Yeah, all the cool cyberpunk games are coming out this month.
So next month can have the rotten garbage one take up all the press coverage.
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HacksawJ. Duggan Esq.Wrestler at LawRegistered Userregular
I'm on the fence about WD:L
On the one hand, I absolutely loved WD2 and everything about it. On the other hand, nothing about this game looks like it's retained the expected charm of its predecessor.
The core concept of Legion, playing as randomly generated people you recruit instead of bespoke characters, was designed specifically to make me not want to play the game.
Also ya Ubisoft is a big yikes right now.
FFXIV: Agran Trask
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HacksawJ. Duggan Esq.Wrestler at LawRegistered Userregular
Also the idea that the evil mega corporation in the game used a social media algorithm to cause Brexit instead of it being the result of decades of complicated interconnect factors is just dumb as hell. Facebook and Twitter may have helped Brexit along, but they sure as shit didn't cause it with their engagement math.
It doesn’t help as much for the PC side of things (or those that want digital libraries) but if you were wanting to play WD/AC/UbiSomething on console you could always buy a used disc. You get to play, and your purchase doesn’t give the corporation any extra money.
Also the idea that the evil mega corporation in the game used a social media algorithm to cause Brexit instead of it being the result of decades of complicated interconnect factors is just dumb as hell. Facebook and Twitter may have helped Brexit along, but they sure as shit didn't cause it with their engagement math.
I tried DRG in early access and couldn’t get into it, but then some friends that had kept playing helped me see the reward loop, especially after lvl 25.
for anybody that might be looking at it, here’s what you’d be working towards, which I didn’t initially know about:
- You’ll do your regular Assignments and missions to get money and minerals and XP.
- Hitting lvl 25 on any character gives you a Promotion Assignment. (You also stop getting XP at 25, so do your promotion missions on a different character). Once you promote a character you get access to a few extra-fun things:
- Deep Dives. These are kind of like raids. 3 missions in a row without coming back to the base to restock, so you’re completely dependent on the Nitra you find to call in resupplies. Deep Dives reward you with cosmetics and Overclocks.
- Overclocks. Weapon mods beyond the ones you get as you level up. Clean over clocks give you a slight boost with no downfall. Balanced give you a big benefit at the cost of something else. Unstable changes a big aspect of your gun (e.g. your Gunner’s minigun loses a lot of accuracy... but also your bullets bounce off of walls... or your Engineer’s grenade launcher loses a ton of ammo... but now it shoots nukes that leave an AoE behind).
- Core Hunt. A weekly Assignment set that rewards cosmetics and Overclocks.
Once I opened up the Overclock system (and I REALLY opened up the rate at which you can obtain cosmetics) that’s where I had the most fun. Now I keep playing to see what new Overclocks I can get, or new beards/mustaches (lip beards)/sideburns (cheek beards) I get.
I have over 250 hours in Deep Rock and it's still enjoyable. I do have most of the overclock's and cosmetics though, which slowed me down. But for those coming back, a big content patch just came out with 2 new mission types that should energize me back for a bit. If you can get a couple friends, it can be pretty relaxing in a way.
I'm still waiting for them to add in limited ammo heavy weapon drops. Get enough X and call down a shoulder mounted missile launcher for the gunner, or a giant 2 handed drill for the driller. Once they are out of ammo they drop to the ground and that's it. Throw in some new boss type monsters and you have a great content update.
Trajan45 on
Origin ID\ Steam ID: Warder45
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
I've only played a bit with some friends, but I had a good time
Early on it's pretty slow to make progress thouggh it feels like
Deep rocks slow and fine and at least when I played it does not like it not following it's rules which is a problem when you can build holes down to be no where
It isn't like a problem but you have to realize what the game is looking for before you can really get in to it
FishmanPut your goddamned hand in the goddamned Box of Pain.Registered Userregular
edited October 2020
SE++ BATTLETECH Laconis system
We have reached something of a company inflection point. With a second combat-ready Heavy added to our lance, we have effectively moved to a whole new weight division, and as a result our missions feature less bullshit and more curbstomping light mechs for wealth and profit. Our pilot roster, too, is more experienced, with many of our Mechwarriors gaining or on the cusp of attaining their third skill ability.
