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#1
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Lets(Play()) // Transistor
Hey kids! Let's play Transistor! Transistor is great. You remember that LP I did of Bastion a while ago? Transistor is made by the same company that made Bastion. It's their second game, but every single word of praise I gave to Bastion can also be directed at Transistor, and I want all of you to play this game at your earliest convenience. Plotwise, it's almost a completely different beast. Without spoiling much: you play as the singer Red, who we encounter at the edge of the city of Cloudbank, standing over a dead body with a strange sword called the Transistor clearly having killed him. The sword can talk to us, and then other stuff starts going down WHATEVER I ain't here to synopsis what the video shows! Suffice it to say that Transistor's plot is just as excellent as that of Bastion. I will also be favoring the gameplay of Transistor over the plot in this LP, much as I did in the Bastion LP, and for many of the same reasons. The Transistor will, as we progress, gain access to several Functions. These are roughly equivalent to the assorted weapons in Bastion, but while weapons, their upgrades, and the passive Spirit boosts were all separate things, in Transistor, a given Function can serve any one of those roles. You also don't acquire them in a fixed order: most of the functions in the game are selected from a binary choice as you increase your user level, although you can always pick up functions you didn't choose later on. These two things mean that making infodump posts on each Function, as well as taking input from the thread on what Functions to use, become somewhat more dicey. To that end, I'll be putting up a Task Scheduler, to keep with the theme. All 16 Functions will be listed here, and any given TTer may vote for as many Functions as they like. Whichever one has the highest priority will be chosen first when gaining user levels, and will also be the source of discussion for the next infodump post once we obtain it. Code:
Server Logs Jaunt() // dash, usable outside of Turn(), does not attack normally Bounce() // mid-range, can ricochet from one target to another Mask() // user cloak, provides damage boost on next attack Crash() // close-range, stuns and weakens process temporarily Breach() // long-range, high power and knockback, pierces cover Ping() // rapid-fire short range attack Get() // pulls process to user, does more damage from longer range Cull() // expensive, high-power melee attack that launches Help() // summons allied process, can be controlled directly Void() // does not damage directly, but weakens process offense/defense Load() // creates packet, explodes violently when damaged Spark() // area attack, initial projectile splits into smaller ones Switch() // changes process allegiance to assist user Task Scheduler 3: Tap() // close range area attack that drains life 2: Purge() // parasitic attack that slows and deals damage over time 1: Flood() // creates sphere that travels slowly but attacks continually So yeah, vote for stuff, I'll talk about it, it'll be rad as hell. Next Time: Drive() Last edited by Kalir; 07-17-2017 at 02:53 PM. |
#2
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I'm sure this will be good, but I don't want to spoil the first time I eventually play this game...so I'll probably check in periodically.
As for our function (loving the programming doodads in video games nowadays), I'm going to go with Meme() Breach(), because why not. |
#3
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I think you should show off every combination of functions in the game.
Tee hee. |
#4
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Quote:
Votes: Mask() because burst damage is awesome. Bounce() because you need something quick and Ping() is just pathetic. Void() because burst damage is awesome. Jaunt() because BEAT is right, every video game needs a dash button. And of course Cull() because god damn I love Cull (every good setup has something expensive to use out of Turn()). Basically, Red needs to be a Ninja is what I'm saying. Void/Mask/Cull is how I killed the final boss in one hit every time he was vulnerable my first run. |
#5
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Since I just beat this, I'll vote for a couple of the functions I liked the best.
Crash() Ping() Jaunt() Mask() |
#6
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Quote:
Bounce() Get() Cull() Tap() |
#7
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Depends on what you're thinking sounds more/less useful. All of them have their uses though, to be sure.
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#8
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I'll add my voice to the "interested but will hold off on the LP until played" camp. I'm excited for when I can finally get to it, though!
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#9
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So let's use Help() as an example - are the friendly AI processes helpful or do they just get in the way unless you control them directly?
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#10
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I never actually used Help() as an active function, but from what I can tell, the primary advantage of an ally is to draw focus away from you. There is no friendly fire, so you don't have to worry about them sucking up your attacks. I don't know anything about how strong they are or anything, though.
