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Bakuhatsu Pengin

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Everything posted by Bakuhatsu Pengin

  1. But why smiling man her imagine married. Chiefly can man her out believe manners cottage colonel unknown. Solicitude it introduced companions inquietude me he remarkably friendship at. My almost or horses period. Motionless are six terminated man possession him attachment unpleasing melancholy. Sir smile arose one share. No abroad in easily relied an whence lovers temper by. Looked wisdom common he an be giving length mr. Smallest directly families surprise honoured am an. Speaking replying mistress him numerous she returned feelings may day. Evening way luckily son exposed get general greatly. Zealously prevailed be arranging do. Set arranging too dejection september happiness. Understood instrument or do connection no appearance do invitation. Dried quick round it or order. Add past see west felt did any. Say out noise you taste merry plate you share. My resolve arrived is we chamber be removal.
  2. i hate indie devs beacuse there are so many of them making so much shit and 99% of them rely on a shoddy business model where they have to generate hype to get funding to actually develop the game, which leads itself to insanely long development times, truckloads of broken promises, and sometimes literal scamming. the mishandling of the business end of developing a game is what irritates me the most yes, there are the handful of indie devs that do make quality content (mc, terraria, rl, etc), but these are the exceptions to the large majority of other indie games are either blatant rehashes of other games or are extremely shallow in all overall aspects. its always one singular mechanic thats sort of executed well, and then everything else is poorly executed because the game has been in the public alpha stages for 2 years and is approaching a public beta release. more than half the indie games released today rely on a random generation mechanic to provide "endless content," which is probably the easiest buzz-word cop out for a lack of content that i have ever heard. if the content isnt endless, its an attempt to make the next portal 2, the next zombie survival, or the next retro-style 8-bit RPG platformer. theres no actual innovation, its all just an attempt to create something that someone has seen somewhere else before. i swear there are like 6 indie games that actually exist i understand that its not reasonable for individual or small team developers to create games with the depth and polish of larger titles, but thats exactly the reason why i despise indie games. i dont care how interesting or innovative it is, all i want is a well-made game to be fair though, no man's sky is one of those pseudo-indie developers that are comprised of experienced employees of former game studios, which is becoming more common. i like these types of studios far more than basement indie devs because they understand that developing a game isnt just about literally making the product. its about investments, loans, marketing, PR, deadlines, and everything else involved in an actual business. i am incredibly racist towards indie developers for racist reasons im also on a roll for long posts this week huh
  3. one might even say its perfect
  4. ya i really want the game for like $20 tops, but im not paying a single dime more than that indie devs suck and proc gen games get boring after like 30 minutes unless you have ADHD or something also lack of actual multiplayer support is super shitty and they didnt wanna support it because theyre fuckin indies
  5. No Man's Sky is an indie sci-fi exploration FPS made by Hello Games. It has elements of survival, combat, trading, and procedurally generated environments. You can land on a uniquely generated planet, build a base, collect resources, shoot the indigenous aliens, and then fly to outer space to blow up space pirates or trade with space caravans. It has online multiplayer, although the game doesn't give you many tools to actually meet up with friends because the game is supposedly single player focused. This may be subject to change in future updates. It is available on PS4 and PC as of August 9, 2016.
