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Thread: Blog Your Current Game

  1. #261
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    Re: Blog Your Current Game

    Here's the trailer for the upcoming Battletech add-on:



    Seems we've got a new mech, plus the old favorites the Archer, Warhammer and Marauder will finally make an appearance!

    Also, I was playing Planetside 2 and their Halloween special is on. Pumpkins appear all over the maps and you blow one up you get a prize. Everybody is after them so its surreal since I ran into multiple enemy tanks and aircraft, and nobody is shooting each other because we're all too busy hunting pumpkins, lol.

  2. #262
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    Re: Blog Your Current Game

    Quote Originally Posted by PoS View Post
    Here's the trailer for the upcoming Battletech add-on:



    Seems we've got a new mech, plus the old favorites the Archer, Warhammer and Marauder will finally make an appearance!

    Also, I was playing Planetside 2 and their Halloween special is on. Pumpkins appear all over the maps and you blow one up you get a prize. Everybody is after them so its surreal since I ran into multiple enemy tanks and aircraft, and nobody is shooting each other because we're all too busy hunting pumpkins, lol.
    Dang, for a second there I thought they were introducing a 470 Ton Mech.

    I was like "... I'm listening..."

    I guess they mean the total tonnage of all the new mechs. Ah well.

    Edit: As someone who is not well versed in Battle Tech, I always thought that the big mechs should weigh a lot more than 100 tons anyway. I mean, look at their scale alongside actual 100 ton tanks...

    5.jpg

    holycowthemaussupertankwouldhavebeenbigly.jpg

    I'm guessing this has already been hotly debated by the Battle Tech community.
    Last edited by jmotivator; 10-21-19 at 09:12 AM.
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  3. #263
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    Re: Blog Your Current Game

    Quote Originally Posted by jmotivator View Post
    Dang, for a second there I thought they were introducing a 470 Ton Mech.

    I was like "... I'm listening..."

    I guess they mean the total tonnage of all the new mechs. Ah well.

    Edit: As someone who is not well versed in Battle Tech, I always thought that the big mechs should weigh a lot more than 100 tons anyway. I mean, look at their scale alongside actual 100 ton tanks...

    5.jpg

    holycowthemaussupertankwouldhavebeenbigly.jpg

    I'm guessing this has already been hotly debated by the Battle Tech community.
    Not really debated lol. BT's mechanics is based on the tabletop game, and the 100 ton limit was a sort of rule to make things practical. If you ask a hardcore player about it, they will just start to explain by telling you about lighter but stronger materials, miniaturization and all that. Yeah sure its a made up thing, but its been there for so long nobody bothered to bring it up.

    But recently though, the game designers have come up with superheavy (over 100 tons) mechs, but this is set in a future version of the campaign that the game uses.


  4. #264
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    Re: Blog Your Current Game

    Amara green tree, all the defense stuff. Defensive mod. Artifact with magazine capacity increase. Courage rocket launcher (kinetic) anointed Siren, 250% damage after Phasecast. Phasecast (singularity augment from a couple red tree skills) just to trigger the anointed Scourge and throw enemies around. Then fire the Scourge - twice. Not only does it fire twice, the second shot is just as powerful as the first (same damage, number of mirvs, everything) and it only costs 1 ammo. See, the magazine capacity increase (I have 40%, not sure how low it can go and be effective) raises the Scourge's magazine capacity to 5 and it costs 4 ammo to shoot. So a second shot, almost for free, instantly after the first and before reloading.

    Phasecast, shoot, shoot, auto-reload. One can switch to a +crit damage weapon after shooting the Scourge twice, but the crits are just a few and stuff melts without it.

    Each mirv coming off the Scourge shell (and there are many many) does 20k, 30k or 50k. Two shots is probably 10 or 20 mirvs seeking out targets.

    I've been running slaughter shaft behind a cheese-buffed Gunner. I almost never get knocked down and I kill almost as much as he does. He uses a Facepunch shotgun (as a matter of cheese-buff) and ammo artifact to feed me ammo. Without him feeding ammo via the artifact and melee-inflicting shotgun, I can only spam the rockets for a minute.

