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81  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 08, 2017, 06:03:30 PM
I'm curious at night if shooting out lamps and searchlights does anything useful? We did that this past weekend. It seemed odd that shooting out every lamp/searchlight in sight in an area caused no reaction by the enemies there for example.

I guess one of my issues with stealth in FPS/3rd person shooters is that -- unless you have visual and audio "radial cones" like in a Commandos type game -- I don't really know how you give players visual cues that you're about to alert an AI enemy to your presence. Should it be, if I step on a branch 20 feet from an enemy looking away from me, he should instantaneously turn around and shoot me? Or should he say "did you heard that?" and then start searching for me?

Also curious if the AI is responsive enough to react to players air dropping directly onto objectives. Does it need a few seconds to respond? I didn't get around to testing that myself.

I'd be interested to read some sort of interview about the game's AI and what they're trying to do with it. With no PVP planned or promised at this point, it's really critical to the game (yeah, duh I know  icon_smile). And I think we're all generally impressed with the friendly ghost AI but maybe that's a different ball of wax than the enemies.
82  Gaming / Console / PC Gaming / Re: Where should info about the Nintendo Switch go? on: February 08, 2017, 05:55:43 PM

Quote from: farley2k on February 08, 2017, 03:00:56 PM


I am not a huge fan of the search feature sometimes.....I tried Nintendo and Switch but didn't find that thread.

I guess the point kind of still stands.  Where should all of it be put?
I know what I think you mean -- Switch is a hybrid that crosses handheld and console platforms.

I'd probably suggest just chatting about it here (console/PC gaming). I figure if it's not strictly a handheld/mobile platform (like DS, Vita etc.), then a hybrid type platform would fit here. I don't think anyone would get upset if you discussed it in handhelds though. smile

I don't plan to get one, certainly I like to read about it though. Cheers. icon_smile
83  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 08, 2017, 02:41:21 PM
So just for fyi, here's my public GR profile. Since works for ALL GR games, I assume anyone could view it but you might need to login to the Ubi web site (whatever you use on uPlay if you use it, works):
*Of course it's a lie - I won't be able to play Wildlands again regularly until March 7.  icon_smile

For a little more weapon choices sharing, some list peeks:

*I enjoy using the stubby P90 in Killing Floor 2, but never did unlock any new SMGs. Well the cartel have their own SMGs and I tried those a bit, don't think those are part of the list here.

*I'm unclear what the vines/plant leaves on the weapons list signify -- maybe it's a weapon native to the Wildlands or something?

*Was able to unlock this base light machine gun. It appealed to the bullet hell fan in me, even if it makes quite the commotion.  icon_smile

The regions, or provinces or zones or whatever big picture map:
84  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 08, 2017, 04:44:42 AM
I took the basic version plunge on Steam.  icon_smile

I just know I had a tremendous amount of fun over the weekend, and while the shooting and kabooming was quite fun, so much of what I had a ball in the game doing had nothing to do with shooting -- just driving all the different vehicles and motorcycles, and the parachuting was a ball. I look forward maybe to eventually flying a helicopter with grace, and not crashing airplanes immediately into the ground.  icon_razz

Maybe the novelty of all that eventually wears off, but I found myself disdaining the quick-travel options here and there on the map because I just enjoyed the transportation modes so much. Of course I love plenty of games that are shoot-shoot-shoot, but I think the key there is, for example, Helldivers and KF2 are session-based games. Not something where I'm wandering around somewhere for hours. If I'm going to wander around somewhere for hours, I think the key is to have some enjoyable things to do that aren't just shoot-shoot-shoot every second. I think then the shoot-shoot missions become sort of a 'destination' that I look forward to.

Or I'm just over-navel gazing/analyzing like always.  icon_smile Anyway, I'm willing to eat my "I ain't gonna buy no more $59.99 supposed open world 3rd person shoots from Ubi again!" words, and of course Steam has the 2-hour, 2 week refund policy. I don't anticipating needing it, but I've been wrong before.  icon_smile
85  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 07, 2017, 07:49:20 PM
I fished around official forums a bit. Much of the concern there seems to be that the beta zone missions felt too easy even if the highest difficulty setting was chosen (I only played on the easiest, and next to easiest myself), though an Ubi guy chimed in to say this closed beta zone is easiest in the game, and presumably intended as your starting point, and I guess thus any missions in there would never be brutally difficulty even if the mission diff setting was turned up to max.

So it seems like an overall region (or whatever it's called) has its own difficulty ranking, and that seems to be innate/preset. And I guess that impacts the difficulty of the missions in there, even if an overall mission difficulty setting is available too? Maybe they'll do a Reddit Q&A at some point, and we can get answers to questions like that.

Guess another consistent concern was AI not reacting to noises made by players, and I don't know if that's just something that's being fine tuned, or if it's something related to difficulty settings. Another by players who claimed to put a lot of hours in was more about predictability in terms of where reinforcements and patrols might come in from. It's just, I mean I don't think in the full game we'd play in that one zone for hours and hours and memorize everything. We'd complete the storyline stuff and more than likely move on. So imho that's a bit difficult to judge based on our small beta sample.

