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Blog Your Current Game

:lamo

It's hilarious to jump across the map. And I'm not using anything from outside the game.

Well, sure. It's just an expansion on the immunity exploit.

Hey, for science, can you still get one-punched by One Punch Man when you are maxed out? I know that with the immunity exploit he still one-shots you because it is just a switch that makes you dead when his attack comes in contact with you, rather than accomplishing it through some massive damage roll. I'm just wondering if there is an exploit in their somewhere that mitigates that.
 
Well, sure. It's just an expansion on the immunity exploit.

Hey, for science, can you still get one-punched by One Punch Man when you are maxed out? I know that with the immunity exploit he still one-shots you because it is just a switch that makes you dead when his attack comes in contact with you, rather than accomplishing it through some massive damage roll. I'm just wondering if there is an exploit in their somewhere that mitigates that.

To my knowledge, he's a game mechanic and always one shots. I got smart once and brought him upstairs where he trapped me at a respawn and I had to quit to stop dying.
 
Well, sure. It's just an expansion on the immunity exploit.

It's an expansion of the Bloodletter Class Mod exploit, which previously employed only the Brawler shield but now employs shields based on their rolls for "when shield is depleted". I'm using an epic shield with the right rolls.

Immunity depends only on an artifact. Separate trick.
 
Been a while since I played a game with characters I love as much as The Outer Worlds. Love their side quests and writing.
 
People join my game and don't notice my speed because it's a small indoor area and I nudge the stick. Then we get to a part with vehicles and they get in theirs and head down the road. I max the stick and walk past them like they're standing still and I'm in a vehicle. So funny. Being able to side-step bullets is neat, too. Can't much use sprint; it's mostly blurry until something stops me.

If anyone's on ps4, I can p-level and give gear to do it.
 
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After being too busy to play games for a few days, I have the flu this weekend, so got to sit in seclusion in my office for hours on end, quarantined from the family. I got a lot of gaming time, is what I am saying.

I've been working through The Outer Worlds and I have a few more impressions to share...

1) While the maps are small, they do pack a lot to do in a small space. It's a lot of fetch and kill quests, but the story is entertaining. It's been interesting.

2) The balance in the game doesn't exist. As someone who is a degenerate min/maxer I was amazed out how easy it is to get too powerful for the game to be a challenge. Essentially, anyone who sticks to a coherent build becomes death incarnate and every fight becomes laughably easy. I built a long range build with the thought of going sniper with, but have realized that while you can one shot everything with the sniper build it works just as well with an assault rifle, and actually quite a bit faster. big, equal level monsters die with just three rounds. It really makes everyone giving you these quests seem like complete losers. :lol:

Quick Build guide:

* I took 2 points in Strength, Dexterity and Intelligence because I didn't know what I wanted to do with the build. I don't think these choices make much difference in teh long run as they mostly just determine how far along you are in your skills to start.

* 100 in Long Rifle .. massive damage and crit bonuses to Assault Rifles and Sniper rifles

* 100 in Science .. This gives you massive bonuses in "science damage" which is the sci-fi way of saying "elemental damage", it also gives you max ability to tinker with your weapons, giving them massive damage boosts

* Take "Weird Science" and "Wild Science" perks for a bonus 100% "science" damage.

Then just tinker and mod 4 assault rifles to each deal one of the elemental damages and you are all done. At that point all you need to do is shoot enemies with a damage type that they aren't shooting (since they have resistances to that type of damage).

Also while you work your way through the build you will always be way over matched for your enemies.

3) The Reputation game sneaks up and bites you big time. I think it was a rather major bad design to make reputation so all encompassing. While you get a lot of push quests that send you to destinations you have not yet been, many people playing the game find one particular destination to be irrevocably broken by the time they unlock the destination. To be honest, I have no clue what I did to destroy my rep with this given faction, but they happen to run a huge quest hub in the end game, and imagine my surprise when I finally unlocked the destination where I have all of my quests lines pushing me only to find everyone there wanted to kill me.

I mean, thinking about it now I think I know the mission that did it, and if I am right that is just awful... you go on a quest for someone to retrieve something from a derelict space station, and at the end of the mission it gets boarded by soldiers intent on killing you.. I don't remember seeing a way to talk my way out of it, and if you are a shooty build (like me) it probably would have been locked anyway... but a surprise quest like that should not cascade into a reputation spiral that necessitates you obliterating an entire city that happens to be a hub for quest progression.

