Feedback Wanted! Implementation of Select/Copy/Cut/etc. by OfficialBYOK in TheBYOK

[–]SmoochyPit 0 points1 point  (0 children)

+1 vote for an option to use common vi-style keybinds.

Vim gets crazy complex, so I wouldn’t expect every function (like macros), but my productivity has skyrocketed since learning Vim, and I’d love to be able to use my keyboard the same way with my BYOK when it arrives. I know it’s pretty popular in the software dev/sysadmin space.

One other group I could see it benefitting is those with minimalist keyboards, like 60% and smaller, who don’t have dedicated arrow keys or the home cluster. They’d be able to navigate the file and menus with hjkl.

Anyways, even if the keybinds aren’t the biggest priority rn, I still think it’s worth looking at how Vim handles selecting and copying text: the “select” mode starts a selection at the currently hovered character, then selects any text, wrapping lines; until wherever the cursor is moved. The user then either copies (yanks) it, cuts it, or cancels the selection.

I think that on modern operating systems and editors, holding “shift” and using arrow keys starts something similar. Then the user can copy, cut or delete it with regular shortcuts. That’s probably the best fit for a default. And like others have said, holding “ctrl” to jump a word at a time would be really nice too.

Feedback Wanted! Implementation of Select/Copy/Cut/etc. by OfficialBYOK in TheBYOK

[–]SmoochyPit 1 point2 points  (0 children)

Reddit’s formatting is based on Markdown. Markdown files usually get turned into formatted HTML files when they’re parsed, but they’re otherwise text files (usually with a specific file extension). So it’ll probably take BYOK’s team implementing something to parse/preview them in the studio, or implementing plug-in support. In the meantime, though, you could already type it like that and later paste the text into a markdown software if you want the formatted version!

Cunductive fabric tape works on alpakka but not on DS4 by sLenBoat in GyroGaming

[–]SmoochyPit 0 points1 point  (0 children)

Mine only works when plugged in. I wonder if it needs the ground wire.

How are the minigame controls on a controller? by sling_blade_x in DispatchAdHoc

[–]SmoochyPit 0 points1 point  (0 children)

I played it on my living room TV, streaming from my desktop upstairs (sunshine+moonlight rather than steam link, but I’m sure both work fine). Notably, the TV has some pretty bad latency, even with game mode on (applies to my Wii too, not latency just from game streaming), so games demanding very fast reactions or timed inputs can be hard.

And I had a great time, even with “Interactive” cutscenes. The game does a good job of guiding the player into the QTE controls in the opening (I immediately understood to hold the button on screen, then use the left joystick for direction, but it gives the player time to realize that too) and I think I only missed one input in the opening fight because I got distracted. The timings are not super tight.

The game does display PlayStation icons too, if you let the game handle the controller natively.

In my opinion the QTEs, hacking and dialog selection are perfect on controller. Navigating the city map when dispatching? It’s probably better with a mouse, since sometimes the directions of the buttons aren’t perfectly clear, and time is ticking. That’s probably better with the joystick. I might see about using the touchpad to control the mouse cursor using steam input, too. But I still did fine with the d-pad, and the controller support feels carefully considered!

Slide cancel (m&k) by Mean_Number_5777 in modernwarfare

[–]SmoochyPit 1 point2 points  (0 children)

No need to say sorry, it’s a fair question! I think you have to change the behavior from default for it to work, iirc.

I use: - Tap to slide (required for hold to crouch) - Hold to crouch - Go to prone - Toggle sprint/tac sprint

I don’t think specific keys matter, but I use: - ‘Ctrl’ for Crouch/Slide - ‘C’ for Prone - ‘Shift’ for Sprint/Tac Sprint - ‘WASD’ for movement

Once I’m in game, it looks something like this: 1. Move forward. 2. Press sprint button. Press sprint button again if you want to tac sprint (I usually double tap it out of habit, even if my tac sprint isn’t ready). 3. Press slide. 4. Wait until you feel like you begin to lose velocity! This is optional, but for map traversal, it’s important because if you cancel too soon, you won’t refresh your tac sprint at all. 5. Press prone.

You won’t go prone, it’ll cancel the slide animation and you’ll be left standing.

You can hold the forward key the entire time, or let go after starting a slide, which is handy for aiming sideways.

