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When does Kotor2 get broken?

Posted: 2006-05-26 03:21am
by Stark
I ask because I'm at the bit where you return to Dxun and you're supposed to attack the Sith camp... and everyone talks like I'm supposed to have my selected party, but I've only got that pilot loser(who wasn't even IN my selected party). People say 'send one guy down there solo to turn off the mines', so I figure somethings broken. Is this part of the 'Kotor2 isn't finished' thing?

PS, what's the point of characters without lightsabres? I use the droid sometimes, but Mandalore, the pilot idiot, that bounty hunter slut, I never use them. The game's horribly easy, but a sabre d00d can kill most anyone in two crits, but even with modded heavy rifles it takes forever.

Posted: 2006-05-26 03:37am
by Oberleutnant
KotOR2 doesn't start to get broken until a bit later when you return to Telos after revisiting Dantooine. Especially the endgame is so hurried that you barely have any idea what's supposed to be going on. You will notice it. There's a whole bunch of dialgoue and scenes missing.

I'm waiting for The Sith Lords Restoration Project to finish their work before playing KotOR2 again. After finishing your game you might want to check out all the stuff they left out (especially from the end part) to get a better idea of the events. http://www.team-gizka.org/

Posted: 2006-05-26 03:43am
by Stark
Yeah I've been through the list. It's not just dialogue stuff, though - the AI is worthless, many quests are bugged out the ass, and I've started noticing wierd shit with cutscenes et al. Shame really.

Re: When does Kotor2 get broken?

Posted: 2006-05-26 09:36pm
by YT300000
Stark wrote:PS, what's the point of characters without lightsabres?
You can turn practically anyone in the game into a Jedi/Dark Jedi. I always did it with Atton, and set him as the leader of the other party in this part of the game. Him, the Handmaiden, and HK-47. For the other party, I used main character, Kreia and Visas.

Posted: 2006-05-26 09:39pm
by Stark
Why? He seems to get skills/feats at a really slow rate. It's hilarious that blasters are so worthless that the skills/feats that allow deflection are basically meaningless, since you'll be there all day before the deflected shots kill anyone. :)

Re: When does Kotor2 get broken?

Posted: 2006-05-26 10:08pm
by Civil War Man
YT300000 wrote:I always did it with Atton, and set him as the leader of the other party in this part of the game. Him, the Handmaiden, and HK-47.
I actually find Bao Dur, even though his voice creeps me out and it looks like he took several blows to the cheeks with a lead pipe, useful at least outside the tomb.

Though that's mostly due to the fact that he knows the access code to the motion sensor, so then you can just have Atton sneak up and turn it off without making skill checks.

Posted: 2006-05-27 06:18am
by Vendetta
Stark wrote:Why? He seems to get skills/feats at a really slow rate. It's hilarious that blasters are so worthless that the skills/feats that allow deflection are basically meaningless, since you'll be there all day before the deflected shots kill anyone. :)
You can actually make blasters really hard in KotOR 2, if you use the right upgrade parts. (A mark III Mandalorian chamber, Pure Rylith power cell, and precision scope Mk IV will net you 4-32 extra damage + 2-16 massive criticals, Keen and 50% slow chance at DC18. If you build that on top of something like an Elite Watchman Blaster you'll get 6-46 damage, 17-20x2 crit range with +4-28 crit damage, 50% slow chance and 25% stun chance with every shot.)

I had my Disciple with a pair of modified blasters, with Master Rapid Shot, Master Force Speed, and that feat that lets you counter deflection. He ripped through legions of Sith like tissue paper, it was so rare that anything even got near him to attack.

Posted: 2006-05-27 06:39am
by Stark
I've got guns that are like 30ish, 10-20crits, 25% slow etc, but since they miss more than 50% of the time, I don't think it beats a fully tooled doublesabre with appropriate bits. I don't know how effective that 'precision' thing is, though, since I never use anybody with a gun unless I have to (using lameboy the pilot against the bounty sluts was a case of run away until the AI breaks then snipe shot while they stand there doing nothing).

PS, is the whole 'attack type' thing broken? Why do anything but crit attack? Power attacks do fuck all damage, flurrys miss most of the time, and crits kill people in two hits.

Posted: 2006-05-27 06:52am
by Brother-Captain Gaius
Stark wrote:PS, is the whole 'attack type' thing broken? Why do anything but crit attack? Power attacks do fuck all damage, flurrys miss most of the time, and crits kill people in two hits.
Master Flurry has no penalties. Combined with Master Speed and my preferred dual sabers, it eats things for breakfast.

