Originally Posted by vometia
I don't know anything about the games in question, but it is absurd if they're just making stuff up like that; it's not as if the 262 didn't have actual shortcomings they could've capitalised on, such as apparently being vulnerable when taking off and landing. But aircraft aren't my forte and I only know the vaguest of stuff about that. But so much of it is prone to exaggeration though, I mean it seems that the MG42's claimed firing speed increases every time I hear about it, I think the last claim being a cyclic rate of 1,800rpm, which is absurd. Yet nobody ever mentions its problems, such as not being very accurate and its tendency to become "unstable" when firing more than short bursts which could cause "out of battery firing" (i.e. the bolt bouncing back open at the same time it fires, which can damage the gun and will probably leave its crew with nasty injuries). But I guess even more so than most things the subject is imbued with a great deal of fanboyism which is generally not a great medium in which facts can flourish...


Yes, but every plane is ultra vulnerable when landing/taking off or stationary in the ground, Allied was outnumbering Germans by a great amount on late stages and they tried to attack Me 262 in this time, because they could't defeat then in the sky. The unique guy born in Americas that got "knight's Cross of the Iron Cross", defeated 11 aircraft in the ground with his Bf 110 in a single mission(https://military.wikia.org/wiki/Egon_Albrecht-Lemke) There are records of Me 262 destroying formations of bombers in "combat box" formation and their P-51 escort unable to do anything, against his amazing 4 30mm cannons and insanely speed... About MG 42 fire rate, it can be modded to 1800 rpm, but if an plane has 4 MG 42, each one with 300 rounds, in 10 seconds, the plane will ran out of ammo with an single 10 second burst. IF none of the MG 42 "jam"...

Originally Posted by Sordak
OS 2 literaly has an ability called Medusa head where you petrify all enemies around you so IDK what you are talking about.

Youalso dont need to be balanced against an ENEMY.
You need to be balanced against your party members. All party members should be equally capeable. THATS the problem with balance.
Also what you fail to see is that "modernized" mechanics represent the exact same things as the old mechanics did.

You said it right there, saving throws. In the greek myth, you were petrified, no matter what.
In DnD you get a Fortitude save.
Guess what, in divinity, the Fortitude save is represented by your Magic armor. Its the same thing: a mechanical abstraction to make combat less boring. Because lets face it, if you went full greek myth, there is literaly only one way to defeat a medusa and thats using a mirror. Either that or having the blind fighting feat. Which in DnD isnt exactly hard to get, but also not very usefull most of the time.

What you say about "Immersion" is mostly "old thing good new thing bad".


But petrification works differently. On NWN1, on easy/normal, there are no friendly fire and petrification is temporary, but on core D&D rules difficulty, PETRIFICATION IS PERMANENT, save or petrify is like save or die, except that stone to flesh can cure someone petrified. On M&M VII, the stone to flesh had an time limit to be able to revert the petrification, is an expert lv spell and you can find enemies that can petrify you on Bracada desert, in an dungeon relative earlier on.

Originally Posted by _Vic_


ed: Yes, you also have the "petrify" status in DoS1. It works differently than in the games you told us about. In Dos1 the status debuffs have a chance to fail, but only depends on the caster, you cannot "improve or decrease your character´s chances to be debuffed" (saving throws are that). You can be immune to or cure them. They removed those in Dos2 and put the "armor protects from debuffs" thing.

There is a mod to have "Saving throws" in DoS2. I use it and works well. Also, a mod to make the hit rate more difficult. Those make the game more interesting for me.

You can easily make optional the "Show helmets" or graphic changes, interface, difficulty etc, but make core rules like saving throws or combat mechanics optional could be very challenging and usually the devs do not bother. The modders usually address that kind of things.



I disagree. Look to Pillars of Eternity 2. After the success of DOS2, they decided to create an turn based mode and re made all rules to fulfill an turn based game. How weapon/armor works, how some spells work, spell duration(...)

But can you offer an link to that mod? And there are an mod that increases the range and remove CDs? Make armor works like armor that deflects blows? Multiple summons? I would love to play DOS2 with this mechanics and hope that BG3 will be easily moddable, so if Larian remove missing and other thing, people will mod the core rules into the game. Just like on NWN2, Obsidian nerfed Warlock to oblivion and made the SR/DCs bugged, but there are mods that fixes the warlock class and after i installed the mod, an class that i could't play due frustration becomes my favorite class.

Last edited by SorcererVictor; 19/07/19 11:28 PM.