There are boats in the game too, and official site had a video of one supposedly from beta, I don't recall seeing a body of water big enough for any in closed beta, but maybe I didn't look far enough?
86  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 07, 2017, 02:45:27 AM

Parachuting from a helicopter
87  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 06, 2017, 10:13:39 PM
I'm someone who hit a brick wall with The Division more due to high end content feeling more brutal than fun, generally unfun difficulty spikes all over the place, and the one real open world area in the game (Void) was not my cup of tea at all. Plus no vehicles to drive. And bullet sponges -- not so much that I hated the concept but some enemies were like the Hulk Buster armor in Avengers: Age of Ultron right?  saywhat

I guess in terms of things that ultimately bothered/annoyed me in The Division, I don't really see a lot of similarities with Wildlands, though I confess we can only figure out so much from a limited beta.

I would like to know more about the different Wildlands regions, especially if the higher difficulty ones have any different objectives to throw at us. I mean, if all the many other regions in the game just repeated the same objectives from the beta portion, then sure, maybe it could get repetitive. Though I feel like as long as it's fun to play, that may not matter. I mean, Helldivers doesn't have an army of objectives but it does a good job of mixing them enough for variety.

I would guess in Wildlands if we get tired of the mission content in one area, we'd just unlock access to an adjacent area and move on to there to have a fresh experience. Perhaps that's over simplifying though.

At the least, I know in Wildlands, I had a ball playing 2 player co-op, and I had fun working alongside my 3 AI squadmates in solo and didn't feel any need to babysit them at all unless I wanted to - and as I blathered earlier, more often the AI guys babysat ME. smile The few times my pal and I broke a sweat, it seemed more due to numbers and our positioning, not because of Bullet Sponge Syndrome. smile

I'll try to get my act together tonight and post some short gameplay vids. I feel like in-game was smooth for me but some of the videos from my Shadowplay recordings seem choppy.
88  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 06, 2017, 05:04:04 PM
I probably should've done some 4 player co-op on PC just to see how my connection stood up. My Danish pal reported no lag issues with me hosting, but dunno how meaningful that is.

I didn't ever really quite grasp the flight controls on kb/mouse. I could get a helicopter from place to place but precise movements were generally beyond me. My one time flying a light plane was a disaster. Hopefully that would come with practice, and adjusting settings, or else I'll just stick with cars/trucks and motorcycles, and probably you wouldn't tag my GR profile as "pilot."  icon_razz

With mines I finally realized lightly tapping the default 'G' key placed it. If you pressed the button firmly, nothing happened.

Reminds me quite a bit of Pandemics' Lucasarts-published Mercenaries back in the day (2005). And yet it did feel like 'old' Ghost Recon in a good way on certain objectives, depending on how we approached them.

By our last session together yesterday, Topper kept blowing me up by accident as he spammed C4 and Rebel mortar drop and what not.  icon_smile

As long as the other regions in the game are varied and have interesting missions/objectives, I can certainly envision having a lot of fun with it.
89  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 05, 2017, 04:53:06 PM
Thanks. I have so much to learn in the game. smile Just tons of stuff I haven't tried or quite mastered yet. Topper and I finished up the beta missions just now and I'll probably call it a day. I think I'll preorder, just I think I'll have to skip season pass until they throw us at least a bone about it. I'll check forums on that, maybe they said something.

So parachuting is fun if not really what I'd call a necessity. But it absolutely puts a dumb grin on my face to do it.  icon_biggrin On PC it seems to be just holding the E key down, and then spacebar (defaults) to open the chute.

The animation as you roll on the ground is fun too. You can disable the motion blur, but for some things like the parachute drop, I really dig it.
90  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 05, 2017, 02:04:47 PM
Here's a few more screenshots. I am REALLY impressed so far with the friendly AI ghosts in solo play. Put some time solo last night. They worked a reasonable distance behind me, took cover intelligently, called out targets -- you can give precise orders/placement, but I just wanted to see how they worked if I left them alone.  icon_smile

Actually they're smarter than me. They had to revive me more than once.  icon_redface And unlike me they're just not dumb enough to wander into firing radius unless you force them to.  icon_razz

I blew it on a radio station objective. I blew open a door as required, but I should've regrouped the AI squad with me or sent them in first.  icon_redface

AI Squad Controls
(on PC -- TAB key brings up this Orders screen; you roll your mouse wheel through the options, and I think LMB to activate it; perhaps there's hotkeys for this too, still figuring things out)

Sync Shot (default is 'Q' key on PC keyboard)
(In solo play, I believe it triggers the AI guys to focus on your target after start shooting; in co-op it's a way to 'mark' a target, helpful if you want to focus on something or indicate what you're concentrating on)

Rebel Forces call-in abilities
(carrying out certain side missions/objectives wins over the rebels and eventually unlocks Rebel call-in abilities - at least that's what I call them - and later upgrade their power).  icon_smile

