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threelemmings
Dec 4, 2007
A jellyfish!
Remnant chat:

There's small checkpoints like bonfires and large checkpoints like big glowing rocks. You can teleport back to the big rocks from any other, and by starting a game you can also go back to "return to checkpoint" which I think will take you to the last one of either type you touched, even on restart I think.

Otherwise you can only go back to the big ones.

As to the trait system, there are definitely some dud traits, but also some pretty sweet ones behind certain bosses or mini dungeons, or a few events like get item a from one area and give it to guy b in another. If something looks bad it probably is. Stuff with mod power is better than it looks, it recharges your skills faster, I think that's the only one that wasn't immediately obvious in the description.

threelemmings fucked around with this message at 22:59 on Aug 17, 2020

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threelemmings
Dec 4, 2007
A jellyfish!

Griefor posted:

I've never played it so cannot vouch for it, but isn't Deep Rock Galactic in this genre? Maybe another goon can chime in on whether it is good (and whether it fits this genre well).

It is good and I'd argue better than a lot of the games in that list. Class balance is great, the addition of traversal mechanics adds a lot to the game and means every class has a niche, and you can drink beer before every mission.

threelemmings
Dec 4, 2007
A jellyfish!

StrixNebulosa posted:

re: Division 1 as a single-player experience it owned, I loved exploring that environment and finding all the collectible story bits. It's probably better as a team thing but I got a good 20-30 hours of fun out of it.

Yeah to expand on this good and correct opinion: I think Division 1 has one of probably the best level/environment design of all time. I can't think of many games that entrench you in feeling like you are in a specific place and time in the same way, it's New York and it's winter and it's cold as gently caress. When the weather comes in it's even better, nightime with snow is magical as all the lights halo and try to pierce through the fog cover as snow falls or is blown, needle like, into your face. And the map is full of character, there are little stories everywhere completely played out with little props and buildings.

An example: among all the devastation and chaos along a riverbank I found a little spot set up with a blanket, some food, and two wineglasses next to an empty bottle. "Who would picnic in the winter?" you think as you walk closer. At the very edge of the concrete quay there are two pairs of shoes, neatly tucked together next to the frozen water. And then you remember it's the end of the world.

threelemmings
Dec 4, 2007
A jellyfish!

Bloody Hedgehog posted:

This is some Fallout 3 level posed-skeletons hacky poo poo.

I'd disagree, mostly because of how populated the rest of the world is. There are abandoned cars and suitcases and clothes everywhere, you go into apartments and see pictures and people had tried to pack, etc. If there was just a one off staged puppets in a single spot like that yeah it's schlocky storytelling but these setups aren't just "oh look at the pose" they're set up as little stories from the context of the environment, and they're everywhere. The story isn't just look at these corpses so sad, it's what's left behind. And the whole world is treated with more or less that level of detail in a way that actually feels lived in, not staged for an emotional reaction.

And in that specific example it really did take me a bit to realize what was going on, because it's set in the environment so well you really are asking yourself why would someone have a picnic in the winter and until you look closer they just blend in with all the other stuff strewn about the streets. I looked around and that's when the rest of it came together.

threelemmings fucked around with this message at 16:56 on Sep 14, 2020

threelemmings
Dec 4, 2007
A jellyfish!

nominal posted:



I thought Division 2 just felt kind of generic. I'm not saying EVERY game needs to be set during an East Coast holiday winter, just that that setting is pretty much the main character in the game and made what it was. I unironically love running around the icy streets and not being able to see gently caress all because of a sudden snowstorm.



DC had some pretty places like the arboretum but agreed. I think some of it is there was not as much going on that made the environment feel alive. In D1 with the snow and haze you could really feel winter as a thing, and not a lot in dc made me feel the humidity or the heat of summer in the same way as an active environment. A recent game that was amazing at this was ghost of tsushima, with the wind blowing different kinds of leaves or grass depending on where you were and storms rolling in as the sun sets, it made the environment feel active and alive. It also doesn't hurt that it was goddam beautiful.