Anyway, I guess I hit a wall now and don't feel like murdering a whole city of people, but don't see how I can move forward without doing that. I mean, I could EASILY kill everyone in the city, but I have been playing the cool and compassionate Mal Reynolds style of ship captain, and being forced to go full Black Beard on a dime doesn't thrill me as a plot twist.

In theory, there is probably a trainer out there somewhere that lets you reset reputation, but given the kind of game this is, they should have been a lot less ham handed with the consequences...
 
A quick update... I took to the internet to find a solution to my dilemma and I guess I found it, but it's dumb:

I went to the town and painstakingly killed all of the guards and none of the population, then ran from the rampaging population. When I got to my ship I slept for 3 days and the civ reactions all reset. Now that the city is completely devoid of guards so I can walk around the town and talk to NPCs without the fear of guards starting up a gun fight.

Also, while that is both gimmicky and lame, the thing I find most problematic is that unlike every other game with this engine, you can't pick up and drag bodies, so the whole city is now full of guard corpses and the NPCs don't react. If this were Skyrim I would have at least taken the time to throw the bodies in the river.

I can finish the game now, but that is just lame. What I wouldn't give for an Elder Scrolls mechanic where the guards could catch you and you could spend time in jail and pay a fine and have rep reset. These guards don't stop until you are dead or they are, and at this point in the game there isn't a chance in hell they'd ever kill me. I don't think I would start getting an elevated heart rate until I was facing 50 elite troopers against me alone...

"But it's all about the dialogue!" everyone says... well, the dialogue is nice, but it really isn't earth shattering. Where it tries to be deep it is thin and where it tries to be playful it quickly gets tedious.

I've soured on this game, if you can't tell. It's a whole lot of untapped potential.
 
Finished up the Outer Worlds. Loved it. The characters and dialogue were great. It's actually kind of sad thinking about how much better Obsidian's writing is than Bethesda. I look forward to what new projects Obsidian has in store. Hopefully the success of the Outer worlds will give Obsidian the leverage they need to get more resources for their next game. The Unreal Engine has some limitations that I noticed during gameplay.

After that I started Battlefield V again now that the Pacific expansion is out.

It's meh. The new maps are pretty uninspired (BFVs maps in general aren't that great), and they *really* want the new weapons to take hold, so the Garand and Type 100 are OP. It's ridiculous how many times I've seen machinegunners outgunned at range by a medic carrying the Type 100. The core mechanics that make BFV a Battlefield game are still intact, but the whole game just feels like a massive letdown. This whole "games as a service" thing is such a cancer and annoying.

Apparently they're planning another expansion with the Eastern Front, and I hope it comes soon. Maybe they can do what CA did with Rome 2 and try to fix the game with patches and updates to make it more enjoyable.
 
Planet Zoo review:

The first thing I noticed is that, like Planet Coaster, the camera controls are odd. W and S forward and back, fine. A and D move you left and right, great. Q and E move you up and down. Wait, what? The reason god invented the Q and E keys was to rotate the camera. I still have not gotten entirely used to this. Also, there are bugs, and the internet connected portion of the game the connection was hit and miss.

But is the game any good? Well, do bears **** in the woods? The answer, which you can see ingame, is yes. My first habitat for timber wolves, I mistakenly got two males. They fought, and you could see the scratches they got. Several days later, and the scratches are gone, except for one, which seems to be a permanent scar, on the wolf's right rear flank. The details in the animals, the way they move and act, is just incredible. You will learn a ton about the various animals just by playing, as you have to get the habitat right or the animals stress. There are big encyclopedia entries on each animal, and you will want to read them before adding an animal to your zoo. Education has rarely been so fun.

Like Planet Coaster, building the infrastructure is highly customizable, but only to the degree you want. You can ignore 95 % of it and be fine. But it is nice to know you can do elevated walks, curves or straight lines, how long each section is, how curved, how tall. Or you can just leave all the settings in the properties window alone and use the default and be just fine. More artistic people than I will love the extra layers of control, but they are not mandatory.

Tutorial is simply great(much better than in Planet Coaster, by several orders of magnitude). You are assigned tasks in a pre-built zoo, of increasing complexity. First, go look at the bears. Then add a couple ostriches. Then finish an enclosure before adding the animals. Then build an enclosure from scratch. In addition to being a great way to learn the controls, being in a big zoo with many enclosures done, you can see what is possible by looking at the finished enclosures, some of which are really cool.