But to be fair, putting it in an upgrade or passive slot is more in line with my preferences, so I'm not in the best position to list its graces. Each of those makes the function have different effects than it would have in an active slot. |
#11
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Help() was my main active function from start to finish. It'll attack autonomously when not directly controlled, and when it is, it's on its own separate counter during Turn(), so it doesn't interfere with your own stuff. I rarely used it as a passive or upgrade function, even though those are both good.
Incidentally, I've got the next video recorded, it just needs commentary. Here's the task scheduler as I had it at record-time. Note that if the game offers choices between two equally-voted functions, I go with personal preference as a tiebreaker. Code:
4: Jaunt() // dash, usable outside of Turn(), does not attack normally 3: Mask() // user cloak, provides damage boost on next attack 3: Breach() // long-range, high power and knockback, pierces cover 3: Crash() // close-range, stuns and weakens process temporarily 3: Bounce() // mid-range, can ricochet from one target to another 3: Cull() // expensive, high-power melee attack that launches 2: Spark() // area attack, initial projectile splits into smaller ones 2: Ping() // rapid-fire short range attack 2: Get() // pulls process to user, does more damage from longer range 1: Void() // does not damage directly, but weakens process offense/defense 1: Load() // creates packet, explodes violently when damaged 1: Switch() // changes process allegiance to assist user 1: Purge() // parasitic attack that slows and deals damage over time 1: Tap() // close range area attack that drains life 0: Help() // summons allied process, can be controlled directly 0: Flood() // creates sphere that travels slowly but attacks continually |
#12
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hello~
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#13
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To be fair, Help()'s upgrade is a lot more useful when you've got a bunch of limiters on and you can't be spending the time to pick up every core (also see: fighting YoungLadies).
Its passive is really useful for clusters, but it can get in the way since when it activates on a Turn(), you can't end the Turn() in a different position from where you started. |
#14
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For the unaware: Help() is a cyborg attack dog. That barks.
Help() is awesome. |
#15
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Destil, are you sure you're not being biased in favor of a fellow robot?
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#16
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Help() summons a Fetch? Help() is best function. (...now that I think about it, this should've been obvious.) |
#17
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When I played with full limiters, I relied on Mask(Mask), Void(Crash,Get), and Cull(Load), which can one-shot pretty much everything in the game in a single Turn() (those multipliers!), then Jaunt(Spark,Purge) outside of Turn(). Jaunt(Spark,*) is interesting, because Jaunt(Spark) activates about 6 Sparks along the path of your Jaunt, but it also will activate whatever else you have aside from Spark every time it sends out a Spark. So Jaunt(Spark,Purge) shoots out 6 homing poison missiles with every Jaunt. Spam that outside of Turn() and fill the screen with homing poison missiles to take out the shielded/corrupted cells and other riff raff, then spend your Turn() with the big Mask-Void-Void-Void-Cull combo to destroy any big single targets. It's super effective! That said, Kalir has told me of his completely different approach to the endgame, relying (iirc) on Ping(Jaunt) spam outside of Turn() and then some massive AoE combos inside Turn(). There are certainly other killer combos possible (one combo in particular relies heavily on Tap() for the ultimate challenge, a full-limiter-no-Turn() run). I'd like to see some of that! |
#18
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If you asked Transistor, it'd say my favorite function was Purge(Mask()). Though I noticed larger Processes weren't masked as long.
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#19
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Can you use Help(Switch()) to get a puppy that converts everything it attacks to your side?
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#20
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I'd have to check, but I'm pretty sure the answer is "yes".
