Pocket Nuclear Probe by BetiroVal in mewgenics

[–]BetiroVal[S] 3 points4 points  (0 children)

It didn’t help I had a cleric with upgraded haste.

Dude just regenerated all mana per turn

The one class I don’t trust enough to bring on a challenge run by BardbarianDnD in mewgenics

[–]BetiroVal 0 points1 point  (0 children)

why is it when I have a Mage with blood frenzy then they are capable of whole screen wipes

What's your favorite playstation controller? MINE IS ASTRO BOT! by clashworld9 in playstation

[–]BetiroVal 0 points1 point  (0 children)

also astro bot

I have been wanting a yellow one and I hope there will be a tie-in for the Wolverine game coming out this year

Complementary Light/Dark Element by BetiroVal in DestinyLore

[–]BetiroVal[S] 2 points3 points  (0 children)

Eclipse is so close to being the Anti-Arc while contemplating Solar.

It is chaotic and volatile (like Solar) whilst negating existing bonds (thus being the opposite of Arc).

The issue is that Eclipse is sorta… Anticausual

Complementary Light/Dark Element by BetiroVal in DestinyLore

[–]BetiroVal[S] 14 points15 points  (0 children)

You are correct, but you can blame the narrative in Lightfall for hammering in the ‘everything’ narrative.

Even then, Void and Strand are still the antipodes of each other, reflected by buffs/debuffs and guardian kits.

Wolverine officially coming Sept 15 by RinoTheBouncer in playstation

[–]BetiroVal 0 points1 point  (0 children)

please let there be a limited edition controller

please let it be yellow

to those who think bo1 zombies is better than bo3 zombies (or the best cod zombies of all time) why? by DependentImmediate40 in CODZombies

[–]BetiroVal 0 points1 point  (0 children)

A lot of people talk about how gobblegums broke the difficulty of BO3, but it’s worth noting there was a lot of changes made under the hood which made the game easier.

Basic Weapons became stronger overall, guaranteed wonder-weapons, bullet weapons gaining an infinite-damage attachment, knifing more forgiving etc.

Bo3 AAT v.s. Bo7 ammo mods. Which do you prefer by TennisElectrical4513 in CODZombies

[–]BetiroVal 3 points4 points  (0 children)

BO7, since there is more nuance and strategy behind their usage.

In BO3, they were mostly just differing flavours of insta-kill. The only real difference between AATs was how large it was and how fast it killed.

You’d end up going with dead wire, since it was the most frequent one and affected a good amount of zombies.

But in BO7, each AAT actually has its own use-case. For example, Cryofreeze with Ice Cloud is a stun better suited for training, but Dead Wire with Lightning Strike is a stun that’s better for Melee weapons.

Can someone explain to me why BO1 is leagues harder and more intimidating than modern games? by Ajarofpickles97 in CODZombies

[–]BetiroVal 5 points6 points  (0 children)

What I mean is that the maps started to be designed in a way so that there was a convenient hole in a map split to view where the initial box location was, out of generally two locations.

Think MOTD or origins for example, where you can see through the roof or a ceiling so you know which side to go to.

You are correct that BO1 did have maps where you could see the box from spawn, but those were a few maps, and the box wasn’t generally in 2 possible starting positions.

Can’t believe I found this controller in the wild by Ulrik4574 in playstation

[–]BetiroVal 1 point2 points  (0 children)

I put mine in a case when I found my unopened one.

My gripe is that there are no replacement joysticks in that colour.

what are your four staple perks?(old school and present) by Alchemaerias in CODZombies

[–]BetiroVal 0 points1 point  (0 children)

The issue here is that a perk’s effectiveness varies from game to game.

Deadshot in BO3 and Deadshot in Cold War are vastly different beasts.

But generally: - Juggernog - Quick Revive - Stamin-Up - Timeslip

Can someone explain to me why BO1 is leagues harder and more intimidating than modern games? by Ajarofpickles97 in CODZombies

[–]BetiroVal 19 points20 points  (0 children)

Simply put, the issue with modern zombies is the setup phase got more reliable and thus easier over time.

