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571
I still can't get over the fact that I didn't mind it all when

Spoiler
Sakura essentially told Saber to fuck off when she came back home with an injured Shirou.

Yeah but what about the Tofu?

572
The Flood / Re: I realized where the MCU stole its mojo from
« on: June 06, 2018, 12:58:55 PM »

575
YouTube


They're streaming Fate Button Mashers Featuring Lancelot

576
The Flood / Re: Weeabs ruin everything
« on: June 06, 2018, 07:09:37 AM »
Most higher-end theaters these days ask you to choose your seat when buying your ticket so that everyone is guaranteed a spot when going to see a movie.

Assigned seat?
This isn't a standard thing in the US?
I've never seen such a thing in Pennsylvania
what the fuck

how do you make sure you get the seats you want

Oh BTW awesome job on the last Titanfall video, glad to see the channel is back.

577
The Flood / Re: Recommend me a tv show to watch
« on: June 05, 2018, 10:43:06 PM »
Star Trek: Deep Space 9

578
The Flood / Re: Weeabs ruin everything
« on: June 05, 2018, 09:51:09 PM »
Most higher-end theaters these days ask you to choose your seat when buying your ticket so that everyone is guaranteed a spot when going to see a movie.

Assigned seat?
the hell is a high-end theater?

Something like a dine in theater typically where they have good seating, keep it clean and picture quality that doesn't look like a 2007 youtube AMV on an outdated projector.

579
The Flood / Re: Weeabs ruin everything
« on: June 05, 2018, 09:40:20 PM »
Ian get in my Fate thread

580
The Flood / Re: Weeabs ruin everything
« on: June 05, 2018, 09:20:26 PM »
I’m in the theater right now to see the Heaven’s Feel movie. So far I’ve ran into:

Three fat neck beards playing F/GO in front of me.
A Saber cosplayer two rows down.
A gay black couple sitting right next to me.
More weeabs above me saying this is the best route.

I wish when I was selecting my assigned seat I chose directly two rows down instead....

Damn, sorry to hear that. Im going with my buddy Thursday.
Are you liking the movie at least?

581
Gaming / Re: Dark Souls remastered
« on: June 05, 2018, 06:44:27 PM »
So uhhhh Andre knocked his anvil over



WTF? How?

582
The Flood / Re: Bumblebee (Transformers Prequel)
« on: June 05, 2018, 03:21:31 PM »


I honestly general liked the character designs in Bay's Transformers movies. Bee, Baricade and Blackout especially. But the one I could never stand was Starscream looking like a fucking giant Dorito with legs, so it's cool to get his G1 design in this look.

583
Gaming / Re: Dark Souls remastered
« on: June 05, 2018, 02:28:27 PM »
YouTube


In other news: Smash Bros Pro ZeRo becomes the first ever and only person in all of space and time to ever die to the Moonlight Butterfly

584
Gaming / Re: Halo Mega Thread
« on: June 05, 2018, 11:07:20 AM »
Holy shit, a 343i Halo comic where the Covenant dont look like they were shat onto the page




585
The Flood / Re: Bumblebee (Transformers Prequil)
« on: June 05, 2018, 03:03:50 AM »
They turned him into a Beetle?! Fuck this movie.

You do know he was a Beetle in the the original series right?


586
The Flood / Bumblebee (Transformers Prequel)
« on: June 05, 2018, 02:56:39 AM »
YouTube

I like the designs they went with for Bee and Starscream, and this one may actually be good with Bay out of the picture.

587
The Flood / Re: I miss redhead tits
« on: June 05, 2018, 02:41:08 AM »
must be a different megumin

588
Gaming / Re: chally vs deci 1v1 FINISHED
« on: June 04, 2018, 04:46:39 PM »
Wait...why didnt you idiots make it a SWAT gametype?

Of course he was going to camp power weapons
SWAT always will be a shit gametype.

If you want to die in one shot got play CoD.

The best thing about SWAT will always be the Pre-Patch Halo 4 days when DMR users would send death threats for killing them with the BR when they knew full well that their own gun all but held the controller and pulled the trigger for them.

589
Gaming / Re: Dark Souls remastered
« on: June 04, 2018, 01:08:52 PM »
The real problem with invasions is that the PvP itself is just bad and nobody should be subjected to it.

