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"bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323979] Wed, 14 August 2013 16:06 Go to next message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
Introduction.

Alright, so i tried 1.13 4870 on expert with Ironman on, and i have found it more than doable, - it's rather easy for most of the game. Was occasionally a bit challenging at the start, but nothing even remotely seriously challenging.

Now, i am about to start a new game. And this time, i want it be both more challenging and also something different from usual gameplay 1.13 offers to most people.

How would i do that? I gave it some thought. And, perhaps i found a recipe which would prove to be challenging not just for me, but for some truly veteran players out there as well. Here it goes:

The main idea: "bad farmboy" game.

1. Insanity mode, no tweaks, 1.13 4870. NTCH on, cosmetic and minor options set to personal convinience and choice.

2. Ironman mode: off. Reason: i've found that having Ironman on results in too much loss of time. Upping difficulty in some way it does ok, but replaying whole sector - or, losing a good merc, - because that "last guy remaining" is in some building and is lucky to get a 1st shot through some window, which instantly kills one of mercs with a headshot - is not an "extra difficulty", but rather a waste of time more than anything else: it would either be some time to replace the killed merc, or time to replay whole sector. And then lots of time is lost because one is spending alot of time being careful to prevent such occasions, too. True, in real life one indeed would be exactly that careful - however, it's just a game, and i'd rather have more fights in a given amount of time. Ironman cuts too much of fun by being slow than it adds by being more difficult. So i'll rather add difficulty by other means, such as

3. Guns set to "tons of", however, i'll have to beat the whole game using only the following types of weapons: *
[color:#008800] - revolvers;
- shotguns;
- explosives (anything which produces visible "fireball" explosion - HE and thermobaric): 'nades, HE mortars, RPGs, grenade and rocket launchers, C4&Co, etc);
- melee weapons and hand-to-hand combat.[/color]
This means, i intend to beat the game on Insanity while
[color:#FF0000] - not using any pistols except revolvers;
- not using any SMGs;
- not using any rifles - no assault ones, no sniper ones, no "simple" rifles whatsoever;
- not using LMGs;
- not using any throwing knives nor shurikens;
- not using "conviniences" such as dart guns, tear gas, mustard gas, concussion 'nades, etc.[/color]

* there is, however, an exception: guns which are owned by IMP and hired mercenaries initially - when just joining the team, - are allowed to remain in use by the owner of the gun. Bad farmboys are not as silly as to force each other and future teammembers to throw away good toys! Razz But, of course, buying or looting of same model guns for other mercs is not allowed, nor giving such guns to other mercs, too. It seems logical, though, that ambidextrous merc(s) can buy or loot a second gun of the same model if they are initially coming with just one 1-handed gun which they'd want to duel-wield. Throwing knives/shurikens are the same deal: if some merc comes with one or few, he/she is allowed to use those - however, no buying/looting for more!


Additional thoughts.

This all together is rather simple idea, and one which i like not just for adding much difficulty to the game i am about to play, - but also because with such a restriction on weapons in use, the game will be played entirely differently. No more huge-range popping of heads of anything that moves around. Much more need to use terrain and objects, to cover flanks, to plan retreat routes in case too many come up from "wrong" direction. No practical supression of enemies. Much more difficult, if at all possible, to take out most/all enemies in a sector during night missions without raising alarm.

And, last but not least, some kinda "Duke Nukem" style to it: blowing things up and doing big holes in enemies with high-caliber revolvers and shotguns.

I am not really sure i'd make through, but, well, i'll try. Possibly will keep this topic updated with my progress, but can't promise. Meanwhile, feel free to comment what you think about this; any advice, comment, critic is appreciated.

[Updated on: Thu, 15 August 2013 05:02] by Moderator

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323980] Wed, 14 August 2013 16:46 Go to previous messageGo to next message
Kane

 
Messages:7
Registered:August 2010
Location: Bosnia and Herzegovina
I tried something like that, using only low dmg/range weapons... guns, shotguns, some stupid rifles and smg-s, but was borring after some time, no much new weapons, everything was just repeating. Game is too long for that, i think.

But u can try. Maybe u will like it Wink
Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323981] Wed, 14 August 2013 17:12 Go to previous messageGo to next message
Slax

 
Messages:1430
Registered:July 2006
Location: People riding polar bears...
Hey now, don't forget about hunting rifles! (High power scopes are for sissy city folk though.)
And Gasket should probably be your team leader. Very Happy

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323982] Wed, 14 August 2013 17:23 Go to previous messageGo to next message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
We'll see how it'll go, yes. Alas, it won't be only low-range and (or?) low-damage weapons in my game. Because, you see, grenade launchers are definitely better than low-range (medium range, one even was 45 max range if i am not mistaken), and their damage is not exactly "low". Then, mortars and rocket launchers. Possibly some merc or two with everything tweaked to throw hand 'nades quick and far, too.