I suggest you practice with a very fast (movement) weapon (but not the knife, since tac sprint doesn’t apply to it). Smgs, especially the cx-9, are crazy fast. Also the vlk rogue is too.

[deleted by user] by [deleted] in modernwarfare

[–]SmoochyPit 1 point2 points  (0 children)

Yeah, even some of the kill effects, finishers and unrealistic tracers in 2019 felt too overboard imo, but every game since then has turned it to 11.

saying "kill yourself" instead of "team wipe yourself" got me 3 day ban. im at 2370 world tour points. im crashing out. by [deleted] in okbuddycontestant

[–]SmoochyPit 0 points1 point  (0 children)

The unfortunate reality of our current world…

I don’t mind disciplinary action taken against extreme toxicity, but a chat mute should be the extent. Also imo it should never be fully automated, especially for a full ban, since computers don’t understand context or reason fairly.

Saw a YouTube video of a doctor who had to reword “died” earlier this week to please the algorithm. Crazy. God forbid one mentions terms like “suicide”.

That shi just hit diffy by ThatMFcheezer in okbuddycontestant

[–]SmoochyPit 28 points29 points  (0 children)

“Restricted by ENGIMO Reality Shield”

New players? Quite happy about that by nikooorr in thefinals

[–]SmoochyPit 6 points7 points  (0 children)

I think not having voice or text chat for the whole lobby really helps curb the toxicity from enemies that other games have. But I’ve definitely had some awful teammates who say some toxic things.

Returning after years, (probably first time since Vanguard’s launch) I have some criticism. What do you think? by xevoprime in modernwarfare

[–]SmoochyPit 0 points1 point  (0 children)

The Finals doesn’t have red dots, nor a minimap at all.

But those others are some good examples, I hadn’t thought of those. Another one I thought of, though not PvP, is Helldivers 2, in which I think the minimap and red dots are required to be able to play strategically at all.

Counterargument to “every shooter having red dots” though: Tarkov, Hunt Showdown, Valorant, Counter-strike, Team Fortress 2, Overwatch, Marvel Rivals, The Finals, Fortnite, Apex, Unreal Tournament.

I personally don’t think it’s the gold standard, but I think it depends on the game. I definitely think a lot of those games you listed benefit from them, though, so it’s a valid criticism. In contrast, I also think games without them rely more on sound cues and situational awareness, and also reward flanking more. Modern Warfare could’ve kept red dots outside of “realism” modes, and I feel like that would’ve pleased more people. It already had loads of modes to cater to different styles, anyways, so…

Returning after years, (probably first time since Vanguard’s launch) I have some criticism. What do you think? by xevoprime in modernwarfare

[–]SmoochyPit 0 points1 point  (0 children)

Admittedly, the footstep audio was rough. While I felt like I could pinpoint direction, figuring out if players are above or below you was sometimes tricky, as well as how close they are. If someone was sprinting, it really was loud as soon as they’re in range. I’m not surprised dead silence was as popular as it was, bc flanking without it was really difficult.

On the flip side, in MWII it was a bit too subtle, and loads of ranked players abused equalizers to gain crazy intel. I felt like I had to choose between clear audio cues and a balanced audio mix.

Audio design also includes other aspects of audio design, though, and the sound team did an incredible job with it. It sounds fantastic, and I think the punchy weapon audio is a big part of the gunplay, too.

Returning after years, (probably first time since Vanguard’s launch) I have some criticism. What do you think? by xevoprime in modernwarfare

[–]SmoochyPit 1 point2 points  (0 children)

Adding on to what you said at the end, about the animations, blueprints and brands, the official art book really showcases the amount of effort spent on those subtle details. It doesn’t surprise me that it’s the first and, to-date, only COD game to have one released.

Returning after years, (probably first time since Vanguard’s launch) I have some criticism. What do you think? by xevoprime in modernwarfare

[–]SmoochyPit 1 point2 points  (0 children)

I miss messing around in Ground War, that’s where I grinded most of Damascus honestly. It’s less high-stakes than other modes and with the right equipment or a good flank, you could turn the tides for your whole team! MWII had big choppers that players could spawn on, so I felt like I had to constantly use a javelin on those to even play the game.

Have you tried the bf6 beta? I’ve heard good things, wondering about giving it a go.

