I might be misremembering when this happened, but you know the one thing I absolutely hate the most about Pinch Out?
Contingency Contract opened all resource stages while it was going on, so you could stock up on stuff without waiting for the right time of the week. If you had sanity potions stocked up, you could get enough lmd, skill summaries, and chips to help finally get an operator to where you want them.
Pinch Out does NOT do that.
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Okay, I think one of the reasons I didn't like the main pinch out map is that the constant pressure of the cannon mechs forces you to have a really static approach. The most engaging ak maps, to me at least, are the ones that require you to be really active in how you manage burst windows, skill timings, redeployments, etc. But in pinch out, you can't really helidrop anyone, because they'll just blow up to the mechs before they get their damage in. So the best approach is to instead pair a couple big damage dealers with a bunch of blockers and however many healers it takes to keep them alive, and just activate their skills when they come up. And it just gets worse the more you buff the enemies/map, so the more difficult the tags, the less interesting the map ends up being
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So the last map for Arknights Pinch Out Experimental Operation released for global and I can't be the only person who thinks that the focused restrictions for the "test plate" maps were infinitely more interesting and a cooler challenge than the main map just making everything a stat stick with the inactive power armors and Dorothy being the only interesting parts of the map to work around.
There was one map with deployable floaties that you can only have one person deployed at a time on, another map with burning spaces and restrictions that made summoner supports and trap specialists extremely useful, and a final map that gives you a lot of starter cash and no good way to restore it, meaning you have to plan your deployments carefully and can't easily rely on Yato and Texas to kill everything troublesome for you.
Messing with your resources is one of the most interesting difficulty adjustments that this game can throw at you (DP regeneration and deploy limit restrictions especially so), so these restrictions feel fun and interesting to work with. Way better than just making every enemy a brick wall you have to disassemble with a fork.
I took a picture of this icon because I thought it was kinda funny. I am easy to amuse sometimes. X3
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some disorganized pinch out notes
i've been playing going through pinch out lately
i really like it as an evolution of the original Contingency Contract concept, and i think the key to what makes it so good for me is its whole idea of granularity
one of the main things i really like about it is that it's true to the core arknights level design philosophy of iteration and slowly arriving at your solution.
the risk weight distribution this time puts emphasis on how you want to tackle the stage and then minor adjustments.
the heaviest weights are put on the biggest changes: the boss now does this, some enemies now behave like this, etc. the next heaviest are put on adjusting stats for what your operators can handle and what your solution looks like, affecting the way you will place your operators on the map, etc. and the final more minor adjustments, usually at around 5 points each, make adjustments to specific enemy types.
it's an interesting way of tackling the CC risk problem of linear weights of 1 to 3 while also offering the player a lot more room for a solution that they arrived at given their toolkit.
the "challenge" nodes and reward system also aid those granular adjustments by rewarding the player for exploring the diff challenge risks and then unlock "skips" in the risk tree.
another thing the mode solves is that its design encourages players to tackle and explore the stage over a number of days as opposed to a single short burst of time.
the removal of hard daily rotating stages, and then introducing bonus stages that last for a set number of days with their own set of risks that unlock new permanent map risks help a lot with the whole idea of gradually arriving at a solution.
i just think it's kinda neat and i love watching HG's general game design grow over time
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This was physically painful to complete. (My brain is small, so I just took all the HP tags I could get, and hit them as hard as I could. Absolutely ignored invisible Dorothy.
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After adapting Blemichi's excellent "but Surtr just won't die" run for what I have, I learned one major lesson:
Pinch Out can kiss my ass.
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Not to just join in on shitting on pinch out, but like, it feels only half thought out. Like it has some good ideas! The way CC risks counting for 1-3 no matter what made for some run breaking risks being the same value as others that didn't really change anything. It's a good idea to change that up! But the way it's implemented, and the way the points are distributed across risks makes just finding the right combination of tags to be a major challenge on its own. I was banging my head against it, trying to figure out something that would work with my roster, and everything was just blowing up. It didn't feel like my understanding of the game or my skill was being tested, but rather my ability to parse whatever the hell system they thought up for the risks. I finally looked up what risks someone else took, and got it in one with the same strat I used to get 400
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It's really hard for me to ask this, but would anyone be able to help me financially get home from work and a doctor's appointment this week? I'm already taking the bus as often as I can, but there isn't one that runs by the time I get off work, and I won't be able to get home otherwise. My next paycheck is expected to drop on the 15th, and I currently only have $5.26 in my bank account. I would really, deeply appreciate any help I can get. Thank you.
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