Resonance of Fate

If you're into fast paced stories, this game isn't for you really. The story starts at a pace you'd expect it to for a mercenary group that's doing odd-jobs. It kicks in around chapter 9. (There are more chapters than FFXIII though. :P) Also, the battle system is based more around strategy and how well you know each enemy than it is in most JRPGs.

As far as how I'd rate it, probably an 8.5 or 9/10. It's a great game, but not perfect.
 
Finally started playing RoF. I really like it, but it can be kinda confusing sometimes:

When I'm in battle, I'm not sure if I should be going for a gauge break, or a smack down, or bonus hits or what? Also, I'm on CH2 and I don't think I've used a single item yet. Finally, I only been using the guns that the characters started with... should I start switching it up? Thanks for the help!
 
Finally started playing RoF. I really like it, but it can be kinda confusing sometimes:

When I'm in battle, I'm not sure if I should be going for a gauge break, or a smack down, or bonus hits or what? Also, I'm on CH2 and I don't think I've used a single item yet. Finally, I only been using the guns that the characters started with... should I start switching it up? Thanks for the help!

What you want to do is Gauge Break as much as possible, as these fill back your spent pips (those little orange things that turn to grey after a Hero attack). The best way to do this is to start with a character that wields Machine Guns and drain armor as much as possible on his/her first Hero attack then finish off the enemy(ies). Getting launchers and then trying for the bonus attack is better than smackdowns unless you're farming for Hexes, then at which case go for smackdowns instead since they tend to drop Hexes more often with those.

Do switch weapons up, as your base level is directly tied to your TOTAL levels of guns (i.e: having 5 handguns + 6 machine guns + 3 items will get you a level 17 character) but don't overdo it early on because enemies level up alongside you and become harder to fight. What you want is to get around level 10 on the weapon you want to use for that character then give them a few more levels through that for weight/hp boost so they can hopefully dual wield as soon as you get enough money to buy new weapons/get materials to make new ones.

You'll eventually start using items/grenades a lot around chapter 6, since you start getting element specific grenades and elemental attacks from enemies by then. So save up until around there.
 
Gauge Breaks don't refill your Hero Gauge, but they do become increasingly important later on.

Basically, Gauge or HP Breaks break up the health bar of an enemy. When you deplete one section of that bar, you get a Hero Bezel (icon) back. You can also get Hero Bezels by breaking the enemy's body parts/armor. It get substantially easier later in the game as you find more Bezel Shards to avoid Condition Criticals.

Your general strategy in the early parts of the game is to soften up your targets with Machine Guns (which deal Scratch Damage) and then fire off your Handguns to convert that damage into permanent damage and kill enemies this way. This is the basic strategy for nearly all fights up until you start dealing with some bosses (and late game).

As for Bonus Shots and Smackdowns, these are mostly design to reward you with extra chips. Chips come in two colors, Gold and Silver. They will be one of your prime means of earning money throughout the game. So doing Bonus Shots and Smackdowns can be useful. The main purpose of the Smackdown is that it also damages all body/armor parts and can even destroy them (with low health), when you destroy a body part like this you increase the chances of the body part dropping an item. Though typical Smackdowns will yield chips, they won't yield nearly as many as Bonus Shot can do. So make sure you use the opportunity to get Bonus Shots off a enemy.

Though the game doesn't mention this, it's recommended that you do Smackdowns with hand guns and bonus shots with machine guns. The reason being is that Smackdown damage doesn't convert unless it comes from a handgun, while Machines have a better firing rate to push out more chips during Bonus Shots.
 
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