Transformers: Devastation

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Re: Transformers: Devastation

Postby Cyberpath » Mon Oct 19, 2015 4:09 pm

MemphisR56 wrote:How is everybody else getting on?

Story Mode, Warrior level, fighting Megatron. This feels a lot like Heavy Metal War when he borrowed the powers of the other Decepticons.

Update: developed my strategy and beat him.

Beating the game has unlocked an awesome model gallery of all the characters, with voice samples, and 360° view in all forms. :D

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Can't believe this game was announced on the same week I was dreaming of a cartoon-accurate video game! :DANCE: Whoever came up with it and green-lighted it -- :APPLAUSE: :APPLAUSE:
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Re: Transformers: Devastation

Postby MemphisR56 » Wed Oct 21, 2015 3:26 am

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
I cleared commander and the last of the challenge mode maps last night,

>WITH BUMBLEBEE<

Ye gods, even with maxed stats, BB is still a fragile speedster.

Commander level fight against Menasor and Devastator must've cost me at least 7 auto-repair kits.

But, plus side, I finally discovered that it's Scrapper that throws the boulders you need to parry for the "Catch this!" trophy, so I grabbed that too.

All-in-all it was a fairly productive evening.

I think my next port of call will be moving through the challenge mode maps on a higher difficulty to grind EXP, Items and weapons, prepare myself of the onslaught that magnus mode will be. :(
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Re: Transformers: Devastation

Postby Cyberpath » Wed Oct 21, 2015 5:07 am

MemphisR56 wrote:Starting to wrap my head around some of the finer points of the weapon synthesis system now, just need bigger and better loot to make a real dent in it.

Do you know if duplicate weapons can be merged/synthesised automatically or must I do it manually?

Also, does anyone know if the weapons list can be arranged alphabetically?

And finally, how are mission ranks determined? (B, A, S, SS, etc.) Time? Hits taken..?


MemphisR56 wrote:Commander level fight against Menasor and Devastator must've cost me at least 7 auto-repair kits.
The regular repair kits (full and %50) don't work for me for some reason.
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Re: Transformers: Devastation

Postby MemphisR56 » Wed Oct 21, 2015 5:57 am

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
Cyberpath wrote:
MemphisR56 wrote:Starting to wrap my head around some of the finer points of the weapon synthesis system now, just need bigger and better loot to make a real dent in it.

Do you know if duplicate weapons can be merged/synthesised automatically or must I do it manually?

Also, does anyone know if the weapons list can be arranged alphabetically?

And finally, how are mission ranks determined? (B, A, S, SS, etc.) Time? Hits taken..?


MemphisR56 wrote:Commander level fight against Menasor and Devastator must've cost me at least 7 auto-repair kits.
The regular repair kits (full and %50) don't work for me for some reason.


Synthesis Mechanics
They can't be arranged alphabetically but you can filter to Melee or Ranged, and you can organise by Rank, Type (duplicates of the same weapon), or level. Which makes it quite easy to lump all your duds in one place, and sell off anything that's not even worth investing the credits in. Once you're into commander, nothing less than a rank A or B weapon will suffice. Weapons are ranked D - A, S, SS and X. Level cap for each rank will be higher than the last (e.g. D rank max level 5, C rank max level 10, etc).

Skills can stack and combine into more powerful versions of the same skill. e.g. 2 focus + level 1 will combine into focus + level 2, but I'm not sure of the mechanics here.

Base weapon determines the Type, Rank and Amount of skills slots you get, but all skills from both weapons are carried forward. So even if you have, for example, 2 Menasor's Ionizer swords, both rank A, but one is level 5 with 2 skill slots, and one is level 3 with 4 skill slots, it'd be a better choice to use the 4 skills slots one as the base weapon when you combine them, as you'll probably end up with a lvl 6 with 4 slots, and all the abilities of the two, as opposed to a lvl 7 with 2 slots, and have to lose some of the abilities.

