March 06, 2015, 02:28:57 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
  Home Help Search Calendar Login Register  
  Show Posts
Pages: 1 [2] 3 4 ... 274
41  Gaming / Console / PC Gaming / Re: [PC] Space Hulk Ascension (bloody fun turn-based squad combat) on: January 11, 2015, 08:21:46 PM
Finally progressed my main Heavy enough to unlock the Cyclone Missile Launcher (new with Ascension afik):

You can only equip one Heavy Weapon at a time, so if you use the shoulder-mounted cyclone, you're limited to a non heavy weapon on the right arm, firearms-wise.

Figuring out what to carry is part of the fun. The flamethrower generally feels more useful as a tool, in terms of briefly blocking areas off. The Assault Cannon and Cyclone launcher can clear large groups quickly but so much of the campaign is in narrow tunnels and so I'm not clear how often they'll be more useful than a flamer type weapon.
42  Gaming / Console / PC Gaming / Re: [PC] Space Hulk Ascension (bloody fun turn-based squad combat) on: January 09, 2015, 04:41:34 PM

Quote from: Dante Rising on January 08, 2015, 12:04:14 PM

I do have one question- Is this a "remake" of the first game's scenarios with a new gameplay design, or are the maps entirely different?
Since I didn't play the "other" Space Hulk, these pages at the official site maybe answer it better:
Quick overview of features in Space Hulk: Ascension Edition:

●     Huge Amounts of Content - 103 unique missions spread out across 3 campaign chapters
●     New Enemies - new Genestealer variations for you to face in the depths of the Space Hulk.
●     New Mechanics - a complete reworking of the board game rules and mechanics. It’s still the Space Hulk game you love, reimagined for a new experience.
●     Customisation - RPG-style skill progression and player squad management allow you to create your own tailor-made team of hardened veterans
●     New weapons, more complex maps, combi-weapons and flash missions.
●     10 times the amount of content of the original game, with a playtime of 50 - 100 hours.
New Ultramarines Chapter (i.e., face, I prefer to call it  icon_smile)
An all new Space Marine chapter, including a Terminator armed with Cyclone missile launcher.    [the first DLC adds another new race and a unique Tarantula turret equipment)

Terminator Progression and Customisation
Earn XP during missions and level up attributes and skills, and give your Terminators a personal touch by customising their names, weapon loadout and appearance.

Campaigns and Missions
100+ missions spread out over 3 complete campaigns, and all new flash missions. These are opportunistic mini-missions encountered as you explore the deep unknowns of the Space Hulk that can yield a tactical advantage or be a deadly trap.

Exploration and Discovery
Terminators reveal the layout of the Space Hulk as they venture deep into the darkness.

Additional Weapons, Tactical Options and Game Rules
Game mechanics have been reworked to make Space Hulk Ascension a true video game experience. .   

Genestealer Variations
Genestealers with Fleshhook, Feeder Tendril and Acid Maw biomorphs have been added to the game, each with their own special game mechanics.
You might also peruse the dev diary videos to see what's new:
My understanding is they'll continue to support the initial Space Hulk as a separate game line for folks who want a more boardgame-ish experience.

If you simply want a turn-based sci-fi squad combat strategy game that's mostly bloody good fun to play -- whether you know squat about Warhammer or not -- then imho Space Hulk Ascension is the way to go.  icon_smile
43  Non-Gaming / Off-Topic / Re: (TV-ABC) Marvel's Agent Carter on: January 07, 2015, 09:57:04 PM
I think Hayley  The Weghted Companion Cube will never threaten to stab you. was awesome in the pilot episode and episode 1 -- you can tell she just loves playing the character; OK and yes she's easy on the eyes and refreshingly non-anorexic  Fabulous -- and a couple of the supporting cast guys shine. I just worry Marvel's obsession with MacGuffins and Captain America references is going to blot that out. I guess we'll know the next few weeks.  icon_smile I believe it's just 7 episodes + the pilot episode, then Agents returns.

I certainly found it more entertaining than the first few Agents episodes, but I do question if the TV market is crying out for a 1940s female secret agent show, ratings-wise. As with Agents, I'm betting the Disney-Marvel relationship just suggests ABC will have a lot of patience with both shows no matter how much both get pummeled in the ratings by CSI and 63 year old Mark Harmon.
44  Gaming / Console / PC Gaming / Re: [PC] Space Hulk Ascension (bloody fun turn-based squad combat) on: January 07, 2015, 06:19:23 PM
No dice rolls afik. If you mouse-hover over Genestealers, you can see stats but honestly I don't pay much attention to it and do fine.

Most of the Space Hulk maps are so cramped I don't usually have the option to decide I won't fight something because I don't match up well with it, stats-wise. Everyone needs to fight.  icon_smile

I think what I'd like is some little window of combat actions. And then if stuff happens on the Genestealers' turn that I miss seeing, it'd be nice if I could click something on a list and see a quick replay of it. Apparently early builds had some sort of zoomed in "death animation"  cinematics, but they threw that out in favor of the shoulder cam views in the upper right corner of screen.

There's no time limit for you on turns afik, if that's what "hourglass" means?

Through perception and the motion sensors you can generally see pretty clearly how many aliens are on the map, if not the specific types.

To some extent, I don't understand the point of the motion sensor equipment drops. They don't seem to enable us to see more detail than Sergeants/Psychics can already see on a map through their perception passive (that is, blinking red circles indicating Genestealers). So other than giving you that perception in a map area where the Sergeants/Psychics perception radium can't reach -- and I rarely see areas like that -- they don't seem to do much. Maybe that's by design.

What I'm basically trying to tell folks is anyone who enjoys turn-based squad strategy titles on PC should enjoy this. No knowledge of the boardgame is necessary whatsoever. If $29.99 seems steep, no doubt it'll be on sale later in the year. I got it during a modest holiday sale (maybe $26.39 or something).  icon_smile
45  Gaming / Console / PC Gaming / Re: [PC] Space Hulk Ascension (bloody fun turn-based squad combat) on: January 06, 2015, 05:47:04 PM
I'm happy to answer any Ascension questions anybody has about gameplay, campaign, etc.  icon_smile

I do think it's a shame they don't conjure up a one-level demo. Even just a couple tutorial sequences would help prospective players see if it runs OK and is something they'd like.

I'm still running my aging HP quad core circa 2008 thought I recently upgraded system RAM from 4GB to 8GB to help run Shadows of Mordor decently and it really seems to help in many games. And an aging but decent Radeon 5670 card. And this game is always playable for me if not a speed burner.