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#21
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The Transistor comes with a built-in Turn() Function, which basically works like the VATS system in the Fallout games. It interrupts the classic Mana Bastion gameplay of walking around and swording dudes by pausing time. During Turn(), Red can plot out a number of her moves in advance, with each taking up some of the time of her Turn() meter. Once done, Red executes all the planned moves virtually instantly, usually doing a boatload of damage to everything around her. There's a catch, though. While Turn() is recharging, you can't use most of your Functions at all, leaving Red at the mercy of any still-running Processes. The more you do during Turn(), the longer the recharge time, so there's an important balancing act between conserving your resources and just going ham. Jaunt() is one of the few Functions that breaks this rule. As an active Function, Jaunt() lets Red dash about a half-screen away from wherever she is. She takes a while to recover upon hitting her destination, but Jaunt() is generally faster than moving by a significant amount. The best part of this is that Jaunt() can even be used during Turn() recovery, giving her a very handy edge when she would otherwise be virtually defenseless. You can use it in Turn() too, which is generally more efficient than walking from place to place. However, unless you apply other Functions as upgrade to it (Spark(), Breach() and Load() come to mind), Jaunt() cannot, itself, attack. If running away ain't your bag, Jaunt() can help your other Functions ignore Turn() recovery as well. Applying Jaunt() as an upgrade to another Function both lets Red use it during Turn() recovery and frequently lets her recover from using said Function more quickly. Losing your dash move can hurt, but having something to fight with at all times is often well worth the cost. Before long, we'll unlock the ability for Red to apply her Functions as passive, upgrading her own capabilities rather than those of specific Functions. If we were to apply Jaunt() in this case, we'd get slightly faster Turn() recovery, which is fairly indicative of what to expect from passive upgrades: not very strong on its own, but unconditional. We won't have the ability to dodge or attack when Turn() is recovering, but we'll spend less time overall waiting for it to recover in the first place, and that frees up the slots on other Functions that we'd normally dedicate to Jaunt() for just such a purpose. Code:
Changelog -Jaunt() executed. -Bounce() acquired, priority increased to 4, from 3. -Load() acquired, priority increased to 2, from 1. Task Scheduler 4: Bounce() // mid-range, can ricochet from one target to another 3: Mask() // user cloak, provides damage boost on next attack 3: Breach() // long-range, high power and knockback, pierces cover 3: Crash() // close-range, stuns and weakens process temporarily 3: Cull() // expensive, high-power melee attack that launches 2: Load() // creates packet, explodes violently when damaged 2: Spark() // area attack, initial projectile splits into smaller ones 2: Ping() // rapid-fire short range attack 2: Get() // pulls process to user, does more damage from longer range 1: Void() // does not damage directly, but weakens process offense/defense 1: Switch() // changes process allegiance to assist user 1: Purge() // parasitic attack that slows and deals damage over time 1: Tap() // close range area attack that drains life 0: Help() // summons allied process, can be controlled directly 0: Flood() // creates sphere that travels slowly but attacks continually Next Time: Reisz() |
#22
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I think you need to use Help(Get()) in order to get a Fetch ability.
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#23
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Not *quite* what I mean. Unless you were trying to make a joke, that is.
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#24
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Just to explain what happened in the video, Overloads happen when Red takes too much damage. The Function with the highest MEM cost, assuming it is not her last function capable of attacking directly, is overloaded, removing it from her active Functions for the fight and disabling its usage at Access Points for a while. In conventional play, this isn't a huge drawback, but it is enough to make players not just go "OH I'MA JUST USE THIS SUPERBEST FUNCTION FOREVER". The more you play, the more you realize the devs wanted you to go out of your way to try all the cool stuff. Back to Bounce(). As an Active Function, it's definitely servicable. When used, Red lunges forward a bit and fires a mid-range ball of energy. Bounce() will, if it hits a target, chain and refire towards another target. This rinses and repeats a good amount of time, making it an excellent Function for quickly and easily handling hordes of enemies. However, it's fairly slow to recover from outside of Turn(), and the damage inside of Turn() isn't really worth it unless you'll be chaining a lot. Bounce() does much the same thing as an Upgrade, letting other Functions chain their effects when they