Cost of the upgrade is determined by the rank and level of the base weapon, so you'll want to try and get as much experience per merge as possible. Trying to grind a rank A weapon by synthing Rank D's onto it will just be a waste of credits by comparison. For this reason, you're better deciding on a "junk threshold" where anything below that level or rank is useless and just gets sold off, the credits will be far more useful.

Also worthy of note, certain weapons are better versions of others. For example, with the Axes,
Prime's Axe (or Shock, Cryo or Thermal Axe) can also be
Hyper Axe (Hyper-Shock, Hyper-Cryo or Hyper-Thermal) and then later
Battle Blade (movie prime's blades, also comes in Shock, Cryo and Thermal flavours)

There's too many of these to sensibly list without writing and extensive FAQ, so the gist:

They're all available at similar ranks, but certain ones have higher base stats. So it's better to invest in that Rank C hyper axe, than a rank C prime's Axe, as it's basically identical playwise, but will have higher damage output at the same level.

My personal favourite upgrade in this vein is Menasor's Ioniser sword, which, for all intents and purposes is just a solo energon sword, but has a much faster swing speed (AKA attack charge time). Also available is the solo shock blade at higher ranks, which is a similar thing, though I believe that is a more powerful version rather than faster.


Level ranking is determined by 3 factors
Time - preset on what time is considered the min&max bonus for each mission, varies with difficulty level, up to a max of 200 pts.
Damage - 0 damage best for max of 200 pts. Although this might seem like a major one, with certain bosses it doesn't really matter, as the max score could be much more forgiving than zero, and the third factor can easily mitigate taking a lot of damage on a long fight.
Style - How you fight really matters, especially, believe it or not, on lower difficulties. You can get Max bonus for time and Damage (400pts) and still only top out at a rank A even on Scout mode. Points are generated based on certain types of moves or counters that you execute, usually its 5 - 10 points per execution, per action. I've not noticed if there's a cap on any individual one (highest boost i've seen here was 180pts for focus initiated)

The criteria I'm aware of so far:
Initiating focus 10pts per time
Attacking while in focus unusure
Vehicle attacks 5 per time
Rush attacks 5 pts per time I think
Rushdown combos Hold the attack button when you rush attack, your character will jump up with the enemy after they launch them, you can then input a combo which will be >fast< and >powerful< but does not end with a vehicle prompt. Best followed up by using ranged weapons straight out of the final hit (preferably autofire ones) and then executing your vehicle attack from that to continue the combo. (Works pretty good for the soundwave fight)
Headshots not sure of pts allocation
ALL headshots I've only seen this once, while fighting Menasor as wheeljack (it also got me the hawkeye trophy) but I executed it by doing a ranged reversal on his standard sword swing, leaving me floating in bullet time, roughly in front of his face, and unleashing a volley of thermal machine gun fire straight to his dome. All shots connected with the head, not the body. I think the bonus was a standard 150pts flat rate
All allies survived the fight Single 50pts bonus
Overdrive gauge filled not sure of the mechanics, but certain actions build your overdrive (autobot symbol next to health bar, as previously talked on, building this gauge via dodges, vehicle attacks, parries and reversals gives you points. I usually get about 40-50pts when I'm doing well in a fight. Harder to build in shorter missions.
Executing a parry 10 pts per time
Executing a reversal dodge to initiate focus, then immediately after hitting dodge, press and hold Heavy attack, Light attack, or Ready ranged weapon. If you've done it right for close range, focus will initiate, but your character will swing an attack in bullet-time slow-mo and the initial hit will generate a vehicle attack prompt straight away. For range, you character will do a john woo style slow-mo dive with their weapon drawn, during which you can aim, focus does not initiate, but time slows down (works great against menasor for head-shotting him).

Standard combo attacks and combo length don't really count. Use of unique abilities and ultimate attacks likewise doesn't seem to count.

Time and health give decent bonuses, but the lion's share of where you'll get your points is with your dodge and counter inputs.