I suspect maybe what bogs things down for some is during the biomorph's turn when essentially everything happens simultaneously. It's not (at least doesn't seem to be?) one alien moves, stuff happens; then another alien moves; more stuff happens; a third alien moves, other stuff happens. imho, if the biomorphs did one unit at a time, it would also be easier to see what happens during their turn. The game view doesn't like auto-zoom to an alien unit moving etc. I usually find it best on their turn to pull the camera zoom out as far as possible. It's not as visceral, yet you have a better idea of what's happening.

I find the animations in general awesome. I think advanced video settings has some slider(s) to reduce it and turn down some "environmental flair" that might improve speeds for sluggish systems. I have tried playing without the shoulder cams and it didn't seem to give me any appreciable faster frame rate.
As far as gameplay, it's extremely focused on Overwatch. If the indy TBS Halfway was the polar extreme (no Overwatch mode at all), then Ascension is maybe the most Overwatch-fixated game I've played.  icon_smile

Thought the fact units can fire while moving is fun/different. And the fact the your guys will attempt to fend off attacks even if you're not in overwatch and out of action points is cool. I love seeing the Sergeant with his power sword fending off multiple biomorphs (better melee weapons add substantial defense bonus %).

A lot of the missions I've played so far have boiled down to holding some units in place by "biomorph spigots" (getting in the circular radius range "blocks" the spigot). An interesting situation is when it's a "move at least X units to the exit" mission. In some cases you can essentially sacrifice a couple units to keep spigots blocked, and preventing the map from getting flooded with enemies. But I like to get everyone out if possible which can make for some frantic retreats  icon_smile

If you're retreating down a one-tile wide corridor then it becomes a choice of using a flamethrower to block off the escape route's tail, or the psychic marine dropping a "blocking" force field for a turn, using a regular bolter in overwatch or relying on a strong melee weapon to fight off attacks on the tail end.
46  Gaming / Console / PC Gaming / Re: [PC] Space Hulk Ascension (bloody fun turn-based squad combat) on: January 05, 2015, 04:59:18 PM
I'm pretty sure I haven't had this much fun before using a flamethrower in a turn-based squad game.  smile The "shoulder cam view" in the upper right corner (ala Aliens movie) is new with Ascension. You can make the shoulder cam view bigger, switch to a thermal heat view, or just turn it off. Some people find it hurts frame rate, and you can turn these off completely in gameplay options.

You can fire the flamethrower in 3 modes, and the patterns and range options are interesting, and you can blast flames around corners. The flame lingers on the floor but not for an obnoxious duration (seems like one additional turn). Flamethrower can only be reloaded once during a mission, I think (4 action points).

They also added stuff like "combi flamer" and "combi plasma" (I don't have access to 'em yet), which combine bolter with lower-ammo iterations of heavy weapons, to help avoid the "one tricky pony" syndrome.

While I love Warhammer, I can't help thinking a licensed Aliens: Colonial Space marines TBS game with this engine would be so awesome. I mean, even the motion detector equipment drop in Ascension sounds like the motion tracker in Aliens.  smile
47  Gaming / Console / PC Gaming / Re: [PC] Space Hulk Ascension (bloody fun turn-based squad combat) on: January 05, 2015, 04:57:50 PM
Here's some interface screens.

Initial order when starting a new campaign is:

1) Choose Chapter (marine race/type)

*I don't believe you can mix these chapters for a campaign. I think mixing up the types could be pretty fun and introduce a lot more variety. I'm pretty sure as is, you simply pick one Chapter and that's what your pool of marines/terminators comes from for that campaign.

2) Campaign Map (choose set of missions to tackle)

3) Mission Map (move from completed mission to next available mission)

4) Loadout Screen (set up squads, customize marines, assign points/skills/equipment as available)

I admit to confusion over the Terminator reference. No, not James Cameron-style.  biggrin Basically, all your squaddies are considered Terminators afik.
48  Gaming / Console / PC Gaming / [PC] Space Hulk Ascension (bloody fun turn-based squad combat) on: January 05, 2015, 04:56:32 PM
Stayed away from the initial, separate Space Hulk release, as I never played the boardgame and most complaints/bad reviews were people finding it too "board game-y." The devs apparently took note of all the feedback and released a separate line that focuses more on being a fun, turn-based squad combat game and less a board game translation.

Have had a great time last few days with the standalone Space Hulk Ascension edition release:
Space Hulk: Ascension Edition is a 3D, digital, turn based, strategy game, which builds upon the classic board game experience, and adds new RPG style mechanics, additional weapons, enemy types, an all-new chapter and loads of other new features. Set in the isolated corridors and tomb-like chambers of ancient vessels lost in the graveyard of space, players lead a small force of fearless Space Marine Terminators in a ferocious fight for survival against hordes of predatory, alien Genestealers.

Quick overview of features in Space Hulk: Ascension Edition:

●     Huge Amounts of Content - 103 unique missions spread out across 3 campaign chapters
●     New Enemies - new Genestealer variations for you to face in the depths of the Space Hulk.
●     New Mechanics - a complete reworking of the board game rules and mechanics. It’s still the Space Hulk game you love, reimagined for a new experience.
●     Customisation - RPG-style skill progression and player squad management allow you to create your own tailor-made team of hardened veterans
●     New weapons, more complex maps, combi-weapons and flash missions.
●     10 times the amount of content of the original game, with a playtime of 50 - 100 hours.
I'm not gonna say it's XCOM quality because it's still basically flat, Pac-Man like corridor mazes. If you liked varied indoor/outdoor environments, Space Hulk isn't the way to go.  icon_smile

While weapons unlocks, new equipment, attribute and skill point stuff are all fun, there's no base building, research etc. Some players complain that essentially all the Chapter types are ranged-weapon focused.

But it is the most fun, visceral turn-based combat I've gotten to enjoy in quite some time.  icon_smile Missions are often very suspenseful. I really wish they could do an Aliens turn-based squad strategy game with this engine. Everything's in place for Aliens, including optional shoulder camera views, motion trackers and a quite wonderful flamethrower with 3 firing modes.  icon_smile

The campaigns now offer optional "flash" missions (yellow on the map), and I've noticed some branching where you do a flash mission and ensuing missions go one way. Do the other flash missions, and ensuing missions are on a different line in the map etc. So it's not all just a straight linear experience, which is nice.

They just added a $7.99 DLC with another chapter (race, I'd call it), Imperial Fists, with a fourth campaign.

While I think the game could be a blast in co-op (esp. missions with two 5-man squads), it doesn't seem to have any MP options yet.
49  Non-Gaming / Off-Topic / Re: My favorite cat in the world is dead on: December 31, 2014, 03:41:17 PM
Sorry, Drazzil. From our various threads here over the years (including mine on my late 16 year old cat Molly in 2010), many of us here have been in your shoes and empathize.