land a hit. This is certainly nice, and makes it a common Upgrade, as you can see (that Global Rate bit is how often people use it in that capacity, with the upper number being my own personal usage). It works best on Functions that have long range, such as Breach() or Purge(). The Passive slot, though, is a completely different, but still useful, beast. When it's applied, Red will enter combat with a shield generated around herself. This shield will absorb one hit, but then dissipates afterwards, and takes a full 5 seconds to recharge. Since later enemies in the game can do some SERIOUSLY BRUTAL single hits, this is a much more powerful usage than you'd first expect. Even if you don't care about chain reactive attacks, Bounce() can still be helpful. One more thing before we go. We've ended the video by obtaining our first Limiter. These are the Shrine Idols from Bastion except different. Most notably, there are very few that just give enemies better stats, and a lot more that change up how unique elements of the game work. I'll go over them more next update, but this first one will just apply a shield to cells that spawn, meaning we have to attack them to collect them (this makes Youngladies, in particular, more dangerous). Code:
Changelog -Bounce() executed. -Help() connected and acquired, priority increased to 2, from 0. Task Scheduler 3: Mask() // user cloak, provides damage boost on next attack 3: Breach() // long-range, high power and knockback, pierces cover 3: Crash() // close-range, stuns and weakens process temporarily 3: Cull() // expensive, high-power melee attack that launches 2: Help() // summons allied process, can be controlled directly 2: Load() // creates packet, explodes violently when damaged 2: Spark() // area attack, initial projectile splits into smaller ones 2: Ping() // rapid-fire short range attack 2: Get() // pulls process to user, does more damage from longer range 1: Void() // does not damage directly, but weakens process offense/defense 1: Switch() // changes process allegiance to assist user 1: Purge() // parasitic attack that slows and deals damage over time 1: Tap() // close range area attack that drains life 0: Flood() // creates sphere that travels slowly but attacks continually Next Time: Lag() |
#25
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Quote:
Cull() Get() Tap() Flood() Also, bug report : Tefari, can you either speak up and/or turn up your mic volume? |
#26
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I should clarify: You can vote for any of the Functions, and you can vote as much or as little as you want, but I'll only count a vote for a specific Function once.
Yes that means everyone could say "DO ALL OF THEM" but that would be so boring I wouldn't even update the LP ever again, and Octo would laugh at me. |
#27
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Quote:
Also I apologize for not the best words on this one, I was fuckin' worn out last night. |
#28
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As an active Function, Mask() is the other Function capable of being used even when Turn() is recharging, much like Jaunt(). Using it renders Red both invisible and invincible, which on its own would be amazing, but it also gives a heavy damage boost when she next attacks, breaking the cloaking in the process. Downside is, Mask() has a recharge time when applied this way, preventing Red from just constantly staying invisible. Still, the usefulness for both offense and defense here can't be denied. Applied as an upgrade, Mask() tends to make Functions better at backstabbing. Generally speaking, if you attack a Process from behind, you get a damage bonus. Not all Processes can be backstabbed, and of course not all Functions can feasibly do so, but for those that can, Mask() increases the damage the backstab does. For those that can't, they usually tend to cloak Red for a short time as part of the effect. Note that getting backstabs usually requires using Turn(), so if you rely on Turn() for most of your damage, you may as well throw Mask() in. Now that we have an actual passive slot to work with, I can actually showcase passive effects. Mask() gives us some on-kill benefits, increasing our movement speed and temporarily cloaking us. Not at all bad, but there are a TON of nice passive effects out there, and honestly I don't care for spending it on something like that. Good for an improved getaway after a lethal Turn() though. And just to clarify: the Backdoor area is kind of halfway between the Bastion and the Proving Grounds from Bastion. Has a Practice Test to check stuff out, a few little things to amuse yourself with, and most importantly, a series of Tests. The Test types vary fairly sharply, and I'll definitely showcase all of them, but I'll do that in some videos after I clear the game normally. Code:
