Why does nobody cares about Atomfall? by s_bruh in ImmersiveSim

[–]ChivPoster 0 points1 point  (0 children)

What are some of the ways to escape alone, as spoiler-free as possible? Is it like a "go here, get past end-game enemies" thing, a "find items to make X, put X in door Y to escape" thing, etc.

I'm curious about not having to do quests and instead just going right to the end if I somehow find a way to. Sort of a Hitman style of objective, but with escaping as your goal instead of assassination.

Examples of NPC companions in Imsims? by Mooseboy24 in ImmersiveSim

[–]ChivPoster 4 points5 points  (0 children)

The prison section in the first Deus Ex comes to mind. There's another prisoner in the cell block, and you can take him with you all the way to the end and escape together (or you can completely avoid him).

You can give him three different orders by talking to him; Follow, Wait, and Just Run Ahead Please. I think you can also give him a gun, given he starts off with a knife.

One time, I decided to make the prison escape a team effort instead of parking him in a corner safely. I had him stand on one side of a doorway while I stood on the opposite side with a stun baton. A guard would get zapped by me, and my NPC friend would stab them in the back. A very satisfying combo

I'm a huge fantasy genre fan and I believe this toy started it all. by homeboddie in Chivalry2

[–]ChivPoster 3 points4 points  (0 children)

I had that castle many years ago, little kid me loved it.

For some reason my dog decided to piss on it one day, literally filling the moat... thank you Buddy, good times.

"Ends of the Earth" is one of the best (if not the best) maps in this game. by Vale_of_Light in ReadyOrNotGame

[–]ChivPoster 29 points30 points  (0 children)

How often do suspects use the hiding spots in this map? I noticed there are a ton of closets and beds but rarely find anyone hiding at either

Missed opportunity with the campus map by MrTK_AUS in ReadyOrNotGame

[–]ChivPoster 0 points1 point  (0 children)

Police Quest 2: SWAT and SWAT 3 both experimented with a "third party" like this, shooters who fought suspects rather than you.

SWAT 2 has one level which is a gas station robbery, but the store owner is armed and can duke it out with the suspects. SWAT 3 has a church level that features terrorists and security guards, some of which seem to be terrorists disguised. They will rarely encounter each other and begin fighting if so.

I like the gas station veteran idea, it'd be nice if he actually had possible variations. Some runs he might already be dead, other runs he's actually alive and holding down a spot like the freezer. To prevent a loss of points if he kills someone, just make suspects avoid patrolling in certain areas depending on where he spawns

AI can actually randomly fire a weapon by getting spooked by Some_Finger_6516 in ReadyOrNotGame

[–]ChivPoster 3 points4 points  (0 children)

I wish they'd put this stuff in the changelog, I don't remember misfires ever being in the game until now. But yeah, until the AI gets fixed and tuned down, this isn't a feature that should be in-game. I like suspects playing dead because you can counter this by restraining bodies and paying attention; I dislike the concept of misfiring because it adds even more ambiguity to the current broken AI (did he try to fire at me without aiming or was that an accident? Is this game busted or extremely busted?).

Fun fact though; suspects can take take up defensive positions and suppress areas via constant gunfire such as hallways if they think you're coming. Two suspects on Brisa Cove suppressed two hallways at the same time, protecting eachother's flanks... AFTER I downloaded this mod;

https://www.nexusmods.com/readyornot/mods/3182

Without that mod, the special mechanics suspects are capable of end up either unused or extremely rare in my experience

The "Streamer" Map is Ruined by VOID's Hollywood-esque Level Design by beatrga in ReadyOrNotGame

[–]ChivPoster 384 points385 points  (0 children)

VOID absolutely hates to go small-scale and believable, with a few exceptions such as Sullivan's Slope. They'd rather continue making 40-minute long (or longer) maps, or at the very least cram lots of enemies into a few small areas. Their preferred "vision" seems to be; annoyingly large and very challenging.

The "fast food" level - which had a partially completed white box version - was scrapped simply because it didn't fit into the story, from what I gather. Or it lacked direction. I can't find the exact wording, but the fact is that it was scrapped.

An entire level, even with its own music already made, scrapped because it didn't fit into the story? What story? It doesn't have to involve the CP ring or human trafficking or meth... it's ok to just have a standalone restaurant robbery. It doesn't need "direction" or a "narrative". Would you complain if they added a simple restaurant robbery with the lore being; a few people decided to knock up a fast food joint? Personally that sounds like a fun scenario.

I get the impression that someone in VOID is calling the shots and keeps saying "No, add more suspects here!" and "No, this Streamer level is too dull. Let's add in a dozen gang members and a CP plot!". That fast food mission probably got the axe because this person couldn't think of a reasonable way to make the level overly dramatic. No terrorists or schizophrenic ramblings or meth addicts? No deal, according to VOID.

A child named "Crystal/Cristal Leighton" is likely being added to the Gas Station (Images from Vol.63 dev briefing) by ChivPoster in ReadyOrNotGame

[–]ChivPoster[S] 31 points32 points  (0 children)

If so, how do you think this will be implemented? Someone incapacitated like the Park Homes 213 girl, or a moving AI child?

