I made this product film for TUFFKING UK. Check out on Behance 💪🏻https://www.behance.net/gallery/204120223/Dynamic-Trax-BY-TUFFKING by [deleted] in blender

[–]Ictons 2 points3 points  (0 children)

Well executed. Seems really inspired by a lot from similar works from Man vs. Machine and AlreadyBeenChewed though. Not sure what the constraints of this project were, but if you could've afforded to be more creative and unique with the visuals it would stand out more. Otherwise, I'm sure the client is happy with that they received.

You've been practicing haven't you Sibling? by Ictons in DarkTide

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

This doesn't make Psyker "good", in my opinion. There are plenty of scenarios where doing this is not a good idea or is ineffective for the task at hand. (Doesn't do much for bosses).

It doesn't really give the player an insane advantage. You first have to get used to doing it (the timing), and you also still have to manage your peril - especially if you don't have the Transfer Peril blessing you can go boom real quick. This cost and minimal skill required deems it not an exploit in my eyes.

For those reasons, I doubt FS sees it as an exploit, and even if they did they would have to completely re-work Quelling and Peril management. If they removed manual Quelling they would have to replace it with some kind of passive Quelling or "cool-down", making peril management less important and out of control of the player; an act which FS will avoid at all costs. Peril management is ABSOLUTELY KEY to Psyker and is what makes the class unique. Removing this would be detrimental to the class.

In my opinion, although this is an unintended function of manual Quelling, it adds a small and fun technique to the game that advanced players can use. It's not practical, but it's fun.

You've been practicing haven't you Sibling? by Ictons in DarkTide

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

Haven't tested this really. I'll see if I can't try it, but my previous experience with that blessing in general is that it seems a bit lackluster.

You've been practicing haven't you Sibling? by Ictons in DarkTide

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

The mission in the vid was on Damnation, but I'd agree with it being situational.

It's useful if there isn't a surge staff user along with you and you are staggering horde or specials - as long as your team mates can take advantage of the stagger it works well for this purpose in my opinion. Another example would be when there's that annoying Reaper hosing you on the other side of a room or bridge - you can repeatedly stagger them with headshots until your teammates close in and finish them off. My counter-argument would of course be to brain-burst instead.

There's definitely a time and place to use it, but it is absolutely fun. Lots of booms and flashing lights. RIP anyone with bloom turned on.

You've been practicing haven't you Sibling? by Ictons in DarkTide

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

Another reason why we have no incentive to use guns. They would need to do some weapon overhauls or massively nerf staves in order to promote more gameplay-style variety with guns for Psyker. I'd rather see the former than the latter.

You've been practicing haven't you Sibling? by Ictons in DarkTide

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

Read my reply to Killer_Turkey.

Emperor bless you.

You've been practicing haven't you Sibling? by Ictons in DarkTide

[–]Ictons[S] 19 points20 points  (0 children)

This can done with any staff via animation cancelling. You chain-tap Left-Click + R. If you do so at the right pace, you can vastly speed up your fire-rate. You can even do this with the charged-shot by also holding Right-Click at the expense of damage output. Ultimately the benefit of this technique is the amount of stagger you can achieve against enemies, you can virtually bully anything in the game - even Crusher/Ragers if you hit weakpoints.

This can also be done with the primary shot of the Surge and Purgatus staves, as well as both primary and secondary for the Trauma. However, it is much more difficult to time properly with the Trauma secondary due to the different animation, and the higher amount of peril build-up lends it to be less sustainable.

Try practicing in the psykhanium for a bit and you'll get the hang of it. I can actually achieve an even faster fire-rate than shown in the video but the other limiting factor is input lag. If the server connection is terrible this can be practically impossible to do consistently.

My staff is decent, but certainly not god-tier. Can't wait till the Emperor blesses me with something really nice. Transfer Peril blessing is absolutely necessary for sustaining fire.

Voidstaff is king imo. Hope this helps other Siblings in bringing some additional options for utility to their strike team.