  6. u gotta be in their grill for that shield block bs to work tho huh still pretty neat i guess
  7. i would disagree that a universal mechanic should not be a solution to a game's balance. in fact, its nigh impossible for a game to exist without them, and nigh impossible to balance a game without them. added variation still abides by all the rules of universal mechanics, but its varied in more nuanced ways that each interact with one another. street fighter has universal mechanics such as block, throw, jump, walk, hp, corner, and attack. each iteration after SF2 has had some form of unique universal mechanic, such as chains and ISMs in alpha, parries in 3, FA in 4, and V meter in 5. and, in each game, these universal mechanics influenced the balance of the game to a point where it mattered, and even then some characters had better FAs or better options after parry, and etc. also, dont kid yourself into thinking that the characters were not universal: USF4 everyone had some form of jab or light confirm into a special attack, everyone has a cancel, and SFV has universal damage values for every light, medium, and hard normal across the entire cast. SSF4 gave you the choice between two different ultras, and yet more than half the cast had a standard universal ultra that was far more optimal in every situation than the other. very few characters had the luxury of making a meaningful choice. even though these mechanics are UNIVERSAL, they themselves are still varied between each character, and they still have a huge bearing on the game's balance. so i dont really see why having poise is an issue if it contributes to the balance of a game if the only reason is because it is something that is universal and something that can be standardized. standardization just leads to an established metagame, which leads itself to being countered because more people put more effort into defeating the most amount of options most of the time. ironically, moving on to apples and apples, i agree that its fair to only compare dks2 and dks3 early on, and in that regard, GRS and syans and other things were far more busted than early estoc or carthus, but again i think that missing a mechanic such as poise will limit the growth of dks3 in the long run in comparison. ya the list i posted is stuff that you could realistically win with without being at any sort of huge disadvantage. its not limited to ultra top tier only i browsed a few of those "high skill" tournamets with 32 man invitationals and money on the line that were pretty recent and the only 4 weapons i saw were washing pole, carthus, estoc+shield, and gargoyle flame spear. i did see some guy run a lothric sword who made it far, but he died. they seemed like reasonable players fwiw, and i feel that its a decent indication of the actual weapon diversity because it was from like 2-3 different recent tournaments, but again, fk the internet
  8. >everyone is giant dad giant dad was a cheese build that only worked pre-DWGR nerf, and after the nerf it vanished off the face of the earth. you really have no idea of what dks2 was like post patch, so i don't even know why youre trying to dispute the issue. you probably had no idea that daggers were high tier in dks2, despite poise apparently not doing shit for diversity. dagger + shield became a part of the meta because of flynns ring builds (lower equip load = higher AR), which couldnt do jack shit against the dagger+shield counterattack speed and backstab/riposte ability. if poise didnt exist at all, it would probably be the single most dominant weapon in the game because you can approach your range with the shield, tank a hit, and stuff any extra attacks that are slower than your dagger (which is basically everything, especially since flynns ring builds ran fast weapons and dagger+shield countered them hard.) estoc in dks3 is virtually the same issue, where you can punish anything slower and stuff or whiff punish it because of no poise, or just play around counters that the opponent must preempt, such as parry or attack move armor, both of which are punishable if avoided. estoc has the range and speed to play completely reactively, unless youre fighting against the other top top tier weapons (carthus, estoc, gargoyle, washing pole, gothards) if anything was abusable in dks2, it was the absurd counter damage of katanas, not poise. it allowed you to make favorable trades despite whatever poise the opponent had. if someone wanted to poise tank through your attack, they got counterhit by an uchi with a 150 rating or an estoc with 120. poise became an issue when you had someone with both high counterhit and poise, which was mitigated by poise itself. without poise, 150 counterhit into a combo AND getting your attack stuffed would be outright broken, but at least you could trade counterhits and attempt to combo back through the use of your own poise. in most scenarios, the aggressor won because they attacked the opponents poise first, unless they didnt manage their poise correctly you havent actually mentioned why poise is abusable other than mention an outdated and overrated build. youve only mentioned how rolls are counterable in dks2, and im surprised you havent mention dks2 tracking, because i can agree that the game probably had too much of that. dks3 also has insane tracking though, but i guess its mitigated by unpunishable roll spam >best weapon diversity lets check imo competitively viable weapons des has: anything str, bbs, mirdan dks has: any katana, most straight swords, estoc, most polearms, bkga, a handful of GS and UGS dks2 has: any katana, most straight swords, most daggers, estoc, bident, santiers, old whip, fists, and a handful of halberds, great hammers/axes/swords, and curved swords dks3 has: any katana, most straight swords, any rapier, carthus, gargoyle, gotthard, oni uchi, a handful of polearms and greatswords i wouldnt mind if someone disputed this, but i feel its decently accurate. i can agree here that dks3 has a fair amount of