Overall, best game of the year so far to my mind. I will add some screenshots to the thread when I find the folder they go to.
 
BFV's the Pacific Expansion is a let down. The weapons they added are OP and unbalanced, and the Pacific Maps are garbage. Really dissapointed in something I was actually looking forward to.
 
The Maggie is the best gun in the game. All classes are using it, even Siren despite it being Jacobs and kinetic. It was buffed in a recent fix, apparently a bit much. I use a plus cryo anointed for Zane cryo build as per youtube. Tried some other builds but then wanted dps.
 
To power-level someone from level 1 to level 50 in 10 minutes:

1. Turn off internet and load game, enter game.
2. Turn on internet and answer "no" to "exit to main and update?"

One in now offline/online glitch. Game is as per original parameters, yet one is online. Original parameters for xp is broken.

3. Level 1 joins the game of someone capable of Slaughter Shaft and has done 1. and 2. above, waits ten minutes to be level 50.

To duplicate equipment:

Guest joins Host's game. Both go into bank. Count 3, 2, 1, go. At go, the Host presses [] to "compare" (an item in bank with an item in backpack). The Guest puts an item from backpack to bank, clicking multiple times while the item does not go into bank. The Host clicking "compare" creates a lag spike which causes the Guest's clicks to duplicate the item into bank. The lag spike lasts about eight seconds.

Thus, I can power-level someone to 50 and dupe gear for the shield and artifact exploits in under an hour. The person needs to progress campaign to open the use of class-mods and then artifacts, but that's easy at level 50 with the best gear.

Just saying, if anyone's on ps4.
 
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I tried my hand at No Man's Sky again, even though they piss me off with each update. I don't know if its repeatable, but I found a Monolith that gave me an Experimental A-class 24 slot multi-tool. It's a rather long distance from the portal, but the planets portal address is 205C:04E8:56CC. It's location is 9.32 by 39.37. The Monolith name is Legacy of Fumaiz. The answer was "grab weapon." It's in the Apmanje Fringe, Asjokar-Uymak system, planet Kajaville D4. Galactic coordinates 0ECB:0083:0684:005C. This was the first time I came across this question at a Monument. Maybe it was just random luck, but if anyone goes there, please let me know if its repeatable.

grah vy'keen ancients bless your journey zuxiong our glory we witness your glory

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I love this planet and others like it. I made lots of money "storm chasing" storm crystals and selling them, and it's an "extreme hazard planet," and I'm racking up time for the "extreme survival" milestone. 2.1 more sols to go, and I max it out. I'll collect 100 or more at a time and sell them. Their base value is 129,150 units each. Much easier to get them while the storm lasts using the Nomad. Between storms, I'll dig up buried technology modules.

Take lots of Sodium with you. This planet has sodium deposits too, making it easier than most extreme hazard planets. Made most of my cash on extreme hazard planets, having now a 38/12 slot A-Class fighter, and a 26 slot C-class freighter.
 
Battletech: Heavy Metal: The new weapon systems are kinda cool. ACs that fire 2 rounds per shot. A PPC shotgun. A one shot artillery piece. A weapon that does more damage the more evasion pips you have, and generates more heat. Several new mechs, none of them game changing, but with some cool features. New filter for map. New missions. Everything added is worthwhile, but not enough to really warrant the cost of buying the DLC.
 
Got a copy of Greedfall to try out. I've played.. let me check... 7 hours of the game and I really don't know what to say about it.

It's a game that has everything going for it, an interesting setting, an interesting story line, an approachable combat system, great art direction, and on and on... but there are some things that I can't get past, and they're pretty dumb...

1) I am not really that great with these combat systems.. I can't play The Witcher series because of these combat systems. This game, on the other hand, is a dumbed down version that is more of a button masher. I have tried getting more finesse with my combat and I seem to have worse results than random button mashing. Moreover, the basic dodge skills are in the game, but you need to unlock them as skills, as far as I can tell... so I guess maybe I am just perfecting a button mashing build? I don't know..

BUT, here is the problem... very early in the game, before you can unlock any useful defensive skills, you can a skill check fight out of nowhere, after already having a previous skill check fight, that is nearly impossible. I really though, after about 45-50 minutes of playing "Well, I guess that's the end of this game". I did miraculously make it though, eventually, but I wasn't more skilled at playing because of it, it was just dumb luck...