In fact, now might be an opportune time to cover our roster and everyones role and expertise in the company:
Pilots:
Commander Xero is the company's combat leader, a lead-from-the-front, thick-of-the-fight commander. When not in the medbay, they usually are found anchoring the team's lance, drawing fire and punching holes in the oppostion forces. Role: Assault Mech: smof Skills: Guts / Gunnery Abilities: Bulwark, Multiattack, Coolant Vent
@Baidol is our most experienced and skilled pilot, essentially because they're mostly hanging around in the rearguard and therefore don't spend as much time in medbay. To date they have usually been providing long-range fire support piloting Munkus Beaver, however during this tour on Laconis he was the first of the squad to achieve Called Shot Mastery, just as commander Xero headed back into medbay again. This allowed the team to attain all-new levels of salvage with him in control in Smof, and he is now probably quite keen on some of the company's newly acquired heavy mechs.
@3clipse is our first-choice forward mobile flanker and skirmisher, making extensive use of jump jets to control the engagement range in milski. Their excellent mobility means they are expert at getting into flanking positions and are capable of jumping in to deliver knockout blows before jumping away to safety again.
While not as mobile as he is in milski, @3clipse can also tear strips of enemy mechs when piloting something heavier like Tofystedeth.
@I Zimbra is usually found in the fastest mech on the field, where evasion and intelligence are the stock-in-trade. While they might lack the armament to go toe-to-toe with the big stompys, their ability to mark targets is crucial to the teams success, and they have enough sting to be capable of a coup-de-grace or wrecking havok on opposition vehicles.
@I Zimbra is particularly good at driving a whole damn 35 ton mech into any holes punched in an oppostion mech's armour.
@Brolo has been the team supersub; a competent allrounder comfortable stepping into any role vacated through injury or death. Equally capable of providing ranged fire support from distance as he is in an agile forward role, Brolo can carve armour off enemies from all angles and his presence in the team provides the kind of deep bench that you need to thrive and survive on prolonged deployments.
Good Mechwarrior; probably don't want to put him in charge of procurement, though.
@Sprout has slowly moved further back in the field over time, starting in the company as another forward scout but slowly developing a valuable and accurate punch capable of stripping limbs and armaments off of enemy mechs. Their preferred tactic is to find somewhere high and flanking, but it is not unknown to find them in closer ranges, especially in the later stages of an engagement.
We also had two new additions to the roster in Laconis:
@YaYa was hired as a straight replacement for @Der Waffle Mous, intended to take the role of melee brawler, for which he was placed as pilot in the newly refitted Thunderbolt 'Tofystedeth', where upon he was immediately shot in the head 3 times during his very first mission, the first before he had even managed to engage the enemy himself. With one mission completed, his foreseeable tenure with the company will likely be experiencing the next 2-3 system deployments from the inside of medbay.
Not In The Face, Not In The Face!
Role: Target practice Mech: Medbay gurney Skills: Guts / Pilot Abilities: Bulwark, Sure footing
@Zonugal was acquired as further backup for our vanguard forces in the wake of continued attrition to our frontline mechwarriors. A grizzled veteran with extensive technical knowledge of the functioning of a jumpship, the face of a sea captain, and who refers to command as 'skipper', he is relentless, fearless, and dogged in the face of the enemy, his short period with the company marked by his constant harrassment and pursuit of enemy forces.
Ripping the (other) arm off an opposition Phoenixhawk.
The core of our unit is now competent and balanced, meaning Laconis becomes something of a happy Heavy hunting ground, filling in the gaps in our company's tactical capabilities. Mechs:
Our current line up of combat-ready mechs includes:
Jenner JR7-D: Dependable fast scout. Lacks significant punch, but has more speed and jump jets than anything else in the lineup.
Wolverine 6R: Built as an SRM brawler, this mech was almost immediately superceded. With more suitable brawler chassis coming online and facing increasingly heavier enemy mechs, this is now more of an armoured scout equipped with a powerful alpha strike, but is likely to be retired for something more powerful in the not too distant future.
Firestarter FS9-H@Tamin: We have two Firestarter mechs, the luckier of which has been nicknamed @Tamin (it has only lost 2 limbs and no pilots). Highly mobile and armed with a powerful array of support weapons, it is our preferred light scout mech and is capable of delivering a nasty punch to enemy mechs with exposed weakpoints in their armour.
Thunderbolt-5SE@Tofystedeth: Laconis system is the first deployment for this Thunderbolt, one of my favourite brawler mechs. Armed with as many MLs and SRMs as we can fit and armour to match, this big stompy robot can weather taking multiple attacks as it closes to its preferred range, before finishing opponents off with melee and support weapons. Named @Tofystedeth in honor of both its big claws and memorial of its intended pilot, @Der Waffle Mous, this big guy performs excellently in its first tour, engaging and taking down multiple mechs in close combat.
