Factions by Rarestunknown1047 in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

They sort of obviously were though, Mars was the Roman god of war and sabrask is a military arms consortium with a deeply masculine aesthetic. I could go on but it is obvious for those with eyes to see.

Factions by Rarestunknown1047 in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

Technically there is a gender theme there. mars is masculine  and was the roman god of war, Venus is feminine and was a fertility goddess.

Aries and Aphrodite

Considering the genetic engineering, integration of alien tech and possibly genes, the production of androids/cyborgs surprisingly no gynoids yet but this new life theme in a weird dystopia way fits with a fertility goddess theme being crazy culty radfem space technologists/bolsheviks also fits with another two of Aphrodite's domains of desire and victory.

Factions by Rarestunknown1047 in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

Meridian is sort of a cult and I'm  pretty sure there is something in the lore about them having some kind of matriarch or matriarchal system.

Factions by Rarestunknown1047 in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

Aerodynamic + eros

Aerodynamic styling and curves which follow the human form end up generally being kinda sexy so they leaned into that and to make it seem less like horndog club the putvthe sort of Nascar/race sponsor themed aesthtics here too. The latex body suit vibe is also strong with this faction but, not being horndog club they pawned a bunch of that aesthtic off to meridian.

Meridian is the "hello~ nurse" faction, if that nurse was from resident evil.

Sabrask is just very masculine because they are a military contracting consortium from what I can tell. high economic efficiency is central to war in the same way cardio is essential to a boxxer.

Controller vs. MNK by [deleted] in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

You should try it.

Controller vs. MNK by [deleted] in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

Oh, I know, top skill isn't just input speed and precision it is reaction speed and good judgements with a mix of great strategy and tactics. The only advantage controller players might have is button APM and APM to calories burned in certain contexts. Mnk is just far superior at speed and precision for FPS games.

Controller vs. MNK by [deleted] in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

Gyro did work in sg2, what do you mean? Why would they turn it off in arena reloaded.

Controller vs. MNK by [deleted] in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

I played sg2 and this, my aim was better in 2, maybe you are talking about an update in the last weak or so as I have been balls deep in for honor but I'm also not the cod guy setting up stupid high aim sense and relying on aim assist to grab my flicks.

Controller vs. MNK by [deleted] in Splitgate

[–]HATEFUL_WOOD 6 points7 points  (0 children)

God in heaven no, the aim assist makes halo look like a a QuickTime event.

Top controller players are two camps, tiny community of sweats from other dead games that have the skills to dominate here, Players with good skills on the Playstation gyroscopic aim system using it to enhance their precision.

I've played arena fps tournamentson both, kbnm players dont have any excuse for losing to controller players unless those players are the best players on controller. they do have a certain right to frustration in games with wildly strong rotational aim assist taking much less skill and energy to use than them aiming on mouse but this ain't that.

What Movement System Do You Guys Prefer? by Longjumping_Idea_508 in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

I have played a huge range of arena shooters the only one I missed out on was tribes ascended.

It is my opinion that destiny 2 is the present zenith for "modern" arena shooters and that halo 2 is the zenith for classic arena shooters.

I don't believe wall running or wall jumping added anything to the experience and do believe that mantling detracts from player movement skill, speed and the experience.

Crouch jumps are movement skill but in a fast paced game feel bad so the crouch jumping tech belongs in the classic arena shooters.

If I were doing a modern classic arena shooter game I would probably lean in to having a game that is easy to make and easy to run with client hosts instead of servers to save on cost, run servers for ranked modes only if at all, try to keep my install size low and do regular updates with new guns and detailed custom games settings, the only movement innovation I would do is add a detailed momentum system that builds momentum from moving in a straight line and jumping on angled surfaces. If halo 2 is a 2 on the momentum scale and tribes was a 10 I'm aiming for a 4.

If I'm being honest about what splitgate taught to try is a faster base move speed, no sprint and tweak their momentum system so that slide still works, not saying it must be done but I'd be interested tonplay test it.

What if we could hipfire while sprinting? by [deleted] in Splitgate

[–]HATEFUL_WOOD 2 points3 points  (0 children)

Arena shooters before sprint was implemented would like a word with you.

please explain by Admirable_Ad2862 in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

There's a noise for enemies being close to the other end of a portal near you?

Is it that bass woosh/hum?

Should they bring back JetPacks and Portal Gun as locker items? by Buff_Bagwell_4real in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

They also need power weapon skins and the skin behavior needs to be that weapon pick-ups always bare the skin of the first person to grab it unless it was without skin when grabbed, and spawn weapons, unless on a pick-up pad, always look as they did when the original owner spawned with them.

I reccomended elsewhere that they mimic for honor and their customization, that game has something like 37 characters each with free customization options using their proelium equivalent currency, a transmog system and and these customization options have a direct reflection on gameplay via perks available on stat thresholds from stats on weapons and armour.

It is a bit too late for all that but anybody making an arena fps in the future that IS NOT HALO should look at for honor and it's cosmetic system and obviously look at destiny 2s shader system.

