the others were specialists. Main thoughts:

Top, top game - I would put the combat right up there with The Last Remnant and FF XII as my favourite of recent games, and way above FF XIII.

Incredibly sticky start which resulted from a failure to understand how distance impacts charging, how hero runs should be used (and when to combine with jumping which later becomes the default action), let alone the mysterious tri attack, and lead to a lot of time hanging about under cover and achieving SFA.

A learning curve which has no real spikes other than when they judge you will be getting pretty comfortable with a team of 3... and never beomes trivial either unless you choose to break the game mechanic through overlevelling. Generally I felt I failed through my lack of skill or commonsense rather than the game being unfair. A good mix between small numbers of very large enemies (yay you will say later, but initially they are difficult) and larger numbers of humans etc. Some wacky stuff thrown into the mix later on.

A game in which levelling is interesting because it is easy to do, in the arena for example, by switching equipment round between team members, and the resulting increase in HP you would think would be helpful, but it has a down side too - if characters are severely scratched by an enemy, the bezel loss is proportional to their HP (one per 1000) so you can go from entirely comfortable to lacking bezels from an moment's inattention to your team's health. Better to focus levelling on specialising the team members with specific weapons so the 100% scratch becomes a weapon in your armoury and your HG user will break the gauge and destroy parts.

A game in which no grinding is required to complete other than for the one or two sub missions which require specific drops, but the opportuntiies are there for it. Personally I worked through the first 3 battles in the arena for each level to 44 but never found I had to grind for other reasons - I started fighting every random battle but gave up in the later game (you can escape these - there are some optional encounters in red glowing hexes which are usually tough but yield good rewards - these cannot be escaped so save locally first.)

A game in which the loading screen is thankfully fast - there is no opportunity to change your load out when in a dungeon and some hexes in dungeons cannot be escaped from (usually bosses), so you will be using this facilitiy from time to time. As the game progresses however you can set up save / rest points close by each dungeon so it's not a huge deal.

Which leads to the gradual uncovering of the map using hexes - genius really when you realise there is treasure to be found in them hexes. I really messed up the linking of terminals in this run - best not to use the coloured hexes until you have a clear plan in mind or it's a waste (e.g increasing fire attack in the forest area or the ones which lead to increased exp in the arena). Of course you need to open floors up first to fully appreciate terminal layout and which can be linked via the small lifts.

Gun customisation - it took ages to work out how to get multiple barrels attached but it's a fun little part of the game and makes a real difference to the effectiveness of your team.

Costumes - not into this stuff at all but the option for fiddling is there. I preferred to spend cash on making grenades and gun updates.

Story - stark raving mad, more so than usual. but all scenes can at least be skipped.

Clear bestiary indicating drops, and comprehensive statistical record round off an excellent package, assuming you like the combat system.

Link to post
Share on other sites

Ugh, i'm really not getting the hang of this battle system. The tutorial is awful, far too long and i'm forgetting what i've already been told, vaguely remember that I have to scratch damage something but I can't kill it that way, so I have to get my pistol person to finish them off? I don't have a clue what the bezels do, or how to get resonance points. I'm sure I fluked the tri-attack after about 10 minutes of not having a clue. I'm doing a bit where I have to target body parts and I can't tell which bit is a body part and seem to be randomly shooting the same bits and sometims it's counting and sometimes it isn't but i'm sure i've been attacking the same bit! I want to like it but i'm getting frustrated and I haven'r properly started!

Link to post
Share on other sites
Ugh, i'm really not getting the hang of this battle system. The tutorial is awful, far too long and i'm forgetting what i've already been told, vaguely remember that I have to scratch damage something but I can't kill it that way, so I have to get my pistol person to finish them off? I don't have a clue what the bezels do, or how to get resonance points. I'm sure I fluked the tri-attack after about 10 minutes of not having a clue. I'm doing a bit where I have to target body parts and I can't tell which bit is a body part and seem to be randomly shooting the same bits and sometims it's counting and sometimes it isn't but i'm sure i've been attacking the same bit! I want to like it but i'm getting frustrated and I haven'r properly started!