In Molly's case I was haunted by declining a $1,000+ thyroid irradiation procedure back around maybe 2002 in favor of lifetime thyroid medication. Probably when she had her congestive heart failure that summer, if I'd taken care of the thyroid condition back then, we could've better treated her. I ended up spending over a grand on her emergency vet care in her final months and I beat myself up a long time about whether I shouldn't have had her euthanized before she reached the critical stage (her blood circulation basically shut down while I was at work on a Friday), why didn't I go for the irradiation treatment almost a decade earlier etc.

When it was clear the emergency vet could do nothing more, I made the final decision at an emergency vet about 4 a.m. (Sept. 11, 2010), and probably never cried that much as an adult in my life.

I did find it was really only fellow cat and dog owners who would listen to me and share their own experiences, and that helped me a lot then. All I can really say is, don't beat yourself up about it.

I went to a cat adoption event at a Petco a couple months later, but just found my heart wasn't in it. Finally around August 2011 I felt ready, and my mom - who cares for my cat when I'm on the occasional biz trip - tagged along with me to a cat shelter one time and then an Animal Welfare League. And JJ the tuxedo cat won the audition as really the only cat who seemed to bond with me.  Now JJ is almost too bonded to me for his own good, but he's quite wonderful.  icon_smile I still have a couple photos of Molly around, and she's never quite far from my thoughts.

Every pet owner's different though. Some friends who lost a pet were so devastated, they just didn't want to own one again. Others wanted to run out and adopt another pet the next week. And some like me felt they needed some time and space to grieve, before they felt they had it in their heart to adopt another pet. imho, all of those are valid responses to losing a beloved pet, and I'd never pass judgement on anyone's decision in that regard. You'll know what's right for you.
50  Gaming / Console / PC Gaming / Re: [PC] Gauntlet on: December 11, 2014, 05:39:24 AM
I may have to eat my words as the co-op Colosseum mode is surprisingly bad ass and at times brutally difficult and all the different waves and the new arena maps do freshen up things quite a bit afterall. Even the "monster generators" have some new tricks now.  icon_smile

I'm not sure how I feel about the Necromancer character as while the summoned skeletons have a distinctive color it still ultimately clogs the screen up so much you can have a hard time finding your own character as well as other players' characters too.
51  Gaming / Console / PC Gaming / Re: [PC] Gauntlet on: December 10, 2014, 06:37:01 PM
I still don't think Arrowhead is listening to what people asked for. Others simply wanted lots more new levels appended to the original release's "campaign" (whatever you'd call a bunch of interconnected levels); I wanted a skirmish mode with randomized levels and randomized mobs, everything. And others also would've liked a level editor so we could in theory contribute new levels.

Instead what we're getting is "co-op arenas" (free update) and then a $4.99 (!) new character, Lillith the Necromancer  confused

Gauntlet v1.1 Update is Live
Gauntlet v1.1 Update is Live

New Game Mode: Colosseum
In the Colosseum game mode you take on Arenas, with increasingly difficult waves of enemies assaulting you, played Solo, or up to 4 players co-op.
•   Survive all of the waves in an Arena to complete it and unlock the next one
•   Earn Capes for your heroes by completing the toughest Arenas
•   Get high scores in each Arena to climb the High Score Leaderboard
•   Each new season, the Arenas are swapped out for 3 new ones, with new Capes to earn
•   You must be connected to Steam to play the Colosseum game mode

New Hero: Lilith the Necromancer [$4.99!]

•   Available for purchase now!
Necromancer described here:
"Play as the newest adventurer to enter the Gauntlet - Lilith the Necromancer. Using her expertise in dark magic and her knowledge of the Book of the Dead, Lilith summons a pack of undead skeletons to rise from the ground and strike her enemies before they quickly vanish. She also has the ability to Ghostwalk through her foes to either slow them down or make a hasty retreat.
And with every enemy she destroys or Ghostwalks through, Lilith builds up her “Soul Power” which allows her to call forth Skeleton Fighters that fight independently of her as allies. Download and play as the Master of Necromancy today!"
The $4.99 price is going down like a bag of bricks...   icon_razz
52  Non-Gaming / Off-Topic / Re: [Movie] Marvel - Dr. Strange on: December 05, 2014, 03:44:28 AM
Too bad the script's by the guy who co-wrote Prometheus.  puke Otherwise Dr. Strange could be pretty good.  Bring your own!
53  Non-Gaming / Off-Topic / Re: [movie] Terminator: Genesis + a TV series? on: December 04, 2014, 10:26:14 PM
While I enjoyed Courtney's work in Spartacus, can Hollywood please stop trying to jam him Jai down our throats as the New Action Star Du Jour? Just reminds me that the late Andy Whitfield probably would've done much better work in movies here had he lived to get the chance.  tear

And please let's have a moratorium on "person hanging from a person hanging from a person, dangling off a bridge or rooftop or helicopter or etc. etc." There has GOT to be a different signature action scene someone can come up with, right?  icon_razz

imho the beauty of the first film (my brother and I did see it when it opened in 1984) is not something you can recapture today. You just can't do this type of film with "practical" FX on a shoestring budget and actually surprise people. You can't get people to go to a Terminator film and wonder, "What is this about it? It's probably terrible," because you don't know what to expect, and then deliver a wonderful experience instead. Now it's just a long in the tooth franchise dragging around too much expectation and hype.

They can reimagine it and reboot it and recast aside from Arnold along with a dozen digital FX houses painting every frame digitally and trying to make Arnold looking young again, but I suspect that's not going to do any better box office than Jonathan Mostow's Terminator 3, which actually did pretty well overseas but nobody afik fondly remembers it.
54  Non-Gaming / Hardware / Software Hell / Re: How much RAM should I have? on: December 01, 2014, 06:32:19 PM
Just wanted to chime in that about 6 years late, I realized I could easily access the RAM chips in my old 2008-era HP PC (still "gloriously" Vista 64-bit), so I upgraded it from 4GB to 8GB (four 2-GB Crucial brand chips, about $140 total).

This turned Shadows of Mordor from unplayable, freezing slide show to shockingly smooth and playable. Also greatly reduced, sometimes eliminated constant hard drive thrashing. And I've been digging up games I gave up on due to poor frame rates and finding them a complete revelation now.

So my guess is 8GB RAM is a good minimum today, and a lot of folks insisting they need gaming PCs or $300 video cards might want to first try to upgrade their RAM first (if they were as low as mine anyway).  icon_smile
55  Non-Gaming / Off-Topic / Re: Star Wars Episode VII Director Revealed on: November 28, 2014, 10:04:00 PM
Where's the lense flare???? JJ lost his mojo.  smirk

I think it looks fun but I was 12 when I first saw the cheesy Star Wars trailer on TV. My older brother was in the bathroom at the time, and I excitedly told him how deliriously stupid the movie looked in the trailer. Little did I know.  icon_smile So you know, apples and oranges. As I near age 50, I simply can't find or summon up my 12 year old self to see what he would think of this.

