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anthony patch posted:Those of you guys who've had isssues, can you tell me exactly when you bought a copy, from where, etc. ? It's good. I'm terrible at isometric tank controls, but I'm still having a blast. In multiple ways.
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# ¿ Jun 3, 2016 09:45 |
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# ¿ Apr 25, 2024 14:01 |
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gauss posted:We thought we were doing a big and obvious favor by unlocking pro tier poo poo up front, but it turns out people don't think that way, and perception is reality. I noticed and watched the stream with Volition a bit ago, and a suburbia level just for Killdozer to run over houses is mentioned. Is this Metal Health? Is Killdozer in fact the canon choice for Metal Health?
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# ¿ Jun 4, 2016 06:35 |
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Captain Foo posted:Just beat Joy Bus / Hell Ride with the Pompadour. Definitely took me the most tries yet. Upon realizing that the Captain kill was all I needed to exit, I thought: "Can I just agrav-hump the Captain to death without ever leaving this first area?" Yes. Yes, I can. Took a few tries. Had to clear the kamikazes with friendly fire by driving in circles in front of the Captain.
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# ¿ Jun 4, 2016 18:10 |
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dyzzy posted:Some stuff happened.
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# ¿ Jun 4, 2016 22:55 |
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Having seen the intel for the Bombucha, I gotta follow that up with: Any plans for a space mode?
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# ¿ Jun 5, 2016 13:44 |
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My first four survivors: Costa, Reis, Giian, and Pires. Seeing the start of the final campaign level for the first time felt incredibly surreal, and I am very pleased that I chose the Touro for that.
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# ¿ Jun 6, 2016 04:21 |
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Skyscraper posted:I do well with the cloak, but I'm probably missing something, what advantages does the smoke have? Stand in the middle of a dense cloud, fire a shot to attract attention, stomp on the responders that rush in to investigate. Pop it directly onto an Ultra unit to run up and stomp on its butt while giving other responders trouble stopping you. Retreating through a long line of the stuff seems to work well for throwing pursuers, depending on vehicle. Versatile stuff, but I think it suits a straight up face to face fighter setup better what with the longer cooldown, canister dispersion, and it seems to make noise. I think of popping smoke as Touro's LET US DO BATTLE introduction.
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# ¿ Jun 6, 2016 17:51 |
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warcake posted:I dont know if im just being bad, but i cant figure out how to not end a run early on the spaceport levels in freelance. I blew everything up but the only place it would let me exit was the space ship thingy. So if you start a three sector freelance and get to the district selection after the first sector, the top entry is NOT the place you've just cleared, that would be the unselectable bottom entry in red.
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# ¿ Jun 6, 2016 19:59 |
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anthony patch posted:You forget that, as we have learned, the vast majority of people who play video games can't tell their thumbs from their assholes. Thank you for not being one of them. I also sense an insufficient bloody-mindedness to perform the arithmetic of violence that Brigador requires, especially evident at the beginning of tutorial 3, which asks us to solve Bull Rush + Smoke + Enemies - Ammo, and people are arriving at the conclusion of "sneak past" instead of "GRIND INTO DEATH"* *WE MUST KILL MORE AND MORE AND MORE jokes aside, that part could probably use a "dead enemies can drop ammo" message to drive home "HEY KILL THESE GUYS"
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# ¿ Jun 7, 2016 09:31 |
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I was wondering how civilians were getting out like this. After a change in perspective, it became obvious that they when the exit gates went down, civilians could run through the exit trigger and into the void. But what was this change in perspective? It was finding a rail access port that wasn't fully sealed... Entering the void myself... Then exploring and discovering I could walk onto the exit zones from the outside. This is on New Feeling, btw. The other rail access ports were sealed on the outside with invisible walls.
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# ¿ Jun 7, 2016 21:17 |
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Having just found Nobrean Rocket League and Corvid Minigolf, I look forward to discovering other little map details.
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# ¿ Jun 8, 2016 21:11 |
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Section Z posted:Why is Zardoz also a scout unit. What have I done to deserve this?
