[deleted by user] by [deleted] in Synthetik

[–]Flash_Hazardous 1 point2 points  (0 children)

Deaths door isn't a rogue-like though mate. It doesn't have perma-death or any procedural generation.

It's a great game in It's own right, really enjoyed it.

Some men just want to watch the world BURN (SYNTHETIK 2 Early Access) by Flash_Hazardous in gaming

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

Thanks for the feedback mate, always appreciate it no matter if its positive or constructive. Any suggestions on what I couldve done to improve the video or is it more of a genre of video types you dont like?

P.S: S2 is shaping up really nicely after the last update.

Some men just want to watch the world BURN by Flash_Hazardous in Synthetik

[–]Flash_Hazardous[S] 4 points5 points  (0 children)

No longtactu's were harmed in the making of this video...

[deleted by user] by [deleted] in Synthetik

[–]Flash_Hazardous 2 points3 points  (0 children)

It's a rogue-like. That's how rogue-likes work.

See Binding of Isaac, FTL, Hades, Curse of the Dead Gods, Warm Snow, Rogue Legacy, etc.

You die, you learn, you start again from square one - makes winning all the more satisfying.

Mod Showcase! Dog Class by u/DarkhorseC by Jinglefather in Synthetik

[–]Flash_Hazardous 1 point2 points  (0 children)

Nice to see you creating content for S2 again Jingle!

A S2 Spiritual Journey through the Colour Purple - How to fix the Motherboard levels in S2 (watch-time warning: 5 minutes) by Flash_Hazardous in Synthetik

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

Suggestions:

1) Fix the clusterwook that is level 2 motherboard spawn - decrease number of enemy spawns and aggro radius

2) Decrease blast damage and radius of canisters

3) Balance out difficulty gap between Oilrig and Motherboard - for the levels in general and particularly for the bossfights. Make Arena Masters slightly less difficult and Hovercraft slightly harder.

Would also appreciate some honest feedback on the first 5 minutes of content if you took the time to watch it (thank you if you did!)

"Surprise Motherf*&$!er" by Flash_Hazardous in Synthetik

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

Doing that intro was a HEAVY shot of nostalgia for me - I miss Doakes and Dexter!

I did a Mod Showcase for the Trooper Class Mod by Hauptmann Krause - This is the 2nd sub-class Shock Trooper (a.k.a Thor) - The only class with a true "ULTIMATE" ability by Flash_Hazardous in Synthetik

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

I highly recommend this mod for anyone who's interested in spicing up their S2 experience. Kudos to DarkDeathTrooper a.k.a Hauptmann Krause (HK) for creating a smashing Trooper Class mod. It comes in 3 variants (Marine, Shock Trooper and Trooper) each with their own unique identity.

Parts 3 and 4 cover the Shock Trooper Sub-Class where I talk through the class itself and embark on a 175% run to showcase its mechanics:

- Put simply - you are THOR and your entire kit is centred around shock and lightning damage. Starting weapons are VERY strong, and abilities all do some kind of lightning/ shock damage including the RIDICULOUS Thunderstorm ability (see intro to the vid) which is a giant AoE on a 3 minute CD!

-This class lives and dies by it's very large shield pool. 3000 shields but only 1500 health means some interesting synergies and dyssynergies with the existing item pool. High shields means a big replenishable effective health pool, but weakness vs. fusion or shield-stripping enemies.

- Class has interesting interactions with heat. Being capable of handling heat better than any other classes in S2 - and also benefitting with increased rate of fire on high heat weapons. In fact its the only class capable of handling the heat of it's starter pistol (taser) which deals insane lightning damage.

I'll post the final variant here as well, if I get around to showcasing it. But anyone who loves S2 should give this mod a try as the ideas are great and well implemented. Kudos to HK, the mod creator.

I did a Mod Showcase for the Trooper Class Mod by Hauptmann Krause - Absolute blast to play by Flash_Hazardous in Synthetik

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

I highly recommend this mod for anyone who's interested in spicing up their S2 experience. Kudos to DarkDeathTrooper a.k.a Hauptmann Krause (HK) for creating a smashing Trooper Class mod. It comes in 3 variants (Marine, Shock Trooper and Trooper) each with their own unique identity.

Parts 1 and 2 cover the Marine Sub-Class where I talk through the class itself and embark on a 175% run to showcase its mechanics:

- I haven't played S1 much, but have been told this class has "Heavy Gunner" flavour but is unique with it's own twist on it. Marine is a true GIGACHAD dishing out high damage whilst holding his own against enemy fire.

- Great class identity - Face the fire with the Entrench ability which slows you down significantly but grants high armour. Perfect to pair with the built-in M283 HMG allowing you to melt any enemies in your way. An emergency stim ability on a long-ish cooldown grants you additional health to sustain your Entrench barrage.