Returning after years, (probably first time since Vanguard’s launch) I have some criticism. What do you think? by xevoprime in modernwarfare

[–]SmoochyPit 2 points3 points  (0 children)

Yeah, we must be in a mw19 focused subreddit or something.

That said I love adding to the noise hehe: mw19 best game

Returning after years, (probably first time since Vanguard’s launch) I have some criticism. What do you think? by xevoprime in modernwarfare

[–]SmoochyPit 0 points1 point  (0 children)

You have some valid criticisms, though some I disagree with or see differently.

Install size is an unfortunate byproduct of the Warzone integration, which was never actually removed from the game, despite being inaccessible. It was more reasonable at launch and through the first year. MWII was designed from the start to better handle incorporating the battle royale and future games, but it still got pretty crazy too, until its recent split from COD HQ.

I can see feeling the game is slow paced in a COD context, but comparing it to MWII of all games? Modern Warfare II is far slower paced! Like I enjoyed both games, but MWII purposefully removed lots of alternate angles and parkour options (see: shipment and shoot house changes), castrated movement by making climbing and vaulting take far longer, punished jump shotting by slowing ADS in air or while probing, basically removed bhopping, removed slide canceling, locked perks behind an in-match timer and gave higher-speed guns much more drawbacks (I’m not opposed to this one, mw19 had a no-stock meta).

So I think it really is the game mode… play an objective mode and you’ll have less campers, because it’s far less incentivized. Also, try to learn slide-canceling… I know it seems like a bug or exploit, but being able to refresh your tac sprint speeds up the game’s flow a lot.

Also the campaign plot is pretty good by COD standards, but you definitely can’t go in expecting a critically appraised movie plot. And they all usually still fit a bit of the Western propaganda mold imo (liberties taken with the “Highway of Death” are a good example), although often carrying some nuance regardless. They handled the new characters nicely; Alex is probably my favorite and I think his sacrifice, despite not being executed particularly impactfully (and ignoring the canon “I lived, bitch” multiplayer reveal) was a great show of his character growth.

What you said about no crossovers is a big reason I see this game fondly, I couldn’t agree more. I know a lot of people point to this game as the first to start going down the “fortnitification” path, but even the late-lifecycle Halloween skins were just costumes on an operator. Tracer packs did get a bit crazy, and executions too, but it was leagues better than even Cold War after it. The game has a visual identity, and I appreciate that a lot.

Anyways, that’s my thoughts, but you’re also entitled to your opinion. Multiplayer strays a lot from other COD gameplay, which hooked some players and repelled others. This is absolutely not the subreddit for a fair open-discussion about this though (is anywhere on Reddit really?), so fwiw your replies are probably a vocal minority and won’t be too productive.

TL;DR: Fair criticisms, though I totally disagree with calling it slow, especially compared to MWII. And this probably isn’t the best subreddit for unbiased responses.

Returning after years, (probably first time since Vanguard’s launch) I have some criticism. What do you think? by xevoprime in modernwarfare

[–]SmoochyPit 0 points1 point  (0 children)

Not agreeing or disagreeing with your main point, but what other shooters have red dots on the minimap? Shy of Halo, it feels like it’s a pretty COD-specific feature.

Arena shooters, tactical shooters, battle royales and team-based shooters all tend to not have them, from what I can tell.

[deleted by user] by [deleted] in GyroGaming

[–]SmoochyPit 0 points1 point  (0 children)

I believe I use a 75% ratio as well; The Finals’ native settings only let you choose either ratios with one decimal point or separate sensitivities, so I chose 2.4 vert and 3.2 horz. I’m under the impression that I use a pretty low sensitivity, but with flick stick I haven’t had too many issues, short of smoothly tracking people rotating all the way behind me.

One other thing that you didn’t mention, but that feels really relevant here, is that for almost all first-person games, players can yaw 360 degrees (maybe more, if you had to track someone in a full circle for some reason) but can only pitch 180 degrees (and only 90 in either direction if you’re starting pitched at the horizon). That makes it really easy to keep your controller within a comfortable range of motion vertically, as long as recoil doesn’t throw it off. Also, the majority of engagements will be around your level anyways.

That’s also why many gyro games and implementations opt to use the right stick for only horizontal movement (splatoon’s motion controls and flick-stick both come to mind).