    I use the mini map to locate concentrations of targets then Phasecast then fire over their head. Don't hit them with the Scourge. Just send the shell over their heads to rain mirvs down. If one hits something (an enemy or an object) with the Scourge shell, it blows up and the mirvs thus damage stops. Don't hit stuff, fire over heads and it will send a dozen mirvs great distances until it reaches the map-end.

    This week is bonus anointed chance on drops. Of the ~20 legends that drop in a shaft run, two thirds are anointed.
    Last edited by ecofarm; 10-24-19 at 02:55 AM.

  5. #265
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    Re: Blog Your Current Game

    I should be saying FFXIV, or even outer worlds, but no the game I'm really hooked on at the moment is "Days Gone..." Rented it on a larm, and have been just... sucked into the story and the gameplay is very much "GOOD" in my book. On the "downside" it causes my PS4 to turn all fans to 110% so... I play it for 60-90 min then play Outer Worlds.
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  6. #266
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    Re: Blog Your Current Game

    The Face-Puncher buff is now next level broke.

    1. Gunner Class Mod, Bloodletter (with health regen as one of the rolls).

    2. A shield that provides boosts "when shield breaks". These stack as a result of the Bloodletter Class Mod each time one's shield breaks. I'm currently using +movement, +fire rate and +melee damage as my three rolls.

    3. Temporary Invulnerability Artifact (not the 100% shield one, the normal one).

    Shoot ground with a shock weapon to break your own shield. The shock affect will cause it to break shield repeatedly as the shield regens a few points and is broken again repeatedly a few times. If health drops below fifty percent in the process, the temp inv artifact will prevent being knocked down. Wait forty seconds for cooldown or remove and wear the temp inv artifact (after immunity wears off) to have it effective again.

    Repeat this process until movement, fire rate and melee damage is each boosted hundreds of percent.

    Now one's sprint is faster than any vehicle, by a lot. One's fire rate causes any weapon to empty the mag in a burp. The melee bonus damage can be used as a weapon via the Face-Puncher Shotgun, which does melee damage when fired. With it, tapping the fire button sends a few founds and instantly kills near anything.

    So, now you're faster than bullets, shoot every weapon like a Vulcan Cannon and with Face Puncher you effectively one shot everything.

    Next...

    You're done buffing up by repeatedly breaking your shield. Now there's another trick. Do it again and this time when the invulnerability kicks in, remove the artifact quickly. This will cause the invulnerability to stick. You will remain totally invulnerable until you quit or put the other invulnerable artifact (the 100% shield and 1 hp one) on and shoot your foot once. That will remove the invurnerable and allow reapplication of the normal invulnerable artifact and continued buff-up.

    Next...

    There's an artifact that gives ammo when you do melee damage (legendary is 8% of magazine every time you do melee damage). This is for the entire group. All four people will not need to reload anymore as the ammo goes directly to the mag of the weapons everyone is using.

    One can use something other than +melee damage and use an Infinity Pistol (instead of Face-Puncher) instead (no ammo consumption), but damage is not the same. A pistol damage artifact instead of the ammo artifact in that build.


    End result:

    1. Movement faster than bullets when sprinting. It's like ten times as fast as a Cyclone with boost on. One can jump near across the map in some locations.

    2. One shotting everything.

    3. Almost never needing to reload. Only when one holds down fire too long and the Shotgun empties the mag, it reloads. But if one just taps the button, it'll shoot like 5 rounds and refill itself because of the ammo artifact.

    5. Never run out of ammo. Although there's an occasional reload, ammo is always max because of the ammo artifact.

    6. Cannot be damaged.


    The only way to die is falling off map because you're quite literally flying around at downright absurd speeds.

    Game's broke, but it's so much fun.
    Last edited by ecofarm; 10-29-19 at 04:04 AM.

  7. #267
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    Re: Blog Your Current Game

    Pushing through the campaign, I get to the Carnivora part where one's gotta chase it with a vehicle. No vehicle needed. Walking backwards in front of it, I pull away like it's standing still.




    A little later, I fell off the map (is difficult to see when moving so fast) and didn't lose the buff. Weird. Then 2-shot the Agonizer, only because he goes invulnerable for a few seconds after the first health bar.
    Last edited by ecofarm; 10-29-19 at 05:21 AM.