Enforcer 4R@milski: Still an effective performer at this level, milski is an effective balance of mobility, armour and armament. Excellent for hit-and-fade and flanking strategies, using superior mobility to control the battlefield.
Vindicator 1R@Munkus Beaver: The venerable Vindicator is slowly losing effectiveness as we face bigger and heavier mechs, but the PPC can still punch through smaller mechs and disrupt bigger ones so it hasn't been retired just yet, although it is being increasingly deployed as an anti-scout light-mech killer rather than one of the core damage-dealers of the lance it used to be.
Marauder 3RSmof: The headhunter. Easily the most deadly of our current lineup, smof is at the core of our recent elevated success, including multiple salvage acquisitions here on Laconis while piloted by @Baidol, including a Shadowhawk, Phoenixhawk, Warhammer, Archer-2S, and an additional Marauder-3R.
The first of these to be readied for action in our next tour will be the Archer-2S, filling the much-needed combat role of lance missile boat. The mechtechs have already affectionately christened this mech "Ironknuckle", and it is expected to be ready before we reach our next planned deployment.
That's unbelievably cool. Your new name is cool guy. Let's have sex.
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Oh my God Brolo fell for the old “the coke is actually powdered baby aspirin” con
Except he didn’t even get the baby aspirin
Humor can be dissected as a frog can, but dies in the process.
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Brovid Hasselsmof[Growling historic on the fury road]Registered Userregular
edited October 2020
Aw yeah, headhunter. I love biting people's heads off. Which is what I assume that means
I have encountered only 1 so far in the entire career to date and didn't get any of it as salvage (that was the mission where we acquired the Thunderbolt now known as Tofystedeth and I really needed a frontline brawler).
I'm up to Orzammar on my DA Origins playthrough. I remember this being a slog? The deep roads, specifically. Like there was one too many maps of it.
Even Haven, which I just did, was more than I remembered. In my head it was a few cultists and then you see the High Dragon. But it's actually two full maps of cultists, then you see the high dragon (which is an optional fight, depending) then the puzzle section before you get the Ashes.
Anyways, in Orzammar, I'm tempted to support the seemingly-bad guy this time around. I supported Harrowmont all those years ago and I remember getting the surprise bad(ish) ending for the dwarves. There were supposedly hints but so far I'm not seeing any.
A properly kitted-out dual wield rogue is a complete nightmare of a character. I kill any standard enemy in like 4 stabs, which come super fast thanks to my Momentum mode. And I'm pretty settled in on Alistair/Morrigan/Wynne, which is probably the best 3 companions? Wynne has all the heals, and now I have to find new spells for her to pick up. Morrigan has been grabbing all the Entropy spells to lock down and debuff badguys for me to stab more effectively, plus they're party-safe so I can let the AI cast them freely.
BroloBroseidonLord of the BroceanRegistered Userregular
edited October 2020
yeah in DA: Origins you can win pretty much every fight in the game by just picking a mage, bringing Wynne and Morrigan, and then spamming AoE:
Grease Fire:
Grease + Any Fire Spell
and then later on:
Storm of the Century:
Spell Might + Blizzard + Tempest
with buffs to lightning damage, and using a stealth character to scout, you never have to actually fight anybody, and you can kill pretty much everybody before they can get close enough to engage your party
honestly between the deep roads and the fade, dragon age origins was the most boring possible game for me
and between my disappoint in that and my frustrations with ME1, I pretty much stopped playing bioware games altogether
Manage a Dwarven mining colony in the unexplored mountains of Mara. As a war rages in the Overworld, you will need to craft, explore and fight as you provide your allies with the finest weapons and gear to assist in the war against evil.
Ghostrunner offers a unique single-player experience: fast-paced, violent combat, and an original setting that blends science fiction with post-apocalyptic themes. It tells the story of a world that has already ended and its inhabitants who fight to survive.
Ghostrunner looks rad and I look forwards to playing it in an hour.