It's especialy bad in this remaster becuase:

-The Anti-Cheat does not actually work against malicious cheats such as instant-cursing weapons
-The Anti-Cheat is exploitable because cheating invaders can seed your world or character with varibles that will get YOU banned or brck your save
-Backstab/hornet ring meta was not fixed
-The game is even more buggy with phantoms in the world than the original was
-Miyazaki gave Invaders estus again
-Upgrade based matchmaking has made the problem with Dark Magic Twinking even worse
latency issues alone are enough to put a deal-breaking bullet into the entire system honestly

Yeah and this is always an issue across the board in Souls games, although it's not to bad to ccompensarre for in DkS2 most of the time. But that game has its own host of issues including getting invaded while hollow and soul memory that  further punishes you for not doing well.

590
Gaming / Re: Dark Souls remastered
« on: June 04, 2018, 11:25:21 AM »
The real problem with invasions is that the PvP itself is just bad and nobody should be subjected to it.

It's especialy bad in this remaster becuase:

-The Anti-Cheat does not actually work against malicious cheats such as instant-cursing weapons
-The Anti-Cheat is exploitable because cheating invaders can seed your world or character with varibles that will get YOU banned or brck your save
-Backstab/hornet ring meta was not fixed
-The game is even more buggy with phantoms in the world than the original was
-Miyazaki gave Invaders estus again
-Upgrade based matchmaking has made the problem with Dark Magic Twinking even worse

591
Gaming / Re: Halo Mega Thread
« on: June 04, 2018, 08:28:35 AM »
V I D E O  G A M E  J O U R N A L I S M

593
Gaming / Re: Dark Souls remastered
« on: June 01, 2018, 08:10:43 PM »
YouTube

594
Gaming / Re: Halo Mega Thread
« on: June 01, 2018, 02:49:05 PM »
YouTube

595
The Flood / Re: Sep7agon Drama 2k19
« on: June 01, 2018, 02:36:39 PM »
Will 343i give us BWU Weapon Skins for watching on Mixer?

596
Gaming / Re: Pokémon Central (Crystal now out on VietCong)
« on: June 01, 2018, 01:51:05 PM »
They've said that features from Gen 6/7 will be returning for the new games. If that abortion of a mechanic, Festival Plaza returns I'm going to be steering way off.

What tilts me most about Festival Plaza is that all my friends will defend this mechaic with their lives and claim that it's substantial new content.
Like when I first told them about how unimpressed I was with Sun and Moon it was the first thing they pointed to in the game's defense.

This actualy makes me more mad than even playing Dark Souls III does

597
Gaming / Re: Fate/Stay Night Heaven's Feel
« on: June 01, 2018, 01:44:29 PM »


Yo fuck this new episode. This show wasn't supposed to make me cry!

598
Gaming / Re: Pokémon Central (Crystal now out on VietCong)
« on: June 01, 2018, 01:16:57 PM »
You know what would be cool? if literally anything other than fucking battling mattered at all.

Like immigine if contests and the sporting events from HG/SS had their own fuly fleshed out mechanics and stories like battling does.

As it is Pokemon is as stale as CoD if not even more stale and it has no bussiness being that way.

599
Gaming / Re: Halo: What Category do you fall under?
« on: June 01, 2018, 10:22:19 AM »
Like seriously though, Halo 5 at launch was probably the best multiplayer Halo has ever had asside from the aiming bugs. I don't know what changed at 343i but they went and butchered it and I do not understand why.

600
Gaming / Re: Halo: What Category do you fall under?
« on: June 01, 2018, 09:36:54 AM »
Outside of forge there isn't a single aspect of the game I can say I like, and forge is useless when the custom games are terrible.

Speaking of which, I cannot for the life of me understand why Halo 5 players are so bad at making custom games, even when they have the tools.

Here's something I just coppypastad from my reddit that sums up what I mean.

Spoiler
Quote
Here's a genuinely serious one about a problem that's pretty niche;

The design of Linear infection maps has sorely declined from the quality found in Reach, 4, H2A and probably even 3.