Laine - don't give up - the tutorial is easily the worst part of the game - I found either you succeed quickly and it all seems random or you struggle forever because it is so badly explained.

Basic principles

Scratch first - this is the blue component of the enemy health bar - so start any attack with a MG (and have your MG equipped character as the lead in the character equip screen so they can start each fight with a hero action to scratch up one or more targets on the left hand side of the board).

Convert scratch to actual damage with a HG - health bar empties of colour.

Remember scratch damage heals over time.

Scratch damage alone will never kill but one bullet from a HG can.

You have to be pretty near an enemy for your gun to charge up and fire at all.

The bezels represent your hero action capacity - you lose one each time you undertake one. You get them back if you kill an enemy or a part of an enemy. You also lose one for every tri-attack you mount.

Resonance points accumulate every time you move one character in a hero action so as to intersect the line between the two other team members - hold x and if the line is blue you are on track - orange is no good. Every time you have at least one resonance point you can mount a tri-attack by pressing y then x (to start the hero action) and then a after the attack meters fill and before the time allowed runs out) Resonance points are lost if you do anything else in this sequence such as heal, or move manually so it's only worth setting them up if you figure the triangle you thereby create offers a good opportunity for a tri-attack as the next move.

You can't always see body parts - sometimes they are weapons, armour, hats, all sorts of things. Looking at the bestiary shows you how many for each enemy type but does not name them. The best way of breaking off parts is to hero action with the HGunner jumping above the target and hitting from above. Grenades are also effective here.

Let's take a simple example:

Say there are 2 enemies to the right and left of the board and you have a team of 3 with one MG equipped and two HG or one with grenades and one HG.

Action one - move MG character ahead and to the left using hero action - press x and use stick to guide location - the line will be blue generating a resonance point - whilst doing this scratch the left hand enemy as far as possible - either stay on the ground and gain opportunities for bonus shots or jump up and attack from above to get round the armour (the concentric green lines around an enemy). Cost = one bezel.

Action two - move HG character ahead and to the right using hero action which again costs one bezel - attack left hand enemy and generate second resonance point. If enemy is killed one bezel is regained, leaving net cost of one bezel so far. If not, it should be significantly damaged and vulnerable to the next step.

Action three - initiate tri attack to use the two resonance points accumulated by pressing y - adjust attack order so the MG goes first and also select the best direction for the charcters to move - then press x and a to set them off, targetting the damaged enemy or if that was killed in move two, the right hand one. If all goes well significant damage is made to your target becuase of the two turns each character will have, and you will regain a bezel for each enemy killed, hopefully clearing the board out in the process.

This is a good strategy for starting any fight but if for any reason it doesn't go to plan and you have only one bezel available you have to be 100% sure you will recover it before you start any hero action using it - if not, you immediately enter the "situation critical" screen where all characters are hobbled and it is rare to recover from this (to make things worse enemies use the bezel shards to their advantage to regain health). Better to move your characters up to firing range manually, make use of cover etc.

Hope this helps some.

Link to post
Share on other sites

The tutorial was too long? I found it way, way too short and lacking in specifics.

Kind of odd how FFXIII, simplest battle system known to man, had a tutorial that lasted about 25 hours, drip feeding you every facet as if you were a toddler and yet this utterly unique, moderately complex system basically goes 'ah well, you'll figure it out eventually. Enjoy!'

But yeah, everybody should buy this game, especially at the stupidly low bargain price that Zavvi are selling it for. Just be ready to wonder WHY THE BASTARD you just went critical again and your characters are RUNNING AROUND LIKE UTTER DOLTS in the first few hours of play. After that, awesomeness.

Link to post
Share on other sites
The best way of breaking off parts is to hero action with the HGunner jumping above the target and hitting from above.

This isn't always strictly true- I think jumping over enemies means that the gunfire spreads randomly over all body parts and the actual core health of the enemy.