The score menu gives you a breakdown, here's a screenshot of my no-damage against devastator at the end of chapter 1 on commander

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Edit because I'm terrible at formatting and closing parentheses.
Last edited by MemphisR56 on Wed Oct 21, 2015 6:24 am, edited 1 time in total.
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Re: Transformers: Devastation

Postby It Is Him » Wed Oct 21, 2015 6:13 am

Cyberpath wrote:
MemphisR56 wrote:Starting to wrap my head around some of the finer points of the weapon synthesis system now, just need bigger and better loot to make a real dent in it.

Do you know if duplicate weapons can be merged/synthesised automatically or must I do it manually?

Also, does anyone know if the weapons list can be arranged alphabetically?

And finally, how are mission ranks determined? (B, A, S, SS, etc.) Time? Hits taken..?


MemphisR56 wrote:Commander level fight against Menasor and Devastator must've cost me at least 7 auto-repair kits.
The regular repair kits (full and %50) don't work for me for some reason.


You can sort by type, level and class. Type groups all similar weapons together, which is what I think you're really looking for.

Mission ranks are determined by a combination of time (max 200 points), damage (max 200 points) and style points (headshots, vehicle attacks, rush attacks). Most boss battles are the easiest to SS - just equip a machine gun pistol, synthesize in Defects, and rack up those headshots. You can easily cheese over 3000 points against guys like Devastator this way.
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Re: Transformers: Devastation

Postby MemphisR56 » Wed Oct 21, 2015 6:30 am

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
It Is Him wrote:
Cyberpath wrote:
MemphisR56 wrote:Starting to wrap my head around some of the finer points of the weapon synthesis system now, just need bigger and better loot to make a real dent in it.

Do you know if duplicate weapons can be merged/synthesised automatically or must I do it manually?

Also, does anyone know if the weapons list can be arranged alphabetically?

And finally, how are mission ranks determined? (B, A, S, SS, etc.) Time? Hits taken..?


MemphisR56 wrote:Commander level fight against Menasor and Devastator must've cost me at least 7 auto-repair kits.
The regular repair kits (full and %50) don't work for me for some reason.


You can sort by type, level and class. Type groups all similar weapons together, which is what I think you're really looking for.

Mission ranks are determined by a combination of time (max 200 points), damage (max 200 points) and style points (headshots, vehicle attacks, rush attacks). Most boss battles are the easiest to SS - just equip a machine gun pistol, synthesize in Defects, and rack up those headshots. You can easily cheese over 3000 points against guys like Devastator this way.


Ohhhhh so that's the weak machine gun trick I've heard people talking about. I hadn't seen the specifics. Thanks! Hopefully I'll put this to good use trying to get the "Platinum" trophy.

Not looking forward to doing the Devvy and Menasor fight again though. It's terrifying watching your allies all be murdered systematically, then reviving at each checkpoint, only for it to happen again instantly.
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Re: Transformers: Devastation

Postby wewyllenium » Thu Oct 22, 2015 12:19 am

I just got my copy. As a transformers fan, I'm loving the game. I even like the loot and crafting system. So much fan service. :D
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Re: Transformers: Devastation

Postby Cyberpath » Thu Oct 22, 2015 6:26 am

wow, thanks for taking the time to write down all these great tips!

One more question, how do you raise weapon rank?
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Re: Transformers: Devastation

Postby MemphisR56 » Thu Oct 22, 2015 11:03 am

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
Cyberpath wrote:wow, thanks for taking the time to write down all these great tips!

One more question, how do you raise weapon rank?


You can't. Rank is inherent. You need to get a drop of that weapon at that rank.
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Re: Transformers: Devastation

Postby Cyberpath » Thu Oct 22, 2015 4:55 pm

MemphisR56 wrote:
Cyberpath wrote:wow, thanks for taking the time to write down all these great tips!

One more question, how do you raise weapon rank?


You can't. Rank is inherent. You need to get a drop of that weapon at that rank.


Is it random or can I find the higher-ranking weapons (A & up) somewhere?

Does that include their default weapons btw?
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Re: Transformers: Devastation

Postby MemphisR56 » Thu Oct 22, 2015 11:49 pm

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
Cyberpath wrote:
MemphisR56 wrote:
Cyberpath wrote:wow, thanks for taking the time to write down all these great tips!