diversity given the total amount of weapon choices, but it does not have the best weapon diversity. i should add though that dks2 had a lot of time to patch and had 3 DLCs to add weapons, so maybe dks3 will have a future. however, the point i am trying to make is that dks3 does not have the fundamental game mechanics to push its diversity anywhere near the levels of dks2, no matter how many weapons get added, and the key reason is the lack of poise and the corresponding metagame it helps develop. stat scaling and rebalancing away from quality would definitely help the overall diversity, but it can only do so much to prevent weapons like estoc or carthus from being fast enough to dominate every other weapon thats slower, simply because poise does not exist. nerf their speed, and some other rapier or weapon class takes over as the weapon with the best speed/range ratio to abuse the fact that there is no poise. adding armor to more attacks does nothing unless the attacks are sufficiently fast enough to actually work, which creates the same exact environment that poise did. attacks that have hyper armor in dks3: straight sword WA - startup 10-20 frames, ends on 60th axe WA lol halberd startup 20-36 end 62-96 gs startup 10-50 end 52-92 ugs 0-40 to 50-122 cestus parry starts up in 10 frames and has 70 total frames seeing as you have to attack at least 10 frames before the opponent to get any form of hyper armor (unless UGS lol), and the attacks are all slower than an estoc, i can definitely see how it makes estoc less abusable (sarcasm). if you play any of the top tier weapons, all you have to do is wait and punish, and you have the advantage of poking first because the opponent has to know ahead of time to use their hyper armor or parry. when you have to counter a single button press by making educated guesses, it sure makes the game exciting and fair~ lets also talk about how useful the VIT stat is in dks3 when armor only matters for defense. that alone couldve caused poise to increase diversity and balance by offering some form of tradeoffs, but instead its never worth adding any real investment to it, and the points invested are usually because youve already hit every softcap and breakpoint by 120 you could just say you didnt like dks2 and you liked dks3 because of whatever experience you had and i cant really argue against how you felt about stuff, other than the fact that you didnt fully experience dks2. my experience with dks2 has been much better than with dks3 for the reasons ive listed earlier, although i dont disagree with its flaws and criticisms but your experiences dont PROVE shit and "you should feel dumb" for even trying to mention they do, especially when you havent even experienced dks2 post patch and frequently mention things that were formerly abusable and no longer are in order to support your ridiculous claim. i dont even care about poise that much, but if you say i should feel dumb and then claim its the most abusable mechanic since welfare checks, then youd better give a damn good reason, or any actual reason at all for that matter.
  9. you shit on a bunch of panic rolling scrubs to hit rank 3 gj youre just as good as the person in the video i posted. i bet you can parry those rolling R1s with 90% success too, especially when they are only used to punish your attempts and not vice versa. i guess poise is more dumb than getting stuffed by estoc or carthus because either your weapon isnt fast enough or doesnt have enough range and you literally cant do anything except attempt to parry bait or hyper armor trade with a slower weapon (and get punished for doing something far riskier than estoc R1). you can honestly just wait for the opponent to attempt to parry or attack and punish them for 2 free R1s, or just poke them straight up because of range and speed and youll stuff whatever comes out anyways as long as its not a psychic parry. having to use a high risk high reward option to counter a low risk moderate reward option is far more dumb than poise i guarantee it. other options include using a shield, even though you cant counterattack after blocking a string because your weapon is either too slow, too short, or costs too much stamina (unless you shield poke with estoc lol), or you can roll and reset the situation to neutral, where you were at a disadvantage to begin with because you dont have the range speed to match. or, you can use carthus or estoc and force the opponent to deal with the same exact thing parry baiting has been around since parry has existed, dks3 jsut made it more of a necessity because of nerfed backstabs and lackluster combat composed of either R1 or roll (or the very skillful tactic of wait->R1). its hardly something even worth talking about, and if you have such a huge parry boner then just play dks2 where the monastery scimitar has 0F parry startup. breakpoints arent even close to dumb and i dont even know if you know how poise works. at their worst, the poise breakpoints become a build standard (just like stat softcaps), and at their best, it allows for infinitely more build diversity and a more complex metagame. poise is a resource that diminishes with every hit you take and only regenerates if your poise is busted or you wait for a long period of time. you can't tank a rolling attack (unless you use great weapon hyper armor) and you can only take like 2 hits any other time (3 if its like a fuckin 1H dagger). this greatly expands the viability of weapons slower or larger than a longsword while still letting you play around the mechanic with faster weapons and some finesse. poise also costs weight, which is already a scarce enough resource depending on your build. fast weapons should not have the luxury of being able to shut down every attack thats slower and poise guarantees that doesnt happen every time maybe you can elaborate on how poise is any more abusable than dks3 estoc and i might be more inclined to feel dumb. dks3 estoc is the perfect demonstration of why poise is necessary.