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# ¿ Jun 12, 2016 02:56 |
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dyzzy posted:That said, 0 damage because you got out of the way is still the best practice.
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# ¿ Jun 13, 2016 21:30 |
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anthony patch posted:In other news, I wrote a thing. TL;DR is don't go into indie gamedev, because you're hosed. Captain Foo posted:I wrote my first ever Steam review after reading this.
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# ¿ Jun 14, 2016 22:48 |
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Skyscraper posted:I get the idea that traditional gaming press is kind of deafened right now, and might be more receptive in a week or two.
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# ¿ Jun 14, 2016 22:56 |
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New tutorials are explicit and quite thorough, good. I sensed some exasperation when I saw the Demons' Souls tutorial floor at the end and had a good laugh. Only things I have to add to what Section Z has spotted are First: This happens at 720p which is what I'm using for recording purposes. At 1080 and 1200 it's fine. Second: Text alignment consistency. On some messages (most of the ones before that screenshot), the first line starts at about the top third, whereas on others, the first line starts at the lower third. Section Z posted:PS the Sparrow is adorable and love it's style.
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# ¿ Jun 15, 2016 03:41 |
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This is beautiful.
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# ¿ Jun 17, 2016 06:22 |
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Section Z posted:That too. Curse you people actually GOOD at this game The trick is that this does not limit me to thinking like a Touro pilot. Psykmoe posted:I really really enjoy the way enemies remember what you do.
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# ¿ Jun 17, 2016 19:42 |
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Tactical detail and granularity of control is what I think it comes down to. I called the game "surprisingly simulationist" over in Casual LP: It models so many things like alert states, line of sight, elevation, sound footprints, last known position, shot trajectory and penetration, track/leg and turret/torso traverse rates and arc limitations, forward/reverse speeds, directional damage, etc. The direction you face and whether you are going forwards or backwards are things that matter. A Killdozer can do a fighting retreat by keeping that giant murder blade pointed at the enemy for damage resistance, but it's going to be slow as molasses and can be overrun by fast skirmishers. Or it can do a 180 and get the gently caress out at the risk of taking full damage shots to the rear end while being unable to return fire since its guns can't point backwards. The decision does come up and does matter. Such granularity is lost with a purely "just GO in the direction I push towards" stick control. Does the vehicle always go front end first? Does it use whatever end is closest to the desired direction? Does it do a stationary turn or a driving turn? The granularity is an essential part of the experience and mastery of Brigador, and to maintain it with stick control, you're looking at throwing on modifiers. One already exists: orient along turret. Which would work in situations like the Killdozer example where it's essentially moving along its own firing path, but breaks down if you want to do a perpendicular strafe - a situation where you then have to decide whether you want to back up with your reduced reverse speed, or turn 180 to use your faster forward speed, and if you do turn, which direction you rotate in (matters more for tanks than mechs due to which component directional damage applies to - again, more details, more decision making). But as Internet Friend has pointed out, once you're throwing in modifiers to the stick controls, we're back in nonstandard territory again. Meanwhile, tank controls are essentially a standard scheme, just not as much in the perspective Brigador uses. Psykmoe posted:What experiences did I miss in the last 20 years that should have so hardened me against instinctively being able to control my vehicle body with the keyboard and the aimpoint with my mouse?