But I think there is a little uncanny valley in static representations of the environment, as humans we are used to seeing things move with the wind and critters darting in and out of view, and while those things are minor components of creating a world I think it helps ease the brain into seeing it as more real. I'm not sure what exactly I'd put my finger on but there is more to an environment then replicating the view. I think that's where the snow and cold and stillness helped in new york because winter is cold and quiet so it cements that sense of place.

threelemmings
Dec 4, 2007
A jellyfish!
Yeah a good example of a legitimately amazing game previously held back by weird controls (the CLAW) and not being on mainstream consoles til now.

threelemmings
Dec 4, 2007
A jellyfish!
Daggers and to an extent longsword have a combo meter :colbert:

threelemmings
Dec 4, 2007
A jellyfish!
Plus so many of the outfits look sweet anyways, it's also not a game where there's one set and you pay for the rest, there's a whole lot of cool setups from the get-go.

threelemmings
Dec 4, 2007
A jellyfish!

pentyne posted:

All the effusive praise for Hades made me finally decide to play Transistor since I bought it on release after beating Bastion 3 times and never once played it despite having it always installed.

Quickest summation I can give: It's probably the best game I've played I wouldn't necessarily recommend to someone.

Yeah I thought Transistor was great, some of the top music from any of their games, I actually enjoyed the combat system and mix and match skill system where a skill could be a primary or it could mod another skill in a way that aligns with its function. I get the people that just wanted a brawler but it was a lot of fun setting up some nutty turn, blinking through enemies dropping bombs everywhere then dodging and setting yourself up and when the combat timer came up again the hmmmmmmmmmm of Red's alt soundtrack as the music faded out was a nice relaxing pause as you figured out the next round.

I don't blame people who don't like it but its definitely a matter of taste rather than the game was bad or flawed or w/e. Pyre is the same, just even more polarizing.

threelemmings
Dec 4, 2007
A jellyfish!

Nefarious 2.0 posted:

every time a new chat log gets posted there is a brief pang of terror when I fear my team might not get enough votes to win the competition. Please support me by going to this website

Hmmmmmmmmmmm mods?

threelemmings
Dec 4, 2007
A jellyfish!

Irritated Goat posted:

I've got 4 I think. I got kinda turned off of it due to the whole "dictator" thing but you can slide it towards an actual "good" country?

In a lot of the games it is fact much easier to be nice to people, since with free healthcare and all that everyone is usually happy and nobody wants to rebel

threelemmings
Dec 4, 2007
A jellyfish!

luxury handset posted:

really it's just poorly balanced. also while you can emphasize the whole dictator thing in marketing, making gameplay mechanics that encourage you to do secret police assassinations and voter fraud is more difficult. most of these mechanics only exist to help you keep power if you've hosed up somehow, where the game is otherwise so easy that you can just run a benevolent socialist state and never be at risk

Maybe it is actually a very well balanced and realistic simulation where making people happy and comfortable leads to them supporting your policies.

lol at the idea of someone rationally voting in their own self interest

threelemmings
Dec 4, 2007
A jellyfish!

Orv posted:

One of them really needed to change their name.

New names: Outer Wilds, and Space Fallout but Bad

I also feel bad about NPC guy who sounds like he never even got into the spaceship, that's the whole game!

threelemmings
Dec 4, 2007
A jellyfish!
I feel like most early access games fail through what boils down to bad project management. Supergiant is a hyper competent studio with really strong, unified design and planning skills and a long legacy of success.

I'm not saying everyone's going to like every game they make, but I think it's pretty much impossible for them to make a game that isn't coherent, polished, and well executed.

threelemmings
Dec 4, 2007
A jellyfish!
Let's be honest, in this time of need everyones happy to see a new solitaire game come out.

threelemmings
Dec 4, 2007
A jellyfish!
Absolutely zero, unless I missed something. I try to play with controller to ease my wrists but was a no go this time.

That said it's pretty light on the clicking and controls, its mostly looking and moving so you could probably set up one of those controller emulator type things.

threelemmings
Dec 4, 2007
A jellyfish!

Ugly In The Morning posted:

I thought the Die-Hardman thing was stupid until I found out his real name and it became so stupid it wrapped around into being amazing.

Yeah I will say that most everything in the game pays off in a satisfying or at least amusing manner, no matter how dumb it seems.