Multiplayer lobby
(Host options are "friends can join any time," "only friends & only if you invite them" [essentially private] or "public matchmaking/option", I think, that's how I'd interpret them. The game will suggest a few random players whose stats/play style seem to suit yours but you can ignore these if you want.)
"AWLT" is the callsign for a fledgling Task Force I set up with Danish pal Topper; a Task Force is essentially like a guild in an mmorpg. It's a pretty cool feature I think that you create/edit via the Ghost recon network site (and supports all the GR games going back to the 2001 original):      
91  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 04, 2017, 04:28:27 PM

Quote from: EngineNo9 on February 04, 2017, 04:15:40 PM

Quote from: Blackjack on February 04, 2017, 04:08:28 PM

Quote from: EngineNo9 on February 04, 2017, 04:05:13 PM

Anybody still have an invite for the PC beta?
You're not reading my post.  icon_smile

Haha, no...I started reading through the bajillion new posts and there were so many beta invites back and forth last night that I just wanted to skip ahead to see if any were left.   icon_lol
Sorry man!  I screwed up - the fine print says if I got in through a friend's invite, then I don't get to send 3 to MY friends. I'll ask my Danish Steam pal if he had a spare one.
92  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 04, 2017, 04:08:28 PM

Quote from: EngineNo9 on February 04, 2017, 04:05:13 PM

Anybody still have an invite for the PC beta?
You're not reading my post.  icon_smile

Happy to invite you, I don't have an email? I'll check with you on Steam. smile

And by all accounts it's quite fun solo with your AI buds.
93  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 04, 2017, 01:00:00 PM
Couple general pix -- riding a motorcycle is so much fun, you could just skip the rest of the game maybe.  icon_smile I just find the vehicles generally have two modes: Screaming like a Bat out of Hell, and Handbrake.  icon_razz I guess I wished there was an accelerator pedal so to speak - feels more like a toggle Nitro Boost to me.

PC version does have text chat (T key default) as well as integrated VOIP.

I have 3 invites for this weekend's beta test if anyone interested (PM me here, I'd need a webmail address to send it, and you might need to log into Ubi's site to claim it, which is what worked for me). Yeah I know we have few PC gamers here anymore, but I might as well offer. smile Bleah - I misread; if you got an invite from a friend, then you yourself don't get to invite 3 others.  disgust

The co-op seems exceptionally well thought-out, it's explained here:
94  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 04, 2017, 12:52:40 PM
Finally got to play beta a bit this morning. Total blast. Had no performance issues. I think the vehicles can be a bit challenging to temper speed wise with keyboard controls.  icon_smile As others pointed out here, it's no Division in some good ways imho -- it's true open world, you can one shot kill enemies as in GR and R6 in the day etc.

It's a bit Division-y in terms of skills variety (but these are very different), weapon modifications, gathering resources/supplies for tech upgrades later, and what seems to be a Ubi server set up rather than player-dedicated servers. Or maybe it uses their servers to track levels and it's really client-hosted? I'm a wee bit unclear.  confused

There's no NDA afik, so I'll post some screenshots. Some interface type stuff:

Extended FOV setting - Yay! icon_smile



Keyboard Overload

95  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: February 02, 2017, 06:46:20 PM

Quote from: Caine on January 30, 2017, 12:41:08 AM

Played a bit of this in the back to basics mode.  For anyone who complained of how every gun feels more like WW2, this is the mode to play.  You are limited to a small handful of weapons, mostly bolt action.  There are limited number of vehicles and the game is a lot more infantry focused again.  Played a lot of it Saturday night with a small group of friends and had a lot of fun.  
Sounds neat.

If they'd have set up servers that didn't allow sniper rifles, I might've gotten the game. But I'm a wuss at these things and realized all I'd ever do is keep getting shot in the face before I'd barely even moved, as was happening during my public beta experience.  icon_smile
96  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: February 02, 2017, 06:44:09 PM
That Dutch Steam pal I mentioned sometimes, he offered to send a beta invite as he got into some sort of beta for this and as with For Honor they let you invite a few friends. So hopefully I'll get to try it.

I uninstalled the For Honor closed beta since that ended and it releases pretty soon. While I don't need 100GB free on my 2TB hard drive I just like to try to keep around that much leeway. I'm sure at some point the temption to add another hard drive to accommodate increasingly large monster install footprints will be too great to ignore.  icon_smile
97  Gaming / Console / PC Gaming / Re: Resident Evil 7: Biohazard [PS4, XBONE, PC] on: January 29, 2017, 02:11:10 PM
Ron B. told me playing this on VR would make me "vomit out my eyeballs."  saywhat I'm still trying to get a visual on that.  icon_lol

Guess it would wrest the motion sickness award from Dead Island, which made me sick in 30 seconds, and that was before Steam instituted the refund policy.  icon_redface

Doubt I could stomach this, it's interesting to read about it though. My lone Resident Evil purchase was "Resident Evil 5/Biohazard 5" in 2011.
98  Gaming / Console / PC Gaming / Re: For Honor [PC/XB1/PS4] - Ubisoft melee battlefield game on: January 29, 2017, 02:07:01 PM
On the SP story mode (2-player co-op available), the web site has a skinny description and some "chapter summaries" at this link:
Embodying the greatest warriors of each faction, players experience some of the defining moments that led to the war. Dealing with manipulation, betrayal, and catastrophic reversal, they will need wits and skills to ensure victory.