Hey game developers, if your customers are flipping your game the bird 45 minutes in you are doing it wrong.

However,I got through and found the next bit of weirdness...

2) Story Missions are fixed level, roaming mobs fights are leveled to you. This doesn't seem like a big deal, but there are a lot of fixed mob positions in the wilderness (think MMORPG style) that respawn every few days. In one spot there are a bunch of brigand positions in the wilderness that, if you kill them all, you get about a 3rd of a level... there is also a campsite nearby where you can sleep a few days and they respawn. Since they level to you, you can gain a level every three clears... forever. I you spend a few hours clearing brigands you can end up with some descent gear and levels that render the story line way too easy.

3) Firearms are WAY TO POWERFUL. I mean, they are probably realistically powered, but unrealistically fast firing for flintlock style weapons. A rifle, once you unlock it, will knock a human enemy on their ass and take 3/4ths of their health... with enough skill they become 1 shot kills at even level. I should't be able to open fire of a group of 5 brigands with my flintlock and kill them all before they get to melee.. and yet I do, every time.

Anyway, after 7 hours I realized what was happening and now the game already feels like cheating. I guess I should try with a magic class and hope it isn't so unbalanced in that skill set?
 
Phoenix Point: Like a combination of the original X-com and the new Xcom series. Has some of the look and feel of the new series, but with all the detail and complexity of the original. I love certain details, like when you aim, you get a reticle with 2 circles. Your shot will land somewhere within the outer circle, and has a 50 % chance of landing in the inner circle. The better the skill, the weapon, the range all effect how big the circles are. At long range with a crap gun and poor skill, the bad guy might fill just a fraction of the outer circle. Shorter range, high skill, sniper rifle, and you can get most of the outer circle on just one body part, likely destroying that body part(with various effects for destroyed body parts). Takes a bit to get used to, but very nice once you do.
 
I last played Halo: Reach on March 3 2012 according to Bungie.net, and now I'm playing it again nearly eight years later. Crazy blast from the past, but man is it fun.
 
As seems to be the patter for me recently, when I become disillusioned with what the general game market has available, I have moved by to modded Minecraft, a great palate cleanser that is part game, part learning tool, and part lab experimentation.

I am currently playing around with a few large mod packs, trying them out and then using the amazingly simple Twitch mod interface to add mods that I feel most improve the experience. I do find that most of the large mod packs end up introducing me to a few mods each time that I add to me must-haves on future play throughs. I have a list of mods that I now search for in mod packs I am interested in,, and after getting a feel for the mod pack, I add them in as needed. Here are some of my favorite mod packs that are still (mostly) supported at least as of Java Release 1.12.2

In no particular order...

Loot Bags - This most adds a color coded loot bag drop to mob loot tables. Opening the bags can give you some very useful gear... or crap.

Roguelike Dungeons - Adds dungeons to the world full of mob spawners and loot.

Giant Chests - A new chest type that allows you build huge chests with thousands of slots.

Simple Storage Networks - A very simplified Storage network that allows to to get into automated storage rather early on a game world, and offers late game content like Remote controls that allow you to access your storage from anywhere, freeing you up to travel the world.

Mega Loot Chests - Like Loot Bags but give you a piece of armor or a weapon designed specifically for the Mega Loot mod. They range from meh to amazing... I get a lot of shovels...

Prefab Housing - I know this kind of flies in the face of vanilla Minecraft, but since most of what I like doing these days is jumping right into exploration, I find that Prefab is a must. Prefab introduces new housing blueprints to the game that, when used to click on a square of ground, will immediately build a building... some blueprints give you a selection of buildings you can build with the plan, some just build cool looking buildings based around useful features, like a Nether Portal in a giant dragon skull. With Prefab you start with a blueprint for a small house, but you can customize the size of the house you can building with your starting blueprint... and, by default, your starting house is built with a fully protected mine shaft down to diamond level (handy!!)


My current play through has been into the Crackpack 3 modpack with the above additions as needed. I think I will be closing out that play through as I have started hitting some bottlenecks that were built into Crackpack 3 specifically designed by the creators because their pack in meant for use by the large group of Minecraft players who stream and produce content under the banner of "Mind Crack". They disable a lot of handy things in the game that I could really use but they disable due to the fact that they destroy large multiplayer servers (things like chunk loaders, etc.)

I think my new goal is to build my own Mod Pack and look at how to publish it online to share with people who might be interested in a fun solo modpack experience.
 