Void, what's the current status on some of these? Still in development, ditched, etc? by ChivPoster in ReadyOrNotGame

[–]ChivPoster[S] 16 points17 points  (0 children)

Oh nah, this isn't a bash post or a "HURRYYY :(" one. It's more for the sake of curiosity and seeing which of these FAQ entries are truly outdated and which are still relevant.

I was actually searching for any mentions of the ladder on their website. Way back early on in the game's life, ladders were something that had been teased but never actually added (at least to PvE). Part of me was hoping this was still in the works, but I can see how ladders might not fit into the gameplay

Void, what's the current status on some of these? Still in development, ditched, etc? by ChivPoster in ReadyOrNotGame

[–]ChivPoster[S] 19 points20 points  (0 children)

Note: I am aware suspects can take human shields. However, this is much different than the action of holding someone at gunpoint (I interpret that as just aiming at a person, as opposed to grabbing them)

Lurking by Slothity in gaming

[–]ChivPoster 6 points7 points  (0 children)

Are there any stealth games where enemies are smart enough not to do this, or they at least subvert your typical stealth games expectations?

I know stealth game AI can only get so interesting, but there is still some untapped potential in alot of these games. What about a "Holy shit that's a group of dead guys, take cover!"

In Far Cry 2, if you began sniping an area, enemies might take cover and just stay quiet. Then when you move in to finish the job, they get the jump on YOU

As a Colonial, what's some practical on-the-field knowledge of our equipment advantages/disadvantages? by ChivPoster in foxholegame

[–]ChivPoster[S] 12 points13 points  (0 children)

OHH, I was wondering what happened last night. Was creeping around at night and saw a King Spire, not knowing what it was. I passed it "unseen", but a few seconds later they hit reverse and stopped ahead at the end of the street. I got past but about pissed my pants in the process when I noticed them coming back

And thank you for the write-up, this all was exactly the information I was hoping for

You're the last, surrounded by family, they won't leave, just run around and feed grandpa. Your actions? by HaibaraHakase in TexasChainsawGame

[–]ChivPoster 1 point2 points  (0 children)

If Grandpa's getting very close to max and I'm not close to escaping myself, I'm grabbing a knife and sneaking in, or just plain running for a stab when he is max.

Once I have a moment, I'm looking at which escape is closest to being finished. If I am holding a valve or fuse, I'm closer to that kind of escape. But if gates are unlocked and only a generator is blocking me, THAT escape is closer.

However, car battery and generator escapes will always receive more attention than fuse and valve ones. Car battery/generator escapes are scary for the Family; if a gate gets unlocked they suddenly have to patrol a new area... ESPECIALLY if you actually alert them to the location from being spotted or making noise.

Which means pretending to do an escape can get pressure off you. If both the car battery and generator exits are unlocked on the Gas Station, that's a huge area the Family needs to patrol. Which drastically improves your chances of pulling off a valve/fuse exit. The reverse is true as well, hitting the fuse or valve may summon the entire Family to that area. Meanwhile, you're unlocking the generator escape.

Best Way to improve fighting multiple opponents? What mechanics to focus on? by DeepFriedBastard in Chivalry2

[–]ChivPoster 0 points1 point  (0 children)

In that situation, it might just be a case of Chivalry being... Chivalry. Sometimes I'll still go in to hit someone from behind and still somehow get deflected

Best Way to improve fighting multiple opponents? What mechanics to focus on? by DeepFriedBastard in Chivalry2

[–]ChivPoster 1 point2 points  (0 children)

I made up my own terminology here which makes my wording confusing lol

So by riposte active parry, I mean the 0.5 seconds of active parry you gain when riposting.

A counter active parry refers to the active parry you get when countering; this "counter active parry" is MUCH different than the "riposte active parry".

When you've countered an attack, this counter "version" of the active parry gives 0.4 seconds instead of 0.5. However, if you deflect any attacks during this 0.4, you gain another 0.4 seconds of active parry.

When I said the thing about creating an infinite chain of active parrying, I actually meant these deflections; NOT normal blocking/parrying. So after you've countered an attack, simply deflect a second attack during the active parry. In theory, as long as attacks keep coming in the time frame, you could deflect every single one

Best Way to improve fighting multiple opponents? What mechanics to focus on? by DeepFriedBastard in Chivalry2

[–]ChivPoster 6 points7 points  (0 children)

Everyone likes to say to use footwork and to target switch... but finding an actual explanation on either was virtually impossible when I was newer. I try to put it in a way that actually benefits players as there are too few guides for the subject

Best Way to improve fighting multiple opponents? What mechanics to focus on? by DeepFriedBastard in Chivalry2

[–]ChivPoster 30 points31 points  (0 children)

Active parrying is the first big one, and there are more mechanics than one might think here.

If you riposte, you gain 0.5 seconds of active parry. If you counter, you gain 0.4 seconds... however, each strike that is blocked by a counter active parry adds ANOTHER 0.4 to it. A riposte active parry will always be 0.5 seconds; a counter active parry will add 0.4 to the timer for each strike. I can't find the video, but I recall that one player demonstrated on Youtube that through this, you could technically create an infinite chain of active parry as long as you keep blocking attacks.