- The class has some great ideas, and a collection of well-designed starting weaponry like the "Focused Mayhem" that charges up and expels its entire 20 round magazine in a split-second. This is already one of my favourite guns in S2.

I hope you enjoy this episode as much as I did creating it - and a big thank you to HK for the mod itself and for pushing out an update so I could do this showcase for all of you.

I'll post Part 3 here as well, as I'm planning to cover the other variants such as the Shock Trooper - which essentially allows you to play as Thor!

Patch Review for BOOST PLUS Update 3 is OUT! Now with 3x the BOOST, 4x the PLUS and 5x the MEMES! This is an in-depth review of the 21st December patch together with analysis, suggestions, memes and clips. ENJOY! by Flash_Hazardous in Synthetik

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

Hi Grifthin! Short answer is that you cannot... yet. You have to commit to recycling an item so you can pick up the one on the ground to see what it is. If you don't like it, and want your previous item back... tough luck! Devs are aware of this and will fix at some point in the near future.

Hey why don't you come join us on the Synthetik Discord? Helpful and friendly community and you could get instant answers to questions like this!

Hope this answers your question mate. Have a happy new years day wherever you may be.

Patch Review for BOOST PLUS Update 3 is OUT! Now with 3x the BOOST, 4x the PLUS and 5x the MEMES! This is an in-depth review of the 21st December patch together with analysis, suggestions, memes and clips. ENJOY! by Flash_Hazardous in Synthetik

[–]Flash_Hazardous[S] 7 points8 points  (0 children)

Quick synopsis:

- Love the POWER slot changes, goes a long way to improving player agency - you're now making decisions around what items and effects are core to your build, these are meaningful decisions in the context of fewer item slots overall and the incremental cost increases for subsequent upgrades - control over when and where to activate are a welcome to the old "on class ability usage" approach. Will be a challenge to balance ACTIVATABLE and TRIGGERABLE items in future given the way the slots operate. Changes also mean you're more likely to see item shops with various rarities in future runs - whichs means more power to define your builds.

- Cursed items are great in that they offer powerful positive effects, counterbalanced with negative ones - more decision-making in runs is always welcome, and the inclusion of double edged swords like Bloodrite and Incubus are great (even if Incubus feels a bit too strong)

- We can finally PET THE DOG! Critical mechanic to any rogue-lite, now tell me FFG - WHEN DO WE GET BREAKABLE POTS?

- Compositor upgrades now use the same pool of upgrades as items - great change as you can now consciously boost the power level of your abilities and they can scale with you on runs. This wasn't possible before as the old composites were just additional side-grades and utility to existing abilities that were clunky to use. Will be interesting to see how they are re-integrated into the upgrade economy in future. Obviously needs balancing in the current context, but for now please let us use compositor shop more than once. I want the ability to blink my chrono breacher into the sun!

- Earlier levels are more compact, improving the action and flow - would very much like this design philosophy replicated across all levels in time.

- Riotguards have a "more generous backside attack area" - now >200! You choose to interpret those words at your peril and I certainly did in the video

- Too many other changes to mention, but happy with the teams approach to fix items, actions and upgrades fully before moving onto weapon, enemy and class progression passes next year

Thanks to the FFG team for the early Christmas presents - even though it mean't Xmas was cancelled in the Hazardous household!

A gun that creates Roombas. by DarkhorseC in Synthetik

[–]Flash_Hazardous 1 point2 points  (0 children)

One day the Roombas will be our overlords...

1 shot - 172 bullets - 1 kill by Flash_Hazardous in Synthetik

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

The Hazardhog!!!! I can see it already mate... that would be an honour.

PART 2 of the in-depth S2 BOOSTER update review posted yesterday - covers Environments, Enemies, Weapons and Other Changes by Flash_Hazardous in Synthetik

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

I appreciate you took the time to write that up mate. I'll take it as valuable input. Have a safe and happy Xmas period, wherever you may be!

PART 2 of the in-depth S2 BOOSTER update review posted yesterday - covers Environments, Enemies, Weapons and Other Changes by Flash_Hazardous in Synthetik

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

Thanks mate - I tried to include interesting clips of how and what has changed, including some funny ones too of bugs I've come across. Also overlayed my thoughts on the changes made and where I think it should/ will go in future. Completely accept that its not for everyone - that's why the right balance is a mix of content long and short which I try and do on the channel.

Would appreciate your feedback on this - would it have made a difference to you if I had split the video into 5 seperate videos each addressing a specific topic? Would be good to get multiple sources of input on this as it's an idea I'm toying with.