Ghostrunner already sucks because it's going to be another game where any talk about it is tainted by fucking 'git gud' cretins conveying the exact energy as a 15 year old telling a class mate they listen to music no one would understand.
yeah in DA: Origins you can win pretty much every fight in the game by just picking a mage, bringing Wynne and Morrigan, and then spamming AoE:
Grease Fire:
Grease + Any Fire Spell
and then later on:
Storm of the Century:
Spell Might + Blizzard + Tempest
with buffs to lightning damage, and using a stealth character to scout, you never have to actually fight anybody, and you can kill pretty much everybody before they can get close enough to engage your party
honestly between the deep roads and the fade, dragon age origins was the most boring possible game for me
and between my disappoint in that and my frustrations with ME1, I pretty much stopped playing bioware games altogether
As I recall, the initial pitch for DA:O was "Bioware goes back to the isometric RPG". It came out in 2009, their last one prior had been NWN in 2003, or Throne of Bhaal in 2001. In the meantime they had done KOTOR, Jade Empire, and Mass Effect.
I seem to recall that crowd being pretty pleased with it? Certainly these types of games were thin on the ground in 2009. No more D&D or Forgotten Realms, which was good and bad. Spell combos were a unique thing, I know that. It does show signs of some of the simplification that most RPGs, certainly most of the AAA ones, have undergone. Only 3 classes. Ability points and trees, rather than feats and spell selections. A behind the back camera option. Party size of 4 instead of 6. It's interesting to come back to it having played Pillars 1 & 2, later Dragon Age games, and other similar stuff.
I also had a hankerin' for some real crunchy character creation so I fired up Icewind Dale 2. The lack of a Beamdog version is real rough on the resolution and UI. And I had forgotten it was 3.0 (or 3.5?) D&D. So you've got feats and skill points. But it's great brain work to come up with a good party of 6 that has all the stuff you want. It's the only IE game I never beat. And I don't know if I'll stick with it, we'll see. I've done that beginning part way too many times already.
Manage a Dwarven mining colony in the unexplored mountains of Mara. As a war rages in the Overworld, you will need to craft, explore and fight as you provide your allies with the finest weapons and gear to assist in the war against evil.
yeah in DA: Origins you can win pretty much every fight in the game by just picking a mage, bringing Wynne and Morrigan, and then spamming AoE:
Grease Fire:
Grease + Any Fire Spell
and then later on:
Storm of the Century:
Spell Might + Blizzard + Tempest
with buffs to lightning damage, and using a stealth character to scout, you never have to actually fight anybody, and you can kill pretty much everybody before they can get close enough to engage your party
honestly between the deep roads and the fade, dragon age origins was the most boring possible game for me
and between my disappoint in that and my frustrations with ME1, I pretty much stopped playing bioware games altogether
As I recall, the initial pitch for DA:O was "Bioware goes back to the isometric RPG". It came out in 2009, their last one prior had been NWN in 2003, or Throne of Bhaal in 2001. In the meantime they had done KOTOR, Jade Empire, and Mass Effect.
I seem to recall that crowd being pretty pleased with it? Certainly these types of games were thin on the ground in 2009. No more D&D or Forgotten Realms, which was good and bad. Spell combos were a unique thing, I know that. It does show signs of some of the simplification that most RPGs, certainly most of the AAA ones, have undergone. Only 3 classes. Ability points and trees, rather than feats and spell selections. A behind the back camera option. Party size of 4 instead of 6. It's interesting to come back to it having played Pillars 1 & 2, later Dragon Age games, and other similar stuff.
I also had a hankerin' for some real crunchy character creation so I fired up Icewind Dale 2. The lack of a Beamdog version is real rough on the resolution and UI. And I had forgotten it was 3.0 (or 3.5?) D&D. So you've got feats and skill points. But it's great brain work to come up with a good party of 6 that has all the stuff you want. It's the only IE game I never beat. And I don't know if I'll stick with it, we'll see. I've done that beginning part way too many times already.
yeah Dragon Age was originally supposed to be a PC title that was being worked on after NWN2, but by then the PC market had shrunk considerably as consoles had grown
it's a bit simplified when compared to the stat-fests that were the Infinity Engine games, and some of those things made it generally easier to play - you don't have to understand THAC0 and Spell Saves to create an effective character.
but really the thing that just let it down was just a lack of imagination - darkspawn were not compelling villains but you spend most of the game fighting them, the gather factions sidequest structure ultimately don't make a big difference to the story, a lot of the binary "tough choices" they force you into just feels like bad writing rather than compelling conflicts, the environments were visually bland, the setting for the first game hints at a more interesting world but then ends up being a pretty bog-standard elf/dwarf/human generic-european-medieval fantasy setting, with most of the accompanying tropes
by the time I had gotten to the deep roads I had more-or-less had my fill of it, by the time I had completed the deep roads I was exasperated with it, and pushing myself to get to the ending just left me with a strong dislike for most of the decisions that Bioware had made throughout
Yeah whenever I look at the DA wiki, the various choices and outcomes take up a lot of space. That had to have been a significant writing and design task. The possibility space for the ending has to be pretty massive. It's an interesting thing but I think they didn't get that complicated in the following 2 games for good reason. Even just playing it I get caught up in what I want to happen and I find I need to reel myself back and say "Do I care?".