Sometimes it's best just to run at an enemy along the side of the body part you want to destroy- this way it focuses fire on just one area (if you time your firing right), and you'll stand a better chance of getting a bezel back for destroying it, or getting any loot linked specifically to that location.

If you're hunting for specific loot linked to a body part as well, remember that scratching a target by jumping over (and then jumping your HG guys over it) it isn't always the best way to go. That way, you're much more likely to kill the enemy straight off rather than picking off a body part.

Link to post
Share on other sites
The tutorial was too long? I found it way, way too short and lacking in specifics.

Kind of odd how FFXIII, simplest battle system known to man, had a tutorial that lasted about 25 hours, drip feeding you every facet as if you were a toddler and yet this utterly unique, moderately complex system basically goes 'ah well, you'll figure it out eventually. Enjoy!'

But yeah, everybody should buy this game, especially at the stupidly low bargain price that Zavvi are selling it for. Just be ready to wonder WHY THE BASTARD you just went critical again and your characters are RUNNING AROUND LIKE UTTER DOLTS in the first few hours of play. After that, awesomeness.

With me saying far too long, I meant that 16 or so different text based explanations that don't even make sense is too much! Surely it could have been streamlined in some way. Or actually explained while you were having a fight. By the time i'd gone through it all i'd forgotten what i'd been told to start with.

It's really a bad bad tutorial.

Link to post
Share on other sites

It's one of the worst tutorial's I've seen, which is not only a shame but utterly bizarre given how different the battle system is to the norm. And yeah, I'd utterly forgotten half the points it made by the end - it'd have been so much simpler if you had one of the characters occasionally say 'hey, we probably need to do this to beat this guy' - it would have given the various aspects of the fighting engine some perspective at least. Performing them on a dartboard doesn't really help you figure out what enemies need what tactics, and I was stuck on the tri-attack for much longer than I'd have like, especially given my characters had regressed into to their critical condition after a few failed attempts at figuring out just what the hell it was telling you to do.

I find it odd that a few testers didn't report that the tutorial simply wasn't up to snuff. And by that I mean way, way not up to snuff - especially given the quality of the game once you figure it out.

Link to post
Share on other sites
This isn't always strictly true- I think jumping over enemies means that the gunfire spreads randomly over all body parts and the actual core health of the enemy.

It does mean this - which is why can bypass the various armour parts and attack the often soft main body itself thus avoiding the need to attack at a very precise angle from the ground - this kinda became my default approach half way through the game when I noticed that it was possible without prior scratching to frequently take away parts e.g the hard cans and other metallic implements which cover the various gremlin types, but also many boss parts.

It's one of the worst tutorial's I've seen, which is not only a shame but utterly bizarre given how different the battle system is to the norm. And yeah, I'd utterly forgotten half the points it made by the end - it'd have been so much simpler if you had one of the characters occasionally say 'hey, we probably need to do this to beat this guy' - it would have given the various aspects of the fighting engine some perspective at least. Performing them on a dartboard doesn't really help you figure out what enemies need what tactics, and I was stuck on the tri-attack for much longer than I'd have like, especially given my characters had regressed into to their critical condition after a few failed attempts at figuring out just what the hell it was telling you to do.

I find it odd that a few testers didn't report that the tutorial simply wasn't up to snuff. And by that I mean way, way not up to snuff - especially given the quality of the game once you figure it out.

I've been thinking about this a lot (!). They certainly missed an opportunity to illustrate with a little movie or "ghost move selection" the more complex moves before the player is invited to copy them. They could then have followed up with some bullet points on the advantages and disadvantages of each. Particularly the tri-attack.

I still remember the rather nasty shock I got when starting the game with only 3 bezels after the tutorial has something like 12 or 14 to play with.

Link to post
Share on other sites
It does mean this - which is why can bypass the various armour parts and attack the often soft main body itself thus avoiding the need to attack at a very precise angle from the ground - this kinda became my default approach half way through the game when I noticed that it was possible without prior scratching to frequently take away parts e.g the hard cans and other metallic implements which cover the various gremlin types, but also many boss parts.

