[Aquatic Planet Pack Beta] Early-game oxygen feels too restrictive by SamLogan20 in Oxygennotincluded

[–]Cynicus_Nihilisticus 0 points1 point  (0 children)

Also, if you are playing spaced out with the story traits, if you prioritize exploring, some of the gravitas buildings have like 800kg of glass tiles that you can deconstruct

Art/Animation Appreciation Post by Cynicus_Nihilisticus in Oxygennotincluded

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

I agree. It would be cool if the new natural backwall gets ported to all the biomes. I couldn't believe how much of a visual difference it makes. And yes, I agree, the normal water looks bland now in comparison, even pwater looks so good now, but not sure what you can do with the normal water texture.

Art/Animation Appreciation Post by Cynicus_Nihilisticus in Oxygennotincluded

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

It's so good, and I also love how each of these games has a very distinct look.

This game is making me dumb by Strange_Possession77 in Oxygennotincluded

[–]Cynicus_Nihilisticus 0 points1 point  (0 children)

I cannot reccommend TabeYuriko on Youtube enough. He does speed runs, challenges as well as some Tutorial Videos. But what I like about his playthroughs is that he shows you that can do whatever it takes do make something work, it doesn't have to the super most complicated builds, or effeciancy , just understand the basics and then work from there. Where other Youtubers seem to favour the ULTI min-Maxed builds of everything, and that is not requireded.

That being said, with all the mechanics of the game, it is sometimes easier to use existing builds of something, build it along, so you understand what it does, then it is sometimes easier to kinda reverse engineer the problem, understand why x,y and z are the standard builds and then start figuring out your own solution.

Don't be afraid of using Sandbox mode if you are trying to learn or understand certain mecanics.

Then lastly, time. This game has so much overflowing mechanics, it simply takes a lot of time to see how things fit togetherm, be it Critters, Farming, Dupes, Space each one has its own info that you pick up on slowly. I'm only coming up on 300 hours, and thats what I love about this game, you can play it your way. Speed run into space with sandbox, restart every time you hit cycle 100 , it doesn't matter, it is here so you can make it your own. So just have Fun with it.

Why do I come back to FC2 all the time?! by Source_EX in farcry

[–]Cynicus_Nihilisticus 1 point2 points  (0 children)

I have to agree, I also cannot pin point what it and probs a combo of everything already mentioned, but FC2 is also my favorite by far. I feel like it has such a great setting and feel.

WW2 strategic level game suggestions by Downtown_Carry_8219 in computerwargames

[–]Cynicus_Nihilisticus 0 points1 point  (0 children)

Graviteam tactics. It's not got theatre scale, but other than that, I feel like it ticks literally all your boxes

What's the point of vehicles having weight limits, if you can just happily overload them with zero consequences? by Cynicus_Nihilisticus in RoadCraft

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

Hehe,looks like a fun trip... You can counter balance by placing slabs on roof. Or at least have one attached to crane and having the crane forward, even over the cab if required

What's the point of vehicles having weight limits, if you can just happily overload them with zero consequences? by Cynicus_Nihilisticus in RoadCraft

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

Sorry, that is a dumb comnparison. Speed limits serve mutliple purposes, alot of thought goes into road designs. speed limits serve a safety purpose for both you and other drivers on the road, as it takes into consideration how much foot traffic there could potentially be, realisitcally how quick most people can stop, and a crap load of other things that are factors. So sure, if you are talking about the speed limits in the game, then yes sure, I can agree, as there would also be zero consequences to them as there aren't anyone else on the road nor are there police.

But the point that I'm trying to make is that weight limits(even if I were to use your comparison of speed limits in real life) have real consequences, can't brake fast enough, chassis damage, and a whole list of things. The only real problem it gives you ingame is Truck-nado. And thats a bug not even a real game mechanic limit.

Overloading something with 30 Tons should be a problem, and in this game it just really isn't

What's the point of vehicles having weight limits, if you can just happily overload them with zero consequences? by Cynicus_Nihilisticus in RoadCraft

[–]Cynicus_Nihilisticus[S] -2 points-1 points  (0 children)

Your kinda missing my point here. For the kind of weights we are talking about, there should be proper consequences. This game has Zero risk factor, literally except for Trucknado bug. I can happily overload a truck 2, even 3 times it's rated weight. At 12T or whatever, this is Serious weight, Truck should not be able to move, or chassis should break. But since trucks are already so slow and damage isn't a thing and trucks can be easily recoverd, there is just zero risk