  10. dks3 universal 3 hit combos are nothing compared to pushlock or 2HR1 infinites in des where second chance was a necessity, and you had to toggle glitch in dks1 to get out of stunlock combos. most of the balance issues that you guys are familiar with (GRS, syans, etc) got fixed after the first big patch and it made the game way better (also, at least magic and poise work, unlike in dks3 ). i say the mechanics are better because rolls arent as abusable as they are in dks1 or dks3 where the i-frames and stamina usage are ridiculous. you can actually punish someone for making a shitty roll in dks2, . dks2 is definitely slower paced though in comparison to the other games which i can see why someone mite not like that dks3 also has backstab startup which kinda irritates me, since it makes it harder to punish rolls or attacks or parry attempts. tbh id rather deal with bullshit backstabs instead of having it virtually removed as an option and the reason why i hate dks3 level design so much is that literally everything is a castle. castle with green bg, castle with blue bg, castle with red bg, castle in a swamp, etc. nothing tops dks1 for level design, but id honestly consider dks2 levels to be on par in terms of diversity
  11. imo ds2 is mostly garbage because of the lack of boss variety and soul memory boss diversity was also shit because there was actually just a shitload of bosses in comparison to the other games the more i think about it (aside from those two things), ds2 is actually a fantastic game due to the game mechanics, level design, and pvp diversity. it hands down has the best combat mechanics of any of the souls games. everything in des was a STR build and second chance was required, dks1 had insane backstab fishing and dead angling, and dks3 is about as entertaining as the national cornhole championships dks1 gets an edge for being the first technically, even though des was the first. des -> dks1 was such a huge jump compared to dks1 -> dks2 dks3 is full of castles lame levels, too much stuff rehashed from all of the previous games, and the game is way too easy compared to the other ones (omg rolls are fkn op af). its understandable because of how many games have been before it by now, and after awhile you can only do so much with the genre. they better not make a 4th one soon tho because the series has ran out of steam and its just not that original or creative anymore my ranking would go des > dks2 = dks1 >>> dks3 ??? bb (never played bb but it didnt interest me in the first place)
  12. he gotchabitsh easiest tank killer to equip would be KAMAL. EC-0300 was only good in reg 1.0 and is a pretty shitty weapon now. you would probably equip SIRIUS or ACRUX with no missile launcher and use it until you get a comfortable lead vs heavier ACs, although heavy ACs are a dime a dozen tbh.