I trust it will have more momentum and entertainment than Lucas' last three attempts but that's not a high bar to pass. Plus since the new films don't have the burden of winding down to pre-ordained prequel-itis character fates, maybe they'll have some genuine suspense too.
56  Gaming / Console / PC Gaming / Re: [PC] Door Kickers on: November 24, 2014, 11:07:41 PM

Quote from: Dante Rising on November 11, 2014, 12:01:40 PM

This game has very favorable reviews on Steam, and I'm interested in the premise.  I'm worried that the strategy simply lies in preparing your team, but the actual infiltration is just an RTS click-fest. I've watched a few videos, but the gameplay is somewhat unclear. In the one I watched, the mission took roughly two minutes. Assuming that outfitting a team isn't that difficult, even if there are 100 missions, that is roughly 3.25 hours of gameplay.

I loved Rainbow Six, and people compare it to that, but the missions weren't 2-3 minutes long. Where does the addictive part roll in?
You can pause and give orders at any time so it's not in anyway an "RTS click-fest," unless you want it to be.  icon_smile

That said, if you're easily frustrated, I'm not sure I'd recommend this. I was eventually able to complete most of the initial set of maps but the more complicated ones constantly butcher my guys and I've made little progress in the actual campaign stuff. Still, it's the kind of game someone with FPS motion sickness issues like me just has to support, on principle.  icon_smile And even when my guys died it was so different pretty much every play through.
57  Non-Gaming / Off-Topic / Re: How do you use your tablet on: November 20, 2014, 11:28:25 PM
From a PC gaming standpoint it's just been invaluable for checking FAQs, Wikis, forums, YouTube how-to videos etc. when I'm stuck or need some guidance on how to do something, etc. Would've saved me a lot of frustration in MMOs but I'd largely stopped playing them at the time I got my first iPad (2012).
58  Non-Gaming / Off-Topic / Re: Marvel: Agents of S.H.I.E.L.D. on: November 20, 2014, 11:26:23 PM
I almost slept through it again but woke up and ran to the TV long enough to get my Hayley Atwell fix. The Weghted Companion Cube will never threaten to stab you.

I think at some point if I can watch the whole Season 1 and so-far Season 2 in one fell swoop, maybe I'll get back into it. For now I'm probably returning to ignoring it until Agent Carter premieres Jan. 6 as the mid-winter fill in.  icon_smile
59  Gaming / Console / PC Gaming / Re: [PC] Gauntlet on: November 19, 2014, 07:53:11 PM
So, Hell Freezes over...

Some welcome -- albeit pretty damn late -- improvements finally making it to Gauntlet including "drop-in" co-op, basic text chat and some improvements to the unpopular Warrior class.  icon_smile And some bug fixes.

Gauntlet Patch 4:
Patch 4 New Features:
•   The Heroes have cried out... and the gods have answered: Heroes can now join in and help each other during the heat of battle.
o   Join in progress is now integrated in Gauntlet!

•   Heroes will now be able to skip cut-scenes.

•   Thor’s abilities have been adjusted to help him compete fiercely during the arduous battles of the Gauntlet!

•   Heroes can now text chat to other co-op heroes in-game!
o   However please be considerate and do not text chat while fighting.

Bug Fixes
•   Questor will now have appropriate language audio at the beginning of the 'Crypts of the Sun King' first chapter, 2nd floor.
o   Applicable Languages: French, German, Portuguese (BR), Polish and Russian.

•   Valkyries can no longer interrupt spear thrust attack recovery with shield block.

•   Heroes will no longer lose their hard earned keys when walking through a previously opened door after they have died.

•   Heroes that are traversing the 'Crypts of The Sun King' need not worry! The third statue will always fit in its slot when unlocking the gate.

•   Heroes that are traversing the 'Caverns of Mag’Ash' need not worry! The third block will always fit in its slot when unlocking the stone door.

•   Re-spawning Heroes should no longer spawn Out of World when joining the battle while their Co-op Heroes are in mid jump.

•   Heroes should no longer hear any stuttering music during their Gauntlet experience.

•   Heroes will be able to use the 'Siren's Lute' relic while moving or being knocked back without fear of losing any of its effects.

•   Enemies will no longer attack at any point while the 'Siren's Lute' is active.

•   The 'Golden Feather', ’Ring of Mirrors' and 'Demonic Effigy' relics will no longer target potions.

•   The 'Crypt Kicker', 'Cave Crusher' and 'Temple Toppler' Masteries shall no longer incorrectly trigger when dying in the last floor of a chapter.
I won't get to play until tonight so I'm not sure what the default chat key is.

So far people said the Warrior's charging ability is nearly instantaneous rather than the sluggish one before.
60  Non-Gaming / Off-Topic / Re: [Film] Christopher Nolan - Interstellar on: November 16, 2014, 02:26:07 PM
My brother and I saw it in this new Regal "reclining chairs" theater near me that's quickly become my favorite even if their screens are a bit smaller (side to side) than other complexes in my area.

We quite enjoyed it even if we agreed that Hans Zimmers' soundtrack feels way TOOO LOUUUUDDD especially in the 2nd half of the movie. Our seats were literally shaking at times like we were watching Earthquake in the 1970s in Sensurround, which would be cool if it was the sound FX but it appeared to actually be the music doing that. It was "Hans Zimmer does Spinal Tap and turns his amp up to 11. icon_razz

I decided not to waste my braincells on trying to understand the movie's cosmic theories or its' particular future predictions on climate change as it might just be so much Chris and Jonah Nolan hooey. While I was watching it, was quite gripped the whole way through.

We really dug TARS. Whether it's feasible or not, just felt like a really refreshing take on movie robot types.  icon_smile I'm happy to say -- you know how I always read too much about big movies beforehand -- I hadn't seen a photo of "it" or read about it so it was a surprise for me.  icon_smile
61  Non-Gaming / Off-Topic / Re: [Film] Christopher Nolan - Interstellar on: November 10, 2014, 06:40:42 PM
I intended to see it but my back's been hurting. Reviews have been surprisingly mixed to negative in some quarters, including by many reviewers very fond of Inception and TDK. I suspect that and the 2 hr 49 minute run time will keep some people away, though a $50M opening in November opposite a strong animated film (Big Hero 6) is nothing to cry about.
62  Non-Gaming / Off-Topic / Re: [TV] The Walking Dead Season 5 on: November 10, 2014, 06:38:39 PM