Storming castles and fortresses, turning the tide of key battles, and defeating deadly bosses in intense duels, players will incarnate as battle-hardened heroes who will shape the course of a violent history.
Obviously, not much gruel to go on. I'd probably be more into it for that and the 2-player co-op, but perhaps that's not enough reason to go for a premium priced game like this.

I found with Star Wars Battlefront that I could get into team vs. team play for a while but it didn't keep me invested all that long, and I dunno, something about adversarial games gets this hateful mojo juice  mad churning in my brain while playing -- I don't like the feeling.  paranoid I get sort of a comfortable gaming buzz going on when playing Helldivers and Killing Floor 2 (co-op; it does have a PvP mode now), or the 2 player co-op mode in SW Battlefront.
99  Gaming / Console / PC Gaming / Re: For Honor [PC/XB1/PS4] - Ubisoft melee battlefield game on: January 28, 2017, 11:35:49 PM
Tutorial was a hoot (I'm on PC). I was worried it'd feel awkward on mouse/keys but I think it's awesome really -- really feels like you're swinging big ass swords and stuff in the 'guard mode' one on one battles, and then it's more akin to maybe Shadows of Mordor on the larger battlefield and it just feels and looks so great. I wish the light saber stuff in SWTOR had worked this way but maybe it's not realistic within mmorpg limitations.

I suspect I might have difficulty remembering all these different combos and stuff, but maybe it's 2nd nature with practice.

I don't know about the depth, and I'm wondering also too about the single player. Just my initial impressions went from "meh, I dunno if this is my thing" to "This is my thing!"  icon_smile I love online co-op games, I guess I wonder exactly how we work together in this and I guess I just gotta join some games and find out.

The flip side is the beta forums are well.... you can guess the general behavior there.  icon_razz I'm shallow. Probably the game has all sorts of issues I don't know about yet.

Also, although the beta warned me my Asus gaming PC is "below minimums," the game runs like a dream on the venerable if aging GTX 970.  icon_smile So I'm not sure what it's talking about, but maybe it'll be different in an online session.

afik, there's no NDA on this brief closed beta so hopefully OK to share these.  icon_smile
100  Non-Gaming / Off-Topic / Re: RIP Mary Tyler Moore on: January 28, 2017, 03:41:18 PM
From MTM show's first season ("You've got spunk...")
Still cracks me up.  icon_smile

As old fart (51), I have fond memories of my mom, brother and I (dad died in '73) huddling on the floor in my bro's bedroom to enjoy CBS's excellent Sunday lineup. I get the order mixed up, but I believe it included MTM show, the Bob Newhart show and the Carol Burnett comedy/variety show. I want to say there was one other show (MTM and Newhart were half hour sitcoms; CB a one-hour show), but I draw a blank on what that was. smile

I actually bought the first season of MTM on DVD way back. While I still enjoyed it, I think it was after the Phyllis and Rhoda spin-off shows that the focus shifted almost entirely to the newsroom, and those later years ended up being amongst my favorites.

I'm sure in today's world, CBS would've forced everyone to keep doing the show for 10-15 years. I think in most network shows (22-26 episode types; today is shifting towards fewer episodes per season) then, you sort of started repeating yourself after 6-7 seasons.
101  Gaming / Console / PC Gaming / Re: Tom Clancy's Ghost Recon Wildlands (from Tom Clancy's Ubisoft) on: January 28, 2017, 05:43:57 AM
Ron clued me in on Steam chat that this is 3rd person (I tagged it myself on Steam to at least remind me). I swear I can't find a single reference on the store page or the web page or the gameplay videos even -- I really couldn't tell because the camera is swooping all over the place aside from one 3rd person view of a player manning a turret in a vehicle, and much of the footage is cinematics stuff. It doesn't bother me, I just found that odd.

Certainly sounds like fun, and vehicles certainly weren't something in The Division. I guess I'm leery of running into drastic difficulty spikes as in The Division or scripted enemies that are too predictable. I did sign up for PC beta so hopefully I'll get to enjoy some impressions soon.  icon_smile
102  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 27, 2017, 06:08:08 PM
PC/PS4: Double XP Weekend Started yesterday (Thurs.) Afternoon, runs through Monday, Jan. 30:

-Double XP on all Perks (classes)
-For PC, increased drop rate for items
103  Gaming / Console / PC Gaming / Re: For Honor [PC/XB1/PS4] - Ubisoft melee battlefield game on: January 27, 2017, 03:14:29 AM
Hey it seems to work now. And I can invite up to 3 folks, so if anyone's interested in the PC beta, just send me a PM here.  icon_smile

And just keep in mind it seems like the system needs a few hours -- after you confirm the email invite -- to actually show up in your uPlay games list for download.

