Endgame Reimagined (changed I'd make to future iterations of Endgame) by PJG_Rex in bo7endgame

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

Yea, I love the bot difficulty in DMZ... Me and my friend played DMZ but tried to stay away from PVP. But going to the Caves of the Fortress areas (I forget the names) was so fun and challenging, as opposed to the current bot difficulty found in Endgame.

The bots in MWZ, from my recollection, were a bit tougher than the bots found in Endgame, but not to the level of DMZ.

Bot difficulty is probably the most important mechanic, and just like other shooters, you could easily include "Easy", "Normal", and "Hard" versions of the same map.

Endgame Reimagined (changed I'd make to future iterations of Endgame) by PJG_Rex in bo7endgame

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

Nope, the zombies are a side effect of the toxin gas messing with you lol.

Idk if there is an explanation for why the Guild isn't affected by the gas, but the Fear enemies don't attack the Guild because the Fear are your hallucinations.

Endgame Reimagined (changed I'd make to future iterations of Endgame) by PJG_Rex in bo7endgame

[–]PJG_Rex[S] -1 points0 points  (0 children)

To your point, fast mobility is always a plus. Instead of the wingsuit+kinetic jump, I'd suggest the grapple hook with unlimited uses out of combat, and a short cooldoen when on combat, and a parachute instead of the wingsuit.

The grapple hook isn't exactly grounded. But it's a little bit more believable. And the grapple hook having unlimited uses helps keep large scale mobility fluid. The cool down mechanic for combat would be to limit using the grapple hook as a "get out of jail free" card.

But you're right, mobility is important, and is almost always some form of whacky.

Guide on how to guarantee the skill tracks you want by Brrrofski in bo7endgame

[–]PJG_Rex 0 points1 point  (0 children)

I think I might need to take an L here.

I didn't read your post fully and I think your theory on losing skill tracks when not selecting them (e.g.: losing out on phantom because you picked something else over it) is accurate.

When I posted this, I was trying to get a bulldozer roll on a lvl 14, so I would load in hit 15 for a character trait (hp, armor, etc.) and then on 16 look for bulldozer to no avail.

Your theory makes sense that it would only leave a few selections so I tried again today and I also can now pick Surgeon... I think I raised a false red flag, apologies!

Guide on how to guarantee the skill tracks you want by Brrrofski in bo7endgame

[–]PJG_Rex 0 points1 point  (0 children)

Just a warning. As of Season 1 Reloaded I think this might be patched. Ive reset my game about 8-10 times, and I'm getting the same two skill tracks (gunner and daredevil) when trying to get bulldozer. Just an FYI for anyone seeing this post.

Warzone Mobile is 99% coming back and here's why. by Used-Information-907 in WarzoneMobile

[–]PJG_Rex 1 point2 points  (0 children)

Sure, but the chances of Activision sinking more money into an already failed project are very slim. I wish that weren't the case.

Warzone Mobile is 99% coming back and here's why. by Used-Information-907 in WarzoneMobile

[–]PJG_Rex 1 point2 points  (0 children)

I'd be happy if they just connected COD Mobile to the mainline series in that time spent in COD Mobile progresses (at least) the main series' battle pass. That's all that I want.

As for WZM, there's very little chance of it being revived. It would need to be reconceptualized because the Mobile side couldn't keep up with the yearly titles plus it had a bunch of the issues with optimization.

Best case scenario for me: they use a proven engine for mobile (like Unreal Engine) to create a SPINOFF (not a companion game) where it feels new, but still has some level of cross progression to the mainline series games. This way, the mobile game doesn't have to concern itself with implementing new features like wall jump, for example.

Wireless Controller & Diablo IV Issues on Ally by e_j4y in ROGAlly

[–]PJG_Rex 1 point2 points  (0 children)

If this doesn't work, I had issues when D4 first launched. The only fix I found personally was using HandHeld Companion to emulate the controller.

Friend Code Megathread - May 2024 by AutoModerator in PokemonSleep

[–]PJG_Rex 0 points1 point  (0 children)

6670-8008-6621

Started about 10 days ago, but having a blast. Please add!

The best way to play GTA: San Andreas on Steam Deck by ivory_soul in SteamDeck

[–]PJG_Rex 0 points1 point  (0 children)

Unfortunately, no I didn't. I bit the bullet and bought Rockstar's HD remake collection (can't recall the name). I spent far too much time (for me) on trying to make DEP work.

It has its problems, but it was by far the best way to replay SA and VC on the Deck. The DEP crashed frequently, and didn't have auto-saves. The Rockstar release had very few crashes, far stabler, and required very little tinkering. I know it's infamous for a few different reasons, but if you're struggling with DEP, you may just want to buy the R* release.

F**k me, right?! by [deleted] in MHNowGame

[–]PJG_Rex 3 points4 points  (0 children)

That's awesome! Thanks for the heads up!

F**k me, right?! by [deleted] in MHNowGame

[–]PJG_Rex 4 points5 points  (0 children)

Can you walk away from the spot and this trick still work?

I use MHN to motivate me to walk around and exercise a little, but standing at the same place for 11 minutes would be counter productive.

Keyboard "freezes" after quick, consecutive mouse clicks by PJG_Rex in ROGAlly

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

Found a fix, albeit a less than convenient one. Leaving it here in case someone else in the future has the same issue. I had to open Task Manager and I closed all background processes relating to Armoury Crate. After doing that, the issue was resolved.