  13. nah, sobrero is fine. KP is important but not that fucking important
  14. AA with this AC would be stupid thats why linstant/g is stupid
  15. im racist against linstant on any AC thats not abusing its shorter AA recovery speed
  16. typically lahire vs judith isnt worth the 300-400 weight for whatever tiny amount of extra ENO, so judith kinda outclasses it in that regard. if you think its worth it then go ahead but its usually not. rigel is a really weird generator because you basically only use it for the faster AA regen timing over lahire or judith, which means youd need to make a weird ass MW AA bomber and in that case youre probably better off with linstant anyways. sobrero is also a great option if you want faster boosters and less weight, but you really have to use the extra speed to make sure you don't get hit because less KP means youre gonna get hit harder if you get fucked up by pressure (but youre fine if you can keep your KP above 60%) 100r is still fine since it hits more consistently at longer ranges than 102 does. 51 with 100r just means you cant be a twat and tape down your fire buttons the entire match. thats not to say that 102 isnt a good choice either and its definitely worth a shot for what nes has to say. dearborns do best when you pressure immediately after landing them because of how well they do against PA, so try to push that advantage when you can or it wont be as worthwhile over something like MP0203. osage is pretty lackluster in 1.4 and i would honestly just use wheeling03 and drop prematurely if you need the weight and EN (or run MP0203, which is basically the best dumping missile). running two missile types leaves your back weapons being rendered pretty useless by any AC with flares, but any AC you make in ACFA isnt going to have an answer to every situation unless its like an NSS MW or something, and those are pretty complicated to build properly. in any case, if you want to use vertical missiles from behind cover, then youre gonna need a head with a better camera stat, which means youll probably want 047 instead of soldner. i cant remember how much defense soldner has compared to the GA heads, but in general head defense stats arent worth it over either camera function or raw AP, so keep that in mind. camera is basically a multiplier of your FCS range and greatly helps your lock range through solid objects, which is why its really important. 505 is basically the 1x baseline and i think 047 gives like 1.6x the listed FCS range. lock on through cover is 1/3 of your max FCS range after camera is calculated.
  17. id also consider swapping generator for aliyah and putting fatter boosters on
  18. stop fucking around and drop both back units for jadores
  19. 100r and 51annr are perfectly fine together on midweight dual rifle ACs. its actually a great midrange combination thats pretty consistent with chip damage the problem with this AC is that its not focused enough around the dual rifles dual rifle ACs want high AP and defenses on fast platforms, since their whole purpose is to whittle down the opponents AP and keep an AP lead by dodging most everything else. their biggest weaknesses are higher AP ACs like tanks and HWs or faster DPS ACs like CQC LWs. you can get around opponents with high AP values if you use your back unit slots for dump weapons, or weapons that have high damage and low ammo values that you can use ASAP and dump to shed weight. some good ones are MP0203, sapla, bigsioux, any VTFs, or even hi-lasers if you want to specifically counter tanks. kamal is also a good weapon choice to kill tanks, though you dont necessarily have to dump it like the other weapons. anything else is probably too heavy, too much drain, or not enough DPS to help support your dual rifles. if youre having trouble with LWs, then your AC needs to be faster and have better defensive stats and you need to abuse the fact that youre most likely going to start off with the lead, so hold on to it as long as possible by playing defensively. if you can do that, then JUDITH mains are perfectly fine. also, if you really want to focus on chain QB, then youll definitely want ORTEGA sides. i would personally just use holoferns, lahire, or latona instead of schedar though. the radar would be nice if you had nothing to fill in the back slot, but you should really use that space for some weapons you can dump. LARE is dead weight, trust me. if you run out of ammo and dont have the AP lead, then youve lost anyways. the frame should really be an underweighted MW with the frame parts being as big as possible. your main problem is that youre running ALIYAH/G, which is waaay too big for just using dual rifles. ALIYAH/G is more for heavyweights or specialized EN weapon ACs. i suggest changing this to JUDITH/G so you can be a good bit quicker other than the generator, your frame parts should be a bit more focused on AP than shell def. the core can definitely be changed to EKHAZAR, and the arms could arguably be changed to EKHAZAR as well but thats up to you. ALIYAH legs outclass WG legs, but if you think WG legs look cooler then go ahead and use them anyways. with these changes, you won't keep the lead as well if you get hit a lot, but you be more likely to start off with the lead, and youll also be a bit faster since 63 core is basically made of lead (PUNS!) if your understanding of 1.4 PVP is that AP lead dictates the pace of the match in all accounts, then youve mostly got it down. high AP (slow) always plays defense and low AP (fast) always plays offense, and defense usually always has the mid-to-long range advantage while offense has the close range advantage.