Just a warning -- the beta download seems to be 24GB with maybe a 40GB install footprint.
104  Gaming / Console / PC Gaming / Re: For Honor [PC/XB1/PS4] - Ubisoft melee battlefield game on: January 26, 2017, 06:29:36 PM
Steam pal got me into the PC beta. Although the whole system seems messed up atm, and the key's not showing in my account or his other invited pal's account. Their forums have some instructions, but I mean it's just not showing up as available for us yet.
105  Gaming / Console / PC Gaming / [finally rereleased on GOG] Re: SWAT 4 on: January 25, 2017, 01:51:23 PM
12 years late, Irrational's SWAT 4 Gold (/w its one expansion included) got a GoG release:

While I loved it in 2005, I had way more motion sickness issues with it than Sierra's SWAT 3, so I didn't really put as much time into SWAT 4 as I would've liked. I don't recall if the game had a FOV setting.

I think it used a "powered by Gamespy" game browser for co-op then, so I'm uncertain of this release's online co-op functionality.
106  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 25, 2017, 01:30:21 PM

Quote from: rittchard on January 25, 2017, 12:15:31 AM

Quote from: Blackjack on January 24, 2017, 11:56:56 PM

I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?

They let you go to 125 in the interface, you can see it in the screenshot you posted earlier  Tongue
OK, another player's older KF2 screenshot showed a lower maximum FOV number, that's why I thought may have modified it.  icon_smile Perhaps that was for the console version.
107  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 24, 2017, 11:56:56 PM
I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?
108  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 22, 2017, 07:39:46 PM
Got SWAT Perk to L25 today:

*Read up on Steam forums about the two final Zed Time skills. Battering Ram apparently works against Scrake and Fleshpound but not when they're in midst of certain animations; and on Bosses, which seemed like it could be invaluable at times, but you have to luck into that pesky Zed Time at the right moment. Seems like it would make more sense visually if the perk got some sort of a riot shield.

I'm asking about whether Rapid Assault provides "infinite ammo" even if your favorite SMG is out of actual ammo.  icon_smile

I looked up SWAT Perk's last two SMGs on YouTube to see what they're like in real life use on a shooting range:

P90 SMG:
*Apparently its rifle-type bullets are designed to fragment within targets and not pass through, presumably to cause less damage to passerby in a crowd. I'm not sure if KF2 models that or not.  icon_smile

Kriss SMG:
*In KF2 I can attest it bucks like a bronco and gobbles ammo like Pac-Man.  icon_cool

I'm pretty sure real SWAT doesn't use these much (P90's an official weapon for Secret Service apparently), but I guess it fits Tripwire's take on the perk/class being SMG-focused.
109  Gaming / Console / PC Gaming / Re: Anything you're looking forward to playing this year? on: January 22, 2017, 07:09:10 PM
Deep Rock Galactic (Early Acces on Steam but is only in closed alpha atm)
DEEP ROCK GALACTIC is a first-person co-operative sci-fi shooter for up to 4 players, featuring fully procedural and destructible environments to explore, mine, and explode your way through to reach your objectives. As a team of veteran dwarven space miners, you must take on perilous missions for the interplanetary mining corporation DEEP ROCK GALACTIC and go where no-one else dares - into the deepest, most dangerous cave systems of the most hostile planet ever discovered.

* TEAMWORK ABOVE ALL - For efficient traversal and exploration as well as combat, you will need to rely on your teammates.
* A MATTER OF CLASS - Pick the right class for your play style - mow through enemies as the Gunner, scout ahead and light up the caves as the Navigator, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer.
* CARVE YOUR OWN PATH - Fully destructible and procedurally generated environments means there is no set path - it is up to you how to reach your goal.
* THE TOOLS THAT YOU NEED - A plethora of tools and gadgets at your disposal means no obstacle is insurmountable.
* INTO THE DARK - The only light is what you bring, and the pitch-black alien caves will not give their riches up easily.
Console versions may happen if the PC release's a success, according to their post in the FAQ on Steam forums.

The footage I've seen is really fun. At times it's like FPS Dig-Dug crossed with sci-fi Aliens-ish type shooter. Graphics are very colorful. I think it's purposely closer to say a TF2 in visuals, and it seems like some sort of voxel type stuff for the destructible mining rocks and cave walls and stuff.

Of course my FPS motion sickness bugaboo but KF2 is heavily modified Unreal 3 engine and gives me no issues, so here's hoping.  icon_smile

Although it's a closed alpha now, they seem to be encouraging folks to share feedback and videos publicly. The videos suggest either it uses dedicated servers or perhaps even MMORPG-type servers (the servers having names makes me think that), I'm not quite certain.