You were destroying body parts in one run by leaping over enemies and firing from the halfway point of the game onwards?? You must have levelled up a lot more than me then- I'm in chapter 5 or 6 now I think (characters around L20-22) and there's no way I can destroy a body part on the tougher guys by leaping over an enemy and firing, with the damage spread all over the different parts. Running by and timing my shooting is working much better, crippling a body part in one run and getting me that all important bezel.

I generally save leaping over until the enemy's health bar is pretty scratched up and I want to convert it. Also, if you only ever leap over enemies to kill them, you'll miss out on the loot you only get from certain body parts.

Link to post
Share on other sites
You were destroying body parts in one run by leaping over enemies and firing from the halfway point of the game onwards?? You must have levelled up a lot more than me then- I'm in chapter 5 or 6 now I think (characters around L20-22) and there's no way I can destroy a body part on the tougher guys by leaping over an enemy and firing, with the damage spread all over the different parts. Running by and timing my shooting is working much better, crippling a body part in one run and getting me that all important bezel.

I generally save leaping over until the enemy's health bar is pretty scratched up and I want to convert it. Also, if you only ever leap over enemies to kill them, you'll miss out on the loot you only get from certain body parts.

I'm not saying this is the best strategy - just something that seemed to work for me - I must have lost out on drops but that didn't bother me much. I had Zeph with duel HG as soon as he could bear the weight, mind, which probably helped.

Link to post
Share on other sites

Having just this afternoon completed FF13 i've had my eye on this, but all the reports of the terrible tutorials had me worried. CosmicGurus's explanation don't make it seem difficult at all. Thanks!

I think the hand-holding of FF made me forget i've got through thousands of hours of incomprehensible JRPGs in my life. Might see if i can get a cheap copy now, :hat: zavvi sold out though

Link to post
Share on other sites
I'm not saying this is the best strategy - just something that seemed to work for me - I must have lost out on drops but that didn't bother me much. I had Zeph with duel HG as soon as he could bear the weight, mind, which probably helped.

That's a sign of a good game though, that there's room for more than one strategy that works :wacko:

Yeah, the tutorial is rubbish though, would have taken me ages to work out if not for the various tips I'd read on here beforehand- it would definitely be better if they could have encorporated it into the actual game instead of making you go off to the arena to play through the various 'lessons'.

Took me ages to realise how to power up the colourless terminals too- I didn't know at first you had to lay a station terminal down nearby and then link that to it. Maybe I missed something, but don't remember being shown that in the game. Doesn't help that the first terminal you unlock is under a coloured square anyway, so it becomes coloured as soon as you reveal it.

I'm now addicted to laying down hexes to search for treasure hidden underneath.

Link to post
Share on other sites
That's a sign of a good game though, that there's room for more than one strategy that works :wacko:

Yeah, the tutorial is rubbish though, would have taken me ages to work out if not for the various tips I'd read on here beforehand- it would definitely be better if they could have encorporated it into the actual game instead of making you go off to the arena to play through the various 'lessons'.

Took me ages to realise how to power up the colourless terminals too- I didn't know at first you had to lay a station terminal down nearby and then link that to it. Maybe I missed something, but don't remember being shown that in the game. Doesn't help that the first terminal you unlock is under a coloured square anyway, so it becomes coloured as soon as you reveal it.

I'm now addicted to laying down hexes to search for treasure hidden underneath.

Absolutely.

With the terminals - you can either use a station terminal to use up coloured hexes you have plenty of, or take advantage of the fact that the dungeons are coloured in the first place - linking the forest one on level 5 to the increased damage by fire is a must, and later on linking the arena to increased exp or increased drops is worthwhile. Having said all that I wasted a lot of coloured hexes from not knowing what I was aiming to achieve, so my advice is to hold off until you do! Laying white hexes to come up with enhanced grenades, ammo and a fair number of bezels is a nice little distraction from the fighting and you will love the effect of uncovering an entire level (well I did anyway).

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.