Quote from: rittchard on November 10, 2014, 05:51:00 PM

The fire hose thing seemed almost comical, and I really didn't get why the zombies were neutralized by the water.  Was it supposed to be because of the impact of the water hitting them? 
They addressed this a bit in the Talking Dead Show after (which was great, because it was the producer, Cudlitz and the actor playing Eugene, rather than a bunch of celebrity fans chattering away.  icon_smile

The idea is that these are not "fresh" zombies; they're "old" zombies that have been running around for a while, and their bodies gradually decay over time. So the idea is that a fire engine's "water cannon" -- typically use to spray water at ultra high pressure to reach the upper stories of a building or home, rather than just a plain old water hose -- would shread them like moldy cheese blocks.  icon_smile

Since zombies don't exist, I don't know how you would test this theory short of sticking some corpses on poles. Maybe some show on the Discovery Channel will try that some day...
63  Non-Gaming / Off-Topic / Re: Star Wars Episode VII Director Revealed on: November 06, 2014, 07:15:09 PM
My candidates were:
Star Wars 7: More of the Same
Star Wars 7: Midichlorian Back Wash
Star Wars 7: Jar-Jar Binks-free!
Star Wars 7: Attempting to Undo the Damage George Lucas Did to His Own Franchise

While I think the title's fine, it also makes it sound like a bunch of geriatric Jedi waking from their naps.

Han breaks a leg on the door of the Millenium Falcon ("I can't move! Someone get me crutches!"), Luke sprains his back trying to mount a Tauntaun ("My BACK! Omigod! MY BACK!"), and Leia falls ("I've fallen and I can't get up!!!").  icon_eek

Which maybe IS the plot of JJ Abrams' movie.   smirk Bring your own!

I'm not knocking the elderly. Many of my favorite music groups and actors are simply old.  icon_smile
64  Non-Gaming / Off-Topic / Re: [movie] The Avengers 2: Age of Ultron on: October 23, 2014, 03:36:50 PM
While exciting, I do hope at some point to see a Marvel movie end with something other than space aliens, robots or a guy in a metal robot suit beating up someone else in a metal robot suit, or giant flying things crashing into the ground and other giant flying things. Perhaps this is a futile wish. smirk

Of course I'm the guy lining up 3-5 times to see said endings. I suppose if I want different endings, I should stop throwing my money at them, right?  icon_smile
65  Non-Gaming / Off-Topic / Re: Generators on: October 23, 2014, 03:30:00 PM
Can you be more specific about how much you can stomach?  icon_smile

My Herrington catalog has been hawking plugin, non-gasoline generators that can run a full size fridge about 4 days. But it costs about $1,399:

And please if you go with a gasoline-run generator, get it professionally installed and make sure you understand the safety procedures on the fumes and what not. I don't want to read about another person dying from gasoline fumes from an improperly set up generator.  icon_eek

Generac is constantly bombarding my area with TV ads. While the ads are more for stand-alone generators to power a full home (cheapest are over $2g), you might find their backup generator page worth reading as it provides some guidance on how much power you need, for a given situation:
66  Non-Gaming / Off-Topic / Re: [movie] The Avengers 2: Age of Ultron on: October 22, 2014, 07:16:12 PM

Quote from: Isgrimnur on October 22, 2014, 03:44:44 PM

So they're ... teasing the teaser...?
Technically, that was a preview of the teaser of the teaser trailer.  retard
67  Non-Gaming / Off-Topic / Re: [movie] Edge of Tomorrow (aka All You Need is Kill) on: October 20, 2014, 09:04:46 PM

Quote from: EngineNo9 on October 12, 2014, 06:05:45 AM

I just saw this tonight and really thought it was great.  The ending timing stuff was a bit odd, but it didn't really bother me.  Overall a ton of fun.

They did a weird thing and kind of renamed the video release to be Live. Die. Repeat. Edge of Tomorrow.  I guess it's more descriptive than the original terribly generic title, but goddamn how can they keep screwing up such a great movie with asinine decisions like that?

Also, I love Emily Blunt, even more so when she's a badass, no holds barred super soldier.    icon_biggrin
Yes, I laughed when I read about that name change for home video. Honestly, I think "All You Need is Kill" would've packed the multiplex.  icon_smile

I could see them renaming Chris Nolan's Memento as "Half Black and White, Half Reverse Order!" Maybe Tarantino's "Pulp Fiction" as "Talky People Shoot and Assault Each Other!" and... well I'm sure we could come up with about a hundred riffs on Too Literal Movie Renames.  icon_razz

I liked the film. And while I think it's one of Cruise's most appealing performances, ultimately his off-screen stuff has so ruined his box office appeal (outside of MI-4, and maybe that's more director Brad Bird than Tom Cruise) that I can't help wondering how Edge of Tomorrow might've fared with someone with less baggage in the role.

I loved Blunt in this and Looper, even in The Adjustment Bureau. For some reason, she hasn't quite clicked with North American audiences, box office wise. She probably doesn't wanna keep doing gun-toting butt kickers forever, but if they did an Alien/Aliens remake, I'd vote for her.  icon_smile
68  Gaming / Console / PC Gaming / Re: [PC] Wasteland 2 on: October 15, 2014, 01:43:16 PM
So I did reload a gamesave and returned to the requisitions vendor at Citadel. She said I could pick any two items (you're just charged $1 apiece).

That's great, but I didn't see this "Betty" energy weapon someone at Steam forums was raving about. It's supposed to be really devastating against the later
Spoiler for Hiden:
robot enemies you encounter en masse later in California.
There was a so-so energy weapon, and then there's a weird shotgun-shell using, 1-round assault rifle that immobilizes a target (might be useful as secondary for my assault rifle specialist). Then a so-so dmg .45 smg and a weird pistol. I guess I should get something assuming I don't get to return to Citadel after moving on to California.
69  Gaming / Console / PC Gaming / Re: [PC] Wasteland 2 on: October 14, 2014, 06:21:15 AM

Quote from: Lordnine on October 13, 2014, 09:55:14 PM

Big patch just hit which sounds like it fixes a lot of problems in the late game as well as the enemy movement problem.