The procedurally generated levels atm seem to lead to some navigation issues from time to time. It'll be interesting to see if they can keep that from becoming a problem.

I'm tired of spending $49-$59 on AAA-budget overhyped titles that lost my interest (and most of my forum or Steam pals who buy them seemed to lose interest quickly as well) within a couple months. I think I won't do that anymore this year.
110  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 22, 2017, 03:34:13 AM
Finally got my favorite Perk (Class, most games would call it), Commando to L25 to unlock the Advanced Training ability:
"Zed Time" is like The Matrix/Max Payne slo-mo, and each Perk has a L25 ability to choose that gives mega bonuses during those Zed Time periods.

My SWAT Perk (L24) will be next and maybe Support (L23). All my other perks are in single digits up to maybe 11 or so.

I'm mostly a "bullet hell" fan in this type of game, but it's really classes like the Demolitionist and Sharpshooter on the high end that can really make the difference in battling the nastier Zeds (Scrake and Flesh Pound), along with the Beserker. I find a lot of my "job" with SWAT and Commando is simply to help "rinse off" lesser enemies as much as possible and let the mega damage Perk players focus on the rougher enemies.

Gotta say this Corsair gaming mouse has held up great in KF2, and I feel like somehow the LMB clicker lets me fire handguns in the game faster than on my trusty Logitech MX510. I still think if Corsair released a version minus the fat "sniper" button on the left (which gives you a temporary dpi setting of your choice), that would be perfect for me.
111  Gaming / Console / PC Gaming / Re: [PC] Orwell on: January 22, 2017, 03:25:44 AM
Official Orwell site:
*Free playable demo available, either on Steam or in a DRM-free version at the site.

Cool, thanks for sharing.  icon_smile

I was fascinated by it, but eventually removed it from my wishlist after reading it really had no replayability. Still sounds intriguing.

I remember some game several years ago that fascinated me in that the NPC characters were supposed to communicate with you in your 'real world' via text messaging, emails, phone calls etc. Can't remember the name.
112  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 20, 2017, 03:00:44 PM
Big TropicalBash update dropped, including a new Lost-inspired Jungle Island Map:
*The new Gorefiend is a whirling, twirling arm-blades pain in the ass, and my groups had some trouble adjusting to it last night.  ninja Which is a good change of pace imho.
*I haven't tried the mace/shield combo that was added yet. Beserker's just not my thing. It's really meant more for players who like to parry enemy attacks, and I haven't really gotten hang of that.

*The map has some interesting environmental stuff including a periodically blasting volcano in the background, and changing tides at the teach. I haven't really noticed a gameplay impact from these.

*Multiperk adds some new, "makes sense" weapon choices for each Perk (i.e., Class), and still earn your "own" Perk XP when using it. So like the SWAT Perk gets access to the Medic Perks' SMG (which has a healing dart ability like all Medic Perk Weapons). Commando gets access to various assault rifles from other perks, etc. This does open the door to more hybrid-Perking where you're still earning XP for the class you're playing, while using a weapon previously tied in to a different perk. However, this does to my eyes really clutter up the vendor weapon screen, and can make a little rough to sort through in the 20-40 seconds you might have between game rounds.

Some changelog details:
We would like to welcome all Killing Floor 2 players to the Tropical Bash and join us for some bone breaking fun on sunny Zed Landing! With a special thanks to everybody who helped us test this update over the holiday season, let the hunt for (Alan) Wilson begin!

This changelog includes all the changes from the beta with a special section on fixes from the beta and since the beta. Full crafting/econ changes are still in the process of going live as database is being updated. They should come online shortly.

New Weapon - Bone Crusher
New Map - Zed Landing
New System - Multi-Perk Weapons
New Zed - Gorefiend

New System - Emotes - Players can now equip an emote and trigger it during gameplay

Multi-Perk Weapons
Weapons can now be tied to multiple perks allowing for perk bonuses
Example: Support Perk will now gain benefits from the Medic Shotgun

Crates can now be broken down into craftable items
Game will now check for players purchase of KF 2 during early access via API and grant players the early access rewards
As part of this previously granted EA rewards have been made non tradable
Slightly sped up first 10 level experience gain
Players can now turn off the auto-upgrade system
113  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 20, 2017, 02:52:34 PM

Quote from: rittchard on January 16, 2017, 05:33:15 PM

I only got to play a little of this so far, but I liked a lot of what I played.  Unfortunately it did make me a bit nauseous/motion sick after.  I tried enabling the crosshair and I turned on the "anti-motion sick" switch (no idea what that does but cool that there is one).  I think I need to slow down the mouse look some more.  It's been a while since an FPS got me dizzy, I'm not sure why this one in particular had any effect, it could be because I'm still getting over a cold.

