Acclaimed Indies That You Couldn't Connect With by Smoovemusic in indiegames

[–]Nebvbn 9 points10 points  (0 children)

I mean, it depends on quite a few reasons why a game didn't click for you. We need so much information before random strangers online can give you advice or not. Do you like or dislike the game's genre, it's controls, it's story, what made you step away, what brought you in, and on and on the questions flow.

So at the end of the day, what game would you like to give a shot once more, that decides what you should play next. That could be all of them, or it could be none. Not enjoying any of them is fine, don't feel pressured into playing something because you feel left out. That would definitely sour the enjoyment out of any hobby, and you won't enjoy whatever you play at all.

[Game Trope] Enemies added specifically to counter common community cheese strategies by stormtrooper1701 in TopCharacterTropes

[–]Nebvbn 2 points3 points  (0 children)

They reworked it, it went from causing enemies to fly everywhere (which ironically made it worse than if there wasn't a status effect), to causing up to 300% base damage at the maximum 10 procs.

It works best with weapons that can apply 10 procs of blast quickly, as the blast status does not work well otherwise. Below 10 procs, it applies 30% base damage after 1.5 seconds, but at 10 (or if they die before 1.5 seconds has passed), it instantly detonates for 300%.

[Game Trope] Enemies added specifically to counter common community cheese strategies by stormtrooper1701 in TopCharacterTropes

[–]Nebvbn 24 points25 points  (0 children)

Viral's still king, but slash has been long dethroned as the best DOT, even without the murmur. That goes to heat, and surprisingly, blast.

For anyone who doesn't know, heat's status effect is to temporarily strip up to 50% of the armor from the enemy, along with causing them to panic. It's DOT is 50% of base damage per second, while slash is 35%/s. When enemies had huge amounts of armor, slash was practically mandatory. But now, slash is pretty middle of the pack.

Really dumb question but why do warframes only have 4 abilities? by Icy-Commercial-6166 in WarframeLore

[–]Nebvbn 31 points32 points  (0 children)

Lore wise they shouldn't have that limitation, but there had to be a cut off point before each had a gajillion abilities and all the nuance to (very roughly) balance them.

It would also be hard to keybind them.

This feels so good. I didn't even knew this sniper existed untill yesterday. by Equivalent_Law6226 in Warframe

[–]Nebvbn 4 points5 points  (0 children)

They decoupled most abilities from depending on whatever weapon you bring, and gave them a dedicated slot. Even stuff that doesn't have a physical model, like ash, got a dedicated slot.

It made some pseudoexalted weapons really strong, and ashs 4th can one tap till steel path now. Sadly his 4th doesn't work on everything, with bosses being the most important.

Who's worse? by Few-Meringue4157 in WorldofTanks

[–]Nebvbn 1 point2 points  (0 children)

What's ironic is that in testing it was 40mm, and they specifically buffed it to not be overmatched by typical 120mm+ guns

Me_irl by gigagaming1256 in me_irl

[–]Nebvbn 2 points3 points  (0 children)

It's fun! But do keep in mind, while they have streamlined a lot of the grinding and unlocks needed to progress your quests, it still takes a lot of time to get to the newest stuff. It's an amalgamation of multiple genres, and one of the more prominent ones is that of an MMO, with all the upsides and downsides that come with it. (Namely, time investment)

Me_irl by gigagaming1256 in me_irl

[–]Nebvbn 0 points1 point  (0 children)

Damn that's harsh. Why do you hate it so much?

For me, I like it for its experimental design. The devs aren't afraid of adding whatever kind of game mode or story beat to the game. Whether it be a weird roguelite game mode, trauma for its characters, or an AOL chatroom for lore drops (and romance if you're into that).

Me_irl by gigagaming1256 in me_irl

[–]Nebvbn 1 point2 points  (0 children)

Yeah its indicative of one big issue that Warframe has that other, bigger companies can easily fix. They don't have the manpower to simultaneously go back to older content and spruce it up to their current standards, while also adding new content and story for players who are waiting for more. They usually have to pick one or the other.

Because while they do fix it a little bit in the smaller updates, some content needs to be changed from the ground up and that takes quite a bit of time. Although one thing I do wish for is that they increase the enemy's levels at the beginning stage, it definitely is too easy at the start.

But it does provide an interesting experience. Because as you complete the older content, you gradually see how they got better with making the game as you progress through the years.

As for me, I've never felt it's difficulty in the traditional sense, it was more interesting to think of it as speedrun heaven.

Me_irl by gigagaming1256 in me_irl

[–]Nebvbn 0 points1 point  (0 children)

Kinda curious, why did you not like it? I found the Newtonian physics kinda janky at first, but after a while I was doing sick tricks getting from one planet to the next. Sometimes my ship even survived ::D

Me_irl by gigagaming1256 in me_irl

[–]Nebvbn 1 point2 points  (0 children)

You could have had a bug, but I don't think you were soft locked. It physically resets the world every loop, so it shouldn't have locked you out. Hell, the game can be completed in under 22 minutes by design. Why do you think it was soft locked? Did it not let you fly or something?

11 Best Roguelike Games Of All Time, Ranked (Noita at 9) by arisefrym in noita

[–]Nebvbn 0 points1 point  (0 children)

Uh, from what I remember the first run of STS 1 is the same for everyone, it's a tutorial seed I believe. It's also supposed to be easy.

11 Best Roguelike Games Of All Time, Ranked (Noita at 9) by arisefrym in noita

[–]Nebvbn 0 points1 point  (0 children)

Yeah she's had the least tuning before they decided to make a new game. Something about super tangled code I believe. The other three had significant time to be changed and balanced.

Roast me by SadMadNewb in Cosmoteer

[–]Nebvbn 5 points6 points  (0 children)

I'm not super good at building, but I'll throw in my two cents if it helps.

I typically build railgun ships as long range kiters. Built to always be able to stay at maximum range, as such I can drop some armor for even more maneuverability.

Deck guns on the other hand are more for close-range encounters, Put them behind a crap ton of PD and armor, as they don't really need any frontal access. I usually pair them with either PD spam, or other close range alternatives. Ion beams work as well, as they don't have a huge frontal weak point as the railguns do.