My new obsession is Golden Tee. I was at Costco and they had a scaled down cabinet version of the game for $450. I figured it would be cool to have but really not necessary. Later that day I found it on Amazon for $350 and if I signed up for an Amazon credit card I got another $100 off.

It was too much to resist.

It came "some assembly required" but wasn't too bad as far as that goes. The cabinet looks great, is solid and the controls are arcade quality. Comes with 4 versions (total of 12 courses) and while the graphics are 1990s quality it's just a total blast.

In the coming weeks I'll be happy to review the other 412 game cabinet unit I just ordered. That became necessary when I pulled my old slot machine out of the garage to enhance the "game room" feel but soon remembered why it was in the garage. It fires up but has some screeching error going on. All the electronics are in Japanese and I can't figure out how to fix it to save my life. It wasn't an expensive machine to begin with and now it will go to a new home (or the curb) once the new cabinet comes in.
 
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Back from my vacation and now playing Battletech's Heavy Metal Expansion. The new mechs they feature all have new unique abilities- the Phoenix Hawk for instance, actually gains accuracy whenever it jumps; the Assassin mech can negate the evasion penalties of light mechs- which means its a great hunter killer but it has paper-thin armor; the Warhammer actually gains damage bonuses when it uses energy weapons- this means it can headcap enemy mechs with one shot using just one a PPC++ and its a super killer if both its arms are equipped with them; the Archer has a built in Artemis fire-control system which means its LRMs can devastate the enemy from behind cover; the Rifleman has a built in stabilizer for autocannons; the Bullshark has a built in artillery piece which can lay out a full barrage of fire over a huge area, which is great against clusters of enemies or a convoy of vehicles... and need I go on? ;)

Jesus H Christ, now things just got a whole lot more interesting!
 
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Back from my vacation and now playing Battletech's Heavy Metal Expansion. The new mechs they feature all have new unique abilities- the Phoenix Hawk for instance, actually gains accuracy whenever it jumps; the Assassin mech can negate the evasion penalties of light mechs- which means its a great hunter killer but it has paper-thin armor; the Warhammer actually gains damage bonuses when it uses energy weapons- this means it can headcap enemy mechs with one shot using just one a PPC++ and its a super killer if both its arms are equipped with them; the Archer has a built in Artemis fire-control system which means its LRMs can devastate the enemy from behind cover; the Rifleman has a built in stabilizer for autocannons; the Bullshark has a built in artillery piece which can lay out a full barrage of fire over a huge area, which is great against clusters of enemies or a convoy of vehicles... and need I go on? ;)

Jesus H Christ, now things just got a whole lot more interesting!

See, now I am interested! I lost interest in Battletech after completing the main story just because the artificial hard point mechanic all but forced you into a handful of builds with each mech chassis. I really like the idea of chassis weapon bonuses as a way of coaxing a preferred build to the demands from hard fixed hard points.
 
See, now I am interested! I lost interest in Battletech after completing the main story just because the artificial hard point mechanic all but forced you into a handful of builds with each mech chassis. I really like the idea of chassis weapon bonuses as a way of coaxing a preferred build to the demands from hard fixed hard points.

There's a mod that actually gets rid of the hardpoint restrictions on the original mechs. Ive used it to create missile boats. The other mod I use is the custom commander portrait loader so I can upload my own avatar.

Classic Battletech Slots at BattleTech Nexus - Mods and Community
 
Loaded Elite Dangerous onto new computer finally, and holy hell has it changed. Supercruise assist, auto-undock, new tutorial...

edit: docking and undocking queue's...
 
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Playing HBS Battletech. Started a new unit in career mode. The HM DLC seems to have added tons of ammo on marketplaces, but very few weapons- LRMs have become very rare. The good news is an occasional exotic item like gauss rifles and their ammo and even a double heatsink pops up, so thats a godsend.

I've figured out a good loadout for the Assassin- dump all of its current weapons and the jump jets to maximize armor. Then add in the coil weapon- since this thing does more damage with more movement that you generate, its best to keep the Assassin moving with max speed at all times. With its tracking system it can cripple light mechs with one shot.

UAC5s are killers, but they expend a lot of ammo.

My current lance: Wolverine with LRM15 and a snub PPC, Hunchback and Enforcer with LRM10 and LRM15 loadouts each. And an Assassin with the above loadout. So far so good. We're racking up the kills.
 
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