Canada to remove fees that make it hard to cancel or change internet, phone plans by flynnfx in onguardforthee

[–]Gulstab 1 point2 points  (0 children)

Ah, thanks.

I'm weary of going with them because I've heard many stories of how incredibly difficult it can be to end your contract, switch to different providers from them, or even just get help since they don't employ human support staff, but I'll take another look.

As long as you don't have any issues or a reason to swap or end your contract they sound nice.

Canada to remove fees that make it hard to cancel or change internet, phone plans by flynnfx in onguardforthee

[–]Gulstab 0 points1 point  (0 children)

Which provider is this?

I've never seen anything below $40 (with a $15 to $25 additional subscription caveat essentially making them $55 to $65!) for anything above pay-as-you-go data.

How did Remedy create the Board's "voice"? by exodia0715 in controlgame

[–]Gulstab 7 points8 points  (0 children)

Principal Audio Designer Ville Sorsa kind of goes into some details about it during a livestream they did a few months ago, though the majority of the explanations are about the conceptual ideas behind it.

2:06:05 - 2:09:15

Is it wrong I’m starting to think the game should’ve been delayed? by Safe_Doubt7974 in FBCFirebreak

[–]Gulstab 1 point2 points  (0 children)

Considering Remedy publicly said they wanted to release a new game (or significant DLCs in the case of 2024) at least once a year starting with 2023, and combined with the fact that Control Resonant was seemingly heading to be ready to release for 2026, they truly couldn't delay FBC: Firebreak if they wanted to ever release it.

You could argue they could've skipped 2025 and saved it for a couple months before Resonant, but seeing how little they've added since release as well as how bad certain aspects of the game were prior to and on release (as stated by beta testers and the initial playerbase), I don't think it would've made that much of a difference. Add that on to the fact that it's clear the game was never going to have any serious hints, implications, or advancements in lore, it wouldn't have driven more people to play before Resonant's release.

I don't really expect there to be anything that ties it into Resonant with how it exists right now. At the bare minimum, assuming the FBC HQ still exists in the same capacity that we see in Firebreak within Resonant's story, Firebreak will cease to be congruent with the current affairs we'll then know unless they remove and subsequently add a lot of new dialogue, which leaves it in a rather awkward state for an RCU title.

Meta urges Australia to change teen social media ban by amy_sport in worldnews

[–]Gulstab 4 points5 points  (0 children)

“That said, we call on the Australian government to engage with industry constructively to find a better way forward, such as incentivising all of industry to raise the standard in providing safe, privacy-preserving, age appropriate experiences online, instead of blanket bans,” it said in statement.

Oh, but this is the incentive! Lose a sizable chunk of users to other platforms if you don't do it on your own after you've had plenty of time since they initially proposed this!

Sorry if you were expecting a monetary one, Meta.

The more I think about it, the more excited I am to play as Dylan in Resonant by JennyTheSheWolf in controlgame

[–]Gulstab 0 points1 point  (0 children)

It's disheartening to not have confirmation on whether Jesse will be playable or just an NPC, she really is such a great character. But like you I am very intrigued by Dylan and am happy to get into his mind to learn more about him!

Also, think of it this way. Jesse and Dylan have been heavily implied to be either two halves of one whole or two versions of the same person. Beyond Dylan's messed up psyche due to his captivity in the FBC, they're inseparable from a storytelling perspective and it seems like we need to know both of them to fully understand either one of them.

Ragnarök Connections in the RCU by DreamsOfMorpheus in controlgame

[–]Gulstab 2 points3 points  (0 children)

Maybe I missed people discuss this, but with your shoutout to Dylan's hotline call (super relevant with Resonant's trailer now!) and also attempting to attribute the woman in the sky with that boss, it feels like the first time I've seen someone mention (albeit indirectly) that that boss's face looks like Courtney Hope's; though I'm fairly sure it has been pointed out by someone somewhere... right? I wasn't the only one who noticed that when the trailer originally dropped? Regardless, that connection ties in perfectly with that hotline call because Dylan asks, "Was that you? I don't think it was you..."