One more question, how do you raise weapon rank?


You can't. Rank is inherent. You need to get a drop of that weapon at that rank.


Is it random or can I find the higher-ranking weapons (A & up) somewhere?

Does that include their default weapons btw?


It does include the defaults. don't be afraid to experiment with new weapons, there not a world of difference in how each of the weapons plays.

It's generally random, but you get higher ranking drops from a) fighting well, and b) fighting on a higher difficulty.

as ItIsHim already mentioned, challenge mission 49 and 50 are flat out easy on any difficulty, so play them repeatedly on commander or higher (with rare drop plus techs equipped) to farm rarer stuff.

certain bosses always drop their signature weapons so you can get more of specific weapons (e.g. starscream always drops a null-ray, Megatron always drops a Fusion Cannon. you can also fight the autobots on some challenge missions, so you can get more of their defaults (Grimlock drops Grimlock's gloves, Bumblebee drops bumblebee's gloves, Prime drops Prime's Axe and Ion Cannons, etc).
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Re: Transformers: Devastation

Postby MemphisR56 » Sat Oct 24, 2015 3:54 pm

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Weapon: Crossbow
I'm really kind of dissapointed here.

I spent the day going through the game over again to get all the collectables.

I'd already got a message saying that I'd collected all of the mystery objects. So I was just after Spy-ops, Kremzeeks, and Flags.

A few hours and a lot of sniper rifle ammo later, I have everything, only the trophy doesn't unlock.
So I check the play records and it says my collection is at 98.9% complete. I don't get it.

Game's told me I have everything. The only option I have is to go through *again* and double check that I haven't missed out on one of the letters somehow, even though the game's told me that I got them all.

If not, the trophy's bugged out. I think the only option is to delete my save file and try over again :-x
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Re: Transformers: Devastation

Postby Cyberpath » Sat Oct 24, 2015 4:17 pm

Probably a silly question, did you look under Collectibles to see what you're missing?


MemphisR56 wrote:It does include the defaults. don't be afraid to experiment with new weapons, there not a world of difference in how each of the weapons plays.

It's generally random, but you get higher ranking drops from a) fighting well, and b) fighting on a higher difficulty.

as ItIsHim already mentioned, challenge mission 49 and 50 are flat out easy on any difficulty, so play them repeatedly on commander or higher (with rare drop plus techs equipped) to farm rarer stuff.

certain bosses always drop their signature weapons so you can get more of specific weapons (e.g. starscream always drops a null-ray, Megatron always drops a Fusion Cannon. you can also fight the autobots on some challenge missions, so you can get more of their defaults (Grimlock drops Grimlock's gloves, Bumblebee drops bumblebee's gloves, Prime drops Prime's Axe and Ion Cannons, etc).

Everything else gave me D's and C's and a handful of B's, but fighting the clones gave me my first S melee weapon. Then I started playing story-mode at Commander level and got a bunch more great stuff, ranging from A's to S's. I have a much better understanding of the merging process now.

I beat the Commander mode and unlocked "Magnus" today, but think I'll take a break before replaying the story-mode again. Can't wait to develop the other four characters though, Grimlock is especially "neglected" -- it's tough when you don't have a vehicular mode. :)
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Re: Transformers: Devastation

Postby MemphisR56 » Mon Oct 26, 2015 7:28 am

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
Yeah, the collection menu in game is showing every kremzeek, lazerbeak and flag as ticked off. I've also done another complete run through of the game just to double check i've collected all the letters and they're all present and accounted for.

The play history menu says my item completion is 98.9%, which, considering there's about 60 items, each single one of them should be 1.6% so to mathematically have that total shouldn't even be possible.

It's completely bugged out on me. :-x


I guess I'm going to have to complete the grimlock & 'platinum' trophy and all the "zero damage on commander or higher" trophies and then just reset my game data and collect them all over again if I want to get the 100% trophy.
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Re: Transformers: Devastation

Postby Cyberpath » Mon Oct 26, 2015 5:58 pm

Dude, that's some dedication! Don't I know it though, the game is addictive. Definitely my favourite in a long time.