Part of why I enjoyed it is conceptual: it's trying to make you feel things or put you in positions most games don't. I wouldn't really say it's high art but it's at least trying to be something more than just consumable entertainment. It's by no means a perfect game but I think it's one that's very worth playing. Most of the time we rate games by was it fun or not, this one at times it was possible to discuss themes and what it made you feel. It definitely suffers from Kojimas editorial voice, but is also elevated by his unique design ideas.

threelemmings fucked around with this message at 22:34 on Nov 6, 2020

threelemmings
Dec 4, 2007
A jellyfish!

Gromit posted:

So you get some feedback, I replaced the #s with "U" and was told the code was invalid. It would tell me it was a duplicate code if someone already redeemed it so it might have expired?

Puzzle... failed

threelemmings
Dec 4, 2007
A jellyfish!

HopperUK posted:

That's the one! I think so? I read a playthrough of it on RPS once and it sounded exhausting, not really my cup of tea.

Solium Infernum is a good game, but it's not the same set up; it's asynchronous play-by-email, but everyone submits their turns and then the round plays out in one go, not a continuously rolling background game like Neptune. It does share the political manouvering aspect but Neptune is at its core basically one of those take over planet with 120 ships then drag 100 ships to the next planet clones* with rock paper scissors on top.

SI has a lot going on and is an interesting game, it's a shame it's basically programmed in a database tool. I should see if he's made games since, I enjoyed Armageddon empires as well.



*Is there a name for this genre? I googled but couldn't find the originator of the concept and there's tons of iterations on the idea

threelemmings
Dec 4, 2007
A jellyfish!
Teardown is fun, it has a sandbox mode so you can run around the maps just blowing stuff up and playing with tethers and such if you want. The game itself has two phases. A setup phase where you go through the level setting things up with your tools. The stuff to steal is alarmed, and cutting/grabbing it starts a 60 second countdown. So generally you're making paths to figure out your "course" then you make the actual run. Usually the introductions to a new map is a non timed demolish mission which is a nice break. Ive enjoyed it, and passing missions isn't too hard, though grabbing every single optional objective is, requiring good planning and setup to grab everything at speed.

But it's cool, you end up thinking "I'll blow a hole in this wall, grab the loot, hop into this car and jump the ramp, bail out as the car breaks the wall open to grab what's inside, hop in the other car I prepped facing the other direction, etc."

The time limit seemed fair for regular runs, very tight if you go for everything, and I never felt limited in tools, honestly shotgun does everything you'd want a bomb would do if you just need access through a wall.

threelemmings fucked around with this message at 06:32 on Dec 5, 2020

threelemmings
Dec 4, 2007
A jellyfish!
True to life corporate culture is not so much a glass ceiling than a malevolent psychic entity culling the manegement

threelemmings
Dec 4, 2007
A jellyfish!

TheOneAndOnlyT posted:

Don't worry about it. A character getting unblurred just means "the evidence you need to ID this person technically exists somewhere in a scene you've been in." But that can mean anything from "you missed an obvious clue" to "there's literally nothing that IDs this person specifically but now you technically have the evidence to ID someone else and use the process of elimination to ID a second person, and only THEN you can eliminate a third guy and ID this person." Honestly it feels like a character getting unblurred doesn't really tell you anything, just that a character still being blurred means you can move on.

Take notes and explore every scene as far as you can go. You'll get it. :)

This is a really important note; there are a few cases where you only fully identify someone by clearing all of the other people they could be. Others where all the information is there but it's just possible and sometimes easier to infer using some intuition after you've logiced out the basics. Think more sudoku then adventure game.

threelemmings
Dec 4, 2007
A jellyfish!

exquisite tea posted:

Beyond a couple kill/spare options not really, the dialogue choices mostly reflect the three sides of Aloy's personality. That doesn't make choosing a response unentertaining, though.

Yeah, I think they did a really good job for it. You don't necessarily need these branching decision trees of different outcomes, just flavoring the same action with different emotions can give it a very different feel.

There's a very different Aloy saying (late game revenge spoiler) "I've got more important places to be," and ending him quickly vs "Turn your face to the sun" while twisting a spear in his guts :rock:

threelemmings
Dec 4, 2007
A jellyfish!

Psycho Landlord posted:

If you get Phantom Brigade post in depth about it because I am hella interested

I got it previous to the sale and my opinion is you are probably good to wait... but I would still recommend buying it when it releases or after a few months of patches. The base game feels pretty good and I enjoyed the gameplay a lot, I think mainly waiting til there's more campaign structure and they have time to fine tune all the ancillary mechanics will really round the game out.