Maybe that's why the Darkspawn are such an uninspired bad guy. Probably the blandest Bioware badguy? I can't remember the NWN badguy so that might win by default. But NWN was kind of a proof-of-concept anyways, the campaign was an afterthought. Maybe Loghain should be considered the real villain, he's pretty interesting.
Posts
So next month can have the rotten garbage one take up all the press coverage.
On the one hand, I absolutely loved WD2 and everything about it. On the other hand, nothing about this game looks like it's retained the expected charm of its predecessor.
and i'm already at a point where i don't feel great about paying ubisoft for anything
http://www.audioentropy.com/
Also ya Ubisoft is a big yikes right now.
Edit - Just kidding my computer can't handle the game well.
That game is dang pretty
For Game = $, then Politics = 0
That's Ubisoft math baby
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I have over 250 hours in Deep Rock and it's still enjoyable. I do have most of the overclock's and cosmetics though, which slowed me down. But for those coming back, a big content patch just came out with 2 new mission types that should energize me back for a bit. If you can get a couple friends, it can be pretty relaxing in a way.
I'm still waiting for them to add in limited ammo heavy weapon drops. Get enough X and call down a shoulder mounted missile launcher for the gunner, or a giant 2 handed drill for the driller. Once they are out of ammo they drop to the ground and that's it. Throw in some new boss type monsters and you have a great content update.
Early on it's pretty slow to make progress thouggh it feels like
It isn't like a problem but you have to realize what the game is looking for before you can really get in to it
Fuck man I'm trying but my vote only counts for so much.
Have you accidentally shot someone you're trying to talk to and/or punched your own horse yet?
Laconis system
We have reached something of a company inflection point. With a second combat-ready Heavy added to our lance, we have effectively moved to a whole new weight division, and as a result our missions feature less bullshit and more curbstomping light mechs for wealth and profit. Our pilot roster, too, is more experienced, with many of our Mechwarriors gaining or on the cusp of attaining their third skill ability.
In fact, now might be an opportune time to cover our roster and everyones role and expertise in the company:
Pilots:
Role: Assault Mech: smof Skills: Guts / Gunnery Abilities: Bulwark, Multiattack, Coolant Vent
@Baidol is our most experienced and skilled pilot, essentially because they're mostly hanging around in the rearguard and therefore don't spend as much time in medbay. To date they have usually been providing long-range fire support piloting Munkus Beaver, however during this tour on Laconis he was the first of the squad to achieve Called Shot Mastery, just as commander Xero headed back into medbay again. This allowed the team to attain all-new levels of salvage with him in control in Smof, and he is now probably quite keen on some of the company's newly acquired heavy mechs.
MAD-3R Mechslinger duel, and it's high noon.
@3clipse is our first-choice forward mobile flanker and skirmisher, making extensive use of jump jets to control the engagement range in milski. Their excellent mobility means they are expert at getting into flanking positions and are capable of jumping in to deliver knockout blows before jumping away to safety again.
While not as mobile as he is in milski, @3clipse can also tear strips of enemy mechs when piloting something heavier like Tofystedeth.
@I Zimbra is usually found in the fastest mech on the field, where evasion and intelligence are the stock-in-trade. While they might lack the armament to go toe-to-toe with the big stompys, their ability to mark targets is crucial to the teams success, and they have enough sting to be capable of a coup-de-grace or wrecking havok on opposition vehicles.
@I Zimbra is particularly good at driving a whole damn 35 ton mech into any holes punched in an oppostion mech's armour.
@Brolo has been the team supersub; a competent allrounder comfortable stepping into any role vacated through injury or death. Equally capable of providing ranged fire support from distance as he is in an agile forward role, Brolo can carve armour off enemies from all angles and his presence in the team provides the kind of deep bench that you need to thrive and survive on prolonged deployments.
