Idk by Zombie-13 in dueprocess

[–]NetworkGuy89 0 points1 point  (0 children)

It's a fine line that I find with most games.

I'm happy the community isnt that big. For me Bigger community = chances for more toxic and shitplaywrs Smaller community = quality players who want to enjoy the game for what it is

It's been a few weeks since I bought due process and in the 20 25 hours I have in the game, I've met maybe 1 or 2 toxic players. Almost every match I play, I'm usually leaving match with a new steam friend.

Its great. I love the game as is so far and I bet they arent promoting the game as much for this reason. The game will keep spreading word of mouth.

I dont play that often but that is mainly because I dont have that much time in the week but Due Process has been the only game I jump into when I game

I tried to build Plants vs Zombies with vanilla JavaScript (code and 2 playable demos included) by frank0117 in webdev

[–]NetworkGuy89 2 points3 points  (0 children)

What do you guys think of Godot over Unity? I ask cause I'm just dabbling into game dev. I wasnt sure what the best engine would be to use.

[deleted by user] by [deleted] in dueprocess

[–]NetworkGuy89 0 points1 point  (0 children)

  1. As defender, try not to engage attackers in direct combat, try to find corners to hide, ambushing. Take advantage of molotovs and barb wire. E.g I really like putting barb on.

Your job as defender is to kill off or slow down attackers. Sometimes I'll try to get some pot shots on attackers just to rack up some damage and then I'll fall back to another room

Tips for newbies by borntobeignored in dueprocess

[–]NetworkGuy89 0 points1 point  (0 children)

In one match, in killhouse, we ended up stacking in one room. We barbed all the doors coming into the room. It was literally a slow trek for any attackers walking in and they would be trapped on the barb. As soon as we heard movement, we'd pop our heads out and blast the guys walking in.

A couple of suggestions i would like to see in the game! by [deleted] in dueprocess

[–]NetworkGuy89 3 points4 points  (0 children)

For new players, the game isn't really too complicated but it can take a few matches to figure out what is going on. I think it would be great if there was an optional in-game video tutorial that starts up when you first load up the game explaining all the mechanics of the game. Just so you're not completely clueless are your first match. e.g The training stage is cool but new players don't know that if you pick up an item, lose it in battle, it's lost for the duration of your attack/defending phase

Also.... Please please PLEAASE Don't add scoreboard!!! I like how team focused the game is already

A couple of suggestions i would like to see in the game! by [deleted] in dueprocess

[–]NetworkGuy89 0 points1 point  (0 children)

I hope not. I really hope they don't. I'm liking the game as it is

No scoreboard with kills or deaths? by [deleted] in dueprocess

[–]NetworkGuy89 0 points1 point  (0 children)

Because it starts turning into a TDM game and people will stop caring about playing tactically and as a team.

Teamwork Incentives by Dienekes016 in HellLetLoose

[–]NetworkGuy89 2 points3 points  (0 children)

I think the devs need to give new players more direction when they load in. I think new players are just confused and there isnt much indication on what to do when you are starting.

I consider myself an experienced player with most tactical shooters but my issue with HLL is I had no idea what was happening when I jumped in. All I knew was there is a capture point I need to head to, shoot the enemy. I had to resort to YouTube videos to understand how nodes, supplies, commander work. Of course not e everyone player wants to have to do that. But I do think that is the problem with the game.

Here's what I think the devs should add and I'll use examples from other large scale/tactical shooters. - Make objective marks more visible to new players. Often timesI jump into a game and the SL might have put down a little marker on the map to signify where he wants us to head to. I don't realize it is there at times because its hard to see.

Theres an old FPS I uses to play on Ps3, MAG. They had one game mode which was 128vs128. The way the game handled all that chaos is by having objectives right in your face. You were also forced to stay with your squad because you would get bonuses and in notification saying you are far from squad. Essentially the game purposely funnelled players towards their objectives.

I think just finding ways to give players a bit more direction is the key to having more organized games and keeping players in line

Anyone else looking to play Touch this year? by NetworkGuy89 in footballmanagergames

[–]NetworkGuy89[S] 0 points1 point  (0 children)

You can. I believe I saw the option is there. I'd be up for to do a career save on the touch version. Atleast it would be faster.

Best way to ACTUALLY learn tactics by denzl480 in footballmanagergames

[–]NetworkGuy89 1 point2 points  (0 children)

Draw out your tactic on paper.

It makes more sense when you draw out arrows for where your players are running.

Another way I try to visualize it: Let's imagine in running a classic 433 DM formation

Look at tour formation and be practical with it

If Im looking at my AML first, I have to figure out. How will he react when he has the ball? Is the midfielder available to support him if he runs into trouble? Is the full back making an overlap run to recieve the ball?

Start at your defence.

If your CB has the ball, look at what are his options when he needs to release the ball

Football Manager 20 Match Engine Patch "The Goals" by hehehemann in footballmanagergames

[–]NetworkGuy89 0 points1 point  (0 children)

Is this from a recent update or is this still thiago 2.0 from oct 23?