The game itself is kind of mixed between Frozen Synapse and Into The Breach. You plan out each turn five seconds in time and then press the go button, like the former. You can see exactly what each enemy is doing on their turn, like in the latter. Each action you program takes a block of time, so you're positioning yourself where you have a good angle to fire when they're exposed, loving behind cover if they're shooting at you, etc. Weapons have an optimal band so you're also trying to stay out of an enemies threat zone while putting yourself in good range, in addition to cover and the like. It ends up being an intricate dance of putting everything where it needs to be along a five second hand as you run or afterburn in and out of cover.

There is a campaign, the overworld is xcom with a mobile base, with your standard pause, 1x 2x time acceleration. But, a lot of components there are not fully fleshed out, for example repairs don't cost anything yet so you just accumulate money with nothing to spend it on, some gear doesn't do what it's supposed to or has hidden stats, etc. I got a lot of enjoyment out of it already because the battle system at its core was fun and they've done what you should do for game in beta: create a really strong core gameplay loop and then start building all the other stuff that supports it and increases variety.

If all of this sounds really up your alley, and you feel impatient, grab it now! I already had a ton of fun playing robot gun ballet and other than a few tweaks there's nothing really missing from the core combat. If it sounds cool but you're able to wait, its only gonna get better as they build up the rest of the structure and metagame to support the combat. I put fifteen or twenty hours into it, and am content to wait for a while but im ready an excited for where it's going.

Tldr: it's already good, depending on how much you require campaign structure and stuff other than the base gameplay loop should determine if you get it now or later

threelemmings fucked around with this message at 19:21 on Dec 29, 2020

threelemmings
Dec 4, 2007
A jellyfish!
Even though parts of the story can be dumb, I still think Death Strandings story is good and worth playing. My wife watched me play and sat through a lot of it and it's one of the few games that actually holds up to some literary criticism. We actually talked about theme and tone and the like and it held up pretty well. While the writing can be hit or miss due to Kojima-isms and things being lost in translation, the game is definitely about something.

Funnily enough I think a game that approaches this from the opposite direction was God of War. The story itself isn't too exciting, but the moment to moment writing and characterization are excellent so the game becomes a pretty good exploration about fatherhood and this guy trying to connect with his kid.

threelemmings
Dec 4, 2007
A jellyfish!
Into the Breach is one of the best tactics games ever, it's distilled down perfectly into very granular decision making. It's not a tactics rpg but it has all the same in game mechanics and gameplay decisions as the others

threelemmings
Dec 4, 2007
A jellyfish!
I did, let me edit this post once I filter for my last one

E: Done. Long story short I definitely recommend given what's already there in the base gameplay but am holding off as they add the metagame/overworld stuff and do tweaking and refinement. If you really like mechs shooting each other you can get at least a dozen hours of enjoyment out of it right now, the campaign basics of moving place to place liberating areas is in.

threelemmings posted:

I got it previous to the sale and my opinion is you are probably good to wait... but I would still recommend buying it when it releases or after a few months of patches. The base game feels pretty good and I enjoyed the gameplay a lot, I think mainly waiting til there's more campaign structure and they have time to fine tune all the ancillary mechanics will really round the game out.

The game itself is kind of mixed between Frozen Synapse and Into The Breach. You plan out each turn five seconds in time and then press the go button, like the former. You can see exactly what each enemy is doing on their turn, like in the latter. Each action you program takes a block of time, so you're positioning yourself where you have a good angle to fire when they're exposed, loving behind cover if they're shooting at you, etc. Weapons have an optimal band so you're also trying to stay out of an enemies threat zone while putting yourself in good range, in addition to cover and the like. It ends up being an intricate dance of putting everything where it needs to be along a five second hand as you run or afterburn in and out of cover.

There is a campaign, the overworld is xcom with a mobile base, with your standard pause, 1x 2x time acceleration. But, a lot of components there are not fully fleshed out, for example repairs don't cost anything yet so you just accumulate money with nothing to spend it on, some gear doesn't do what it's supposed to or has hidden stats, etc. I got a lot of enjoyment out of it already because the battle system at its core was fun and they've done what you should do for game in beta: create a really strong core gameplay loop and then start building all the other stuff that supports it and increases variety.