Then there also 12g shotguns' slugs, which increases range. Ain't humble damage either, with that. Then there are some revolvers which can take match ammo (well, i hope there are), and 2x scopes. Some calibers are quite painful there. Both revolvers and shotguns are rather slow, though, but it's a difficulty i'll have to live with.

My biggest worry about this "bad farmboy" game, though, - are night missions. If i'd make noises, on Insanity, it'd mean BIG trouble - they throw in flares and it's it, blood bath. But with weapons allowed, there is simply nothing silent i could recall, except melee - and melee definitely won't be enough for all the time. Something silent but still ranged is still needed. Throwing knives would be ideal for this, but throwing knives is so cheesy i initially thought to rule 'em out. Now, though, i am a bit confused how to do night missions without 'em (nor any "usual" guns which are normally doing the job silently). And in the beginning of the game, night missions is definitely a thing i'll need to do quite alot.

May be i'll still figure something out.

[Updated on: Wed, 14 August 2013 17:25] by Moderator

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323983] Wed, 14 August 2013 17:29 Go to previous messageGo to next message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
Slax
Hey now, don't forget about hunting rifles! (High power scopes are for sissy city folk though.)
And Gasket should probably be your team leader. Very Happy

Didn't forget, sir. Won't use 'em. Prohibited in 1st post right together with AR and sniper ones.

What was the last name of that big family near Cambria? Hicks? Those folks don't use no rifle none, no sir, only shotguns, if i remember right. Wink Very Happy
Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323984] Wed, 14 August 2013 17:42 Go to previous messageGo to next message
Kane

 
Messages:7
Registered:August 2010
Location: Bosnia and Herzegovina
[quote=Fins_T]Slax
What was the last name of that big family near Cambria? Hicks? Those folks don't use no rifle none, no sir, only shotguns, if i remember right. Wink Very Happy


thay two use mini-14 rifle i think, but u can use "Winchester" Smile thats good rifle Smile

[Updated on: Wed, 14 August 2013 17:46] by Moderator

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323985] Wed, 14 August 2013 17:49 Go to previous messageGo to next message
Sam Hotte

 
Messages:1987
Registered:March 2009
Location: Middle of Germany
Fins_T
My biggest worry about this "bad farmboy" game, though, - are night missions. If i'd make noises, on Insanity, it'd mean BIG trouble - they throw in flares and it's it, blood bath. But with weapons allowed, there is simply nothing silent i could recall, except melee - and melee definitely won't be enough for all the time. Something silent but still ranged is still needed.
Throwing knives would be ideal for this, but throwing knives is so cheesy i initially thought to rule 'em out. Now, though, i am a bit confused how to do night missions without 'em (nor any "usual" guns which are normally doing the job silently). And in the beginning of the game, night missions is definitely a thing i'll need to do quite alot.

May be i'll still figure something out.


Just use same tactics as in daylight (seek cover etc.) - than it's nothing else despite the fact that darkness prevents them from picking you off from afar, giving you advantage that once you spot them, they are within range for a sure hit from your Big Berthas so that a single hit should cripple and incapacitate them ...

Not sure about the Hicks, tho, they might have a mini-14 or good old western style Winchester as well. (the latter might also fit into your intended style)
Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323987] Wed, 14 August 2013 19:05 Go to previous messageGo to next message
deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands

What I think about reading this...

http://gyazo.com/b6f97944a97fe95e5af6d45052900c91.png
Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323988] Wed, 14 August 2013 19:47 Go to previous messageGo to next message
SharkD

 
Messages:353
Registered:July 2003
Recent revisions of 1.13 are harder by default until you get reflex sights IMO. You might experience a greater challenge without changing the settings.

Also, good luck. I suck at the game and can't play on anything above Experienced.

[Updated on: Wed, 14 August 2013 19:55] by Moderator

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323992] Thu, 15 August 2013 04:19 Go to previous messageGo to next message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
Thanks! I'll definitely will need some good luck there. %)

Meanwhile, i checked what options there are for silent killing during night missions, beside melee. I have found none. Shotguns can't be silenced, and there is not a single revolver which can be silenced, too.

