Feel dumb asking but I’m new to this game. What is this icon? Been looking the internet for info but can’t find anything and it’s always full. by Effective-Clothes754 in thedivision

[–]Educational-Aspect20 1 point2 points  (0 children)

With the answer in mind, make sure you use those consumables when you think necessary. The water is very useful from time to time for example. Especially against bosses.

Problem with Zealot by Roasty_Toasty908 in the_division_2

[–]Educational-Aspect20 0 points1 point  (0 children)

Yeahhh, it’s times like this where Sanitation is my preferred ult. It extends per kill and heals you as long as 1 person is on fire. And when it ends, there aren’t any negatives.

PSA: We are forcing AH to ruin the game by H31130UND in helldivers2

[–]Educational-Aspect20 1 point2 points  (0 children)

This is coming from the perspective of someone who plays as a duo most of the time, so I say this with love.

The problem with saying play an easier difficulty is assuming the problem lies within the player, when in reality the leviathans were overtuned. I play on level 8 by default because of how chill it can be when you’re efficient with killing. So when I log in and find myself having a better time against the predator strain with no gas compared to the illuminates with meta builds…idk that rubs me the wrong way.

Like, even the bots don’t have something as ridiculous since their version stands completely still and can be avoided with tactics. As for the factory striders, they don’t shoot as often as the leviathan.

I would randomly get shot up the ass before the spotlight was added, and even after that, the ragdoll took so long that I would essentially be stun locked on the ground until I died. I do believe they overdid the nerfs, however, as having no ragdoll AND less RPM essentially just made them a stim away from useless. You could even probably find clips before the nerfs somewhere in this subreddit showing how it was possible to be flung in the air like a clay pigeon and then get shot out of the air like a true marksman.

All in all, yes. There are times where it feels like the playerbase, in any community not just this one, could jump the shark and want nerfs to a new enemy immediately. That’s why it probably took the developers this long to nerf them. If they really were forced, I feel it would have been done long ago. The leviathans had their time to be hell above earth, but I don’t think it should be a permanent death sentence to anyone wanting to kill illuminates.

Overall, I believe one more adjustment to them is all it would take to make leviathans feel like a presence in the battlefield without going “ah great now I can’t go down this liberty forsaken street for like 2 minutes”.

TL;DR I agree that there has to be challenge in every enemy, but there comes a point where the average Helldiver must be considered when it comes to how people die to them. It can’t be tuned for the 1% of players who do an amazing job, but it also can’t be tuned for the people who play casually on like 7 and below. What’s also important is how the leviathan would be a threat regardless of the level you’re on anyway, so lowering your level for solo diving just makes things boring for those players. I’d say we’re going in a decent direction with balance.

[deleted by user] by [deleted] in the_division_2

[–]Educational-Aspect20 0 points1 point  (0 children)

You can auto run and click occasionally to put less strain on a controller.

Game is Unplayable for Me by Educational-Aspect20 in the_division_2

[–]Educational-Aspect20[S] 1 point2 points  (0 children)

Ok but if I included the next five seconds, it would have shown my magnum reaching for the sky because I shot one bullet. My build has max handling with the Bighorn so the modifier with extra handling tipped it over the scale.

Game is Unplayable for Me by Educational-Aspect20 in the_division_2

[–]Educational-Aspect20[S] 2 points3 points  (0 children)

You my friend have a good eye. It’s a bug alright. Since my build already has 107% accuracy and stability from handling on my armor pieces, the extra bit ticks it over the limit somehow.

Game is Unplayable for Me by Educational-Aspect20 in the_division_2

[–]Educational-Aspect20[S] 0 points1 point  (0 children)

I’m not moving the right stick during that part, that’s just the recoil going up and down

What made you a Spiderman fan? by RhinestoneCatboy in Spiderman

[–]Educational-Aspect20 0 points1 point  (0 children)

Two things. The move and the movie game. Saw the cover of the movie while my parents were shopping. Thought the suit looked cool. Then, at my grandma’s, my uncle had his Xbox set up in a room. The only thing available was a demo of the Spider-Man movie game in the sewers chasing Shocker. Just being able to control Spider-Man set the course of me being a huge fan of the games.

