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Phrosphor
Feb 25, 2007

Urbanisation

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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girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

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.
As the length of a run increases the probability of one of these things happening approaches 1.

Request: Please make exploding terrain much more obvious. Along the lines of the kamikaze units.

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.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

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.
As the length of a run increases the probability of one of these things happening approaches 1.

Request: Please make exploding terrain much more obvious. Along the lines of the kamikaze units.
Most of them you will learn readily enough (Seriously, learning what explodes and where is one of the main difficulty curves of the game). But in the end there is one explosive that always loves to sneak up on you. That could be anywhere, at any time (Well not literally, hand made maps and all).



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.

gauss
Feb 9, 2001

by Reene
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.

Cuntellectual
Aug 6, 2010

The Lone Badger posted:

I think you mean Konig/Bishop. Harvester has too long a TTK.

I was kidding, you only need two Konings. :getin:

dyzzy
Dec 22, 2009

argh

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.

Pornographic Memory
Dec 17, 2008
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

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
double-galinha mantis is good

Hypha
Sep 13, 2008

:commissar:

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.

anthony patch
Mar 20, 2008

nope

Captain Foo posted:

I've been playing a lot of this game lately


Jerichal 0x03 by Captain Foo, on Flickr

'This thing, quite frankly, is ridiculous and I'm not quite sure how it stays upright when firing or even moves. It feels like someone in a department somewhere challenged their engineers (perhaps unintentionally) by saying "of course you can't strap two naval guns to a frame!" Turns out, you can, and the Jerichal proves it. Amusingly(?) most of its armor seems to be to protect the frame from its own backblast. I can't see this frame really being used in direct combat, but as a terror or intimidation piece to pacify a population? Who built this atrocity of design? It doesn't even have ARMS!'

this is delightful btw. What's the program for making custom lego designs?

anthony patch
Mar 20, 2008

nope

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.

Phrosphor
Feb 25, 2007

Urbanisation

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.

Segmentation Fault
Jun 7, 2012

Interested in this new viral marketing direction Stellar Jockeys is going with for the Brigador DLC.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
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 :argh: 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? :downs:

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

Cuntellectual
Aug 6, 2010

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.

anthony patch
Mar 20, 2008

nope

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.

anthony patch
Mar 20, 2008

nope
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:

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

I'm the rear end in a top hat who says "more explosives!"

Hypha
Sep 13, 2008

:commissar:

Psycho Landlord posted:

I'm the rear end in a top hat who says "more explosives!"

:same:

The Lone Badger
Sep 24, 2007

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.

Fish Noise
Jul 25, 2012

IT'S ME, BURROWS!

IT WAS ME ALL ALONG, BURROWS!

The Lone Badger posted:

...just please mark them. Special green lamps as mandated by the Great Leader or something.
Spacers immediately proceed to remove all of the markers to make things exciting!

Corvids remove some markers but leave others and add more explosives.

Inexplicable Humblebrag
Sep 20, 2003

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

Shibawanko
Feb 13, 2013

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?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

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.

Pornographic Memory
Dec 17, 2008
Count me as pro-explosives. Also the current ones are marked just fine, they're all bright yellow, bright red, or huge green pipes.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Are loyalists in freelance yet? I haven't been playing lately.

Inexplicable Humblebrag
Sep 20, 2003

yes

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Hell yeah! Time to play again!

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Proposition: the Galinha is the best pound-for-pound overall weapon in the game.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

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 ":lol:it was clearly marked :rolleyes:" 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? :suicide:

I admit my own prime cut :tizzy: 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 :downs:" 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

Skyscraper
Oct 1, 2004

Hurry Up, We're Dreaming



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.

Inexplicable Humblebrag
Sep 20, 2003

Captain Foo posted:

Proposition: the Galinha is the best pound-for-pound overall weapon in the game.

it is in fact the konig

anthony patch
Mar 20, 2008

nope

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.

Young Freud
Nov 26, 2006

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.

Segmentation Fault
Jun 7, 2012

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.

:lol:

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

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 :allears:

Even if it turns out to be a coincidence, it will be real in my heart.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

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.

Inexplicable Humblebrag
Sep 20, 2003

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

Lemon-Lime
Aug 6, 2009

DOWN JACKET FETISH posted:

it is in fact the konig

Actually, it's the Kraken.

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Skyscraper
Oct 1, 2004

Hurry Up, We're Dreaming



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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