I'll preface the maps that have come out in Halo 5 are incredibly well forged in terms of visual design and scripting. The forgers in this game are incredibly talented in that regard *but* in terms of map design in terms of gameplay they are incredibly lackckluster at best most of the time.

I'd like to give [Oakley Hi Def's "Origins' 1 The Labs"](https://www.youtube.com/watch?v=mgNo7y9fDSc) map as an example of how map design was in the past and compare it to a popular linear infection map from Halo 5: ["Escape the Underground"](https://www.youtube.com/watch?v=yLmsoYRLGtk)

First let's talk about the different game type settings:

Origins starts survivors with Assault Rifles. It gives the Zombies enough a decent movement speed advantage over the humans without feeling overwhelming and lets them absorb a fair amount of bullets before going down without being "tanky". Ammo is also limited, but weapons are left over the map for players to scavenge. What these settings do is encourage teamwork and smart tactics for both sides. Humans must focus fire and move as a group to avoid getting overwhelmed or running out of ammo. Zombies have a bit more leeway and can push up on humans tactically, especialy since they have the cover to advance, as I will discuss further later.

Meanwhile in Halo 5, Humans start with Shotguns, giving zero incentive for teamwork. Zombies on the other hand are insanely fast glass cannons, and for reasons pertaining to the map design, it turns them into little more than player guided missles. Furthermore, and to a lesser extent, since Halo is a game best played on lower sensitivities, the speed at which players move creates awkward situations where zombies fly past humans with both of them missing.

**Part 2**

Now onto the maps themselves; Lets start by comparing the initial spawns of each map.

In Origins, Humans spawn on one side of the room and zombies on the other. The zombies are behind glass, above the humans and must run across the human's immediate line of sight before they can descend upon them. This gives everyone a chance to take in their situation before being thrust into combat and it is designed to give both sides a chance to take each other out. The room is small enough that the zombies have a shot at taking out one or a few humans early if they don't play well but not too small as to be a clusterf*ck slaughterhouse. The zombies also get the advantafe of being capable of jumping down onto the humans, as well as the bit of cover provided by the ledge. Humans are also able to chose weather they want to move immediately to the first hold out or try to take out the alpha zombies immediately and give themselves a better chance of moving out without casulties.

Meanwhile in Survive the Underground, humans spawn in a big open room facing a wall with a slowly opening door, while the zombies spawn in the shadows of a staircase with a softkill barrier. I think you can see where this causes problems in comparison. Humans either get slaughtered as they selfishly scramble over each other to get though the opening door, or they turn around in time to engage the zombies in wildly inconsistent combat with close range weapons which is frustrating for both sides. No tactics whatsoever.
 
Then we get to how each game handles map movement.

Origins' corridors give zombies cover to advance and regroup but is also paced to where humans can play with minimal time with their backs turned to the zombies. It encourages movement by naturally making early areas less hospitable using advancing zombies spawns and playing into other design elements. Zombies at various points also have various methods of approach and sometimes even soft flanking routes, forcing humans to stay on their toes. The best example of this is the first holdout in the map. It appears comfortable at first with access to a turret, a generous helping of ammo and even a couple power weapons (albiet with severely limited ammo) and only one direction that they need to worry about zombies from however after a certain time the zombies get a spawn in an elevator shaft immediately flanking them. This flushes the humans out of the room naturally, and even punishes any "heroes" who try to camp the room for the whole  by opening another flanking path for the zombies that cuts their advance off while leaving them to fight zombies from three directions. (said final flanking path also serves the later parts' encounters as well.

Survive the underground however has encounters that are just bad for both sides. First off the method it uses to move players is to just shut doors on them and then instakill them if they don't make it through. This is best demonstrated in the area directly following  What this does is force humans to sprint with their backs to the zombies, leaving them vulnerable. Then when they get to the closing door there in not enough room for everyone to even make it. Teamwork is outright discouraged and the pacing is destroyed. Meanwhile the zombies have the frustrating task of sprinting down narrow corridors with zero cover whatsoever. This is a problem throughout the entire map but it is at it's worst int the train where zombies must run though a narrow and long corridor with no cover into literal machine gun fire. Even worse this that this map and many others like it have light parkour segments, exacerbating the issues associated with this.

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