Now this is a bit of a disappointment, eh.

Another disapponment is, if to follow weapon types resctrictions of my 1st post here, then my IMPs have very little to start with - most weapons they initially have are to be discarded, and then there is quite silly problem of getting "proper" weapons and tons of ammo for 'em in the start.

To address both of those disappointments, i have decided to make a little exception to the weapon resctrictions of p.3 in the 1st post: namely, i'll allow myself to use whatever weapons my mercs have when they arrive to Arulco. But, only those "ones" - no additional buying of same guns, nor looting (well except 2nd same 1-handed gun for personal use for ambidextrous mercs). And of course, no passing of those "personal" weapons between mercs, too. So, for example, the 1st IMP i made for the game, who's Squadleader + Demolitions + Stealthy guy, will be allowed to use the FN Browning HP-35 .40S&W he was given (his marksmanship is 60, which i guess why he got only a pistol). This pistol can take match ammo, which gets it to max range 19, and pistol silencer (which revolvers can't) - thus it'll be useful for night ops.

Additional benefit of this decision is that "suddenly", many guns which are never used - become extremely very important, "unique" in the team, and thus very much desired. Seriously, how many of us ever used that FN Browning HP-35 .40S&W? Anyone? Ever? Smile

To prevent picking overpowered weapons from all those neat weapon sets at A.I.M., i decided not to hire a single soul from A.I.M. through the game. Most of 'em A.I.M. mercs are overpriced, anyways - in compare to 6x IMPs i allowed myself for the game, that is. Razz

Made an edit to the 1st post about this, too.

With this one change - "initial personal weapons allowed" - to the rules, i'm now in the process of creating the fine team.

[Updated on: Thu, 15 August 2013 04:58] by Moderator

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323996] Thu, 15 August 2013 10:06 Go to previous messageGo to next message
Slax

 
Messages:1430
Registered:July 2006
Location: People riding polar bears...
1.13 being modular and all, I say edit your IMP starting kit.

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #323998] Thu, 15 August 2013 11:32 Go to previous messageGo to next message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
You mean, edit it so that everyone would come in with just shotguns and/or revolvers? If yes, then there are two problems with that:
- then i'll again will find myself with absolutely NO options for silent night combat, except melee. You know, i'm fine trying to beat it without usual "uber" night-ops things like Vychlop, Vintorez, craploads of throwing knives etc - but trying to beat it without _any_ silent night-ops ranged attack is, at least for now, a bit much for me; Very Happy
- like i said above, it has certain appeal that some guns which are normally never used (or just used for a few sectors - up to Drassen) - suddenly become "best friends" of the team for the _whole_ game. If i edit those guns out - then this is lost.

One more thing is that said exception - "personal" non-typical weapons, - which i added - applies not just to IMPs, but to other mercs as well (all the local ones and M.E.R.C. ones in my case, since i decided not to get any from A.I.M.). It's still some 2+ dozens of hirable mercs. So, suddenly, in this set of rules, each mercenary get additional value: namely, what guns he comes with. So, while before i really didn't pay any much attention to guns new mercs come with, - now it's a primary feature. Indeed, in the past, what good was it to pay attention what gun newly hired Iggy, Gaston or Conrad has initially, if the first thing i did was take their initial gun(s) away and give them something "uber" purchased from Bobby Ray and pimped to the max? Now, though, with rules formulated in 1st post, it's all different - and i like it. %)

[Updated on: Thu, 15 August 2013 11:34] by Moderator

Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #324001] Thu, 15 August 2013 12:48 Go to previous messageGo to next message
Sam Hotte

 
Messages:1987
Registered:March 2009
Location: Middle of Germany
I'd say having shot guns right on the landing in Omerta (at night, if you prefer) puts you on same range as enemy, so IMVHO no Need to be silent at night. Just get on the first roof and let them come ... :vader:
Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #324009] Thu, 15 August 2013 14:34 Go to previous messageGo to next message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
Omerta is no problem anyways, day or night, even with pistols - there are buildings, and enemies are not tossing explosives at this point of the game.

I am thinking about whole game here, not just about few bits at a start, you see. Sooner or later, i'll want night ops - and silent ones, with that; at least in few key sectors/events. Happens every game, at least with me.
Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #324242] Thu, 22 August 2013 22:25 Go to previous messageGo to next message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
I was making me those 5 initial IMP mercs (not enough money for 6 right at the start), and i decided to make 'em someones i know and like, just for lulz.