Before deleting anything, why not try to contact them?
https://support.activision.com/articles ... ssues-FAQ/


Trying to score a SS rank weapon before taking a shoot at the story-mode again in Magnus level.

And there are two challenges I haven't beat yet at any difficulty. One of the races, and the last maze. Will get it eventually.
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Re: Transformers: Devastation

Postby Blast Cannon » Tue Oct 27, 2015 11:07 am

Motto: ""Life is all about risks and it requires you to jump. Don't be a person who has to look back and wonder what they would have or could have had. No one lives forever.""
Weapon: Dual Lasers
I'm considering buying this but probably not now until Christmas due to having a lot of work on my plate. Skimming the thread it seems like the game is a really worthwhile investment.

I'm just wondering if I'm shooting myself in the foot by leaving it until Christmas - are there any community events planned for this game by Seibertron?
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It's safe to assume that I'm just taking the piss.
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Re: Transformers: Devastation

Postby OptimusN1701 » Fri Oct 30, 2015 2:45 pm

Blast Cannon wrote:I'm considering buying this but probably not now until Christmas due to having a lot of work on my plate. Skimming the thread it seems like the game is a really worthwhile investment.

I'm just wondering if I'm shooting myself in the foot by leaving it until Christmas - are there any community events planned for this game by Seibertron?



It is probably the best investment I have made in a video game since Titanfall (which I still pick up from and play from time to time). I can come home from work and just sit down and jump into it no problem.

Though I don't think that they have any DLC planned, I'd buy it up in a heartbeat.
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Re: Transformers: Devastation

Postby Cyberpath » Sun Nov 01, 2015 11:29 am

Update: finished "Magnus." Got a bunch of SS weapons. Stats keep claiming up after the previous limit.

Love how you can develop the characters' stats, weapons and tech. Too addictive!
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Re: Transformers: Devastation

Postby Mazinger Prime » Thu Nov 12, 2015 3:38 am

Weapon: Null-Ray Rifle
Cyberpath wrote:
MemphisR56 wrote:Commander level fight against Menasor and Devastator must've cost me at least 7 auto-repair kits.
The regular repair kits (full and %50) don't work for me for some reason.


Notice that answering this for you was overlooked. The reason that repair kits don't work for you is because you have either a weapon that has or a more likely a tech added on that has the stat of "All In". All In ups your power at the expense of not being able to use repair kits to heal, you can still use the auto-repairs & energon cubes to heal though thankfully. You must not have noticed that the stat mentions that you have to sacrifice healing when you added whatever has it onto your character/s.
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Re: Transformers: Devastation

Postby Mazinger Prime » Thu Nov 12, 2015 3:49 am

Weapon: Null-Ray Rifle
MemphisR56 wrote:Yeah, the collection menu in game is showing every kremzeek, lazerbeak and flag as ticked off. I've also done another complete run through of the game just to double check i've collected all the letters and they're all present and accounted for.

The play history menu says my item completion is 98.9%, which, considering there's about 60 items, each single one of them should be 1.6% so to mathematically have that total shouldn't even be possible.

It's completely bugged out on me. :-x


I guess I'm going to have to complete the grimlock & 'platinum' trophy and all the "zero damage on commander or higher" trophies and then just reset my game data and collect them all over again if I want to get the 100% trophy.


Hopefully you haven't erased your save data yet. You say that you have every Kremzeek, lazerbeak, flag, and letter gotten, but I notice that you didn't mention one other thing. Have you by chance missed out one grabbing one of the log files? They also count towards the collection trophy.
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Re: Transformers: Devastation

Postby Cyberpath » Thu Nov 12, 2015 7:20 am

Mazinger Prime wrote:
Cyberpath wrote:
MemphisR56 wrote:Commander level fight against Menasor and Devastator must've cost me at least 7 auto-repair kits.
The regular repair kits (full and %50) don't work for me for some reason.


