![]() ![]() ![]() I've talked a lot about those three things on this blog so I obviously appreciate it when games get them right. I'm not just talking about the tactics, the visuals, the ragdoll physics and the destructibility of the environments for which it is well-known, but also of the pathfinding routine, the emphasis on verticality in area design, and the powerful, flexible and easy-to-use camera which I tweaked. This is one slickly coded, stylish and sexy game. Yes, at times I was awestruck by Silent Storm. There were moments of intense frustration, and there were moments when I questioned design decisions, but these were far outweighed by an overall sense of satisfaction, and even a sense of awe. I thoroughly enjoyed the week-long playthrough. Not once during my replay did the game hang, crash or glitch out, and no quests bugged out. That is, of course, utter nonsense and I don't recommend engaging in such: the devs should have granted skillups only when we genuinely aim and fire at hostiles in gunfights. So we can just force-attack (A-key) and shoot the ground repeatedly in order to become crackshots. One can train the Shooting skill very quickly with pistols due to their rate of fire and clip-size it's broken because even if we miss we gain a skillup. Pistols can also be very useful in close-quarters combat. I recommend that all squads, regardless of composition, primarily wield rifles and employ Careful Shot in the early going. I was quite rusty but managed to get through the campaign without any major issues. I recently conducted an Allied replay of Silent Storm on Normal difficulty mode. We receive an experience point bomb for fulfilling primary and optional missions. The difference is that such increases do not contribute to leveling: only killing enemies, obtaining hints and clues and fulfilling mission objectives do. The more we do something the better we become at it. Action points are increased by moving about and most people will favor their created character, so that's why.Īs in JA2, attributes, secondary attributes and skills increase through use. That said, my character started off with 57 action points and by end-game she had 77. Note that attributes and secondary attributes increase much more slowly than skills. But both Dexterity and Intelligence are important for all professions because their scores govern our action point pool and our experience point acquisition (similar to Agility and Wisdom in JA2). Clearly, Dexterity followed by Intelligence are the most important stats for a sniper. ![]() That's fine because snipers don't wield SMGs and machineguns (though there is one burst-capable rifle). We can see that Shooting and Snipe are quite strong but Burst is low. For example, if we want the potential for "best sniper" we should choose the sniper profession and crank Dexterity and Intelligence, like so: As we assign points we can look below the attribute panel and see how secondary attributes and skills are being affected. We only have a pool of 14 points to spend so we can't be good at everything. Attributes can be maxed to 10 or dumped to 2. There are three attributes and these govern our skillranks: Strength, Dexterity and Intelligence. While that can give us a headstart in the early going (which can be quite difficult), it is not so important as any profession can advance in almost any skill providing they work at it. Profession also governs our starting level of proficiency in various skills (how many ranks we have in each skill). In that way, we could gain a better understanding of the potential of professions before we commit to one. What the devs should have done is let the player assign one skillpoint in chargen, thereby showing the skilltree. One criticism I have is that skilltrees cannot be browsed in chargen - we have to wait until we are in-game. ![]()
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