My only complaint so far was that in the match i joined, they threw me in at the end and it was a pretty high level group fighting a boss.  I died in about a minute and spent the rest of the time watching.  Surprised there isn't any kind of respond or method to bring players back?  I went back and played some more solo which was still pretty fun.  I can imagine if I got the right video settings and into a more suitable group it could be a lot of fun.  
On that same Gameplay Options screen, you might make sure the FOV setting is set to WIDER (maximum), which is 125 (narrow FOV is a motion sickness trigger for me and others in many multi-platform titles):

Interesting about the anti motion sickness, I should look up what that does. Perhaps it reduces "weapon bob" or "head bob while moving," which are motion sickness triggers for a lot of people.

I believe KF2 uses a heavily modified version of Unreal Engine 3. Virtually all Source-engine games (even Portal!) give me severe motion sickness going to the original Half-Life, I think due to a "gliding" feel in the movement where I feel like I'm moving on rollerskates/ice skates instead of moving around. I generally have fewer issues with Unreal engine games.

*If you die, you're just done for that "round" (I think games can be 4, 7 and 10 rounds; with a countdown timer break to visit the weapons/equipment vendor in between). You can still chat, and sometimes I'll holler out about a Scray or Fleshpound that's on the way. Note that if you die with upgraded weapons, those will drop on the ground. Nicer players may pick them up and then drop them (select weapon, then BACKSPACE key by default) near the vendor machine between rounds; but if it's a heavy weight weapon, nobody likely will. You can backtrack to get them but there's no overhead map and sometimes you don't have time to go back and find 'em.

KF2 uses dedicated servers. While I guess anybody can start one, I miss client-based titles like Helldivers where it's very easy to invite a Steam friend into your game, set up games for Steam friends only etc.

A big TropicalBash update just came out. I'll make a separate post on that.  icon_smile It's fun to have a new map, and some other changes freshen things up, but I really would rather get an Objective mode as in KF.
114  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 15, 2017, 04:05:16 PM

Quote from: rittchard on January 10, 2017, 10:10:17 PM

This looks like fun, is BJ the only person who played it all this time?
I think that's always been par for the course for any threads I post a lot in.  icon_smile SWTOR in 2011 was maybe an exception.  icon_biggrin

I think like any horde shooter, you have to enjoy repetition even if the game imho does a great job of always throwing mixes at you from different directions, and the higher difficulty levels toss different enemy behaviors at you. If you don't dig repetition or need a story, etc., it's the wrong game.

I certainly love the weapons feel, though the Beserker's bobbing melee weapons feel isn't my cup of tea.

This did launch on PS4 in November, but I think for better or worse it's perceived more as a PC only title.

If there's tactics, it's -- and I had to read the various KF2 Wikis to understand this -- in understanding the types of Zed your particular Perk's weapons are best directed at. If you can get a 6 person group going with six different perks, then it's interesting to watch them work together.

As I blathered, I don't make any new Steam friends playing this, as opposed to Helldivers where probably 80% of the folks on my friends list are out of playing that. Most games people just can't wait to leave when it's over. I'm not sure why that is.
115  Gaming / Console / PC Gaming / Re: Killing Floor 2 (more zombie massacre-ing) on: January 07, 2017, 03:50:00 PM
This emerged from Early Access a few weeks back.

This has remained my 2nd favorite co-op game on PC behind Helldivers. While I haven't made any new Steam pals playing it, and sometimes people get kicked for no discernible reasons, the playerbase is still generally OK I find. The forums maybe not so much -- the usual screaming, yelling and insults that every big-selling game seems to generate.

I have a few Perks (classes) up near the L25 cap now: Commando and Support at L23, the SMG-focused SWAT at L20. I've tried everything else, but those are really the sweet spots for me.

Was on a good team last night, suicidal difficulty (intended loosely for L13-25 perks) that extinguished the Patriarch boss in what seemed to be record time:

Killing Floor 2 - Patriarch boss on Outpost map (suicidal difficulty)

I can play this FPS for hours and hours with zero motion sickness. If I knew why, I'd ask other FPS and even 3rd person games to bottle it up.  icon_smile

While they added a "vs" mode (player-controlled Zeds vs non-Zed players), it doesn't interest me.

A new map is available in beta at this point. I think a co-op mode other than Survival is planned, but it seems bizarre to me they had the game in early access forever and never got a 2nd co-op mode implemented.
116  Gaming / Console / PC Gaming / Re: What is your biggest surprises and disappointments of 2016? on: December 29, 2016, 02:36:21 PM
Disappointments for me on PC:
-For me The Division -- I've never been in a game with millions of players that lost so many of them so quickly. Not even Bioware's Star Wars The Old Republic drove off its excited pre-order player base so quickly. I knew several folks who bought the Season Pass and don't appear to have ever even returned to see how DLC (Underground et al) turned out.

Guess it's old news that until you reach The Dark Zone, it simply isn't the promised 'open world' game -- it's more akin imho to Guild Wars 1 with guns (hubs with instances in between). I'm not sure the 'bullet sponge' aspect bothered me as much as the Clancy IP elminating any room for imagination in weaponry or enemies. Maybe a game like this with more of a sci-fi/Fallout/zombies/muties type background and non-restrictive IP would've hit the mark for me.