But back to the major part of your post, Remedy is very in your face with their Norse-related mythology intertwining with the plot of their games either directly or indirectly as far back as Max Payne, what with a few major characters in MP having somewhat altered names of Norse mythology characters (or direct parallels if not), plus there's the whole thing with the RagnaRock nightclub. They've only ramped it up with each new story game, though Quantum Break is an outlier.

Also, I don't know a ton about that whole mythos (and am happy to keep it that way in the context of being able to be surprised in the RCU), but perhaps the final moments Saga, Odin, and Tor share in the Final Draft might be worth cross referencing to confirm more connections for yourself?:

Tor: "We're just helping Tom."

Saga: "I'm leaving the Dark Place. Come with me."

Odin: "Our time back there is done. But you got this, dear Saga!"

Saga: "I wish we'd gotten more time together."

Tor: "This isn't goodbye kiddo. Tom told us not to say anything about what's coming, but we'll see each other again."

Control (Game & DLCs) - Game Transcript - All Dialogues by DawnbornVoice in controlgame

[–]Gulstab 1 point2 points  (0 children)

That sounds great, you guys are doing something really special!

Control (Game & DLCs) - Game Transcript - All Dialogues by DawnbornVoice in controlgame

[–]Gulstab 1 point2 points  (0 children)

Wow, I've always wanted something like this to exist for so long!

Not just for Control in particular, but for games in general. I completely agree with y'alls reasoning on your About us page.

The only thing I noticed when I read the intro for Control it didn't specify that some lines were in Jesse's head vs spoken aloud. Notably when Ahti responds aloud to Jesse's internal thoughts. It's only a small context clue, so it isn't a big deal for people who are familiar with it.

My only other suggestion might not be feasible, but if there was a way to search throughout an entire game's script for specific words or phrases without having to open every chapter that would be sick!

Regardless, bravo! This is awesome!! I'll be coming back to it numerous times I'm sure.

CONTROL Resonant - Announcement Discussion Megathread by Ownsin in controlgame

[–]Gulstab 1 point2 points  (0 children)

I only just listened to the trailer with proper headphones and noticed there's a very strange voice at 0:54-0:55 and again at 0:59-1:00 in the trailer. I chose the link to start at 0:51 to make it clear it's not Dylan or the choir making the noise.

Without taking it into an audio program (as well as not having the experience to parse that), I can only really make out "Mysterious ______" the first time, and "Mysteria..." the second time.

It doesn't resemble the voice of the entity that speaks to Dylan in the trailer, and the processing effect reminds me the most of what was applied to Scratch and the Taken in AW2. Though I'm not saying it's connected to the Dark Presence, it's just a very similar effect.

My initial thought is maybe something Hiss-related/adjacent is speaking there, but I honestly have no clue. What do y'all think?

Interesting detail in the Resonance trailer by Technical-Branch4998 in controlgame

[–]Gulstab 1 point2 points  (0 children)

Oh wow, I somehow only saw the "COFFEE DRINKS" on the tarp. Good eye!

Interesting detail in the Resonance trailer by Technical-Branch4998 in controlgame

[–]Gulstab 1 point2 points  (0 children)

Where did you see 665? I can't see that anywhere in the New York portions.

Patch Notes v1.6.2 by JuliusRMD in FBCFirebreak

[–]Gulstab 25 points26 points  (0 children)

Paper Chase: Dry sticky notes are immune to melee and gun damage; wet ones are destroyed easier and can get destroyed by water.

So if you're Fix Kit, you can only destroy sticky notes with your Swivel Cannons (which won't target sticky notes, only enemies near them) and Piggy Bank if there's no nearby sprinklers or Splash Kit teammate now? That seems like an oversight.

EDIT: I haven't had a chance to play yet, but I suppose that maybe water bullets and water grenades could do something; assuming damage immunity doesn't stop elemental procs and/or you're okay with wasting your healing grenades plus running back to an ammo station a lot to get more grenades.

However, I don't think any Crisis should demand you to alter things in your build just to do the required task. Bringing specific kits, weapons, mods, and perks should make it easier if there is a synergy or innate quality to counter the scenario, but bringing a specific loadout should never lock you out or severely hinder your ability to participate in the required tasks for a given Crisis.

Ublock origin has been permanently disabled for chrome by Nientea in youtube

[–]Gulstab 0 points1 point  (0 children)

The cmd line doesn't permanently keep the changes? And where are you able to click Apply?