- Large amount of memory optimizations, particularly with audio, to improve performance and stability on lower-spec systems and 32-bit operating systems.
- Fixed enemy “unlimited AP” movement bug that allowed them to sometimes move much farther than intended.
- Extensive improvements and fixes to California questlines, particularly in Hollywood and Griffith Park. May require you to load an older save file before Hollywood to fully benefit.
- Added a travel speed toggle to the world map, allowing you to zip and zoom around if you so please (doesn’t affect encounters, only travel speed).
- Added a new UI when CNPCs are recruited. This lets you more easily compare their stats and choose to dismiss one when a new one offers to join.
- Custom portraits will now work correctly when Windows account username contains non-English characters.
- Added support for “Very Large” text.
- Added 50 messages to load screens containing gameplay hints and tips.
- Loading now continues when the game is tabbed out, and pauses after finishing.
- Further UI fixes and improvements, such as new and correctly used icons.
- Many localization updates and bug fixes across all languages.
Yay.  icon_smile I'd gone so far as to post screenshots of heavy MG guys running into the middle of my squad. biggrin I wasn't convinced they'd do anything about it. Glad I thought wrong.

full patch 2 notes ad nauseam:
*NOTE: Reading too far into the specific Arizona and California fixes would probably veer into spoilers for some.  paranoid
70  Gaming / Console / PC Gaming / Re: [PC] Wasteland 2 on: October 13, 2014, 05:02:55 PM
I'm finally going to California with an aching in my heeeeart.  Fabulous The Weghted Companion Cube will never threaten to stab you. I resorted to a wiki and a site specializing in hand annotated Wasteland 2 maps to resolve a couple things that were unclear to me in The Prison and with Rail Nomads.

Although I started in the California zone last night, now I read you should try to get a certain weapon or two from the... it's the vendor in the tiny room who lets you choose stuff if you have a requisitions note (maybe I'm not remembering what it's called) from the General. Thing is, I don't recall -- beyond the first one -- ever getting any such notes for any missions later on, and I saw nothing in inventory that looked like one.

It sounds like California is awfully buggy, and I've seen no signs of a Patch #2 as of yet.

As much as I thought melee seemed overpowered in late Early Access, I rarely use it at all now. Even the couple companions that specialize in some form of melee, and have many points in strength etc., have largely seemed ineffective to me.

While it took almost the entire zone to find it, my Heavy MG guy finally got a BAR, which while it devours ammo even worse (6 rounds per firing), now seems quite effective. I still haven't found the 7.62mm weapons worth bothering with because that type of ammo seems to virtually never drop. Whereas 5.56mm drops often enough to keep ya going.
71  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: October 09, 2014, 05:49:41 PM
I canceled my Apple case order in frustration. Micro Center has a surprisingly varied iPhone 6/6 Plus case selection, several brands.

I like transparent cases that don't add bulk so I got this inexpensive ($19.99) acrylic-type case by Cygnett instead. The knurled (gnarly?) sides provide a better grip.

Aerogrip Crystal for iPhone 6
Crystal clear PC hard case for iPhone 6

- Slim fitting
- Snap-on ergonomic design
- Access all functions

AeroGrip offers sleek, subtle protections for the most vulnerable parts of your phone, the corners, without adding extra bulk.
It's also available in black or white, and for the 6 Plus too.

I recommend it if you want something transparent, a bit grippier, and that doesn't add any discernible bulk - I don't notice any increased weight with it in place. It provides corner protection and a slight front lip (so the screen doesn't touch a surface if you put your iPhone down face-down). I don't recommend it if you drop your smartphone constantly on hard surfaces (this doesn't provide all-around protection), or if you want something more air-tight and dirt-resistant (all ports, switches remain exposed).

I have had issues with transparent cases getting cloudy and/or scratched up over time on my 5 and previous iPod Touches. So we'll see how this holds up over time.
72  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: October 08, 2014, 05:11:10 PM
So fwiw, I've dropped my iPhone 6 twice now. Once on the fortunately padded carpet at home. Then on Sunday I'm getting laundry out of a top loading washer (thankfully fully dry after spinning) and the phone goes SWOOP out of my shirt pocket into the bin. No damage. Whew.

I have terrible vision and am probably getting a bit farsighted even (have to take glasses off to read things really close sometimes), and the crisp 4.7" screen's a godsend.

My silicone case still hasn't shipped from Apple so I may go by the store today to see if I can switch to in-store pickup. They're in stock in stores, just several weeks back ordered online.

While I love the 6, the whole thin-ness thing is really reaching the point where you're almost trying to grab a razor's edge if you don't add some sort of case on it. It's also such a slick surface that it'll slide out of your pocket at the slightest change in body angle. As I found out.  icon_redface
73  Gaming / Console / PC Gaming / Re: [PC] Door Kickers on: October 06, 2014, 05:06:00 PM
Door Kickers moves out of Early Access to Full Release Oct. 20
After 1.5 years of crowdfunding, 1 year of steam early access, 13 released builds, 236 published mods, thousands of feedback emails from customers and an overwhelmingly positive public reaction,
the game has matured from technological, gameplay and visual points of view.

Door Kickers comes with over 80 single missions, 5 trooper classes, 45+ pieces of gear and weaponry as well as a campaign mode, random mission generator and integrated mission editor.

Look out for the release, later this month, on October 20!

Journalists and youtubers / streamers looking to get an advance copy of Door Kickers for review purposes please contact us! [This is a hint for GT staff if you guys still cover PC games  smirk]
This is when the naive among you get big eyes, and say, "Cool, now that it's out of Early Access and into Full Release, it will be completely polished and bug-free!" Dream on, Pretzel Boy!  icon_smile

Actually, in this case, the game has seemed polished and bug-free for months. They just were taking their time implementing various features for full release.

I never played it as much as I thought I would mainly because I stunk, my troopers frequently died, etc. As with Rainbow Six, planning and Go Codes are important and just aren't aspects I've ever gotten the hang of, even with pause and orders.
74  Gaming / Console / PC Gaming / Re: [PC] Gauntlet on: October 03, 2014, 06:15:39 PM

Quote from: Glycerine on October 02, 2014, 06:53:42 PM

Thanks for all the impressions Blackjack, will definitely pick this up once it's on sale.
Sure, and the dev rep does say they will add content, but I just don't wanna get anyone's hopes up about that.

When  I look at YouTube videos of the arcade original, I think Arrowhead kind of missed the boat on how the arcade game randomized the admittedly simplistic pixel wall mazes by changing the dimensions of rooms, giving players a variety of doors they could open (or not), depending on what routes they wanted to channel the hordes of enemies.

2014 Gauntlet ends up more often just swarming you with enemies in all directions -- so as I blather, exciting in a twin-stick shooter fashion -- but can't help feeling like they didn't recapture how the original game used the environment and let players use the environment. It's like maybe if they'd called the game "Dungeon Blaster," it would be a more accurate title.  icon_smile
75  Gaming / Console / PC Gaming / Re: [PC] Gauntlet on: October 02, 2014, 06:34:48 PM
fwiw, Patch 2 released today (Oct. 2). #1: Keyboard key bindings available for keyboard AND mouse controls *one-hand clapping*

Gauntlet v1.02 (Patch 2)
Gauntlet v1.02 (Patch 2) Out Now
Hello fellow adventurers!

Thank you for your continuing feedback on Gauntlet. With Gauntlet v1.02 (Patch 2) we have addressed the most urgent topics like the addition of key bindings and previously hidden resolution settings. Please find the full patch notes below and don’t shoot the food!