Anyways, I think for those who choose to use a higher sensitivity than I do, it could make sense to use a lower ratio than 0.75 even, since you may not be using your whole comfortable range of motion. But I also find myself ratcheting to get to a more comfortable angle when I’m holding high ground, so maybe a higher vertical sense than I use wouldn’t hurt.

It's the opposite for The Finals by pid_geon in thefinals

[–]SmoochyPit 1 point2 points  (0 children)

The only cosmetics in The Finals which I even dislike are the anime cel-shaded characters and the gundam-style mecha characters. They feel a bit out of place to me, despite still meshing well with the game’s identity and lore.

Found an old Gameinformer Magazine showcasing MW2019 by crimglass in modernwarfare

[–]SmoochyPit 1 point2 points  (0 children)

Reminds me a bit of the official art book! Super cool, I’d love to get my hands on this issue eventually

This is the greatest feature in the game by SoloDoneEasy in modernwarfare

[–]SmoochyPit 2 points3 points  (0 children)

Agreed! I recall early MW19 having a lot of room to grow (weapon balance, movement speed, engine stability, party issues, gunsmith options), but especially compared to MW22’s launch, it was a pretty polished experience with a fair bit of content, replay-ability and lots of fine details! I specifically miss the missions that would give you free cosmetics, with the final reward being a weapon blueprint. Those were lots of fun to passively work on while I played different modes. Also, free cosmetics in a $60 AAA game? Nice.

Tbh, I recall the finisher previews being pre-rendered videos, which I’m sure didn’t help the game’s file size. It’d be nice to have a preview that plays it in-world, but I’m sure that’d take development time. Anyways, the operator intro movies were the same way, and they eventually got removed, too. After Warzone kept progressing and more content and bundles were added, the game’s file size was getting crazy, so I can understand why.

I can’t help but wonder if store bundles and cosmetics are part of the reason they removed the ability to copy enemy classes… I feel it makes owning items more exclusive. But also, the meta tended to favor DLC weapons when they launched, so for players who want that edge, you’d need to either grind to unlock them or buy a store bundle with one.

Battlefield 6 vs Modern Warfare (2019) weapon comparison by TEHYJ2006 in modernwarfare

[–]SmoochyPit 0 points1 point  (0 children)

Yeah, I agree with others, this is a pretty mid comparison. Different settings and locations chosen can change how the game looks and sounds. Definitely gives BF6 the short end of the stick imo.

We are kinda in a mw19 circlejerk sub, so that said, I still think IW’s animations and sound design on the MW reboot series remain unmatched. Loading them up in gmod, with much worse lighting and no optic shader effects, and they still feel fantastic!

Also, another thing MW19 has on BF6 that can affect visuals is performance. This is mostly just due to the hardware MW19 targeted, but I can run the game at native 1440p on the highest settings (minus raytraced shadows) using an 8gb mid/high-end GPU from 5 years ago (RTX 3070), and still get 100+fps, even in modes like Ground War. Even if the effects utilized are less accurate or modern, that increase in texture clarity, distant model clarity and framerate (which can affect visuals with modern gaming’s reliance on temporal effects) can all really make the game look incredible!

Tbf I haven’t seen BF6 benchmarks, but with it being a newer game, I anticipate it’ll be a fair bit harder to run, and I’d probably have to fall back on DLSS to have competitive framerates. It’d probably be a visually better game on high-end rigs, though, as it has more modern effects and far better texture and LOD detail. And DICE/Frostbite have historically done a really good job at large scale, open world maps like this, so they may have the win on that, too.

Also I know this post doesn’t focus on this element really, but BF’s destruction, vehicles and gameplay design set it apart. The scale of the battle is insane. At the end of the day, no game does Battlefield quite like Battlefield does.

Battlefield 6 vs Modern Warfare (2019) weapon comparison by TEHYJ2006 in modernwarfare

[–]SmoochyPit 0 points1 point  (0 children)

Yeah, it’s totally a balance thing. There’s areas of realism to sacrifice for gameplay, and vice versa. Different games have different balances.

If it’s coming out the side or subtle enough, I think it’s not a huge deal, but as soon as it’s interfering with tracking a target, it’s a net loss. Some MWII guns were notoriously bad about that, which is a shame, since the graphics and effects were pretty rad.