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I love that every time I die in this game I know I hosed up. It wasn't the game being cheap, I did something stupid and it resulted in my death.
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# ? Jan 9, 2017 01:40 |
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# ? Apr 28, 2024 14:36 |
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The Lone Badger posted:Basically every time I lose a run it's because either something I didn't expect to explode exploded, or one of my own shots hit a bit of rubble and exploded in my face. I've been playing as the Mongoose with Faker/Bonesaw/Camo and have been getting fairly decent with it, but have yet to finish a run because inevitably I'll forget to check my arc and fire the Faker directly into my slack-jawed drooling idiot face. My proudest moment was killing every captain on the map with a single shot, and was soon followed by me murdering myself on a reinforced blast wall trying to overkill some jackass on a moped.
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# ? Jan 9, 2017 02:24 |
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The Lone Badger posted:Basically every time I lose a run it's because either something I didn't expect to explode exploded, or one of my own shots hit a bit of rubble and exploded in my face. This mother fucker. Right here. They also love to have them stashed near other more attention getting stuff like orbital guns, so you don't notice them because you are more concerned about the more overt explosives.
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# ? Jan 9, 2017 02:46 |
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For the record, the Devil Truck was authored as another innocuous tile. It was Anthony Patch, in his depravity and bloodlust, that made many more tiles to be explosive than intended. We winnowed down the list and restored most tiles to just the (slightly) more obvious ones, but the hell tanker remained as a final monument to his perverse and insatiable desire for player death.
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# ? Jan 9, 2017 03:07 |
The Lone Badger posted:I think you mean Konig/Bishop. Harvester has too long a TTK. I was kidding, you only need two Konings.
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# ? Jan 9, 2017 04:09 |
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gauss posted:For the record, the Devil Truck was authored as another innocuous tile. It was Anthony Patch, in his depravity and bloodlust, that made many more tiles to be explosive than intended. We winnowed down the list and restored most tiles to just the (slightly) more obvious ones, but the hell tanker remained as a final monument to his perverse and insatiable desire for player death. I want to print this and frame it as a gift.
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# ? Jan 9, 2017 04:19 |
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personally i'm a big fan of the random exploding poo poo. i don't even get mad at dying to stepping on a random gas station, i just laugh granted, i don't finish most of my runs anyway even if i don't die
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# ? Jan 9, 2017 05:06 |
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double-galinha mantis is good
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# ? Jan 9, 2017 05:56 |
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gauss posted:For the record, the Devil Truck was authored as another innocuous tile. It was Anthony Patch, in his depravity and bloodlust, that made many more tiles to be explosive than intended. We winnowed down the list and restored most tiles to just the (slightly) more obvious ones, but the hell tanker remained as a final monument to his perverse and insatiable desire for player death. Put this in the OP please. It must be preserved.
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# ? Jan 9, 2017 05:58 |
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Captain Foo posted:I've been playing a lot of this game lately this is delightful btw. What's the program for making custom lego designs?
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# ? Jan 9, 2017 06:22 |
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gauss posted:For the record, the Devil Truck was authored as another innocuous tile. It was Anthony Patch, in his depravity and bloodlust, that made many more tiles to be explosive than intended. We winnowed down the list and restored most tiles to just the (slightly) more obvious ones, but the hell tanker remained as a final monument to his perverse and insatiable desire for player death. For the record I had to fight tooth and nail for *any* explosive environment props, believe it or not-- Gauss didn't want Brigador to descend into Red Barrel shootouts, and the Brain Trust didn't understand the fundamental joy of blowing poo poo up. Originally all the spaceships were explosive as well, as god intended, but I acquiesced on returning those and several other environment assets to being inert. Really it was a Tarantino-esque ploy where I made everything explosive so that the censors would believe they'd won as my devil trucks, gas stations, gas towers, and gas pipelines proceed to be the #1 killers of tardboys who don't read our loving tutorials.
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# ? Jan 9, 2017 06:29 |
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anthony patch posted:For the record I had to fight tooth and nail for *any* explosive environment props, believe it or not-- Gauss didn't want Brigador to descend into Red Barrel shootouts, and the Brain Trust didn't understand the fundamental joy of blowing poo poo up. Originally all the spaceships were explosive as well, as god intended, but I acquiesced on returning those and several other environment assets to being inert. Really it was a Tarantino-esque ploy where I made everything explosive so that the censors would believe they'd won as my devil trucks, gas stations, gas towers, and gas pipelines proceed to be the #1 killers of tardboys who don't read our loving tutorials. I have never ever walked near those spaceships because I am CERTAIN that they are going to mega explode, despite never having done it.
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# ? Jan 9, 2017 06:31 |
Interested in this new viral marketing direction Stellar Jockeys is going with for the Brigador DLC.