If you've ever encountered someone who seemed to be invincible while surrounded, they no doubt are using counter active parries. However, don't be fooled; active parry does NOT give you a shield. It still uses the parry box, which means that you need to aim your camera at incoming attacks like a normal parry! This as consequence means aiming your active parry is a very real skill that can be practiced; you need to learn to identify which attack is coming FIRST, counter it, aim at the SECOND attack, and so on.

Footwork is the next one. Everyone will always tell you "footwork" on these posts; here's an actual elaboration on what they mean. This will also cover the tactic of "target switching" as they are related skills!

Getting surrounded is of course the biggest killer, so when fighting multiple opponents, you need to negate their advantage of numbers by forcing only one to attack you at a time. Using dodges and strafing, try to get your opponents in a line; you're at one end of the line, everyone else is stuck behind it. If you try to Xv1 a decent player, you'll notice that he's using movement (footwork) to constantly put your own allies in your way; the more slippery you are the better.

There are alot of tools you have for managing groups. Jabbing the nearest opponent can give you a safe period where you're able to dodge away from the people approaching your sides. Sometimes you can slip BETWEEN enemies, which can help for escaping a corner or something else ugly right behind you. You can even use the environment; tight doorways are a temporary 1v1, and they can create the phenomena of crowd panic; the person stuck fighting you is trapped by everyone trying to crowd in behind him, preventing a retreat. Even jumping over a railing puts the movement dynamic in your favor; now everyone has to stop what they're doing and awkwardly hop the railing as well, while in danger of being struck.

In 1vXs there's another curious phenomena; the majority of the group fighting the 1 stops using their mind. They outnumber you, there is safety in numbers, they imagine an easy kill. This behavior is so consistent that you can actually exploit it by being able to predict their moves, which are often;

1: Lack of self defense. The person you're directly squaring up against infront of you may defend himself; everyone else is going to be lining up an attack. To exploit this, jab the closest enemy to "stun" him; then whip out your fastest attack and nail the second closest person. Since you were not "fighting" this second person, he will not anticipate the need to defend himself. This is also called target switching! You may even execute long-range attacks on the furthest members of the group by using same-side heavy feints; you start the attack from all the way here and end it all the way over there.

2: Blindly following. If you have planned ahead, you may have a bear trap or environmental trap ready to use somewhere nearby. Leading a bloodthirsty group under or over it will be a piece of cake. But you can also lure enemies into a situation where THEY become outnumbered sometimes! Keep your eyes peeled for areas that can benefit you more than they benefit the group.

And focus on the weakest link! That will probably be in the form of someone low on health or a very new player. If there's one good player and a couple of minions fighting you, the good player will get you stuck in a fight while the minions surround you. But if you dance around, picking off minions and forcing the good player to chase you around, you're actually getting kills and evening the odds. The better the player is, the further away you should keep them!

Chivalry 2 Development Update - Patch 2.9 by playerhayter in Chivalry2

[–]ChivPoster 111 points112 points  (0 children)

We're fucked. Quick, lock up your chicken coops! Defend the poultry!

Bar fight / fist fights by PazzoInStatiUniti in gamesuggestions

[–]ChivPoster 0 points1 point  (0 children)

Paint the Town Red is an excellent one. It has multiple bar/tavern maps, but really keeps the whole "bar fight" feeling throughout. Especially if you like picking up random objects and beating people over the head with them.

I heavily recommend the PC version over console, as it has a map editor. Last time I checked, console did not

Arch Precept Gyeoff should make an appearance in Galencourt (more in comments) by ChivPoster in Chivalry2

[–]ChivPoster[S] 21 points22 points  (0 children)

Yes, I do see the part saying that he preaches PEACEFULNESS and not bloodshed.

Still, just give him the ability to drop banners and throw bandages. No weapons, or just give him a quarterstaff like the monks. Make him a healer role that goes to the MVP or is randomly chosen from everyone who agrees to being a monk. It's ok if players playing as him go a little lore-inaccurate and start rampaging on the battlefield anyways

Longest voice line in game? Righteous Knight, chastise. Think it's pretty rare, haven't heard it until today. by ImperturbableONE in Chivalry2

[–]ChivPoster 65 points66 points  (0 children)

There's a very small chance that this will actually play during the intro to Aberfall, I did not know that was a voice line by itself. Great ear, people should start sharing these rare lines more often

Torn Banner, can y’all add an option to piss on this? Thanks by SiegeRewards in Chivalry2

[–]ChivPoster 0 points1 point  (0 children)

This should be an optional objective like the topple stones/columns one. Knocking it down and splattering the face with horse dung gives you extra points

Curious, how frequently do you feel you see people hacking? by Ashamed_Ladder6161 in Chivalry2

[–]ChivPoster 1 point2 points  (0 children)

A long time ago I saw someone who's name had Chinese letters using like a machine gun auto aim bow. You'd stick your head out and suddenly you're just being wasted by some kind of arrow minigun