1
Over The Top: WWI Steam Store Page
New Game announced! Add Over the Top: WWI to your Steam Wishlist!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Most meta builds that would be recommended to players nowadays aren't really based around cost-effectiveness or long term planning. It mostly boils down to min-maxxing strength or dexterity while praying that the die rolls in your favor, coupled with offensive force powers. It's really weird to see now when compared to say 5 or 10 years ago. Barely anyone would recommended force speed on a melee focused two-handed character (which is strange). Others would call awareness one of more essential skills to get mid-late game. I don't know about you, but I haven't ever tossed more than 4 points into it. You are likely right on the ambush and stealth mechanics. My experience with them is extremely limited and I never found them to be much fun. I might have just been doing it wrong, but who knows. As for the must fun I've had in terms of party builds, all blaster groups would be my pick.From memory. Forgive me if I didn’t use a “meta internet build”, those were in their infancy in 2003-2007 and tbh there is no one universal character for all missions, your choice is heavily situation-dependent:Im my experience, the situational aspects of the game only matter heavily on two conditions: build and difficulty. YMMV though depending on how you like to play and what items are available to you.
1) Bastila Shan - The “Heroes of the Republic” characters are built to be versatile. Bastila edges out even Jolee, though, due to end game meta. You can bring her to the Star Forge on a Dark Side play through, and this helps immensely for the “average player” IMO. Just remember to level her CON and use her as a healer hybrid
2) Jolee Bindo - powerful but squishy, don’t forget that he is also a pain in the ass
3) Mission Vao / T3-M4 - Skills are valuable, spiking computers and hacking doors should definitely not be neglected IMO. Mission might have a slight edge on T3 just because she’s a more fleshed out character, though.
4) Carth Onasi - Bumped for his versatility early in game. The “average” player would find it hard to make it off Taris or Dantooine without him.
5) Everyone else - Poor HK-47, he ranks last on my list IMO even though his dialogue is by far the best in the game. He has one or two useful features though.
Should be noted that this is for the “average” player. Advanced players will notice that I’ve completely neglected to mention mines, demolition, and a few other really OP aspects of the game.
Only Easy/Normal, you can run through the game easily enough with three Jedi and a few points pumped into lighting (and a few other things of course). There are few (if any) hackable doors that can't be broken through melee. Spiking computers is something far more useful, which is where the average player should invest in along with demo. If you don't know what you want from your party, or simply lack the knowledge on how to build, these two come in handy. The two exceptions that always stand out in my mind are Malek and the cloaked Mandalorians on Kashyyyk, though I know there are a few more.
It's when you crank the difficulty up that strategy should be put into more consideration, rather than just brute force. Knowing how each grenade and mine works is essential before the enemy can get their turn in. Force resistance is also incredibly useful on hard.
Have you played K1R? If so, there is an impossible difficulty setting that makes this even more important than it already is. You can't really spam flurry and expect to come out on top. A sustainable approach is far more effective, as well as FP conserving.
Build is a bit of a moot point. KOTOR has great companions compared to certain other games from this era, but you are ultimately the linchpin. Your character has to carry the team, which, given who they are in the story (no spoilz thnx), makes sense. Even though Jedi rank highly on my "list", I wouldn't recommend two Jedi companions. There are too many things Jedi weren't ideal at in the game, and typically if I were going for the most meta-build possible, I would select 1 Jedi (personal preference Bastila, for her hybrid potential vs Jolee's "Mage" build) and 1 skill-based support character like Mission Vao. I have no idea what the Reddit fanboy battalion has to say about meta builds, but there's mine. Landmines are the most overpowered weapon in the vanilla game until you reach the period where you can spam AOE DS powers towards the end game (IIRC, Unknown World stage and further). It isn't close, either. Spending some points on Mission's demo and stealth will pay off big when laying an ambush for multiple enemies. Force powers, as great as they are, will not give you as much mileage (until the end game) as a well-thought out ambush, although the caveat is that you need the credits to amass a good collection of mines in the first place. Mines, grenades, flamethrowers if you are using a droid, and finally force powers will win the day for you in my experience. Notice how most of those traits don't have super specific prerequisite builds with the exception of droids for flamethrowers and Jedi for force powers.
I don't know what easy difficulty is like in KOTOR, but I might give it a glance now to see if it's really broken and "tutorial" level. Normal was appropriate for newer players. Hard was too easy for advanced meta-slaves like myself. Impossible was challenging at first, but ultimately if you've played the game for a significant length of time you'll probably make short work of it like I did. You are correct, however, when you say that "sustainable [approaches] are far more effective, as well as FP conserving". Developing a working strategy of conservative use of disposable weapons (grenades, mines, stims to an extent, etc.) as well as a strategy of replenishment is critical to freeing you up to enjoy the other aspects the game has to offer. Additionally, until the end game, FP conservation is a major factor.
