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Author Topic: Let’s play BLIND and IRONMAN: Bionic Dues. Chapter 1: First Blood  (Read 2866 times)

Fikes

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You heard right. Fikes is back and better(?) than ever.

Bionic Dues, like the other two games I have “Let’s Played,” is a turn based strategy. It was recently released (a week before this Let’s Play was originally posted). LIKE my other LPs, this one will involve crowd input and screenshots. Also, LIKE my other LPs, this will be IRONMAN, meaning no save scumming. In this game you (or I, in this case) control a party of 4 robots (the game calls each one an "exo" but I am sure I will refer to them as robots or mechs by accident.) The robots are hunting a town for gear and experience before the impending destruction of their HQ by the great evil of some such or another. Those are about the only things I know about the game. I fired it up, tried a mission, decided I didn’t hate it and said, “What the heck! To the LP machine!” So here we are, on the cusp of !!science!!

Spoiler: About the game (click to show/hide)

Now that you, dear reader, know as much, or more, about the game than I do let’s get onto the fun!

Chapters:
Intro (You are here)
Chapter 0: The team
Chapter 1: First blood

GREAT ACCOMPLISHMENTS:
We started a let’s play! (Intro)
First kill for Brawler, Sniper, and Siege. (Chapter 1)
First hack for Science. (Chapter 1)
First Double kill for Brawler. (Chapter 1)
First Triple kill for Siege. (Chapter 1)
First Quad kill for Siege. (Chapter 1)
First Hexa kill for Siege. (Chapter 1)
« Last Edit: October 19, 2013, 05:14:46 am by Fikes »
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Fikes

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Pick our team!
« Reply #1 on: October 15, 2013, 05:28:48 am »

Chapter 0, the team.

The first thing we have to do is decide what exos we are taking into battle. Also since I want chapter 1 to involve some actual gameplay, we have to decide on the goal of our first few days, but we will start with the team.

As you should know, we get to pick 4 exos from 6 different types. The general information on those mechs will be explained here.

Science: Hacks terminals and doors, a must have skill for max looting.
Siege: Ultra heavy, low ammo weapons for AOE damage.
Sniper: Long range scout mech.
Assault: Billed as an “all around mech” but gets +30 to all shield stats. Looks like a door-kicker-downer.
Brawler: Brutal close range, no long range.
Ninja: Fast exo that can stay stealthed when firing.

Generally I am up for a challenge, but I think this game would be incredibly boring with 4 brawlers or 4 ninja’s, but I will leave that mostly up to the whims of the community. In my limited experience, I would suggest Brawler/Assault, siege, sniper, and science, but I am open to other options.

Alright, thinking about the team? Now think about our plan for the first 5 days. I believe missions can be broken up into a few general categories.

Missions for offensive loot
Missions for defensive loot
Missions for setting back the enemy
Missions for experience
Missions for getting to other missions that are more important.

What type of missions should we focus on? Should we go through any crappy missions to get to the good ones?

Have answers to all of these questions and more? Post them and let’s play!


Calech

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Pick our team!
« Reply #2 on: October 15, 2013, 05:58:10 am »

Small studios like Arcen though are prone to little mistakes. One of the first things I noticed was that key bindings were nowhere to be found in the options menu. Since I played the crap out of Dark Age of Camelot, I got used to needing 100 abilities on the screen at every moment. Since then I have switched to playing my games using esdf. This gives me w, q, a, z, x, c, v, b, g, r, t, 1, 2, 3, 4, 5 all within reach of my standard finger positions. Not allowing me to rebind means, generally when it is the most important, I will walk down instead of left. Probably right on top of mines.

Settings -> View and Edit Key Bindings? It may take a while to set up though.


The other mechanic that could be considered divergent, or at least, hybridical between turn based games and RPGs, is the party mechanic. The first thing you do when you start a new game is select your different mech types. There are 6 types, of which you can pick any combination of 4. You are stuck with these mechs for the entire game (unless I am missing something). I think these mechs can gain levels and skills. I KNOW these mechs can get equipment to make them more ownitory.

They don't gain levels or skills; rather, you gain equipment (much in the vein of Diablo-style Modifier Name of Second Modifiering), and use that to build up stuff. The mechs have intrinsic abilities, and will have the same weapons - the improvements come from their looting.

It's worth spreading the burden of Hacking / Virus / Stealth etc. across several mechs in your team, so if the main hacker has a critical existence failure you don't get locked out of everything. These stats come from your equipment for the most part, although some mechs have it intrinsically, and some mechs are just flat out better with some stats (ie. they have modifiers to how many points they get in certain stats, like the Science mechs' +% Computer stats)

Oh that and...


Team suggestions;

You'll probably want a Science exo for the hacking (although don't put all your hacking eggs in one fragile, easily-exploded basket), and a Siege exo for the fact that it has a rocket launcher. Who doesn't like rocket launchers?