If all of this sounds really up your alley, and you feel impatient, grab it now! I already had a ton of fun playing robot gun ballet and other than a few tweaks there's nothing really missing from the core combat. If it sounds cool but you're able to wait, its only gonna get better as they build up the rest of the structure and metagame to support the combat. I put fifteen or twenty hours into it, and am content to wait for a while but im ready an excited for where it's going.

Tldr: it's already good, depending on how much you require campaign structure and stuff other than the base gameplay loop should determine if you get it now or later

threelemmings fucked around with this message at 16:59 on Jan 4, 2021

threelemmings
Dec 4, 2007
A jellyfish!
I guess I'd say your argument boils down to the only big difference is the rng, because I think most people play xcom the same way you'd play into the Breach. You analyze the situation, figure out possible outcomes, then figure out how to structure your moves deciding what is the most optimal setup given everyone's position this turn. I'd argue off your description that Xcom is also a puzzle game, it's just some of your moves have a 40% chance of not occurring and playing around that is part of the challenge. But in xcom it's "I have to kill the snake man so he doesn't flank my sniper who will then have a shot on the guy mind controlling my gunner." Same chain of moves.

They're definitely different games but that's why I describe ItB as a distillation, it is the same concepts stripped down to their core essence of turn by turn manouvering. It is at its heart a tactics game drawing heavily from ff tactics and the like (which started the discussion), all these games where positioning and pushing and pulling are core elements. It's definitely less similar to xcom, but then again so is Fae Tactics, which also has none of the things you describe... and I'd definitely still call it a tactics game

threelemmings fucked around with this message at 20:42 on Jan 4, 2021

threelemmings
Dec 4, 2007
A jellyfish!
+z levels to conveyor belts
+Your conveyor spaghetti now bridges multiple planets
+What do black holes do

threelemmings
Dec 4, 2007
A jellyfish!

Serephina posted:

System Shock 1, DX is one of the games following tradition. But yea I think we're all on the same page here; it's a useful label if you know what it means, and rather useless when describing games to another person.

Yeah at this point it's probably a better indicator for how old you are. Like you said though when someone posted the code I knew instantly what kind of game we're talking about.

threelemmings
Dec 4, 2007
A jellyfish!

Ciaphas posted:

I respect the methodology but isn’t Barroth’s crown a bounce fest up to white sharpness?

I think most everything on hammer that isn't a basic attack chain has natural mind's eye, which works really well with Barroth. Charge your hammer and run to the side while charges, throw out the big bang or golf swing when he hits a wall.

threelemmings
Dec 4, 2007
A jellyfish!

Leal posted:

*******

Hey that's cool, didn't know the forums automatically blank out your password!

Let me try:

************

Edit: looks like it works, cool. Gonna go vote for some teams now that my account is safe

threelemmings
Dec 4, 2007
A jellyfish!

Azran posted:

Oh, I'd no idea NoClip had made a video on Hades. :allears: Unrelated to that, I checked who the voice actors were and Zagreus is voiced by the composer? Talk about talented, jeez.

For real whiplash, he also sings orpheus and voices skelly!

threelemmings
Dec 4, 2007
A jellyfish!

K8.0 posted:

The Taurus Judge is an irredeemable pile of poo poo IRL and any game that depicts it otherwise must also be poo poo.

I've heard some of the modern Tauruses don't necessarily explode when you pull the trigger, so they're improving!

threelemmings
Dec 4, 2007
A jellyfish!

Gamerofthegame posted:

ai war 2 is on sale.

it's an extremely weird game that I can't necessarily recommend; it's an rts but you don't build your units, you find them (and you can see in advanced what you can get on the map so it's more strategic minded) but you also can't... lose your units, as the small stuff will get replenished relatively immediately and your big fleet-ships that carry everyone (literally) can at best get crippled and need a repair job.

you also can't lose your stuff unless it's a specific AI fleet as far as I can figure, and you only lose if your homeworld gets hit with a stick. so it's very much a game of wandering around, building up a fleet that you don't have a particular lot of control over, trying to avoid stirring up the hornets nest to much until your deathball can start snowballing and you can finish it up. It's... weird. Despite it going up and down "oh god the s p o o k y superior and large AI is gonna get you" it feels like there's no stakes going on.

however, it also has mp now. it's a co-op experience. and there's a lot of different scenarios you can unleash on the game environment, like a nanobot plague or pirates etc.

it isn't bad. it's... also not great? unsure.