Good Mechwarrior; probably don't want to put him in charge of procurement, though.
@Sprout has slowly moved further back in the field over time, starting in the company as another forward scout but slowly developing a valuable and accurate punch capable of stripping limbs and armaments off of enemy mechs. Their preferred tactic is to find somewhere high and flanking, but it is not unknown to find them in closer ranges, especially in the later stages of an engagement.
Decisions, decisions.
We also had two new additions to the roster in Laconis:
@YaYa was hired as a straight replacement for @Der Waffle Mous, intended to take the role of melee brawler, for which he was placed as pilot in the newly refitted Thunderbolt 'Tofystedeth', where upon he was immediately shot in the head 3 times during his very first mission, the first before he had even managed to engage the enemy himself. With one mission completed, his foreseeable tenure with the company will likely be experiencing the next 2-3 system deployments from the inside of medbay.
Not In The Face, Not In The Face!
@Zonugal was acquired as further backup for our vanguard forces in the wake of continued attrition to our frontline mechwarriors. A grizzled veteran with extensive technical knowledge of the functioning of a jumpship, the face of a sea captain, and who refers to command as 'skipper', he is relentless, fearless, and dogged in the face of the enemy, his short period with the company marked by his constant harrassment and pursuit of enemy forces.
Ripping the (other) arm off an opposition Phoenixhawk.
The core of our unit is now competent and balanced, meaning Laconis becomes something of a happy Heavy hunting ground, filling in the gaps in our company's tactical capabilities.
Mechs:
Jenner JR7-D: Dependable fast scout. Lacks significant punch, but has more speed and jump jets than anything else in the lineup.
Wolverine 6R: Built as an SRM brawler, this mech was almost immediately superceded. With more suitable brawler chassis coming online and facing increasingly heavier enemy mechs, this is now more of an armoured scout equipped with a powerful alpha strike, but is likely to be retired for something more powerful in the not too distant future.
Firestarter FS9-H @Tamin: We have two Firestarter mechs, the luckier of which has been nicknamed @Tamin (it has only lost 2 limbs and no pilots). Highly mobile and armed with a powerful array of support weapons, it is our preferred light scout mech and is capable of delivering a nasty punch to enemy mechs with exposed weakpoints in their armour.
Thunderbolt-5SE @Tofystedeth: Laconis system is the first deployment for this Thunderbolt, one of my favourite brawler mechs. Armed with as many MLs and SRMs as we can fit and armour to match, this big stompy robot can weather taking multiple attacks as it closes to its preferred range, before finishing opponents off with melee and support weapons. Named @Tofystedeth in honor of both its big claws and memorial of its intended pilot, @Der Waffle Mous, this big guy performs excellently in its first tour, engaging and taking down multiple mechs in close combat.
Enforcer 4R @milski: Still an effective performer at this level, milski is an effective balance of mobility, armour and armament. Excellent for hit-and-fade and flanking strategies, using superior mobility to control the battlefield.
Vindicator 1R @Munkus Beaver: The venerable Vindicator is slowly losing effectiveness as we face bigger and heavier mechs, but the PPC can still punch through smaller mechs and disrupt bigger ones so it hasn't been retired just yet, although it is being increasingly deployed as an anti-scout light-mech killer rather than one of the core damage-dealers of the lance it used to be.
Marauder 3R Smof: The headhunter. Easily the most deadly of our current lineup, smof is at the core of our recent elevated success, including multiple salvage acquisitions here on Laconis while piloted by @Baidol, including a Shadowhawk, Phoenixhawk, Warhammer, Archer-2S, and an additional Marauder-3R.
The first of these to be readied for action in our next tour will be the Archer-2S, filling the much-needed combat role of lance missile boat. The mechtechs have already affectionately christened this mech "Ironknuckle", and it is expected to be ready before we reach our next planned deployment.
Except he didn’t even get the baby aspirin
I have encountered only 1 so far in the entire career to date and didn't get any of it as salvage (that was the mission where we acquired the Thunderbolt now known as Tofystedeth and I really needed a frontline brawler).
Downside to infinite weight per mission you’re generally not going to field a Catapult.
https://www.techspot.com/review/2124-geforce-rtx-3070/
the 3070 is really impressive at $500
can't wait to see what intel and amd pull out to compete, should cause prices to actually be competitive this generation
yeah it's sort of a waste if you're not running 1440p and over 60hz
Even Haven, which I just did, was more than I remembered. In my head it was a few cultists and then you see the High Dragon. But it's actually two full maps of cultists, then you see the high dragon (which is an optional fight, depending) then the puzzle section before you get the Ashes.
