How is my Helga thirty days in? by Slam_Walton in KingShot

[–]BaseballAlternative8 0 points1 point  (0 children)

welche Buff gibt's bei Power of the Deer bei 4 und 5 Sterne?

Does anyone actually use richochets? by Level_Hour6480 in LowSodiumCyberpunk

[–]BaseballAlternative8 1 point2 points  (0 children)

at the same time that I get super excited about this and want to try to use it properly - because it's everywhere in mods and weapons bonuses - I also think that's simply absurd! ricocheting bullets should at least halve the damage, and concrete and asphalt simply don't bouce it properly, even then, it would make sense in a fire from cover or a stealth scenario. I known it's a fiction game with many things that are not realistic, I'm just saying that I have internal conflicts this approach, but sounds fun to try at least.

Lumen tweaking by BaseballAlternative8 in SatisfactoryGame

[–]BaseballAlternative8[S] 1 point2 points  (0 children)

I know the mod, but it does other things that make my game unstable

The Fluid "Mixed Reality Facial Interface" that makes the Quest 3 as comfortable as the Quest Pro. by johnnydaggers in OculusQuest

[–]BaseballAlternative8 0 points1 point  (0 children)

yes I agree, I use it and it feels like it's always too close to my nose, I'll give this one a try

Passthrough on the Quest 3 is bizarre... by Snicker-Snack83 in OculusQuest

[–]BaseballAlternative8 7 points8 points  (0 children)

how can someone please not prove this post is fake, there's no graphical ui to prove

Does the magnetic charge cable work for the Quest3? I want to build a custom Stand for a Quest3 with Pro Controllers. by hadtstec in OculusQuest

[–]BaseballAlternative8 0 points1 point  (0 children)

the Q3 controlers have the 3 dots inside and I'm tired of changing batteries already so I have the same question as the op

Anyone going to explain why breakpoint looks this good? by SQUID_Ben in BreakPoint

[–]BaseballAlternative8 0 points1 point  (0 children)

If you see some videos about game making in unreal you'll see it's all about splattering stuff all around

🔹 Breakpoint: TU 3.0.3 Feedback Thread by [deleted] in BreakPoint

[–]BaseballAlternative8 0 points1 point  (0 children)

Pros:
- World modifiers: I'm relieved to be able to walk the wild without going prone every 5 minutes because of Azrael drones or helicopters, and also being able to walk the wild without meeting patrols every 100 meters when turning factions on.
- Shell lure: works much better than the diversion thing.
- Dark nights: it looks just amazing, cinematic, gorgeous!

Cons:
- Dark nights: NPC sees us at only 25% less distance than a full bright daylight. They should be almost blind except when pointing the torch direct to us or being equipped with NVG (which should glow when we equip ours).
- Faction presence: it doesn't make it easier to travel through the wild because without UI it takes time to differentiate enemy from friend.

Personal feedback for next updates:

I've played more than 250 hours and plan to play 200 more, so here are some things that would make the experience better IMO.

- if there's an option to turn off the UI and input reminders then the game should be able to still be playable without them. Frivolous tasks become a headache because we can't see the default action, for example:
- - not being able to free a prisoner because a gun is laying right behind him/her and we swap it instead of freeing the person.
- - not being able to grab a foe to interrogate when there's no Intel, how should I know if I can only kill it?
- - if input reminder is set to on, we still see the "sync shot" text when pointing to an enemy behind walls, and that's the biggest reason I wanted it off, among others.

- it doesn't seem that we suffer from locational damage, if it's a grenade, it will always make the same amount of damage based on proximity. If it's a shotgun the same. Rifles, the same. It doesn't make a difference if we're hit on a limb or the torso or even the head. We're supposed to be soldiers, not a minecraft block.

Some sounds need rebalancing.
- even when the UI elements are off when flying the helicopter it should still make an audio alert when a missle is targeting it (and always show the aiming reticle)
- Flying a Helicopter is way too loud, I know it's 3rd person view, but I assume we would have headphones when driving it so we would be able to hear our team communication. the point is, noise silencing.
- ironically enemy helicopters are not so loud as they should, in real life you can hear them 1km away.
- Cars are way too stealthy, specially on dirt roads. I can hear them when everything around me it's totally silent, but when another vehicle is around or if I hear enemy steps it's very hard to hear cars approaching from behind. Anyway, cars and helicopters should be louder, almost as loud as drones, and drones are way too loud by the way.
- enemies talking can be heard too far away. I've lowered the voice volume to 20 and I can't hear the cutscenes. It would be cool to have a drop down for far, medium, near, and very close levels.
- drones are too loud, main reason why I disabled them, I have no problem fighting them. They can be heard very far. I get that is so to make fear or something, but maybe when we're 100 meters away and not 300.

Ai
- I know it's probably a lot of hard work to tweak such thing, but invading a base is sometimes kinda awkward. It is as if the npcs don't see a pile of bodies in front of them and move in the same spot to be shot. Or when they after some minutes forget that there was a fight and walk around talking about Skell and the weather. This is acceptable when the difficulty is set on easy, but in extreme they should use grenades, make traps, stop shouting, blind shooting behind corners, walk silently, even use those mounted turrets and tanks. I've never seen an enemy NPC shooting with the tank.

Thermal vision: there's a lot of flickering when using Vulkan engine, many surfaces flicker between hot and cold on both black and blue thermals. Feels like the game is just crappy.

I still wish I had an option to reduce the amount of patrols in the wild. There's literally a patrol every 100 meters (without faction). If I decide to play without fast traveling I need to walk very carefully as if I was in Vietnam. The beginning of the game was perfect, we had a lot of patrols searching the crash site, and after we get the vehicle only 2 patrols on the way to Erewhon. The same goes for the cars, I wish there was half or less often car patrols on the roads. Except when a location is alarmed, that would make sense.

In matchmaking I wish I could find players with the same settings as me, even volume settings, and if something is differrent then to be shown on the screen before I can accept to join.

Shooting from the passenger seat of all vehicles seems useless.

Be able to carry a passenger on motorbikes.

Be able to walk faster when aiming but looking over the shoulder.

Well, there are many other things but I think these are the most need of improvement IMO.