I don't want to just "you're playing the game wrong" but how you're describing it makes me wonder if either you played on very low difficulty or maybe didn't recognize some systems, because while the game is by no means perfect there are specific mechanics in play that do exactly what you are complaining about. The game does have a huge amount of customization and scalability, and some of those things only kick in on a sliding scale as you push the AI levels.

The small ships do get rebuilt, but at a certain rate based on factories in-system or one jump away; you generally have to bring a combat factory with you for a slow rebuild and retreat to a friendly system to rebuild quickly. I find a larger fleet can take a few minutes to rebuild(time compression aside). The AI gets stronger the more systems you take, so once you build up a home base you are generally leapfrogging and hitting systems separated by 3-5 enemy planets; those leapfrog attacks are dangerous because those small ship in enemy territory don't rebuild mid-combat unless you bring along and carefully protect the combat factory. Also (and again this doesn't kick in at basic difficulty) the AI has it's own assault budget + intelligence that it uses for counterattacks, and if you lose badly attacking an enemy planet they get free ships based on how many you lost. The threat AI can be really vicious if it realizes you've left your back areas undefended. Very often after losing a big fleet my planets get hit with counterattacks, and losing one or two stations puts you in a power deficit, which turns your shields off and makes systems even easier to take. Ships take up a power budget (like Starcraft unit cap) and if you lose enough power you can't rebuild your whole fleet. A lot of my losses start with a death spiral from failing to take a tough planet, losing the fleet + enemy counterattack weakening me and strengthening the AI at the same time. They hit one or two key planets that let them run through your unprotected economic stations and you quickly lose income, lose power, and can't rebuild in time to defend against all the free threat that's now heading to your home station.

If you are building a deathball and just conquering everything along the way, you very definitely should pump the difficulty a bit; the whole game should be a razor edge of getting enough power to defeat the AI but not so much it starts paying attention to you. You are definitely not meant to capture everything in a path to the AI. In a normal game taking a bunch of systems leads you to fighting huge wave of max upgraded ships that is basically impossible to win. Especially near the end I find you have to be very picky about what systems you take as you start pushing the AI level.

I guess for me it's the parts I like about RTS; i don't care about building individual units or micro, but I care about overall strategic objectives like "this chokepoint protects my backline" or "this system gives me new ships strong against the AI build" or the ones that decrease AI threat. So the game is about targeting what is important right now and prioritizing the things you need and skipping over the things you just want; if you try to take everything you'll lose.

threelemmings fucked around with this message at 04:25 on May 21, 2021

threelemmings
Dec 4, 2007
A jellyfish!

Artelier posted:

How is the fashion game, and how frustratingly Souls-like is it? I want to make pretty/unique looking characters and I don't want to hit too many roadblocks along the way

I didn't really like code vein personally but it's not a bad game at all, and if you want fashion and customization this is the game for you, it has an insane level of cosmetic choices and attachments. Someone post the eyebrow gif!

threelemmings
Dec 4, 2007
A jellyfish!
I assumed it was a joke, as when I played there was never anything even close to that going on. Same as all the grinding someone was talking about earlier, you just kind of build whatever and as long as you're not completionist ocd about filling in boxes just ignore any crafting stuff that seems silly.

threelemmings
Dec 4, 2007
A jellyfish!
That's only six games a year! Are you... are you actually playing the games you buy? You madman!

threelemmings
Dec 4, 2007
A jellyfish!




Ojetor posted:

Agreed, everyone should play Monster Hunter

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threelemmings
Dec 4, 2007
A jellyfish!

Mordja posted:

It's been years since I played Warframe and I didn't get involved much in the "endgame" stuff but I remember loving my Hek. In general that game has a bunch of weird gun designs, definitely more interesting to play with than D2's endless space-AR variants. Shame the flak cannon ripoff kinda sucked rear end tho.

Last time I played six months ago I learned the flak cannon does in fact NOT suck if you mod it to fire six times as many pellets, add the mod that makes them ricochet, and then customize all the tracers a bright neon green color.

threelemmings fucked around with this message at 14:40 on Jul 7, 2022

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