Anyways, in Orzammar, I'm tempted to support the seemingly-bad guy this time around. I supported Harrowmont all those years ago and I remember getting the surprise bad(ish) ending for the dwarves. There were supposedly hints but so far I'm not seeing any.
A properly kitted-out dual wield rogue is a complete nightmare of a character. I kill any standard enemy in like 4 stabs, which come super fast thanks to my Momentum mode. And I'm pretty settled in on Alistair/Morrigan/Wynne, which is probably the best 3 companions? Wynne has all the heals, and now I have to find new spells for her to pick up. Morrigan has been grabbing all the Entropy spells to lock down and debuff badguys for me to stab more effectively, plus they're party-safe so I can let the AI cast them freely.
Grease Fire:
Grease + Any Fire Spell
and then later on:
Storm of the Century:
Spell Might + Blizzard + Tempest
with buffs to lightning damage, and using a stealth character to scout, you never have to actually fight anybody, and you can kill pretty much everybody before they can get close enough to engage your party
honestly between the deep roads and the fade, dragon age origins was the most boring possible game for me
and between my disappoint in that and my frustrations with ME1, I pretty much stopped playing bioware games altogether
Is alternate-universe America just this universe's America
Ghostrunner already sucks because it's going to be another game where any talk about it is tainted by fucking 'git gud' cretins conveying the exact energy as a 15 year old telling a class mate they listen to music no one would understand.
As I recall, the initial pitch for DA:O was "Bioware goes back to the isometric RPG". It came out in 2009, their last one prior had been NWN in 2003, or Throne of Bhaal in 2001. In the meantime they had done KOTOR, Jade Empire, and Mass Effect.
I seem to recall that crowd being pretty pleased with it? Certainly these types of games were thin on the ground in 2009. No more D&D or Forgotten Realms, which was good and bad. Spell combos were a unique thing, I know that. It does show signs of some of the simplification that most RPGs, certainly most of the AAA ones, have undergone. Only 3 classes. Ability points and trees, rather than feats and spell selections. A behind the back camera option. Party size of 4 instead of 6. It's interesting to come back to it having played Pillars 1 & 2, later Dragon Age games, and other similar stuff.
I also had a hankerin' for some real crunchy character creation so I fired up Icewind Dale 2. The lack of a Beamdog version is real rough on the resolution and UI. And I had forgotten it was 3.0 (or 3.5?) D&D. So you've got feats and skill points. But it's great brain work to come up with a good party of 6 that has all the stuff you want. It's the only IE game I never beat. And I don't know if I'll stick with it, we'll see. I've done that beginning part way too many times already.
I think I shot Micah when we were riding off to do that train robbery at the beginning.
... I shoulda finished the job
This is giving me Dungeon Keeper vibes even though the comparison is a little off.
yeah Dragon Age was originally supposed to be a PC title that was being worked on after NWN2, but by then the PC market had shrunk considerably as consoles had grown
it's a bit simplified when compared to the stat-fests that were the Infinity Engine games, and some of those things made it generally easier to play - you don't have to understand THAC0 and Spell Saves to create an effective character.
but really the thing that just let it down was just a lack of imagination - darkspawn were not compelling villains but you spend most of the game fighting them, the gather factions sidequest structure ultimately don't make a big difference to the story, a lot of the binary "tough choices" they force you into just feels like bad writing rather than compelling conflicts, the environments were visually bland, the setting for the first game hints at a more interesting world but then ends up being a pretty bog-standard elf/dwarf/human generic-european-medieval fantasy setting, with most of the accompanying tropes
https://www.youtube.com/watch?v=ZZeo9IkJgXY
by the time I had gotten to the deep roads I had more-or-less had my fill of it, by the time I had completed the deep roads I was exasperated with it, and pushing myself to get to the ending just left me with a strong dislike for most of the decisions that Bioware had made throughout
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
Maybe that's why the Darkspawn are such an uninspired bad guy. Probably the blandest Bioware badguy? I can't remember the NWN badguy so that might win by default. But NWN was kind of a proof-of-concept anyways, the campaign was an afterthought. Maybe Loghain should be considered the real villain, he's pretty interesting.
Dragon Age II is the game for you.