Notice that answering this for you was overlooked. The reason that repair kits don't work for you is because you have either a weapon that has or a more likely a tech added on that has the stat of "All In". All In ups your power at the expense of not being able to use repair kits to heal, you can still use the auto-repairs & energon cubes to heal though thankfully. You must not have noticed that the stat mentions that you have to sacrifice healing when you added whatever has it onto your character/s.


Thanks! I removed the "all in" stat from everything a while ago. I've become quite the pro in TF:D if I may say so. :-D

Even got a better handle on Grimlock's gameplay since I've started developing his character.

That said, I'd love to know how to:

1. nail Laserbeak after defeating Starscream and before going on the bridge.

2. deal with the converter belts that don't seem to activate anything.

3. And if two similar stats cancel each other out.

Like if one of my weapons has Focus lv.4 and one of my T.E.C.H. cards has Focus lv.5.. which one counts?

And do the stats stored in the weapons work only while wielding that weapon? (lets say that the character has 2 melee weapons and 2 long-range. Will the stats from all 4 weapons work, or only the two active ones?)

4. is there a specific Weapon Synthesis combination that will significantly boost the ammo of some of the long-range weapons, like Optimus Prime's signature Ion blaster and Megatron's Fusion cannon?
I equip all my characters with a secondary long-range, like a machine-gun, for all those shooting-range missions.


This game is too fun.

Cute sig, btw.
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Re: Transformers: Devastation

Postby MemphisR56 » Thu Nov 12, 2015 7:33 am

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
Mazinger Prime wrote:
MemphisR56 wrote:Yeah, the collection menu in game is showing every kremzeek, lazerbeak and flag as ticked off. I've also done another complete run through of the game just to double check i've collected all the letters and they're all present and accounted for.

The play history menu says my item completion is 98.9%, which, considering there's about 60 items, each single one of them should be 1.6% so to mathematically have that total shouldn't even be possible.

It's completely bugged out on me. :-x


I guess I'm going to have to complete the grimlock & 'platinum' trophy and all the "zero damage on commander or higher" trophies and then just reset my game data and collect them all over again if I want to get the 100% trophy.


Hopefully you haven't erased your save data yet. You say that you have every Kremzeek, lazerbeak, flag, and letter gotten, but I notice that you didn't mention one other thing. Have you by chance missed out one grabbing one of the log files? They also count towards the collection trophy.


I haven't actually deleted yet! That's got to be it, I looked up a full list of all info logs, and there's a few here I don't recognise. Thanks a million. Here's the list by the way for people wanting to know. I'll give it a look over tonight. I can't find locations for them, but it shouldn't be too hard to track them down.

01.CYBERTRONIANS
02.ENERGON CUBES 1
03.INSECTICONS
04.PLASMA CORE
05.CYBERFORMING
06.SPACE BRIDGE
07.FERROTAXIS
08.NOVA PRIME
09.TELETRAAN ALPHA
10.MEGATRON 1
11.MEGATRON 2
12.STARSCREAM 1
13.STARSCREAM 2
14.SHOCKWAVE
15.PROUDSTAR 1
16.PROUDSTAR 2
17.PROUDSTAR 3
18.PROUDSTAR 4
19.PROUDSTAR 5
20.KAON BARRIERS
21.KINETIC SHIELDS
22.PLASMA ACCELERATOR
23.SENTRY-BOT
24.MORPH WALLS
25.PODS
26.CARGO LIFT
27.ENERGON CUBES 2
28.VAULTS
29.T-CONVERTERS
30.KREMZEEK

Cyberpath wrote:1. nail Laserbeak after defeating Starscream and before going on the bridge.

2. deal with the converter belts that don't seem to activate anything.

3. And if two similar stats cancel each other out.

Like if one of my weapons has Focus lv.4 and one of my T.E.C.H. cards has Focus lv.5.. which one counts?

And do the stats stored in the weapons work only while wielding that weapon? (lets say that the character has 2 melee weapons and 2 long-range. Will the stats from all 4 weapons work, or only the two active ones?)