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# ¿ Jun 18, 2016 23:02 |
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Saint Isaias Boner posted:Joy Bus/Hell Ride is still kicking my rear end, is there a trick I'm missing here or do I just got to keep trying? In general, Bombuchas are tough and persistent but slow and wobbly. They're not so great at sharp turns. All your vehicle options are maneuverable enough to kite them in a circle and buy you time to think. It is also possible to do really close-in evasion but you best be good. Normal: Focus on piloting and evading the bombuchas. Your first hurdle is getting past a double-barrier of trains while Bombuchas are pursuing and a spotter-captain Citadel is nearby. Kite the Bombuchas in circles while slamming the first train wall each pass, be careful not to get within laser range of that Citadel. Once you can get through, slamspam to get past the second train wall. A turret and more Bombuchas await you. The turret doesn't have a good shot on the further half of the level so move past that quickly and get your evasion on. There will be a narrow passage with a Bombucha in it. Bait that out to stack it on the other Bombuchas before proceeding - it's probably possible to squeeze past but I'm not that good. Beyond that you have the ammo towers. Reload on the move, it can take a few passes. Once you're armed up, get your murder on. Ahahahahahaha: Kite the Bombuchas in a circle in front of the Citadel, using the Citadel's friendly fire to kill the Bombuchas. Again, mind the laser. Once that's dealt with, wide circle around the Citadel until you're out of its laser arc, move in and melee. Watch out for it firing mortars straight up, if you're damaged or on a fragile vehicle you may want to disengage when those come down. The Holy poo poo way is the kind of thing I'm talking about when I say I don't have to think like a Touro pilot. "I need guns to deal with this. ....or do I?" Fish Noise fucked around with this message at 21:37 on Jun 19, 2016 |
# ¿ Jun 19, 2016 21:35 |
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Sometimes, forgetting the part of the equation that is not strictly necessary only serves to improve your capacity to solve the arithmetic of violence.
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# ¿ Jun 20, 2016 00:52 |
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gauss posted:Joy bus/Hell ride map was definitely conceived to be played with the Pomp. Fork is hard mode, although also sort of the Shortbus on that level since it's a bit slower.
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# ¿ Jun 21, 2016 01:12 |
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From knowing the SWYD guy, Steam apparently doesn't let you do sales too close together either, which is why SWYD missed Father's Day. As for extras: Brigador emote, BOOM emote, Mog emote, Faction army cards, Brigador background, Zed Prime Approaches background. Troubador night drive, any form. Killdozer fleet, any form, entitled "Nightmare Scenario"
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# ¿ Jun 23, 2016 21:47 |
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Consider the other pilots. The sad sack with a death wish. The vainglorious tank commander. The psychological time bomb. The disloyal tech specialists. The hedonist transhuman space vampires*. A whole spectrum of pilots from the desperate but skilled to the increasingly legendary, all the way up to a horrifying skeleton boogeyman. Look at those profiles. Corp intelligence and Cephei Chatfield doing legwork on Solo Novo, identifying, profiling, probably contacting and briefing most of these guys ahead of time. Now look at Modesto Pires' profile. Some vague career history, recon pilot permanently dead-ended into guard duty. That's it. No psych eval, no analysis of motivation. No questions of "how do we turn this person?" or "how do we use them?" He's just some guy who didn't even warrant a Chatfield-signed intel profile. Did he sarcastically enter that information himself after accepting the contract? But who fires the first shot of the game? It's him. Modesto Pires, stomping out of the night in a Touro he was probably supposed to be guarding. It suggests to me that he's the one man nobody saw coming. Perfect protagonist material to pilot the star mech of the game. *in the sense that they are evil aristocrats preying on the populace, but sure there's probably literal bloodsuckers among them
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# ¿ Jun 24, 2016 07:39 |
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Galaga Galaxian posted:GREAT LEADER needs a card, obviously. Fish Noise fucked around with this message at 02:55 on Jun 25, 2016 |
# ¿ Jun 24, 2016 23:07 |
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Section Z posted:Gallant drives into his own Ploughman gas, and still pimps the game.
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# ¿ Jun 28, 2016 00:40 |
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I bet it was one of the ones made nearly invisible by sitting in the middle of a bunch of neon signs.
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# ¿ Jun 28, 2016 04:49 |
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Hocus Pocus posted:Any tips for Joy Bus/Hell Ride when using some of the slower gravs? Can't seem to shake the kamikazes to get a chance to break through the train. Or just use the Citadel's friendly fire to kill the Bombuchas then Agrav-hump the Citadel to death. Mister Bup posted:Still a little dark and purple for my taste but I love everything else about the style. Still coming to grips with the controls, and I'm getting assblasted on the country club mission early on. Only the railgun tank felt like I could even do anything and while the buyer beware lack of information is very thematic and I like it, it's also tough to figure out what the hell I'm doing with a lot of these guns. Ploughman Cannon I still don't know what the gently caress. As for other weapons, it can be worth your time to take them out on some death run rampages to investigate their properties, and if that's not enough, unlock them in Aquisitions to see stats and try them some more in Freelance. I'll tell you right now that the Carlos used by both the Killdozer and the Mongoose has a small blast on impact and excellent light cover penetration. This is especially good for killing unalerted dudes through treelines, and you can often eliminate the first house without even leaving the start position.