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# ? Jan 9, 2017 06:44 |
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I certainly don't mind explosive props as a concept. It's the occasions where you have stray explosives placed like they are there specifically to gently caress with you even if you know what explosives look like. Those are the explosives. No, not the ones behind the hedge walls you'd notice and think you're clever for avoiding. The tiny bit if pipe barely peeking out of the building further north. Or stuff set up to cause chain reactions juuuust right, if so much as one stray enemy shot wings it. Like popping the Doom Trailer's trigging the rest of this office building with a giant pipeline through it. I always shoot this building ASAP even when I'm trying to avoid notice, because not blowing it up means a 90% chance of an enemy blowing it up the fraction of a second you are in range. That map in general feels rather "And now that I've avoided these explosives-*secondary explosives surprise*" anthony patch posted:#1 killers of tardboys who don't read our loving tutorials. You mean this tutorial? https://youtu.be/ULT90DvV_Ys?t=6m The new one is much better though, by comparison. Section Z fucked around with this message at 07:15 on Jan 9, 2017 |
# ? Jan 9, 2017 07:13 |
anthony patch posted:For the record I had to fight tooth and nail for *any* explosive environment props, believe it or not-- Gauss didn't want Brigador to descend into Red Barrel shootouts, and the Brain Trust didn't understand the fundamental joy of blowing poo poo up. Originally all the spaceships were explosive as well, as god intended, but I acquiesced on returning those and several other environment assets to being inert. Really it was a Tarantino-esque ploy where I made everything explosive so that the censors would believe they'd won as my devil trucks, gas stations, gas towers, and gas pipelines proceed to be the #1 killers of tardboys who don't read our loving tutorials. Honestly, I don't like explosive props in the game because the effects are so wimpy it's kinda hard to get a feel for how big the area of effect is.
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# ? Jan 9, 2017 07:24 |
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Cuntellectual posted:Honestly, I don't like explosive props in the game because the effects are so wimpy it's kinda hard to get a feel for how big the area of effect is. They were toned down because the death toll was too high. And with all explosives you can tell the AoE by the size of the shockwave ring, as stated in the tutorial.
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# ? Jan 9, 2017 07:36 |
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hot drat they recorded Makeup & Vanity Set's performance. Camera doesn't have the same impact, but you can get an idea for the cool poo poo he puts into his live shows. Proud we worked with him: https://www.twitch.tv/magfest/v/113218838?t=258m32s (skip to 4:18:30 if the link embed doesn't work) Some shots from the concert:
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# ? Jan 9, 2017 08:36 |
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I'm the rear end in a top hat who says "more explosives!"
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# ? Jan 9, 2017 08:44 |
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Psycho Landlord posted:I'm the rear end in a top hat who says "more explosives!"
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# ? Jan 9, 2017 09:29 |
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I'm happy with tons and tons of explosives. Definitely more than current. ...just please mark them. Special green lamps as mandated by the Great Leader or something.
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# ? Jan 9, 2017 09:31 |
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The Lone Badger posted:...just please mark them. Special green lamps as mandated by the Great Leader or something. Corvids remove some markers but leave others and add more explosives.
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# ? Jan 9, 2017 10:38 |
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more explosives. Gasworks and West end slums are not enough Give us a gimmick stealth level as a tuktuk with emp, two Black Hands, and a mate of explosive pipes
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# ? Jan 9, 2017 13:27 |
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Adding more explosive props, maybe noxious gas, radiation props and fire would be really cool. This game is about maximum destruction and mayhem, why the hell would they want to tone that down?
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# ? Jan 9, 2017 14:04 |
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anthony patch posted:this is delightful btw. What's the program for making custom lego designs? Glad you like it! This one was made using Stud.io - which is a nicer overall program than my previous toolchain, a combination of Lego Digital Designer, LDD2POV, and POV-RAY for Windows. I have to say, the latter chain is configurable to higher quality renders than Stud.io's built-in POV-RAY setups, but stud.io is a slightly better actual design tool, in my opinion. If you follow the image link to my photostream through, there's tons of other mechs, but most of them aren't really in the Brigador style, honestly.
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# ? Jan 9, 2017 14:21 |
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Count me as pro-explosives. Also the current ones are marked just fine, they're all bright yellow, bright red, or huge green pipes.
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# ? Jan 9, 2017 15:21 |
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Are loyalists in freelance yet? I haven't been playing lately.
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# ? Jan 9, 2017 18:56 |
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yes
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# ? Jan 9, 2017 19:04 |
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Hell yeah! Time to play again!
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# ? Jan 9, 2017 19:46 |
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Proposition: the Galinha is the best pound-for-pound overall weapon in the game.
