Talk:Retcon Guide
I would recommend either moving this to your profile page or making it a neutral, third person article. Also, you have as a con for gadgeteer that there permed skills arent helpful, and then they are tied for the most "necessary" permed skills. What that? --blackmatter615
- That would be based on Valera's opinion in chat that many gadgeteer skills aren't of much benefit to other classes, such as Sniper (only good for ranged attacks, when other classes are better off melee at low level), Improved tinkering (obviously), catalyze (not useful during retcon levels), supercomputer skills (again, not of use during levels 1-11), Electric Net/Stun Gas (most benefits classes who already have good dodging, AKA Gadgeteer), Stealth (high PP cost for small gain), and so on. I changed the statement to "some" instead. -- penguinpyro
My only issue is that as players add information that may benefit them, other players who add may not see that as useful or benefical. There should be an agreed guide, and then players could write their own sections or info and keep it on their user page. Or it'll get messy! But good info so far, it's building nicely! Strlikecrazy
- Agreed. We should instead have those interested make a guide on their own user page. Then use this page to link to those guides for those interested. Having 1 page on the wiki makes it appear as if that is the "official" opinion of the sum total of the community, which there could be large disagreement on specifics. It will make it clear that the guide the person is reading is opinion only, and that others may disagree. Actual wiki pages should be fact, user pages are for users opinions and free space. Either that or we should make a section in the forum for guides. --blackmatter615
I've been thinking incorrectly; +XP (and +FT) is generally better than -time. For example, comparing Hammer Time vs. n-barreled shotgun (triple) over 100 turns, it's 500 seconds (or about 8 minutes) vs. 600 XP. In a retcon environment, you're going to hard pressed to get 600 XP in 8 minutes. Just something to bear in mind when making equipment recommendations. --Jesus 23:31, 18 October 2010 (PDT)
- Well, it's a question of degrees, right? Of course the shotgun is a no brainer if you have one, since its XP bonus is so large. But I'd say +2 XP is about equal to -5 seconds in early to mid retcon, with time becoming increasingly beneficial as you're able to get to zones that give better XP. The other thing is, -time affects every turn, but not every turn gives stats. --Prestige 00:54, 19 October 2010 (PDT)
Noticing no mention of the embossed emblem. Pity, since it's probably one of the more useful foil items around, and one of the few sources of stunning you're likely to come across without getting lucky with a villain or pulling ARF gear. This guide also whip-saws back and forth on what it's trying to say. Telling people to load up on FT while at the same time going on about "what to do when you get stomped". It also seems to hold some contradictory views in other sections, and the early part about what types of runs to do are so horribly, horribly biased that they're nearly insulting to anyone with a different play style. Honestly, if we're going to have a retcon guide, it should try to be as NPOV as possible, and go from a "no expensive items" standpoint, with superior and donation items as a sort of parenthetical statement. And if it's going to be going from a no IotM standpoint, it should stick to that. Datagear and Badger Gloves may be reasonably easy to come across, but they still come from a donation item. This is a good start, but it's too stream-of-conscious to be of much universal use. It's more like a brainstorming session than a guide right now. Cristiona
- Right, I'm going to change it to sound more neutral. However, the skills and items area will inevitably be a matter of opinion, so some bias there is unavoidable. --Penguinpyro 16:58, 20 October 2010 (PDT)