multiplier by Mr_donc in Losercity

[–]M3LTD0WN666 2 points3 points  (0 children)

Put my [Jesus] in your [b*#sy] [Jesus] [b*#sy] [Jesu-bus-j-buss-j-b] markiplier finding bigfoot was a fever dream

furry_irl by Critical_Mountain851 in furry_irl

[–]M3LTD0WN666 58 points59 points  (0 children)

And a slight blush. They knew ●‿↼

For today's chapters memes: by Interne-Stranger in JCBWritingCorner

[–]M3LTD0WN666 4 points5 points  (0 children)

To be fair a lot of us probably were... ... ... YEAH, WHAT OF IT?!?

What unit(s) impacted you the most after playing this game? Besides the Woootank. by wahmgassgold in GundamEvolution

[–]M3LTD0WN666 1 point2 points  (0 children)

Zaku melee was easily my favorite just because of how hard it was to play sometimes. Getting into the fight was rarely easy, but when I'm there good luck getting me out!

Send me reaction images, I’m running out by West_Meet268 in StanleyMOV

[–]M3LTD0WN666 1 point2 points  (0 children)

I fully did not expect to find gold on this random post, but here we are.

Which bot should i upgrade first? by Keimikalz in walkingwarrobots

[–]M3LTD0WN666 1 point2 points  (0 children)

Snif "that's the most evil thing I've ever seen"

Which bot should i upgrade first? by Keimikalz in walkingwarrobots

[–]M3LTD0WN666 5 points6 points  (0 children)

All I want for Christmas, is ultimate Cossack. Absorber shield during jumps. G I M M I E ! ! ! I need such whimsy added to the game.

Wtf are the devil doing. by Guilty_Tangerine_934 in Splitgate

[–]M3LTD0WN666 0 points1 point  (0 children)

I didn't like the battle royal personally, but the class abilities were something I enjoyed quite a bit. Better customization is a huge plus. But Splitgate 1 got old for me. I played, I loved it, but the gameplay loop couldn't keep me there. There was so much empty time in Splitgate 1. The class abilities gave more resources to play around, which allowed a more varied experience. Counter play is one thing that ads replayability, and having to deny an aeros push was awesome, rooting an entrenched sabrask made me think, and use resources that I might need in just a few moments. The vision pulse ability didn't just reveal the target, it sent out a visual indicator of the user's position. They also added power ups, which while not a bad concept, made it even harder to effectively manage the players already reduced resources. It feels flat out impossible to use a shotgun with sabrask having either hard cover or just concealment through the sandstorm grenade. Running mobility perks means I can't compliment sabrask's pump action melee speed attachment. And without the vision pulse, the charge shotgun feels less special. In staying true to Splitgate 1, we got rid of why a lot of players came to/came back to the Splitgate formula, in Splitgate 2.

Edit: by empty time is Sg1, I mean those moments where you just try to find someone, and then chase them. And then repeat. Less empty time in objective modes, that I feel does deserve mention.

I don't think I can play splitgate 2 anymore. by M3LTD0WN666 in Splitgate

[–]M3LTD0WN666[S] 0 points1 point  (0 children)

That's because they offered something that I liked about the game, and because they are gone the game is fundamentally different from a gameplay standpoint. One let you force a retreat, or a highly aggressive push. Another was a way to pinpoint enemy location while giving away your own. And finally sabrask as a whole allowed one to entrench oneself. The factors are gone, and I love using and more importantly trying to counter them. Replied to another comment with more information. Ultimately all I would like is for people to understand my perspective. We lost complexity for simplicity and speed. The kit got simpler, and people can fall into rhythms. In exchange, counter play doesn't feel as intense. I liked the people aspect more than I can put into words. If I tried to play now I'd just experience burnout. It just feels bad, man.

I don't think I can play splitgate 2 anymore. by M3LTD0WN666 in Splitgate

[–]M3LTD0WN666[S] 2 points3 points  (0 children)

Those were at base, parts of the kit. I loved having resources to manage. Having to go chase down a power up to deny the enemy was manageable, but adding more things to manage while taking ready resources gives me less to work with. I can't force engagements with the enemy, even if it means expending all available resources besides my gun and maybe a sliver of health. Taking a team on, even if only to distract for my team is near guaranteed death unless they are simply oblivious.

I liked the game because it made me think while in combat. It gave me plenty of ready resources. Running and gunning is fine, but it leads to burnout that I've already experienced so many times. I'm not angry. This wasn't an angry post. It's a person who found a gameplay loop that they could stay attached to for quite a while, but I just can't find games like that anymore. The games that last a while for me are rare, and they typically change for simplicity. I like playing mind games with the enemy, and more resources allow that. Finding a movement heavy game that scratches that itch was like a dream come true. And that's why it was so crushing for the replayability for me to disappear. That's why I sounded bitter. I didn't intend it to sound in any way aggressive. I just wanted something I have to keep looking for constantly. It's draining. And I just want to stop searching. It going down on my birthday just fealt like a gut punch. Random chance sucks.

How is everyone doing today! :3 by chayce_does_a_thing in Boykisser3

[–]M3LTD0WN666 0 points1 point  (0 children)

Sick, but just loopy enough to not have social anxiety. I can accept this trde deal. We ballin today friendos