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# ? Jan 9, 2017 20:08 |
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Shibawanko posted:Adding more explosive props, maybe noxious gas, radiation props and fire would be really cool. This game is about maximum destruction and mayhem, why the hell would they want to tone that down? Regardless of how well balanced or not they are in a single map vacuum, they can become exponentially more of an unsatisfying way to go the longer a run is. I know a lot of people eat that poo poo up and ask for nerfs on top in anything with the words "Permadeath" or "Survival" in it. But to many it can just ruin the feeling of a run you would have still kept had you died from conventional means, or more overt "It was a loving gas station/Ammo depot" type explosions that fully meet the "it was clearly marked " statements. Where me botching a mortar shot into a gas line and killing myself is distinct from "Whoops, some corvid tractor winged a tiny bit of explosive prop, which caused a chain reaction, which killed me through full shields because I was all of two pixels inside the blast radius." So it's as much a case of feeling like a sudden gotcha wildly varying from run to run. Death to accidental explosives inside the spaceport of a short run? Who cares. Death to sudden explosives deep into a solo nobre run? I admit my own prime cut is reserved for kamikazes. Waste outflow vs Loyalist torpedoes on top of everything else when you had the nerve to play anything but a hover happening one time too many back in EA was a large part if why I finally basically shelved this game until Release. Because no matter how many kamikazes you avoid, all it takes is one skipping through to gently caress up or end your run in a way nothing else can. Which is also likely yet another reason why big and slow mechs are practically no shows for the people posting their pro MLG full line solo nobre runs compared to the zippy stuff. Fast rides can readily evade them at a moment's notice, shorter rides will never have them inside their maximum firing arcs. So by proxy, they are lessening the joys of big beefy robots and tanks. That and statements like "You can obviously see them coming " falls that much flatter in a game with such extreme camera panning to let them come in from your 5 foot viewing angle. Even if you had the luxury of dealing with them alone instead of the middle of a firefight with a commander dialing 911. I've been playing Dying Light and it's also reminding how much I loving hate Kamikazes in cool games. Because while they've never killed me, their suicide spawns fast zombies/night time super zombies. And they love to be hanging out by objectives, and kill themselves the moment the AI realizes they could never catch you so gently caress it die to summon more special spawns to camp the objective. Section Z fucked around with this message at 21:10 on Jan 9, 2017 |
# ? Jan 9, 2017 21:01 |
I know you probably won't, but could you please re-add depot markers, if only for depots that I've already spotted, or after the Garrison bar is full? I know they were probably removed to make it harder, but I absolutely must destroy every depot every time because free money and ammo, and re-finding them slows my game and makes it less fun. It doesn't make it harder, by the time I use depots I've already killed everything, it just makes runs take longer.
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# ? Jan 9, 2017 21:23 |
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Captain Foo posted:Proposition: the Galinha is the best pound-for-pound overall weapon in the game. it is in fact the konig
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# ? Jan 9, 2017 22:04 |
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Skyscraper posted:I know you probably won't, but could you please re-add depot markers, if only for depots that I've already spotted, or after the Garrison bar is full? I know they were probably removed to make it harder, but I absolutely must destroy every depot every time because free money and ammo, and re-finding them slows my game and makes it less fun. It doesn't make it harder, by the time I use depots I've already killed everything, it just makes runs take longer. Depot markers are still in the game, it's just off by default. You can turn them on via the debug menu but it may be worth adding a toggle to the regular settings, I'll make a note of it as this isn't the first time it's come up. We should probably just make it so that all of the location markers are toggleable.
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# ? Jan 9, 2017 22:38 |
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Are the Texas 7 casinos really spawn points for Loyalists? I was playing through freelance and saw at least two occasions where I can see a line of infantry coming from the bars.
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# ? Jan 9, 2017 22:42 |
Young Freud posted:Are the Texas 7 casinos really spawn points for Loyalists? I was playing through freelance and saw at least two occasions where I can see a line of infantry coming from the bars.
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# ? Jan 9, 2017 22:44 |
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Young Freud posted:Are the Texas 7 casinos really spawn points for Loyalists? I was playing through freelance and saw at least two occasions where I can see a line of infantry coming from the bars. This beautiful loving game Even if it turns out to be a coincidence, it will be real in my heart.
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# ? Jan 9, 2017 23:03 |
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Captain Foo posted:Proposition: the Galinha is the best pound-for-pound overall weapon in the game. DOWN JACKET FETISH posted:it is in fact the konig They are both, in fact, the best.
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# ? Jan 9, 2017 23:06 |
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if we're going pound-for-pound then maybe the Black Hand should get a shoutout probably weighs as much as an assault rifle but can take down a treehouse if you get it a few times from behind
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# ? Jan 9, 2017 23:11 |
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DOWN JACKET FETISH posted:it is in fact the konig Actually, it's the Kraken.
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# ? Jan 9, 2017 23:14 |
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# ? Apr 28, 2024 14:36 |
anthony patch posted:Depot markers are still in the game, it's just off by default. You can turn them on via the debug menu but it may be worth adding a toggle to the regular settings, I'll make a note of it as this isn't the first time it's come up. We should probably just make it so that all of the location markers are toggleable. !!! AWESOME follow-up: are those buildings with people or are they automated vending machines
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# ? Jan 9, 2017 23:25 |