4. is there a specific Weapon Synthesis combination that will significantly boost the ammo of some of the long-range weapons, like Optimus Prime's signature Ion blaster and Megatron's Fusion cannon?
I equip all my characters with a secondary long-range, like a machine-gun, for all those shooting-range missions.


1. I used a sniper rifle for this one, He's pretty far away, so you have to lead your shot by a fair amount. It took a fair few tries and a lot of ammo, but watching a vid of someone else doing it really helped. you literally have to lead by about 1/3 of his movement circle to account for the travel time of the ammo.

2. They're activated by specific weapon types. Try missiles, burn/flame weapons, ice weapons and shock weapons.

3. most abilities stack (both become active and the effects are boosted), but if they don't then the higher level is precedent. - I'm unsure about if the effects are only active when the weapon is equipped though, I haven't experimented with it enough to make certain. It could be pretty difficult to test. It'd be nice if the game had a better explanation of it.

4. There isn't one. I think it's a specific growth stat for each weapon, and it's designed to make the weapon more balanced. Having an infinite ammo galaxial launcher would trump using missiles 100% of the time, etc. If you're having trouble with ammo reserves it might be time to vary up what you're carrying to fit your play style, or just buy a scrapload of energy refills.
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Re: Transformers: Devastation

Postby Cyberpath » Thu Nov 12, 2015 8:48 am

Memphis, thanks!

MemphisR56 wrote:I'm unsure about if the effects are only active when the weapon is equipped though, I haven't experimented with it enough to make certain. It could be pretty difficult to test. It'd be nice if the game had a better explanation of it.

Thanks to the item-magnet stat, I just found out that only the active weapons (ie 2 of 4 equipped) have effect. When I switched from one melee to another the magnet stopped working.

MemphisR56 wrote:4. There isn't one. I think it's a specific growth stat for each weapon, and it's designed to make the weapon more balanced. Having an infinite ammo galaxial launcher would trump using missiles 100% of the time, etc.
I thought so.

Also, I assume that the exp.-related stat/tech card is redundant when my characters' status is fully developed (99) ?
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Re: Transformers: Devastation

Postby MemphisR56 » Thu Nov 12, 2015 9:36 am

Motto: "An inconvenience is just an adventure wrongly viewed!"
Weapon: Crossbow
Cyberpath wrote:Memphis, thanks!

MemphisR56 wrote:I'm unsure about if the effects are only active when the weapon is equipped though, I haven't experimented with it enough to make certain. It could be pretty difficult to test. It'd be nice if the game had a better explanation of it.

Thanks to the item-magnet stat, I just found out that only the active weapons (ie 2 of 4 equipped) have effect. When I switched from one melee to another the magnet stopped working.

MemphisR56 wrote:4. There isn't one. I think it's a specific growth stat for each weapon, and it's designed to make the weapon more balanced. Having an infinite ammo galaxial launcher would trump using missiles 100% of the time, etc.
I thought so.

Also, I assume that the exp.-related stat/tech card is redundant when my characters' status is fully developed (99) ?

Yeah, if your stats are maxed, the you've no reason to gain mpre exp and therefore no reason to gain it faster. i generally roll rare drops on my item slots.

unless you mean the one on the weapons, in which case you can still use that, as it refers to the exp gained when you synth the weapon. that can still be useful if you've capped your base stats and are still maxing your SS weapons. Then once it hits max you can synth a new ability onto it tp replace the now redundant exp up.
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Re: Transformers: Devastation

Postby Cyberpath » Fri Nov 13, 2015 11:33 am

MemphisR56 wrote:1. I used a sniper rifle for this one, He's pretty far away, so you have to lead your shot by a fair amount. It took a fair few tries and a lot of ammo, but watching a vid of someone else doing it really helped. you literally have to lead by about 1/3 of his movement circle to account for the travel time of the ammo.
Tried it today with the Heat Sniper Rifle my Sideswipe is packing, got three of them! The strong zoom really helps.


MemphisR56 wrote:2. They're activated by specific weapon types. Try missiles, burn/flame weapons, ice weapons and shock weapons.
Works like a charm.
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