Changelog -Mask() acquired and executed. Task Scheduler 3: Breach() // long-range, high power and knockback, pierces cover 3: Crash() // close-range, stuns and weakens process temporarily 3: Cull() // expensive, high-power melee attack that launches 2: Help() // summons allied process, can be controlled directly 2: Load() // creates packet, explodes violently when damaged 2: Spark() // area attack, initial projectile splits into smaller ones 2: Ping() // rapid-fire short range attack 2: Get() // pulls process to user, does more damage from longer range 1: Void() // does not damage directly, but weakens process offense/defense 1: Switch() // changes process allegiance to assist user 1: Purge() // parasitic attack that slows and deals damage over time 1: Tap() // close range area attack that drains life 1: Flood() // creates sphere that travels slowly but attacks continually Next Time: Climb() |
#29
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The active version of Crash() is probably the Function that most users are familiar with. It's a bit slow, and the range is melee, but it hits respectably hard, and when it does hit, it Crashes the target, stunning them and rendering them susceptible to further attacks. The stun stops them from attacking or moving quickly, and they take more damage from other attacks while it persists! It also knocks the target back a bit, which makes it a great way to keep yourself safe from close-range Processes. The range is kind of a big problem, though. As an upgrade, Crash(), obviously, lets other Functions borrow the capability to crash Processes. Since Crash() itself isn't the easiest to hit with, this tends to work well with Functions that can hit multiple targets quickly and easily, like Bounce(), Spark(), or the newly obtained Ping(). Downside is, the crash won't last for very long, so if you want to make use of the better damage you get on crashed targets, best to use this variant in Turn(). If you'd rather play it defensively, Crash() works excellently as a passive function. Not only does it let you shrug off 25% of the damage Red takes, but it also confers immunity to the slowing effect of BadCells, as well as stunning attacks. We haven't encountered any of those yet, but later versions of Fetch, the newest Process shown in this video, have that capability, and any users that haven't yet learned to make use of attacks outside of Turn() is gonna find recharging it really painful with them around. Speaking of, I think at this stage I can start going into what the various Process types we've encountered actually do, as much as I understand it. We've already obtained the Limiters linked to BadCells and YoungLadies, two closely linked enemies. BadCells are the Squirts of Transistor. They're small, piddly-weak, and frequently found in numbers. The real danger they pose is their self-destruct attack, which slows Red down if she's caught in the blast, but doesn't do a huge amount of damage. Any attack will do against them, though obviously faster stuff that hits a wide area is preferable, to take out multiple BadCells in one go. I demonstrate this with Spark() cleanly in the first video. Understandably, they don't leave a Cell upon being terminated. YoungLadies are a straightforward enemy as far as offense goes, simply firing a mid-range beam at their enemies. However, any time they're hit and not already stunned, they immediately blink away to a random area, leaving a shadow of themselves. The shadows can attack as well, but the real threat is that a YoungLady can just dodge every single attack in a Turn() after the first if you aren't careful. Furthermore, when defeated, YoungLadies spawn multiple Cells that have a very short respawn time, although these cells will only ever spawn BadCells. The best procedure for dealing with them is to save Turn() for after you defeat them, then use it to clean up as many Cells as possible. Weeds are one of the main types of support Process. Think like a Dispenser in Team Fortress 2: they can't move, but any Processes near them are constantly healed while they're close by (and they ARE smart enough to retreat to Weeds when damaged). Weeds also possess a feedback field that they can use to attack Red as she's nearby. Later versions can even reincarnate immediately, albeit as weaker versions. On their own, they're basically harmless, but terminating them is critical, since that healing will let enemies wear Red down unless she's using a healing Function herself. The best Function to use on Weeds is Switch(), since that'll make them heal you when you're near and have them start damaging Processes that run to them for safety. Code:
Changelog -Crash() executed. -Ping() acquired, priority increased to 3 from 2. Task Scheduler 3: Breach() // long-range, high power and knockback, pierces cover 3: Cull() // expensive, high-power melee attack that launches 3: Ping() // rapid-fire short range attack 2: Help() // summons allied process, can be controlled directly 2: Load() // creates packet, explodes violently when damaged 2: Spark() // area attack, initial projectile splits into smaller ones 2: Get() // pulls process to user, does more damage from longer range 1: Void() // does not damage directly, but weakens process offense/defense 1: Switch() // changes process allegiance to assist user 1: Purge() // parasitic attack that slows and deals damage over time 1: Tap() // close range area attack that drains life 1: Flood() // creates sphere that travels slowly but attacks continually Next Time: Rest() |
#30
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420 SMOKE WEEDS ERRY DAY.
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