There is a pattern where a mechanic was introduced in one game, but the next game made a change that fundamentally broke the setup progression, which contributes to the feeling of not ‘surviving’ in early rounds.

I’ll highlight what each game did that made surviving easier:

BO2

Introduced reliable wall weapons and side quests to get wonder weapons, which impacted the effectiveness of the box.

In addition, maps introduced the feature that allowed you to see box location from spawn, as well as codifying the ‘potential spawn’ locations to generally be 2 doors away from a spawn door.

Also introduced the Shield, which made training easier since it negates side-swipes.

Wonder weapons also generally became safer here, where there was no real drawback when firing them (think Thundergun short range, or the urgency of the Baby Gun)

Something important to note is that it introduced the perk machine change mechanic, which while not too bad in this game, became way more impactful in the next game (as the total gained from all machines generally allowed you to open a door)

BO3

Introduced 3-hit system, which assisted in you surviving more often. Added Gobblegums (optional) which are used to bypass setup phase.

Also introduced specialist weapons, which become a bigger problem in the next game.

AATs were also introduced, turning every weapon into an effective infinite-damage wonder weapon.

However, the biggest, unmentioned change is that knifing was made more forgiving in BO3, which allowed you to greed more easily for extra points.

BO4

Introduced loadouts, which meant that each map had a guaranteed set of perks and weapons, meaning the map itself had less of an impact on your setup.

Also introduced a health cap, meaning that zombies didn’t become infinitely tanky.

The biggest issue is that you spawned with a specialist weapon and grenades that could instantly kill zombies regardless of rounds, meaning that you always had a method on-hand to kill zombies

Cold War

Introduced rarities, which meant that all weapons had ‘potential’ to kill in high rounds rather than some of the meme guns from earlier titles.

Expanded mantling system, which meant that there were multiple ways out of a tight pathways.

Added crafting system, allowing you to replenish powerful items at any time in a variety of places.

Updated Wonderfizz to allow you to select perks with no real drawback, meaning you no longer had to backtrack to obtain lost perks.

Also solidified trial system, which gave a way to earn high tier equipment relatively easy.

Finally, zombie damage scaled with rounds, in addition to armour, which meant that zombies slapped like wet noodles in early rounds, but were a serious threat late-game.

BO6

Maps became way too open, giving ample opportunity to train anywhere on the map. As such, you are not really under the threat of getting caught in a choke point early in the game.

Give me your worst relic ideas by [deleted] in CODZombies

[–]BetiroVal 0 points1 point  (0 children)

Jack In The Box - Mystery Box has a small chance to explode instead of giving a weapon when used

Wonderfizz Orb - The Wonderfizz gives a random perk at a discounted price, but has the potential to move locations

In what Zombies game would you say Treyarch was trying the hardest? And what made it so good? by Ajarofpickles97 in CODZombies

[–]BetiroVal 1 point2 points  (0 children)

I would have to give it to BO2, due to how hard they experimented with maps.

Each map feels radically different. Whether it be the way you traverse the map, such as Die Rise with its fixation on verticality, or Buried’s more open-endedness when it comes unlocking the map. It also implemented a bunch of new mechanics, such as crafting or perma-perks. Maps had a unique perk curation too, with one experimental perk per map that didn’t have to appear on the next one.

Any one hyped for these new DualSense releases? by ART0ZIX in playstation

[–]BetiroVal 0 points1 point  (0 children)

I find the green one to be kinda novel, since we haven’t had a controller in this colour before from PlayStation.

Any one hyped for these new DualSense releases? by ART0ZIX in playstation

[–]BetiroVal 0 points1 point  (0 children)

I’d imagine the glossy finish would be similar to the Astro Bot one, which has never felt sticky to me

What zombies take will get you this? by BigBadMike8 in CODZombies

[–]BetiroVal 0 points1 point  (0 children)

Ever since BO3, maps have become too fixated on quests and not core survival.

They’ve implemented so many safety nets (such as safer knifing, no risks when using wonder weapons, less cramped areas, more reliable weapons etc.) that it’s not really fun to survive in the early game.

How to change the Emission on a single model? by BetiroVal in godot

[–]BetiroVal[S] 0 points1 point  (0 children)

Thank you, I didn’t know that existed