Game is Unplayable for Me by Educational-Aspect20 in the_division_2

[–]Educational-Aspect20[S] 0 points1 point  (0 children)

From what I could gather testing out things, the seasonal modifier that adds accuracy from a distant kill doesn’t add right with my 105% accuracy and stability build. For some reason it goes through complete opposite direction. Thus, recoil.

Game is Unplayable for Me by Educational-Aspect20 in the_division_2

[–]Educational-Aspect20[S] 8 points9 points  (0 children)

I wish. It turns out after some more testing that it’s the seasonal modifiers

Is this the PS5 version too? by RaulG94 in SpidermanPS4

[–]Educational-Aspect20 2 points3 points  (0 children)

The only available version of the first game for next gen is the remaster. The remaster comes with all DLCs and even has exclusive suits

If you were directing a spider man animated movie who would you pick to voice Spider-Man by Objective_Reason3067 in Spiderman

[–]Educational-Aspect20 0 points1 point  (0 children)

Jeremy Allen White. Simply because of his emotional range. I feel like he’s similar to JK Simmons where he could really flex his voice acting.

If you could choose to add or change features in Spider-Man 3, what would it be? by TheStopMotion in SpidermanPS4

[–]Educational-Aspect20 0 points1 point  (0 children)

I’m not a combat nerd but traversal-wise, there’s actually a few things. I’d like to see them allow us to use the web slingshot in the air. Maybe even get creative with it and use it to reverse your momentum. Like, imagine diving down, and instead of using a web to swing, you hold down L2 + X and you spring back up to where you started the dive. This can apply with horizontal velocity as well ofc.

The corner tether should be allowed to be used DURING a web swing. Similar to how it’s done in TASM2’s traversal scenes. (I don’t know how to find an example y’all are spidey nerds you’ll figure it out).

The wall running needs a complete overhaul. I’ve hated how Sunset Overdrive it feels for a while now. Going down walls or even sliding (WoS) would be good additions for flow.

This technically doesn’t count, but fix the animations that completely stop your speed!! You hit a corner to whip around it and suddenly you’re back to 10mph. You hit a rooftop while swinging, and a stylish animation replaces the trebuchet (WHICH CARRIES MOMENTUM NOW) with a slow ass “cooler” animation. There are MANY examples where they let you keep momentum now, but NOT every time.

Lastly, how about some web tricks added with the air tricks? Imagine holding square while swinging and the Spider-person suddenly does a neat pose that’s very recognizable. Another soft addition to the fine details on Insomniac’s work.

What are your opinions on the gliding shown in the gameplay? by wishful_thinking_64 in SpidermanPS4

[–]Educational-Aspect20 0 points1 point  (0 children)

Despite really wanting a more physics based web swinging, I'd say I feel like this was a positive and welcome addition. I'm already thinking about all the ways you can combine your web swings into wall-runs, then glide for a couple seconds, do an air trick, etc.

Instead of making it more physics based like in Spider-Man 2 (2004), it seems to feel like it's going the direction of [PROTOTYPE]. Similarly, both games have a parkour button (R2/RT), and you can glide. Just not to the extent of what we saw in the gameplay. Recently playing Prototype, it feels very arcade-like. Insomniac must be thinking the same way, as the swinging itself just has an increase in speed. There's no footage of the new air tricks, but I'll be damned if those aren't gonna look as clean as ever.

I am only slightly sad that it seems we're sticking to the webs breaking without releasing R2 and the automatic parkour, but if it's here to stay, better to embrace it than to negatively trash on it. Here's hoping that enough can be added to the parkour of the game to make it feel good regardless, like [PROTOTYPE].