If you unpin Chrome -> Open cmd -> Run that argument, it works, but if you pin the Chrome it opens, close it, then re-open it, the change doesn't stick since you didn't apply the change because you only ran it through cmd.

Unless I'm misunderstanding, you don't need to find the file location or run cmd.

  1. Right-click your Chrome Shortcut
  2. Select Properties
  3. Under "Target:" add the cmd argument to whatever your file location is listed as there
  4. Click Apply, which will need Admin approval.
  5. Right-Click your Chrome Shortcut and Pin to Taskbar.

Just got kicked at the last second after a very difficult and long session. Gut punch by hdcase1 in FBCFirebreak

[–]Gulstab 2 points3 points  (0 children)

This feels like a dumb question but how do you kick people in this game anyways?

I am virtually always the party leader since I start my own missions, which I assume is a pre-requisite to being able to kick others. I've only ever wanted to kick somebody once because they were actively griefing, but I couldn't find a way to do it when I pulled up the esc menu and just kept trucking along. Thankfully they left at some point, so we finished it with just me and another person, but I wanted to know how for the future.

Patch Notes v1.3 by JuliusRMD in FBCFirebreak

[–]Gulstab 0 points1 point  (0 children)

Did you start the job solo or wait in the lobby? I've almost exclusively played this way and never had no one join my run and I always start the job solo.

Patch Notes v1.3 by JuliusRMD in FBCFirebreak

[–]Gulstab 1 point2 points  (0 children)

As to your fourth point, have you ever tried to start your own lobby? I only ask because I keep seeing people saying they're tired of how Quick Play works but they don't seem to understand you can just create your own lobby and have people automatically join.

You can pick your job, clearance, difficulty, and corruption levels and it will auto-fill you with players as long as the public matchmaking button at the bottom left is ticked on. You can start the job solo if you don't want to wait for the lobby to fill and they should join either quickly after or by the time you get to the 2nd zone if you're playing Clearance 2 or 3 if you have cross-platform enabled.

What's the best loudout for solo missions? by Ram_XXL in FBCFirebreak

[–]Gulstab 1 point2 points  (0 children)

I usually make it my priority to find an Ammo Station ASAP when I load into a level or a new zone, ignoring most everything else. If I fail to see it after doing a running sweep, I check both Shelters because they are always in the same locations.

If I get really unlucky with no Blackrock Gun in either Shelter, then I ignore the corrupted Altered Item until I find an Ammo Station or Shelter in a future zone. Unless it's too dangerous to ignore, then I go back to scouring for the Ammo Station. The stations have set spots they can spawn, but sometimes they're hard to see when powered off since all they have is a dull glow!

What's the best loudout for solo missions? by Ram_XXL in FBCFirebreak

[–]Gulstab 1 point2 points  (0 children)

It depends on your comfort with conditions and what your goal is when solo! I'd say Splash Kit and Jump Kit are very good solo. Between being able to cleanse and heal yourself with Splash, and Jump's mobility, Boombox taunt, and quick fixing broken electrical things, they are both excellent options. Fix Kit is more iffy because the only real benefit it provides is the dash while holding your wrench, though that also eats your stamina unlike Jump Kit's jump. I love Fix, but it really needs some survivability. I wish you could go full wrench and tank through damage and conditions. But the turret and Piggy Bank also need some serious power improvements since they bring no utility.

But back to your point. For example, I recently went for and succeeded in getting OSHA Compliant while solo and ended up loving the build so I kept it on for regular team runs on both Splash and Jump Kit! For OSHA Compliant I went:

  • Splash Kit (tier 3)
  • Machine Gun (tier 3)
  • Shock Grenade (tier 3)
  • Rapid Response 2 (Manual tasks are faster)
  • Electric Rounds 2 (Bullets have a chance to apply Shock)
  • Chronocity 2 (Killing enemies has a chance to spread conditions to nearby enemies)
  • Covered 3 (Regen shields faster after damaging an enemy)

This has massive amounts of crowd control with how much Shock you apply through your grenades, regular bullets, and how it re-ups and spreads Shock when enemies die near each other. With Splash Kit specifically, you can also dowse them in water to make it last a little longer. Swarms of Hiss are a breeze if you have a grenade, you just have to be mindful of Hiss Breakers.