Gauntlet v1.02 (Patch 2) 10-02-14
* Key binding settings now available for Keyboard and Mouse Controls.

* All Resolution Options should now be displayed in the Settings UI.

* The Spider Queen will no longer spawn hatchlings behind the entrance gate in ‘The Caverns of Mag’Ash.

* Our heroes can now successfully navigate through the Chasm in ‘The Burning Temple of Dur’ where they previously encountered issues.

* User will no longer be blocked by Grabbing the Block before it 
explodes in Cavern of Mag'Ash.

* Previously 1 local save file was being used regardless of number of steam accounts used on a PC in this Patch, local save files will be unique to the different Steam users that created them.

* Heroes can now successfully traverse the ‘Crypts of the Sun King’ even in rooms with 3 locked doors.

* Undying Heroes will now be awarded their Masteries upon completing the chapter.

* The user will no longer fall out of world when respawning in the area near the
first block to push down in Caverns of Mag’Ash.

* Life bar no longer overlaps ‘Enemy Encountered’ text in Beast of Orox boss battle.

* Various overlapping and cut off text fixes have been addressed in different languages.
The dev rep has said they have ideas on ways to add to the content, but it's really just a tease at this point imho.

I'd side with some players that the Warrior needs a sort of "skills review" (like Gazillion did with characters like Captain America in Marvel Heroes after launch), and the Wizard simply needs an easier way to choose his 9 skills (I've suggested simply scrolling through them via mouse wheel; not sure how to emulate that on gamepad). For the most part, Valkyrie and Elf already seem like a blast to play.

I'd argue the Elf could maybe use one more skill that sprayed a wide salvo of arrows (or maybe a Relic that did as much). It's just, single shots and bombs (dropped or arrow-attached) will only get you so far against larger swarms.

Lots of folks would like randomly generated levels but Arrowhead said it wasn't pleased with the resulting levels. The "Death Chase" levels are supposedly procedurally generated but I don't think most of us players can even tell. I dunno though, maybe they just didn't like the idea of their artists and level designers essentially having nothing to do?
76  Gaming / Console / PC Gaming / Re: [PC] Gauntlet on: September 29, 2014, 03:37:18 PM

Quote from: hitbyambulance on September 27, 2014, 10:14:11 PM

Quote from: Blackjack on September 25, 2014, 07:39:46 PM

While a lot of us are having a blast with this, and it's for now the #1 selling game on Steam, it was definitely half baked in many serious ways.

what are the 'half-baked' parts?

Truly, Unforgivably Half-Baked
-Keyboard keys are not configurable, which understandably ticks off left-handed players, players in Europe using non-standard keyboards and anybody who doesn't like Arrowhead's default key set ups.
-No way to communicate in online co-op games beyond various quick pre-recorded voice lines that can be hard to hear in combat. No text chat. No built-in voice chat. Nothing. You can of course text chat via Steam or use Steam's voice chat but only if someone is on your Steam friends list. Perhaps forgivable if this was a console port - it's NOT. It's ground up for PC and it's just baffling.

-While Wizard's 9 spells are reasonable to pull off with controller buttons, the keyboard gymnastics involved are ridiculous and can prove impossible to remember unless you print out a list or have a photographic memory.

Half-Baked With Sour Cream and Chives
-No online game browser.
-No drop-in co-op.
-Auto matchmaking really doesn't work most of the time. Generally it will match you to a game that already started, which you can't join.
-Horrible frame rate slowdown for a lot of players (including me), particularly on certain types of maps.
-While one type of level (the "race against Mr. Death" type I think) is supposedly procedurally generated, damned if most of us can tell any difference on it from game to game. I don't mind doing the same levels over and over in this type of game but understandably many people would've preferred that more of the basic levels randomize in layout and loot/potion replacement so it felt a little more fresh on repeat visits.

Half-baked with 2 pats of butter
-For at least some of us the Warrior's "charge" skill via thumbstick is too sluggish and his gamplay just doesn't feel as compelling as the other classes (Valkyrie and Elf are my favorites; I find the Wizard's 9 spell combos too exasperating to keep track of even if some are awesome).
I'm sure anyone could add to this list, this is just my own list of the half-baked.  icon_razz

I know many people think Steam Early Access is the Worst Idea Ever. But many of us think Gauntlet would've released in 100% better shape if they'd been in Early Access even just a couple months or so. I'm sure we would've pointed out the biggest screw ups with the game and they could've released a much more polished game. Yeah I realize that's what beta testers are supposed to do but if Arrowhead did any beta testing on Gauntlet it's pretty sure they got the wrong people, imho.  icon_razz

That said, I gave the game a positive review on Steam while trying to be fully candid about what needs improving and fixing. And while trying to be very specific that this game is more like a twin-stick arcade shooter/brawler with a limited number of levels that you'll be playing repeatedly if you enjoy it. It's not Diablo clone 17 and is not trying to be, but many people want that, and those people should spend $19.99 on Torchlight 2 or whatever instead, imho.  icon_smile

I mean, I convinced one Steam pal to get it and his initial response (not making this up) was: "This is ****ing stupid. How do I move?" because he thought probably it was a Diablo ARPG; and then, "I can't even play this ****ing game because I'm left-handed, and can't change the keys and don't have a gamepad." Multiply that by however many Gauntlet buyers were in the same situation and you have poor testing and bad PR.

I'm convinced maybe 15,000 people bought Gauntlet because the screenshots made it seem like a Diablo game. imho it's closer in feel to classic twin-stick shooter arcade games like Robotron, Smash TV and Total Carnage than it is to Gauntlet. On certain maps if you can't take monster spawners down fast enough the screen truly fills up with monsters and demons and what not. And I guess that part matches Gauntlet the arcade game.

I certainly played Gauntlet at arcades, even at movie theaters that had one in the lobby. My only recollection is dying repeatedly and never really getting anywhere at all.
77  Gaming / Console / PC Gaming / Re: [PC] Wasteland 2 on: September 29, 2014, 02:51:04 PM

Quote from: Dante Rising on September 29, 2014, 07:54:50 AM

Quote from: Lordnine on September 29, 2014, 04:21:08 AM

So an interesting thing I just discovered.  There are occasionally additional chat options you can use that are not given to you as options.  If you click above the chat dialogue options you can type in keywords.

I just used this system to complete a quest in what I assume was the optimal path.  Any other option would have likely resulted in bloodshed between two groups.

I saw that briefly touched upon in the tutorial. How do you determine which keywords to type?
The keywords are in a different color. I think red and green. I do it now and then so I can pretend it's 1992 on my first PC again.  icon_smile

Aside from hard ass etc., usually the game is pretty blunt about choices. Sort of "do this and work with me," and "don't do this, and we'll abruptly shift into turn-based combat mode."