So here's da fine team. ^^

1. "Fidel" (Fidel Castro)
http://3.bp.blogspot.com/-F9hnIo71448/TYywKheavEI/AAAAAAAAAhQ/GiIuvT9OGTQ/s320/FidelGuerilla.JPG
Featires: squadleader, demolitions, stealthy, assertive, nonswimmer.
Owns following special personal weapon(s) upon arriving: FN Browning HP-35 .40.

2. "Lara" (Lara Croft)
http://toshironoronin.files.wordpress.com/2012/04/lara-croft.jpg
Featires: gunfighter, ambidextrous, night ops, show-off, fear of insects.
Owns following special personal weapon(s) upon arriving: HK MP5/10A3, SIG P226R.

3. "Arnie" (Arnold Schwarzenegger)
http://www.screenused.com/images/t3/ArnieGrenadeLauncher.jpg
Featires: bombardier, bodybuilding, scouting, optimist, nonswimmer.
Owns following personal weapon(s) upon arriving: HK MP5A4.

4. "Motoko" (Motoko Kusanagi)
http://static.comicvine.com/uploads/original/0/77/348747-88648-motoko-kusanagi.jpg
Featires: ranger, ambidextrous, stealthy, intellectual, no disability.
Owns following personal weapon(s) upon arriving: SIG P229R, HK MP5A4.

5. "Jackie" (Jackie Chan)
http://www.fareastfilms.com/cmsAdmin/uploads/dragons_forever3.jpg
Featires: martial arts, stealthy, athletics, agressive, claustrophobic.
Owns following personal weapon(s) upon arriving: HK MP5A4.

These 5 had no problem securing Omerta, taking out the patrol in B11 in broad daylight, and, after it went dark, they had no problems cleaning all 3 sectors of Drassen. I don't count dozen or two reloads per sector as a "problem", that is... /blush Anyhows, with lots of guns and ammo knowingly useless in this game, i sold 'em all to locals, which gave me more than enough cash to add 6th IMP:

6. "Alice" (project Alice)
http://assets1.ignimgs.com/vid/thumbnails/user/2012/09/15/Alice_Resident_Evil_320w.jpg
Featires: gunfighter, ambidextrous, stealthy, dauntless, no disability.
Owns following personal weapon(s) upon arriving: Glock 17, HK MP5A4.


That's the most insane IMP team i made in this game so far. Very Happy

You might notice that males are all "real people", while females are all "imagined characters". This is intentional. You might also notice all 3 girls are ambidextrous, this is also intentional. You might also notice that every character has at least one (some - 2) silencable guns - this is intentional too, to address my above concerns about lack of any ranged supressed weapons. Note, i did not change anything in mercs' starting equipment; i play stable build 3870, and variation in guns with which those characters start - comes from different marksmanship score i gave them.


So, next big thing to come is counter-attack on Drassen. I'm not even going to wait for Bobbie Ray's - already did a talk with the head miner, which means the counter-attack is on its way.

I'm pretty sure i'll hold the line during nights, but daylight... Gonna be interesting. %)


P.S. I just had to put "no disability" to both Kusanagi and Alice. Both were designed to be much flawless. Can't help it. %)

P.P.S. Oh and while i'm at it, this one video has much interesting info about who's Motoko Kusanagi is and how and why "Ghost in the Shell" overshadows "Matrix" by something like a thousands miles. Oh, and it also explains quite well how and why we all do not have a soul. Don't show this to popes - they might go 'zerk.
http://www.youtube.com/watch?v=upwkqW6REpA
Re: "bad farmboys" game (beating Insanity with additional weapon restrictions)[message #324318] Sun, 25 August 2013 14:50 Go to previous message
Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
Drassen counter-attack is nasty as usual. Ended up doing infamous "bar defense" in D13, which is too easy - but otherwise it's too harsh. Anyhows, 84 enemies (most of them being black shirts) are down, two more groups near D13, but i think basically i made it. Selling all the equipment got me enough cash to get some silencers, reflex sights, and good ammo from Bobby.

And, i completely confirmed that ambidextrous gunfighter characters with .44 revolvers are insanely deadly. Easily killing elites with a pair of headshots (often deals more than a 100 damage with AP ammo), and with AET ammo and best-damage revolvers (was is Satan?), i think they'll be able to often kill a black shirt with a pair into the torso. Addiotional range from gunfighter perk seriously help, as does additional range of most powerful revolvers (in compare to most pistols).

Shame that there is no .44 match ammo, though. ><
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