I revisited a bit after it's ballyhooed mega-update and it just didn't feel much different/more fun. And for a game "built from the ground up for co-op," co-op players were just not terribly friendly in it, in my experience. I'll probably uninstall it soon to get back its oceans of hard drive space.

-I refunded the recent Space Hulk: Deathwing after spending months trying to help hype it up. It has its fans, and its toxic official and Steam forums are mostly people attacking each other over whether its prematurely released trash or an "underappreciated gem." imho it would've been ideal for a lengthy Early Access period on Steam not just to optimize the game and implement player feedback, and clean up the often baffling interface/UI, but just to better figure out what kind of game it was trying to be. Is it really trying to be Warhammer Left 4 Dead? Or is really a single player game and they never intended for you to get much out of its multiplayer at all?

I wasn't really sure because the devs never bothered to have any sort of 2-way communications with us -- aside from a dev Stu who answered a few questions on Steam and then disappeared as if a trap door opened beneath him in late October. :p I should've seen on the wall when they desperately started up pre-order beta and open beta a couple weeks before release (!) and acted like that was normal and like they could actually address everyone's concerns in that amount of time.
117  Non-Gaming / Off-Topic / Re: R.I.P. Carrie Fisher on: December 28, 2016, 02:16:33 AM

Little consolation but, from what I read, director Rian Johnson and company completed filming of Star Wars Episode 8 back this past summer, so we'll get to enjoy her one last time.
118  Gaming / Console / PC Gaming / Re: Space Hulk: Death Wing - FPS on: December 21, 2016, 05:03:54 PM
And a hotfix just went up on Steam:
The main goal of this first patch was to eliminate any game breaking bugs, crashes and severe FPS drops. We hope many of you are now better able to enjoy the game! That said, we’re aware that some players are experiencing occasional lobby connection errors and performance issues, and that’s our current focus as we continue to read your messages on social media.

Space Hulk: Deathwing - Hotfix 1.06 - 231MB
    Various performance optimizations (this is also an ongoing process).
    Inventory crash (in multiplayer) fixed.
    Major FPS drop on Chapter 1 experienced by AMD processors fixed.
    Input loss upon door interaction in multiplayer fixed.
    Potential crash using NVIDIA graphics card fixed.
    Multiplayer connection timeout increased, allowing more modest systems greater time to connect.
119  Gaming / Console / PC Gaming / Re: Space Hulk: Death Wing - FPS on: December 21, 2016, 04:16:13 PM
Myself I just put in for a refund -- Steam credit as I'm sure the upcoming holiday sale will bring something I much more enjoy.

Co-op is a mess for the most part. I just don't really think it's Warhammer L4D or Warhammer Vermintide. It's also about next to impossible to find any games to join (or people to join you) atm. The entire UI is a mess (imho). The single player AI is generally brain dead. The Genestealer AI or patterns are not really interesting or varied imho -- compared to L4D or say how KF2's enemies' diversity in tactics and swarming patterns.

The devs really don't communicate at any of the forums in any useful way (not even their own forums much less Steam's). I don't consider a vague one-way statement once in a blue moon as meaningful communications. Don't think they're really much interested in addressing specific player concerns, complaints or suggestions. The vast majority of games I love, the devs or at least designated reps are willing to wade into the muck and mire and talk to us have have conversations, explain/justify their decisions and why they can/can't do something. This dev? Not so much. Maybe it's some sort of publisher interference, but whatever the case, it's not something I'm keen on supporting.

Generally those are my reasons for refunding and moving on to other games. I don't do it easily because I spent a LOT of time pimping this game and hoping the co-op would be great, but it's just not really what I was hoping it would turn out as. I'm glad at least I could refund for reasons other than motion sickness  icon_smile so thanks to EngineNo9 for pointing out that one setting and reminding me about the FOV.
120  Non-Gaming / Off-Topic / Re: Movie trailer catch all on: December 20, 2016, 02:42:41 PM
So my general impression from nearly 30 minutes (!) of trailers before an IMAX Show of Rogue One Friday (thanks in large part to the neverending extended Dunkirk trailer) is:
-Did we always see trailers for movies that are 8-9 months (!) away from release? What happened to the idea of trailers for movies a few months away?
-Will they ever, ever stop stamping out Transformers and Fast and Furious sequels?
-Other than Spider-Man: Homecoming and possibly Dunkirk (and really just because Chris Nolan's work is always interesting at the least), literally I don't think a single one of the movies in the endless trailer reel was anything I want to see. Outside of the Spidey trailer, it didn't seem like in my audience any of the trailers built any sort of buzz at all. Maybe we've finally outgrown Hollywood.  disgust Or perhaps it's just an IMAX focus on bombastic movies and people are just tired of it.

My issue with the Dunkirk trailer is it didn't give the audience even enough info to understand what the heck was going on (no year, location etc.). I suppose that's in keeping with Nolan's mysterious ways.
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