I had some good battles with a mid-way type enemy group yesterday and refreshingly they declined to do the "run X tiles and stand next to you every turn" marlarkey. Instead we had some good old fashioned, running gun battles, and a couple times an enemy would move maybe 20 tiles backward to get behind cover.

I also learned, don't take cover behind a cactus. Doesn't hold up very well.  icon_razz
Also noticed that to some extent they listened to some beefs I and others had in Early Access about gun caliber bullets not matching the firearm's real-life bullets.

So, like an AK-47 would be using 5.56mm rounds, an M-4 or M-16 would be using 7.62 mm rounds, an M1 Garand might be using 9 mm ammo in the earlier builds. While they didn't promise to make everything match real-world ammo usage, now an AK-47 uses 7.62 mm rounds, M-4/M-16 use 5.56 mm rounds, M1 Garand and various sniper rifles use 30.06 I think (but better weapons become available so fast, I didn't let Angela Deth use hers very long), an Uzi uses 9 mm rounds etc.

Now at the stage I'm playing at, 9 mm drops are still very rare, 7.62 mm rounds are dropping often now (this particular enemy group likes to use AK-47s). So still some care needed in keeping adequate ammo supplies -- I use 3-round burst a lot and have to keep track when I'm getting carried away -- but nothing like builds several months ago where I felt hamstrung if I didn't constantly run back to Citadel's main vendor.
78  Gaming / Console / PC Gaming / Re: [PC] Wasteland 2 on: September 28, 2014, 07:09:03 AM
I found on YouTube this simulation of Wasteland 2 battles when even all the ranged enemies adopt the "move 60-70-80 tiles in one turn to sit in your squad's lap" schtick. I posted this at Steam forums. They'll probably delete it for being smart alecky, but I was honestly trying to make a point through humor.  icon_razz

Naked Gun 2 1/2 - Gun Fight

P.S. Since so many guns seem to jam roughly 60% of the time, maybe they can let us throw the guns the way Frank Drebin does there too?  icon_razz

As far as the jam percentages go, I firmly believe if you multiply the "percentage chance to jam" by 10, that gives you a more true percentage. So I have some 2% (20% really) jam guns that rarely jam and some 7% (really 70 percent) guns that seem to jam at least once per battle. OK I'm kidding on the multiply by 10 but do agree with many that the "percentage to jam" numbers don't at all reflect probability of occurrence in the game.

imho, the whole jam thing really doesn't add much to the game other than frustration and annoyance. I'd rather my squad get its butt kicked because commander BJ used bad tactics and planning (which happens often  icon_redface), not because a gun jammed when I desperately needed it available. I mean, if we get whupped because I screwed up, misjudged cover, put someone in the wrong place, didn't set ambush when I should've, hey that's cool, that's fine. I can even enjoy that and learn from the experience.

If we get whupped because my heavy MG guy's gun jammed, and my best assault rifle gal's gun jammed, etc., I just feel like I had nothing to do with it. It's a gameplay mechanic taking tactical control away from us, and probably the devs though it cool because it was "random." Bleah. I'd like random enemy placements or random available side quests or something. I just don't see random jamming as a cool thing.

I'd also prefer to use other types of weapon attachments rather than trying to reduce jamming possibility a few measly percent. But given how misleading the jam % seems to be, I feel obligated to use that type attachment on certain weapons with higher single digit jam % ratings.
79  Gaming / Console / PC Gaming / Re: [PC] Wasteland 2 on: September 27, 2014, 08:14:34 PM

Quote from: TiLT on September 27, 2014, 07:35:24 PM

Oh wow, speak of the devil. I just had a rail thief run about 50 squares to reach me, ending its turn right next to me. That's got to be a bug.
no, it's a "feature," isn't it grand?  icon_eek

This is one reason I wish we could dig up mines and use them ourselves. If they're gonna continue this "every enemy is a long distance marathon runner," malarkey, then maybe let us do something to prep before combat mode to make them regret it.

Now I can't say every enemy does this. The Scorpions have a lot of gunners, and at least some of them actually stay in cover instead of dashing 50 tiles to bear hug my squad.

I was telling Destructor I still have too many ridiculous moments of people shooting each other from adjacent tiles. Sometimes they surround a squaddie and he/she literally can't move.

And I still feel like we should multiply 10 by any single digit jam % rating. Like, 7 is actually 70, 4 is actually 40, etc. Did Fallout have jamming? I just don't find it an entertaining stat.
80  Gaming / Console / PC Gaming / Re: [PC] Wasteland 2 on: September 26, 2014, 09:35:11 PM

Quote from: TiLT on September 26, 2014, 05:42:16 PM

Quote from: Blackjack on September 26, 2014, 04:38:39 PM

(but the jam % is rather high, relatively speaking).

Well, you'll be glad to know that jam percentages were reduced in the patch that appeared on Steam mere minutes ago.
Huzzah, thanks for pointing that out.  icon_smile

Here's the patch notes link:
Wasteland 2 Patch 1 (56458) Release Notes
Crazy Long list, and if you haven't been to the California area, beware spoilers in the notes. Actually if you're early in the game, maybe don't read the patch notes past miscellaneous.

Some highlights (I underlined some things that stood out to me):
- Removed unused DX11 support to improve stability and allow Steam overlay to work properly

- Many UI fixes/polish for better ease of use and readability

- Slight reduction to jam rates for large offenders

- Added mini-maps to all shrine locations

- Improved localizations based on context and fixes for missing translated text

- Preserved time stamps on save games when using Steam Cloud

- Optimization pass to some of the more expensive levels. [not sure I understand "expensive" in this context?-bj  confused]

- Changed all .8 Combat Speed NPCs to 1.0.

- Only allow Mechanical Repair to heal robots if they’re at less than max CON.

- Fixed the status effect on the Gold-Plated Derringer.

- Improvements to certain enemies’ status effect immunity.

- Updated some weapon balance numbers.

- Starting a conversation or cutscene interrupts any player actions (including skill meters).

- Increased investigate distance on robots.

- Now only a single container can be looted at a time in combat.

- Increased the “move closer” range of NPC AIs each turn they can’t find anywhere to move to a maximum of 80 squares. [Uuuuh... what?-bj  confused]

- Fixed certain Alarm Disarming skill use bugs.
Maybe wiser people can explain to me the couple things I underlined and was a bit perplexed by.

I'm reading on Steam that many folks are having to re-download the entire game for the patch to install (1.5GB). I guess compared to same games I've tried that's relatively nothing.  icon_smile
Pages: 1 [2] 3 4 ... 274
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines
Valid XHTML 1.0! Valid CSS!
Page created in 0.436 seconds with 20 queries. (Pretty URLs adds 0.295s, 1q)