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    Re: Blog Your Current Game

    Quote Originally Posted by ecofarm View Post
    Pushing through the campaign, I get to the Carnivora part where one's gotta chase it with a vehicle. No vehicle needed. Walking backwards in front of it, I pull away like it's standing still.




    A little later, I fell off the map (is difficult to see when moving so fast) and didn't lose the buff. Weird. Then 2-shot the Agonizer, only because he goes invulnerable for a few seconds after the first health bar.
    Yeah, there are a lot of exploits like that, and they have persisted through all of the Borderlands games. I get the feeling that Gearbox, deep down, doesn't care how you enjoy their games, only that you do.

    Granted, this time around they are swinging the nerf hammer so much that I am beginning to think that there must be a Battle Royale mode right around the corner...
    A young man who wishes to remain a sound atheist cannot be too careful of his reading. ― C.S. Lewis

  9. #269
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    Re: Blog Your Current Game

    Still working my way through The Outer Worlds when I have time to game. I don't think it is any one thing, but it's a lot of little things that seem to just be off with this game. The motion sickness thing I have mostly gotten over at this point, but the pacing is just weird, and the maps are claustrophobia-inducing small. But it's the pacing that throws me the most, and breaks the immersiveness.

    For example, not very spoilery, but maybe spoilery...

    =====================================

    There is one companion quest in the game where you help a companion work through the ups and downs of a budding relationship. The quest has various stages, all centered around conversation trees where the companion updates you on developments since last you talked. The quest has four stages.. first they meet, second they exchange messages, third you take your stressed companion out for drinks to calm down and go over how things are going and then finally the resolution. The problem is that there is nothing stopping your from just completing all 4 stages in a matter of about 5 minutes all while each stage makes it sound like it has been days since you talked. This weird time scale is compounded by the smallness of the environment you are in, and the lack of any meaningful time-based mechanism. The walk between where your companion hangs out, and the object of their affection is about 30 seconds apart on a space ship, with the bar about half way between the two. It's just weird.

    =====================================

    If you think back to games like Skyrim, you could get a quest from someone who might tell you to come back in a few days, and if you actually stood around you could actually wait two sunrises before the next part of the quest triggered, but that isn't the case in The Outer Worlds. There is no passage of time, and there is no map that is bigger than the average town in Skyrim or a Fallout title... I can't stress how small the environment really is. You could probably fit the whole game in to one of the larger Skyrim cities. And those tiny maps are far less aesthetically pleasing, to boot.

    And not only are the maps small, but they are sparse. By the time you finish the handful of quests on a given map there is a good chance that everything is dead that needs killing. Only one case that I can think of where there are some beats son the map that I just had to leave alone because I had no hope of defeating them... in theory I could go back and kill all 5 of them for an extra 10 minutes of play time? But in general, you run a couple of quests on a small map, complete them and then leave that map forever with no reason to go back.

    Granted, maybe part of why that strikes me as so odd is probably due to my binge on ARPGs lately... not used to the permanence of death anymore! But really, there are maybe 30 to 40 enemies on any given map, probably less than that, so expect to pacify each area rather quickly.

    On the positive side, the acting is top notch and the writing is good, albeit mostly derivative. While all of that is good, I can't think of one memorable moment in the game, one head tilting, chin tapping moment of insight that I can take away from the game. That is to say... Planescape: Torment it aint.


    .. I mean, it's fun enough that I will finish it, but it's not $60 worth of game. Imagine if you took Skyrim, whittled the story down to spanning maybe 10 towns, and you could only fast travel between the towns.. that is the scope of The Outer Worlds.
    A young man who wishes to remain a sound atheist cannot be too careful of his reading. ― C.S. Lewis

  10. #270
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    Re: Blog Your Current Game

    Quote Originally Posted by jmotivator View Post
    Yeah, there are a lot of exploits like that, and they have persisted through all of the Borderlands games. I get the feeling that Gearbox, deep down, doesn't care how you enjoy their games, only that you do.

    Granted, this time around they are swinging the nerf hammer so much that I am beginning to think that there must be a Battle Royale mode right around the corner...
    The nerfs are irrelevant. I do 1,000,000 damage per shot (effectively), cannot be damaged and walk at 200 mph.

    We'll see if they reel us in.

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