One more thing: hacking doors isn't useless, though I can understand the temptation to think so. It's not as useful as it should be. There are a few doors, however, that cannot be broken through melee. Also, melee is RNG even moreso than hacking, so a few well-spent points on the required skills/attributes can save you some time in a combat situation. Not really an issue for advanced players, since they'll know how to survive against bad odds long enough to have 1 party member break through the door via melee, but something that is useful for the average player. There was also a stealth element that came into play with hacking doors vs melee, but I don't recall the specifics of it.
Just my thoughts on it. I'm kinda surprised people have online "meta builds" for that game tbh. We all just did it by trial and error, and shared our thoughts with each other in forum discussion format, but I don't recall a major "walkthrough" around the time I played.
Difficulty wise, I do consider easy to be just that. Easy. If you want a cinematic experience and want to focus purely on the storytelling, then easy difficulty is the way to go. Taking on Bendak in the arena at level 2 is even a joke. This is why playing the majority of combat situations on solo mode is far more enjoyable; the game can just get too easy and dull when once you finish the Leviathan (or even before that) with three people. If you haven't done so already, I would refrain from using the Yavin station vendor (with the exception of cashing in your Tatooine swoop tickets) for the entirety of your playthrough. It doesn't make the game astronomically more difficult by any means, but it is a nice change of pace when you can't rely on the exclusive crystals and armor for the end game.
In terms of hacking doors, I will have to take note of that during my next playthrough, as I cannot recall any quintessential locked doors that required hacking. It might be based on difficulty, but I can't be certain. You'd have to list off the specific doors. In terms of time management on the other hand, hacking is indeed the better alternative.
I don't think it's that surprising that there are meta builds for this game. It is still the best Star Wars game produced (imo), and while it hasn't aged particularly well, that hardly takes away the enjoyment you can have. I recall by dad writing down builds he had for ES Daggerfall, some of which I can only assume he gathered from online. So it wasn't entirely trial and error for most. Then again, Daggerfall came out over 20 years ago, so maybe they were entirely developed of his own experiments and whatnot.
From memory. Forgive me if I didn’t use a “meta internet build”, those were in their infancy in 2003-2007 and tbh there is no one universal character for all missions, your choice is heavily situation-dependent:Im my experience, the situational aspects of the game only matter heavily on two conditions: build and difficulty. YMMV though depending on how you like to play and what items are available to you.
1) Bastila Shan - The “Heroes of the Republic” characters are built to be versatile. Bastila edges out even Jolee, though, due to end game meta. You can bring her to the Star Forge on a Dark Side play through, and this helps immensely for the “average player” IMO. Just remember to level her CON and use her as a healer hybrid
2) Jolee Bindo - powerful but squishy, don’t forget that he is also a pain in the ass
3) Mission Vao / T3-M4 - Skills are valuable, spiking computers and hacking doors should definitely not be neglected IMO. Mission might have a slight edge on T3 just because she’s a more fleshed out character, though.
4) Carth Onasi - Bumped for his versatility early in game. The “average” player would find it hard to make it off Taris or Dantooine without him.
5) Everyone else - Poor HK-47, he ranks last on my list IMO even though his dialogue is by far the best in the game. He has one or two useful features though.
Should be noted that this is for the “average” player. Advanced players will notice that I’ve completely neglected to mention mines, demolition, and a few other really OP aspects of the game.
Only Easy/Normal, you can run through the game easily enough with three Jedi and a few points pumped into lighting (and a few other things of course). There are few (if any) hackable doors that can't be broken through melee. Spiking computers is something far more useful, which is where the average player should invest in along with demo. If you don't know what you want from your party, or simply lack the knowledge on how to build, these two come in handy. The two exceptions that always stand out in my mind are Malek and the cloaked Mandalorians on Kashyyyk, though I know there are a few more.
It's when you crank the difficulty up that strategy should be put into more consideration, rather than just brute force. Knowing how each grenade and mine works is essential before the enemy can get their turn in. Force resistance is also incredibly useful on hard.
Have you played K1R? If so, there is an impossible difficulty setting that makes this even more important than it already is. You can't really spam flurry and expect to come out on top. A sustainable approach is far more effective, as well as FP conserving.
Anyone wanna pick me up?
Team Name - Just Joshin Ja
Roster (3 Starters 1 Sub) - Runepkyz,Tbdpkyz, Tbdpkyz, Subpkyz
Board moderators can't warn people......
I cant tell if the madness has spread or if winters is building a theologians online forum through plagiarism