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# ¿ Jul 3, 2016 00:38 |
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Make sure your camera's toggled to allow aimpeeking, so you can nail most skirmishers in one shot from outside of their sight activation range. Threat prioritization. If skirmishers give you trouble, it's worth using the big guns on them while they're still idling. If a Mog sprints off to god knows where because of its skirmisher behavior, don't go on a wild goose chase. If a Rook is being a Rook while actual serious tanks have you lined up, go for the tanks. Keep track of shield units and know how much effort it takes to kill one with your loadout. Comm Tower and Substations are in the left corner, with a lot of convenient explosive pipelines. Generally the first place I head towards. All vehicle options have a way of mostly-safely killing turrets for no ammo. AK Pulse on the Treehouse, melee and being short on everything else. Don't drive out in the middle of the open, stay near treelines so you can break LOS easily and limit how many units are able to get eyes on you and start charging shields. You see spotter lines reach out and touch you, back up behind trees or throw smoke on yourself to interrupt that. The really big spotters like Citadels are going to be slow as hell. Use that time to clear out faster incomings and then focus on staying out of sight of the spotter. If it had eyes on you, its shields are up, but as long as you're out of sight, it'll head to where it last saw or heard you. This is an opportunity to circle around behind it and hit it in the weaker rear armor. You can also wait it out - enemies turn off their headlights when they give up the search and start heading back to their standby positions, presenting another opportunity to punch it in the butt. Treehouse: Ploughman is incredible, use it to open fights against high threat targets that are still idling, blow up orbital guns from a distance as a noise lure, and create death zones in places you know enemies will have to path through. Konig is also incredible, but ammo intensive, so use in bursts except against especially tough units. Konig is much less likely to destroy ammo drops than Ploughman. Your guns are mounted high: if anklebiters are being a problem, AK Pulse and crush. Here's some guy running Treehouse Killdozer: Front towards enemy. Your dozerblade of highway barriers is a mech-slaying sword onto which Troubadors will throw themselves if you're hidden in smoke. Your turret has limited traverse, unable to aim in about a 90 arc backwards. Your damage reduction is extremely frontloaded. Do not turn your back towards incomings unless you're slamming the bullrush for a quick getaway. The Bonesaw is small but ammo efficient, the Carlos is surprisingly strong and has excellent light cover penetration. Killdozer excels at through-treeline attacks, and that can be with the Carlos or the dozerblade. Your bullrush is applicable for both attacking and retreating, but remember that it all uses the same bar. Here's me running Killdozer Rounder: Surprisingly zippy. Definitely a case of needing to get used to the weapon quirks, such as low fire rate, low ammo, and extreme loudness. I didn't use the setup much myself, but the Crambo is decently ammo efficient and IIRC has pretty good cover penetration, so either get used to doing a lot of work with the Crambo, or being very aggressive with ammo scooping to keep Zeus fed. Exercise threat prioritization and lining up multiple dudes when using Zeus. Being sneaky also good. Mongoose: Like a stealth-and-shooting oriented version of Killdozer thanks to weapon loadout and limited arc. You don't have smoke for extending straight up fights or bullrush for "You need to die right now"/"I'm leaving" situations. Exercise discretion. Here's some guy running Mongoose
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# ¿ Jul 4, 2016 15:42 |
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I feel Crambo has a bit of a expectation vs reality situation going on where you look at it and go "oh, a machine gun!" but then you pull the trigger and "uhh......"