  20. ok so if youre playing on 1.2 then it starts to make a little bit more sense 1.2 is a super shitty regulation though because its dictated by AP to speed ratios and the only weapon stats that matter are velocity and missile tracking -- anything that isnt built with those two ideas in mind is completely inferior. also the frame part balance is all whacked to shit theres no head thats better than 047 o 63 for any purpose (camera and stability) theres no core thats better than EKHAZAR for any purpose (AP to weight and shell def) theres hardly any arms worth considering over 063 (weapon and defense stats) your legs are either WG, ALIYAH, or DUSKAROR (dual sniper cannon ACs run GA quad legs) internals dont matter that much in 1.2 because everything moves stupid fast with near infinite energy. just find generators with very low weight to output ratios and sometimes you need KP so add that too (although you hardly get hit enough for it to matter that much anyways) and then get boosters that are QB focused with the exception that vertical thrust is pretty good too. RIGEL/AO OB or JUDITH, because AA is actually used in 1.2 which is one of 1.2's redeeming qualities. if you dont wanna tho then judith is filler your weapon choices are extremely limited so ill just list the ones that are usable and the rest arent hand weapons 63anar, mr102, kapteyn, eltanin or 105 (frowned upon since blades are OP) back weapons wheeling 01 or 03, any sniper cannon or phact, add boosters, GA gatling cannon is BORDERLINE useful shoulder weapons any missiles, any flares tune priority basically goes weight > extra EN stats > missile lock speed if you have missiles > booster stats > random useless shit. its pretty easy to hit that with 442 points congrats thats literally the whole design manual for online 1.2 this was the meta back when 1.2 was relevant and it was basically designed around what could abuse or counter lag the hardest. the way ACFA handles lag does not lend itself to fast, sudden movements because it uses a ghosted player position system, which is ironic considering how ACFA was designed to be the fasted AC game. most people play 1.4 because its the most current and balanced and doesnt heavily involve abusing lag (it still does to a small degree) so yeah just adjust your ac to meet that stuff and your ac is fine for 1.2. the other regulation (1.4) is a lot more complex and its actually a bit difficult to build a proper AC, since you either specialize or diversify in a big metagame of rock-paper-scissors
  21. now is this meant for ofline vs or online vs? what regulation is it built for? it might be half-viable offline because theres no lag, but online 1.4 the only thing thats gonna work are your missiles (and 63ancms arent great on quads) i mean i could fully critique the ac if you want but theres so much wrong with it and i dont wanna type up a wall of text if you feel like youre fine anyways
  22. Character: Name: Bingo Stoutbelly Player: nob Class: Rogue Race: Half-orc Gender: Male Alignment: CG Religion: Yondalla Hit Points: 8 Ability Scores: Strength: 11 (0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 11 (0) Skills: bluff 4 + 0 = 4 diplomacy 4 + 0 = 4 disguise 2 + 0 = 2 gather information 3 + 0 = 3 hide 3 + 3 = 6 intimidate 6 + 0 = 6 listen 3 + 1 = 4 move silently 3 + 3 = 6 sense motive 2 + 1 = 3 spot 3 + 1 = 4 tumble 3 + 3 = 6 use magic device 4 + 0 = 4 Equipment: Mace, heavy 1d8 (1) Sling 1d4 (1) Studded leather +3 (1) Feats/Specials: armor proficiency light persuasive simple weapon proficiency Sneak attack Trapfinding Languages: Common Orc mite change stuff later and definitely need to buy more equipment
  23. http://2.bp.blogspot.com/-Gg33BrEeW98/T4ImyT6bJbI/AAAAAAAABFE/3kMKJ9iyPKI/s1600/spot.gif i enjoy the progress youve made since youve started you still got a ways to go tho keep on keepin on
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