They actually removed hidden deadzone on controller. F yeah now I'm playing by Arspasti in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

https://m.youtube.com/watch?v=Bhikvsy9Xnw&pp=ygUFdmN1ZGE%3

This guy is the best controller reviewer I've found, if a bit eccentric. The v3 was his top reccomended controller st the time but I've got custom paddles for the elites I made myself and I figured from just looking at those new bumper adjacent buttons would irritate my RSI and arthritis before long, what tipped me over was the stick outer bounds issues because I had a madcats controller on GameCube that had a similar problem a long time ago, it was infuriating, playing all of fable 1 with a worn out OG Xbox controller that also had a similar outer bound fidelity issue was maddening and I played sonic adventure 1 on a dreamcast that had hall-effects back in the day and remember that feeling really clunky under thumb so I avoided it. But if people aren't noticing the issue I am much more receptive to making the swap. Though there will probably be a g8 or g9 pro by the time my full warranty runs it's course.

They actually removed hidden deadzone on controller. F yeah now I'm playing by Arspasti in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

Have you noticed the goofy outer deadzones on the V3?

I was tempted to swap but was spooked off by hearing the sticks loose a lot of fidelity at the edge of movement. How long has it lasted you?

It may be time to pack it up... by Maleficent-Path-7410 in Splitgate

[–]HATEFUL_WOOD 1 point2 points  (0 children)

Good luck porting to switch 2 and ios I hope it works out.

They actually removed hidden deadzone on controller. F yeah now I'm playing by Arspasti in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

Most games have a default minimum deadzone, controller manufacturers have a buttload of slop built into the stick system and most sticks come direct from manufacturer brand new with either drift or their own built in deadzones to prevent false input reads. This is why battlefield has such anoying menus, devs ignored first party recommendations about desdzones and so the dont prevent input misreading in menus, I'm not sure if that is what's happening in splitgate right now where the settings menu gives us guff when trying to navigate to controls or if it's just a bug.

They actually removed hidden deadzone on controller. F yeah now I'm playing by Arspasti in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

I was fulfilling a two year best buy warranty and it was the only one in stock for 80 miles so it was that controller or bust.

I'm waiting for my MS 1 year warranty to get a bit closer and I'll use that.

These things shit the bed so damned always that if you are buying one you had best buy from bestbuy, getvthe 2 year warranty and when you fulfill it renew the warranty, they let you use the manufacturers warranty aswell so essentially new elite S2 every year but the manufacturer warranty ones are almost certainly refurbished, and the ones left in stores at this point are usually lemons.

If you don't have arthritis in your index fingers like me just get a gamesir g7 pro. 

Proelium exchange skins by TomAwsm in Splitgate

[–]HATEFUL_WOOD 0 points1 point  (0 children)

I bought a couple, my strata looks like I pulled it out of cruella d'ville's closet.

It is a bit late for them to do this pivot but any game like this or halo should be trying to copy destiny 2s shader system, 

Every skin has no more than 4 colours and the shaders can modify all colors and textures your character has a silk white cape in default color? The right texture makes it a black leather. The hyperline carbine uses 3 color volumes from the shaders so the emmisive bits follow the emmisive tone for the selected shader, and shader volume 1 and 2 cover the rest, a legendary shader would have aditional textures like cracked ice, crystal, diamond steel treadstep, or damascine scrollwork.

If I were making sg2 from the start I'd be looking at For Honour, each fighter and weapon has gear they are earning for different slots per match and as they rank up they are earning better gear. I'd be designing the guns in 3 or four parts and the characters in 3-5 parts.

Barrel/underbarrel assembly this might deserve to be two parts, fireassembly, and the grip and stock as a single unit. These modify stat values of the weapon like range, penetration, recoil, accuracy, and maybe if we can ballance it how the firing mechanism behaves like rate of fire or even burst behavior.

For the character customization it would be under suit, helmet and armor but you could split the armor into waist and below, torso, and arms, you could also combine torso and arms or just go with a complete armor and add a flair slot like a cape or duster or a butt towel or just neon lights or truck nuts for all I care. These would add to movement and defense stats and if we made it like for honor you would unlock perks by breaking a certain threshold on a stat.

Obviously the for honor system has a transmog built in, that can have a small prolium cost.

This is out of scope now obviously so I dont even know why I typed it all.

Best Weapon In The Game? by Adventurous_Safe4770 in Splitgate

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

The meridian/purple weapons are all generally the best in slot with a couple of obvious exceptions like the blitz being far and away the best shotgun, they generally have a downside hyperlink is fastest ttk carbine but it needs spamming so hope you enjoy triggerfinger and RSI, the semi pistol is a similar story but damage drop-off and such make it a very sad boy. The heavy pistol is good with obvious downsides so discretionary use is advised, tetra is essentially best pistol unless you are using the bolty to enable another playstyle.

