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My Index gets in on Friday!
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# ¿ Mar 12, 2020 05:01 |
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# ¿ May 12, 2024 03:54 |
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Index came in! I then spent about five minutes in H3VR trying to figure out how to let go of a gun, before realizing that I had to physically let go of it.
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# ¿ Mar 13, 2020 18:52 |
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GutBomb posted:Holy poo poo I didn’t realize this was possible. I found out about this after I flubbed a grenade toss at that one vent, then my grab for a new grenade was slightly off and snagged the live grenade instead. It hurt.
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# ¿ Apr 7, 2020 05:11 |
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tak posted:Put a hard hat on your head and they can't attach to your face You could also grab a decent sized object and hold it out in front of you like a shield.
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# ¿ May 20, 2020 09:01 |
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Neddy Seagoon posted:Return of the Rotweiners isn't all that melee-focused and has a lot of depth to it. You'll get some decent guns just by doing the starting hub quests, and it's often better to just run rather than stay and fight as it'll often attract MORE zosigs. I tried out Rotweiners on Arcade, and got into a fight with 2-3 zosigs near a set of beartraps. After the gunshots drew in everything, I had around 6 zosigs on my rear end, and do you have any idea how stressful reloading is when there's a pack of them on your rear end while you're using armswinger?
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# ¿ May 30, 2020 04:47 |
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hhhat posted:Me in half life: The pistol reflex sight was a godsend for that. Sweep the room and any sleeping zombies will still have their headcrab glow.
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# ¿ Jul 13, 2020 07:07 |
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sigher posted:VR in the Master Chief Collection. This intrigued me for a moment, then I realized that this would also mean Halo vehicles in VR, which would be utterly nausea inducing.
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# ¿ Aug 16, 2020 12:49 |
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Brownie posted:It’s not worth it. There game is designed to be fun in a VR headset, and without one it looks jacket and pretty boring, with awkward level design and simple weapons. Problems like the simple AI and low enemy variety are also way more problematic outside of VR. Yeah, slow shambling zombies that come at you in groups of 3 at max is a challenging fight when you have to actually aim and fumbling a reload costs you vital seconds. When you can just point the crosshairs at them and reloading is just a button press it becomes boring.
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# ¿ Sep 3, 2020 12:45 |
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Turin Turambar posted:HL Alyx without VR would be a incredibly disappointing game. Hell, even with VR I made a point about that, when I wrote about it, it was really a fairly unambitious FPS. Lots of sewers/metro stations, not that much enemy variety (did it really need 3 variations of headcrabs?), it's very lonely, you see briefly 4 npcs in the whole game, no vehicle sections, no sections accompanied by a colleague, very few weapons, and except two places, no standout ambitious set pieces. Honestly, headcrabs are the perfect type for enemy for something like Alyx. Tiny, fast, yet has periods of not moving for you to take aim. And now that I think about it, would Alyx's weapons even work on a flat screen mod without making custom animations for everything? They might just slap in some HL2 weapons and call it a day, which would further trivialize the game.
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# ¿ Sep 3, 2020 14:46 |
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Zaphod42 posted:If you can't find a friend who has a headset to borrow, just watch a Lets Play of Alyx instead. You'll get all that you would from trying to play it with a non-VR mod. To drive it home a bit more, I had a bit in Alyx where I started to open a door, saw two poison headcrabs on the other side, and slammed it shut. I had a grenade on me, so I opened the door a tad, popped the grenade, and threw it through the door before slamming it shut again. This came to me entirely naturally, they didn't stick a whole ton of grenades right before it, they didn't slap up a giant tutorial about it, and I never ran into a situation that would require it again. On a flat game, there would have to be a specific mechanic made to crack open a door, and another to prime a grenade and toss it through. And since creating these mechanics would take time and effort, the devs would cram a bunch of enemies behind doors near grenades just so that work wouldn't be seen just one time. In VR, it was an entirely organic fusion of the basic game mechanics, and took zero extra work to make, so only having to do it once or not having the player realize that it was possible isn't a waste of resources.
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# ¿ Sep 3, 2020 19:08 |
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Well my lenses from VR Optician finally came in. Holy poo poo is it nice to just play and not have to constantly shift things around because my glasses got nudged slightly out of place.
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# ¿ Sep 25, 2020 13:58 |
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Zaphod42 posted:I spent like 10 minutes wandering around and never found an ammo menu thingy. I've seen them in the past but they're definitely not always apparent when you spawn in and are wandering around. Sometimes it takes awhile to even find the first capture point, but you're saying that even if I find it I should keep spending more time teleporting through hallways until I find more ammo... which doesn't sound fun. The compass on your hand shows the direction of shops and hold points. Each shop will either have an ammo station or a recycler. If you see a terminal with a bullet and magazine button on them you can throw on a gun and refill every mag you have on hand with a preset ammo type.
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# ¿ Nov 10, 2020 06:47 |
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Luneshot posted:
Another point on this is if you have a magazine or speed loader in your hand and press up on the touchpad, it ejects a single round so you can pick it up and see what type of round it is on your hand menu. e: Luneshot posted:Yeah. I love Take and Hold and I do recommend it, but the absolute nicest thing I can say about it is that it's "obtuse". I remember being annoyed about having to grab bullets/shells one at a time on loose ammo weapons, then saw that you can hold multiple rounds at once while watching a T&H run, so I went looked for how to do it. The video that told me how? The devlog that introduced the loving feature.
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# ¿ Nov 10, 2020 09:02 |
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So I took a look at the schedule for AGDQ 2021 and it turns out they're doing an Expert+ showcase for Beat Saber! I really hope they keep some from-home runs once the pandemic is fully dealt with, it gives stuff like this a much better chance of getting in.
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# ¿ Nov 12, 2020 06:11 |
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mutata posted:This sounds like possibly one of the last things I would ever want to find myself experiencing, but to each their own. Yeah. I'd be pissed if someone cut my underwear. Do you have any idea how much a comfy pair costs?
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# ¿ Feb 14, 2021 19:15 |
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sea of losers posted:i understand this concept, just not how it was to be integrated into gameplay. My guess is either a peashooter with vastly simplified physics, or just being a camera drone and calling out enemy locations for the VR player.
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# ¿ Mar 10, 2021 08:37 |
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priznat posted:So far Alyx is the worst for me whacking the ceiling of my VR basement (low) room, usually when chucking nades.. It's hella immersive, I was in a shootout with combine croched behind bags of cement and after finishing them off I tried to push myself up on the cement bags and almost just faceplanted, lol. That one puzzle with the open vent you have to toss a nade through took forever because of that. I had to either awkwardly try to underhand it, or crouch for an overhand throw.
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# ¿ Mar 29, 2021 07:31 |
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# ¿ May 12, 2024 03:54 |
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Nuts and Gum posted:H3VR is a gun enthusiast porn shop first and a game second. I think it’s made by one guy who has no formal training im making games per se, but he single handily modeled some of the best vr weapon interactions ever made so he is very much admired. I think it’s a terrible experience for a vr newbie, though. He really needs to spend a patch cycle or two just making some actual tutorials. I remember starting out and sucking with revolvers because I was loading them one bullet at a time. I watched some T&H runs on a whim later and saw the guy palm multiple rounds, so I looked up how to do that. The only thing I found that explained it was the devlog where Anton introduced the feature. Absolutely nothing in game mentioned it.
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# ¿ Jan 18, 2022 06:26 |