Posted: 2006-05-27 07:02am
by Stark
I was more talking bout the shooty ones, cause melee seems to be in general more effective. And yeah, double sabres, master speed = teh win. :)

Posted: 2006-05-27 07:03am
by Brother-Captain Gaius
Well, Master Rapid Shot has no penalties either. Great for dual-pistol gunslingers.

Posted: 2006-05-27 07:24am
by Stark
Except even with no penalties, people miss all the bloody time. :D

Posted: 2006-05-27 12:25pm
by Vendetta
Stark wrote:PS, is the whole 'attack type' thing broken? Why do anything but crit attack? Power attacks do fuck all damage, flurrys miss most of the time, and crits kill people in two hits.
Power Blast and Power Attack are broken by the stupid amount of damage you'll already do.

Flurry and Rapid Shot are the best for most characters, there's no to hit penalty on them, only a defensive penalty, and you get a free attack.

For anyone with the Sneak Attack feat, Crit and Sniper shot are better, because your next attack if you stun them will be a Sneak Attack.

You'll always do more damage with a lightsabre, but the advantage of a Jedi Gunslinger is that the Sith will barely ever get near you, they'll be dying all the way across the room, waving their sabres around in a futile attempt to block the withering hail of blaster fire. And with five shots per round from Master Speed and Master Rapid Shot those 50% slow/25% stuns are going to come out at a filthy rate. (It's better on the Disciple though, as he starts as a Soldier, and gets the weapon specialisation and better BAB, whereas the Handmaiden starts, IIRC, as a scout.)

Posted: 2006-05-27 12:26pm
by Vendetta
Stark wrote:Except even with no penalties, people miss all the bloody time. :D
Get better BAB then.

Posted: 2006-05-27 12:29pm
by Brother-Captain Gaius
Handmaiden's a Soldier/Guardian too.

Posted: 2006-05-27 12:41pm
by Vendetta
Shows how good my memory is then, don't it...

Posted: 2006-05-27 12:59pm
by Civil War Man
Vendetta wrote:(It's better on the Disciple though, as he starts as a Soldier, and gets the weapon specialisation and better BAB, whereas the Handmaiden starts, IIRC, as a scout.)
As Gaius mentioned, Handmaiden is a Soldier/Guardian. Disciple is actually a Soldier/Consular. So technically, Handmaiden is better if you just want BAB. Though at the level where KOTOR2 goes, it doesn't really matter that much.

Posted: 2006-05-27 01:43pm
by Vendetta
Then it's a tradeoff between BAB and force powers for the gunslinger.

You'll get more than enough BAB from soldier levels though, unless you artificially restrict the character's levels before transitioning them to a jedi.

The Disciple/Handmaiden probably make the best gunslingers though, you get stacks of feats for the Precise Shot line and Rapid Shot line whilst they're a Soldier, the weapon focus/specialisation feats, and high BAB, then you can augment that with force powers. Plus they get 16 starting Dex.

You could do the same thing with a Jedi Guardian/Weaponmaster PC of course, but you'd be wasting the LS Mastery giving you +3 Strength.

Posted: 2006-05-27 01:50pm
by Stofsk
Uh, the BAB for all Jedi classes is the same +1/level progression, I do believe. The only differentiation between the classes is: Guardians get feats, Sentinels get skills, and Consulars get powers.

Posted: 2006-05-27 02:14pm
by Vendetta
Ah yes, it's the first game that does BAB properly, isn't it...

Then the extra force powers probably will make the Disciple better as a gunslinger, as he'll have extra left over to spend on the stun/stasis and force push/wave lines.

It's a case of deciding whether you want to trade the extra melee damage from lightsabres for having the enemy way over there.

Posted: 2006-05-27 05:01pm
by YT300000
Stark wrote:Why? He seems to get skills/feats at a really slow rate.
Because I never got enough influence over Bao-Dur and these were my sole Jedi characters. :oops:

Posted: 2006-05-27 05:30pm
by Anarchist Bunny
Force Channelling was fucking broken.

Keira + force channeling = UNLIMTED POWER

Literally. I could force storm constantly with out even loosing half my force points, and gained it all back before the next fight. With Master Heal, Force Storm, and Destroy Droid she could solo most levels quicker then my staff saber 30 strength flurry god.

Who needs weapons?

Posted: 2006-05-27 05:35pm
by Stark
Even without switching to channel the force costs for storm was way too low - I force-stormed my way through entire levels (like Gotos yacht) without needing to stop and recharge.

I won't go into mines, and how 'running real fast' can defeat them. :)