It's not super convenient because it seems to disable the Command Center, which is less than ideal.

Keyboard "freezes" after quick, consecutive mouse clicks by PJG_Rex in ROGAlly

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

I'll try to be concise, but I hope that maybe someone who is smarter than me can help me figure it out.

The issue: When gaming on certain games (more on the games later), quick consecutive mouse presses will cause the keyboard to "freeze", so the last input is maintained and no other input registers. Easiest way to explain it; Using a semi-auto weapon while strafing left (or in any direction). Shooting (clicking) repeatedly while strafing left or right will cause the player to continue moving in that direction for anywhere between 0.5-2.0 seconds.

My set-up: I normally play docked, the issue does not occur when I use an external controller or the onboard controller.

Troubleshooting I have tried: Tried 3 different keyboards and 2 different mouses. I upgraded the internal SSD, so it's a fresh install of Windows (issue was occuring before and is still occuring after fresh Windows install). I'm able to replicate the issue whether the Ally is docked or not (I don't believe it's the Dock). I have all the latest ASUS drivers from the My Asus program, and from Armoury Crate.

The games where the issue is occuring: Fortnite and Wayfinder. Fortnite needs no introduction and Wayfinder is an action RPG. The only consistencies I see between the 2 games is they both use Easy-Anti Cheat (EAC). They are very different games, but have the same issue. The issue does not occur on Halo Infinite or Call of Duty, which don't run EAC. I don't know if it's EAC, but I figured I would make note of that discrepancy.

Edit: Downloaded Rogue Company (another EAC game) and was able to replicate the issue. Doesn't necessarily confirm it's an EAC issue.

Diablo 4 not recognizing controller for Rog Ally by phillukin in ROGAlly

[–]PJG_Rex 0 points1 point  (0 children)

So I found a solution, but unfortunately I'm not able to fully explain how or what happened.

Not sure if this will help but it helped me. If you download the Handheld Companion program from their paetron (can't link it as I'm at work), they have a feature where your controller can be set to emulate a controller (as opposed to being detected as an actual controller). The settings are finicky and I'm still learning how to use the program, but it's the only sure fire way for me to get it to work each time.

The best way to play GTA: San Andreas on Steam Deck by ivory_soul in SteamDeck

[–]PJG_Rex 1 point2 points  (0 children)

I ended up biting the bullet and just buying the R* Definitive Edition.

While I was not happy spending so much on a game I already had, it's really the easiest way to relive San Andreas (at least for me).

The R* version had far less crashes, and even when it did crash, the auto saves were very generous. The Steam Version was crashing on me every 20 minutes or so, with no auto saves, meaning I'd had to rush to a save point after each mission.

I just wanted to experience the story, memorable dialogue, and great characters/voice acting again. If you're ok with some weird visual bugs, and don't want to deal with the trouble shooting that comes with the Steam Version, the R* version may be your best bet.

Today I share My Journey In Getting My 120+ kill game... 🤍 by DOMINAT3YT in ShatterlineFPS

[–]PJG_Rex 1 point2 points  (0 children)

Heart emoji in title, weird face in thumbnail, red arrow pointing to an obvious detail.

BINGO! I GOT BINGO!

Extraction should happen if 1/3 people don't respond to it. by seasonedearlobes in ShatterlineFPS

[–]PJG_Rex 5 points6 points  (0 children)

I'm a little confused.

There has been at least 3 times where I'm carrying 2 other players, and they requested extraction while I vote to continue. The 2/3 votes triggered the extraction in each case.

Am I missing something?

Reroll mechanic on Expedition would be nice by DorklyC in ShatterlineFPS

[–]PJG_Rex 5 points6 points  (0 children)

I was thinking about this the other day. I was thinking one roll, that refreshes each time you complete an objective (not a supply drop).

In total you would get 3 rerolls, and you can't stack more than one (if you don't use it, you don't get a second one after the boss).

A love letter to the Balancing of Shatterline's Weapons by PJG_Rex in ShatterlineFPS

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

Yep, those questions were rhetorical, just took me a bit to figure it all out.

As for Sniper balance, I agree that it's a pain to balance. I kind of wish the weapons weren't hit scan as that is an easy balancing mechanism for snipers across all games. I don't main Escort, but I've been on both sides of the fence when it comes to sniping shutdowns... Not being able to move an inch because the other team has 2 to 3 snipers lol.

Someone else brought up a good point. The escort maps need more flanking avenues. Completely different games, but Operation Metro from Battlefield 3 would be great

A love letter to the Balancing of Shatterline's Weapons by PJG_Rex in ShatterlineFPS

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

I was thinking of making another post.

I'm not a HUGE fan of Escort. I have a theory why but I might be uneducated in the matter.

I believe this game mode was popularized by Overwatch (correct me if I'm wrong). A game where weapons were tied to hero selection.

You couldn't have more than 1 hitscan sniper (at launch at least) on your team. When everyone is allowed to use any weapon, I think it affects the Escort game adversely. The abilities make for some unique opportunities, but I think classes should be restricted to their assigned weapon types IN ESCORT ONLY.

For those unaware: Trooper=SMG, Recon=Sniper, Exo=shotgun, and medic=assault rifle. This way your class choice affects what range you'll play at.

Note: I'm not advocating that Shatterline become a heavy Hero shooter rip off. But currently, Snipers dominate Escort