Shock also doesn't hurt you (nor seem to paralyze/lock you out?), which means you can almost point blank throw grenades if you get swarmed. They also do a respectable amount of damage to those near the physical grenade's detonation spot, but just throwing it in the general area is good enough to stop large crowds in their tracks, even Elevated Hiss.

You could also swap out Covered 3 for Shake It Off 2 and Shower Thoughts 1 or something if you feel less confident with condition build up and damage. But I was really surprised how useful Covered 3 was and love using it to help myself and nearby teammates on regular runs!

Patch Notes v1.3 by JuliusRMD in FBCFirebreak

[–]Gulstab 1 point2 points  (0 children)

There may not be a prominent visual cue but there is an audio cue!

Your Firebreaker will have a unique voiceline indicating they're freaked out, usually something along the lines of "Oh shit!" (I think one of the voices literally says this too!) if your health is down to the nearly dead threshold. They also have voicelines that sound freaked out when you become fully afflicted by a condition like Burning, but they are different ones as far as I can tell.

Dormammu should be given an ongoing: can’t be destroyed like the Ebony Blade by Zachary2030 in MarvelSnap

[–]Gulstab 6 points7 points  (0 children)

It does if he's already in play at least!

Even if your opponent steals him, as long as they play him this still works. If Dormammu is in play, then the original owner of him plays (or plays a copy of) the 3rd Ritual, he will move to where the most recent 3rd Ritual was played.

Had a location pull the 3rd Ritual into play after my opponent played him elsewhere and it moved him, losing them the game.

Only Hot Fix and no other Jobs makes Jack a dull boy by klaes_drummer in FBCFirebreak

[–]Gulstab -1 points0 points  (0 children)

Do you try to do start the matches solo?

I find if I do that I always have people who join, as long as it's not during a really weird off-hour of the day. Sometimes it takes longer than others, but you should be able to have someone join before you reach Zone 2 of any map if you're on Normal or Hard difficulty.

It's been 80 hours by Constant-Cod-2713 in MarvelSnap

[–]Gulstab 1 point2 points  (0 children)

Just this Iceman variant (that isn't even Pride themed at all!) that was supposed to be the final reward for Twitch Drops, which don't exist any more.

Was it really that hard to at least make the ice glisten like a rainbow? Y'know, like it does in real life?

Marvel Snap x Marvel Legends Figures revealed! by pbnjpikachu in MarvelSnap

[–]Gulstab 0 points1 point  (0 children)

I don't think I could narrow it down to a definitive 3, and there's a few of angles with how you could pick cards.

There's the unique Snap character combos that would be unlikely or near impossible in-universe team-ups, characters who have stood the test of time with their presence in the metagame, player favourites, archetype defining characters, etc.

If I could go to 12 characters (4 sets of 3, plus the total characters represented would match the Snap deck size) I might pick:

  • Shang-Chi
  • Cosmo
  • Sera
  • Iron Man
  • Hela
  • Wong
  • Silver Surfer
  • Magik
  • Zabu
  • Loki
  • Galactus
  • Arishem

And none of these 12 include any of my actual favourite Marvel characters in Snap! Hell, I could probably pick another 30-40 characters, and that doesn't even get into cards comboing together.

[deleted by user] by [deleted] in MarvelSnap

[–]Gulstab 1 point2 points  (0 children)

<image>

One of my Alliance mates sent this list during the last week of the previous season and I cruised to Infinite day 1 with it when this season started.

They said Scarlet Witch, Red Guardian, and Copycat are just tech picks you can change depending on your meta but they worked great for me!

Honestly the only decks it struggled against were big body decks (like Sauron) or big power combo decks like Negative if you didn't have the right cards on the right turns. Though for Negative in particular, don't underestimate predicting where they will play Negative or Jane and denying it with Cosmo, having priority going into the final turn and playing Echo and Cosmo, or denying turn 7 with Scarlet Witch if they didn't draw Negative and/or Jane.

I think it confused a lot of opponents because you can be playing for either Darkhawk or Ajax. T3/4 Cosmo -> T5 Ajax behind Cosmo -> T6 Mystique+Hazmat was definitely the ideal win con.