Other than that, the other pairings I'd go for are Assault + Ninja or Brawler + Sniper. The Assault + Ninja gives you basically the default team, but it's default for a reason - it's quite well balanced and able to pack a punch. Assaults can do most anything (small AoE weapons, long-ish range rifle, well shielded with +30% to shield stats, etc.), whilst Ninjas can shoot while stealthed (other exos can do this too, but it breaks their stealth - Ninjas get to stay cloaked).

Brawler + Sniper gives you an interesting alternative - Brawlers have some close-range AoE attacks while Snipers have a long-range single target attack. Brawlers do need to be careful though, because their shields aren't able to withstand huge attacks, so getting in close to start with is the tricky part - luckily some of their AoEs can shoot around corners, if I recall correctly. Snipers make good scouts and excellent long-range attackers (who knew?), but at closer ranges the other mechs do better, generally.


Early missions - scouting is quite important. There's 120 possible missions, but you only get to do (at most!) 50 of them. You'll want to locate the high-risk missions so you can take them on when you're ready (Lion's Den, Assassination), and also find out where the Factories are to reduce the levels of your enemies. You'll also need to find the 'special' missions if you can (as per the above spoiler).

Of course you'll want to prioritise the useful missions to scout with as there are some which are just there to slow you down. Early game you'll want to go for the loot options; Parts Fabs have general loot, I think, while there are specialised missions for specific parts (armory for weapons, shield fabs for shields, etc). Weapon mods are really important, as you'll need the extra ammo, range and damage when things start to escalate.

I haven't tried any of the 'hostage' missions in my current games, but they do say they give additional loot per hostage saved; how much this amounts to I don't know. I stopped reading at 'additional loot' and assumed it was a great thing.

So... good luck and try not to explode unintentionally!
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Burnt Pies

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Pick our team!
« Reply #3 on: October 17, 2013, 07:11:18 pm »

I vote Science, Sniper, Assault and Ninja. Be agile and flexible! And also hack doors!
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Frumple

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Pick our team!
« Reply #4 on: October 18, 2013, 12:10:45 pm »

Straight up, 4x ninja.

If you're actually aiming for sane, assault/brawler (either/or), then siege/sniper/science. Long range dakka is a lot less fiddly than close in stuff.

Also, my one hint, if you haven't noticed already: AoE goes through walls.
« Last Edit: October 18, 2013, 12:14:09 pm by Frumple »
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Fikes

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Pick our team!
« Reply #5 on: October 19, 2013, 05:08:40 am »

Spoiler: Day 1 in Review (click to show/hide)

birdy51

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Chapter 1: First Blood
« Reply #6 on: October 19, 2013, 09:30:14 am »

I'm throwing my vote down on naming the Scientist Ian Malcolm.
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EuchreJack

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Chapter 1: First Blood
« Reply #7 on: October 19, 2013, 11:25:14 am »

I'm sure a large part of the economy is selling stuff you don't like for stuff you do.

Calech

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Re: Let’s play BLIND and IRONMAN: Bionic Dues. Pick our team!
« Reply #8 on: October 19, 2013, 01:13:30 pm »

He also now has Virus points. Basically he will be able to turn enemy bots into friends, but it only lasts two turns AND you have to be right next to the enemy to do it. Maybe he can stealth into a room and use it on the Eagle bot in the middle? Or maybe he can just stand at max range and fire a rocket in. I wonder which attack is better.

It lasts a bit longer than two turns - in fact I think it will work for the whole remainder of the mission the bot's life once all its former friends blow it to pieces. The catch is that if you want a bot to actually fight for you, it has to overcome the two turns of being paralysed that the description mentions.

With judicious use of the 'Whistle' ability to alert a single specific bot, then Stealth to hide from it, you should be able to Virus any bot of your choice that you can afford to; this can be a very effective way to either a) deal with some dangerous enemies, or b) gain the benefits from enemy bots. See the AmmoBot's ability, to refill ammo for its allies? If you Virus it, that free reload is yours. This extends to other bots with specials too, some of which are... a bit more interesting.

As for money, this is more along the lines of most loot-heavy games; the main bulk of your cash comes from selling the vast quantities of unwanted items you'll accumulate. As you go along you'll tend to get better items drop, so sorting out your inventory every few in-game days is probably a good idea. (One post on the official forums suggested stripping out all your equipped items every few days and re-equipping your mechs from scratch, which may be a little extreme, but would let you see what items you aren't going to be using).

If you see a 'must-have' item in the store it can be set to 'layaway' so that it's retained, otherwise the store stock regenerates each day. This doesn't cost you anything.

Next mission... the blockade is actually a viable choice, oddly, because it'll reveal another 7 possible missions if I'm counting correctly - which should give you a good idea where to go in future. Otherwise, for more immediate gains, the Propulsion Lab looks like it's a good option.

The bots do get harder, by the way. The first missions tend to have the amusing-but-ineffective bots to give you a head start - things will escalate soon enough. :)
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