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# ¿ Jul 9, 2016 05:21 |
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Psykmoe posted:Yeah but all other machinegun/green ammo weapons with notable firing delays are pretty viable inside of their size class. With the Crambo, the response is instead a string of concerned "oh"s and confused "what"s like someone being reintroduced to Wolfenstein mutants that they cannot remember at all. Just replace "I don't remember this" and "why is he gray?" with "I don't know what this gun is supposed to be" and "how do I use this thing?"
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# ¿ Jul 9, 2016 12:26 |
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Vlad the Retailer posted:
Psykmoe posted:Blame Fish Noise for telling me to record one of my Full Linear Solo Nobre runs. So, I recorded one with Precursor James, Fork, Confessor/Disco/Smoke. Apologies for the poor video quality, I just can't afford fps loss when playing Fork. https://www.youtube.com/watch?v=GHeFxOyNj8s This is the first one. With one exception, they're all in the 5 to 8 minute range, and even the long one doesn't quite break 10 minutes. My personal highlights are nearly loving up West End Slums, and handling Waste Outflow Watershed unusually well for my standards. Maybe you got a map you don't care for and want to look at my video Playlist: https://www.youtube.com/playlist?list=PLgENWGJiKBeeLYgsG8Y9cAf8w6mkemBBL
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# ¿ Jul 17, 2016 08:13 |
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There is something right about Modesto's cigarette being almost perfectly parallel with the Touro's cannon.
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# ¿ Aug 14, 2016 01:20 |
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anthony patch posted:The only reason they don't already is because gauss and I were busy rewriting about 1/3rd of the vehicle 'INTEL' descriptions (~7000 words worth). Now that that's done I'm working on the gun descriptions, I just haven't finished them yet because I've been too busy drinking myself under the table most days. Hoooray. Are you drinks sufficiently Nobrean? Studio posted:Hi I'm here for the Spacer Fingerbanging
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# ¿ Aug 18, 2016 01:23 |
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You know, I've stopped and stared at that house before, but never made the connection.
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# ¿ Aug 19, 2016 00:25 |
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StrixNebulosa posted:A potential bug: I just fired up the mission "Inch of Dust" with the Broodmare, and within seconds my money is ticking up. I'm not walking around in the fields, just on empty highway, and if I stop moving it keeps going up. Which is nice, but uh....
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# ¿ Aug 19, 2016 02:30 |
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Section Z posted:Unrelated: Corvid spotters. You laugh at how stupid they are, until they spot your tank because they are twice as tall as the house you are hiding behind.
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# ¿ Aug 23, 2016 01:53 |
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I am now imagining that before the liberation of Solo Nobre, every day there would be a new Corvid perched on a pole outside MB's office window with a pair of binoculars and one of those stupid plastic gripper sticks, trying to get at his files, and in response he shoves them over without even looking when he goes by that window. On days when the coffee was especially bad, he'd throw that onto the Corvid instead.
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# ¿ Aug 23, 2016 04:09 |
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Section Z posted:80s cartoon Brigador. It is completely banned in Solo Nobre, even post-liberation.
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# ¿ Aug 23, 2016 04:34 |
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# ¿ Apr 25, 2024 14:01 |
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Additional Brigador followup game concepts: Rook simulator. Brigador dating game, a VN about Marvin Beck talking to mechs. They do not respond, because they are mechs, sitting inanimate in their hangars. The only other character in the game is Modesto Pires, who asks you to step away from the Touro, and is so done with this poo poo. A Design Bureau game where you take contracts to build and test vehicles. If you gently caress up too badly on Spacer ones, they will come for you. Variation: Chief Engineer Halleck simulator. Has a dedicated "punctuate" button to launch into tirades about maneuverability and cowards at any time. Cephei Chatfield stealth action immersive sim where he lurks around Solo Nobre gathering intel and turning people. Two Citadel commanders have gotten into a bizarre contest over who can stack more random junk on top of their respective tanks to make it taller than the other. Enlisting Corvid assistance can be highly effective as long as you don't get caught doing it. Typing of the Corvids.
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# ¿ Aug 23, 2016 21:44 |