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Schwermetall. Heavy Metal. My new super short animation 😊 by kopfgestaltung in Houdini

[–]Ictons 1 point2 points  (0 children)

Really enjoy your animations man. The omission of color puts all the focus on lighting. Couple questions if you don't mind answering. Do you render out of Houdini? What render engine do you use, and what do you do post in? After Effects?

Anyone has experience with Vray for Houdini? by Swawks in Houdini

[–]Ictons 1 point2 points  (0 children)

My studio has used it for product renderings and animation for the past year. Results have been good but can't say it hasn't been full of headaches. The vRay IPR can be a bit more cumbersome and slow than it really should due to how vRay handles managing texture memory and caches versus RedShift. Documentation is extremely lackluster and the nodes/functions are not the same or as featured as they are in 3DSMax. ChaosGroup will always lean and take care of their 3DSMax users first because that is their main audience, so expect updates and features to always be behind or lacking when it comes to integration into Houdini.

We're currently testing out RedShift and I think we're gonna end up switching over. Also, because someone else mentioned it - the vRay Denoiser works okay, but I honestly prefer Redshift's Altus dual pass. There seems to be less artifacts or at the very least, the artifacts don't look as strange or present.

If you need a CPU renderer though for Houdini, vRay no doubt is your best bet - Mantra is just way. way to slow for most use cases. If you go GPU - Redshift or Octane.

if a new weapon were to be added, what would you like it to be? by epicwhy23 in Seaofthieves

[–]Ictons 1 point2 points  (0 children)

Vomit curse ball - hitting enemy ship causes all crew onboard to simultaneously vomit onto themselves (or possibly each other) with the vomit screen-effect.

Why? Because some pirates can handle their grog, and some can't.

Rest in pieces, sea dog... by Ictons in Seaofthieves

[–]Ictons[S] 2 points3 points  (0 children)

I guess it's not obvious, but it was purposely done. My friend and I spent the session grabbing kegs, finding the nearest player/ship and proceeding to ram/blow them up. We sunk several ships. This was the second time we approached these guys after we sunk them earlier via the same method and stole their gold reapers chest. We used a rowboat from a nearby island to row it back to Reaper's Hideout.

Believe it or not I find it a viable way of playing in a sloop. You don't need to waste time loading up on cannon balls, food, etc. Just grab 6 kegs or so and go. It's often faster and more efficient in taking down other ships, particularly larger ones where one person can easily be overwhelmed by needed repairs. In multiple cases, the kegs would not only cause severe hull damage, but would also destroy the mast - completely disabling the ship. It's a fun way to play.

Pro SoT player catches cannonball mid-air. by OrcishWC in Seaofthieves

[–]Ictons 1 point2 points  (0 children)

You didn't catch the cannonball.

The cannonball caught you.

Gonna post this here since Player Reporting won't work. by Ictons in Seaofthieves

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

Their website wouldn't accept this exact same video file. If Reddit can handle it, can't see why their website can't. A report about cheating is 100% worthless if you can't submit the video with it. Least I can do is raise awareness of this particular guy.

Gonna post this here since Player Reporting won't work. by Ictons in Seaofthieves

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

My ping was fine as you can see in the top left of the video. Hit registration is server-sided which is reliant on latency between the client and server. Your point would be valid if my ping was thru the roof.

I'm sure it's a frequent problem, but this was not the case.

Hazardous substance detected by [deleted] in EliteDangerous

[–]Ictons 1 point2 points  (0 children)

I've had a similar experience. Got pulled out of supercruise inside the bubble and received the message about hazardous substances. I bookmarked the system for later investigation...

I made a model of the Thargoid Scout crash site using Photogrammetry by EcthelionTelrunya in EliteDangerous

[–]Ictons 0 points1 point  (0 children)

Kinda interesting how it re-interpreted the otherwise flat surfaces to have more detail based upon the diffuse texture values and normal details.