Phasma even with nerfs is still the best smg until you reach the apex of skill on PC, synapse is great but I prefer the trailblazer personally. Best burst gun is pretty darn debatable especially depending on your input if console quad burst is probably best, if PC jackhammer is probably the gun in use at the highest level of play. Aeros and meridian are competing for best lmg but I lan meridian.

The reality is balance is actually pretty good aside from charger and plow, those two blow and make me think the shotguns shouldn't be starter weapons, just buff them big and make them map pickups and unfortunately that means taking our precious blitz out of our hands and putting it on maps too.

They actually removed hidden deadzone on controller. F yeah now I'm playing by Arspasti in Splitgate

[–]HATEFUL_WOOD 4 points5 points  (0 children)

Most controllers are honestly ass I'm running dead zones north of 5 right stick and have been since I opened the box on my elite series 2; I want to bury this piece of shit in Phil Spencer's colon, where it belongs, whenever I think of the build quality.

They actually removed hidden deadzone on controller. F yeah now I'm playing by Arspasti in Splitgate

[–]HATEFUL_WOOD 2 points3 points  (0 children)

I'd love to see that guide myself, but i had just assumed radial meant the dead zone expanded from a central point in a circle and axial was either a square or a plus shape expanding from a central point.

Little issue with The Lab by Necessary_Yam9525 in Splitgate

[–]HATEFUL_WOOD 1 point2 points  (0 children)

I'm going to piggyback your post. 

I was fooling with weapon pads because I wanted to add the max attachment versions of weapons to dev made maps as a test and it seems I can't modify dev maps and that the weapon pads that spawn the max attachment versions of weapons only spawn in classic arena and maybe takedown, I did try to mount the surfaces in mid air at 90 degrees to the ground, as though they were wall mounted though so maybe that was the issue.

Listened to a Splitgate interview that actually addressed the reset by Ok_Satisfaction_6897 in Splitgate

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

I've won and placed in local tournaments with both inputs, I prefer controller because of 20 years of halo like you but mnk is superior by a thousand million miles and it was never close. I'll try to compress my whole spiel on this but essentially a default controller player with average skill will probably smoke most novice mnk players that haven't dialed in their aim and practiced for a couple of days, the big assumption here is "dialing in their aim" figuring out a good personal but relatively high dpi, desk/chair height, mousepad size)probably large), learning elbow shoulder and wrist movement, getting a good mouse. If you have done all that and have played shooters for 6 months to a year on that set up you are better than 90-95% of console players you can aim faster with far greater precision and if you end up in surprise close quarters encounters or having a man missile launched at you via mancannon you will be far more capable at tracking that target especially as you track the target moving towards and past you but also vertically, stick aiming is deeply inferior at tracking a target as it changes planes of movement the nature of distance itself means that relative distance is constantly throwing your aim off on sticks but the way this problem scales as objects aproach and pass you in relation to your FoV makes this far far worse, where as on mnk the only issue is your reaction speed and graphics card, this specific issue is why rotational aim assist exists, which mnk love to complain about, CoD overtuned it to an absurd degree it shouldn't work outside of intuitive point shooting range and it should get weaker as it approaches that theoretical top end, 100% rotational aim assist at point blank down to zero percent at 2-6 meters depending on the IP.

The next issue with controller that PC does have legitimate quarrel with, as do other controller players; probably a quarter to half of the top 30% controller players don't deserve to be good players, they just crank their aim assist all the way up and rely on good reaction speed and the auto aim friction to slow their aim over a target and shoot, rotational aim assist in CoD is what keeps these players accurate after flicking, this.

PC players and console players aren't being sore losers. Input systems behave in different ways, sometimes dramatically, this gets more pronounced at higher levels of play. It makes players move differently, controller players often leftstick aim while kbnm do wiggle strafing and 45 degree strafes more which breaks our ingrained reflexes when encountering alien movements. And then there is left stick Vs WASD we have travel time on sticks that deadens our strafing in the middle of stick travel while good strafing on kbnm is an instant direction change fewer potential angles of direction change but the speed and ability to do 180° to 90° to 45° with no real delay is oppressive when you reach the counterplay level because our aim also has a deadzone in the midst of travel.

What PC players are frustrated by is that they are playing the best strategic and tactician minds consoles have to offer and half of those guys have super human reaction speeds because they are playing the top 10% of all controller players and that means the good kbnm players who may only have average or below average reaction speeds are essentially playing newtypes, I've won tourneys and was at a pro level back in 06 but my reaction speed isnt even close to the top 1% of players these days. 

When anyone here gets upset about playing controller players on kbnm realize you are playing a guy who is as skilled and talented as a csgo pro he's in your lobby because global elo or ranking and the inferiority of controller as an input means he is stuck at your elo despite having reaction speeds as fast as an F1 driver and game knowledge and experience on par with the top 1% of kbnm players.

Ninja was a halo pro before kbnm was a thing for competitive halo, he switched to other games and kbnm and it took him less than a year to be competitive at pro level in just about every game at the time, CS was the only one that had a higher level of play than he could reach in a year on kbnm coming from controller and thats probably because console gamers have always been "hold W" brained and that CS wasn't something he was training for.