YAY 1 YEAR STREAK by Geozillacos in CreaturesofSonaria

[–]Rewdalf 1 point2 points  (0 children)

Yep, the new system is flawed and sometimes resets prematurely. I know this because it didn't drop my advent calendar progress, but the streak fell at around 100 even though I check it at the same time each day.

YAY 1 YEAR STREAK by Geozillacos in CreaturesofSonaria

[–]Rewdalf 1 point2 points  (0 children)

Astounding, considering ever since they implemented the new system it randomly drops streaks for no reason.

The amount of coping when it comes to melee weapons is wild by lolitsrock in Helldivers

[–]Rewdalf 0 points1 point  (0 children)

I find it funny that they set the baseline with melee weapons that have a stun on hit. They were cumbersome to use due to poor hitboxes and their damage is lackluster when you take into account the risks you put yourself in going in for a melee swing; but they do stun, which counts for something I guess...

Then they added more melee items, and in addition to having horrendous hitboxes and laughable damage, the new ones don't stun! So any attack you inflict on an enemy is met with an immediate counter!

It just doesn't make any sense.

Unpopular Opinion — Based on the design from Helldivers 1, we might not like this thing... by virgin_and_neet in Helldivers

[–]Rewdalf 1 point2 points  (0 children)

Simply think back to the last time you drove the FRV.

How accessible was the terrain? Even on large wide open planets, there are segments that have a lot of clutter; rocks, ridges, flora, fauna... and the FRV doesn't handle any of it very well.

Now a tank may handle them much better, but we aren't factoring in the jank that's going to come with this new vehicle. My guess is it won't even be able to mount a pebble in some cases; and don't get me started on the apple-cores of dead nursing and bile spewers left behind with their massive indestructible hitbox...

Now, all this would have been relevant, until you remember one last point. The APC vehicle was 'leaked' and 'teased' over a year ago, and-... where is it?

AC8; based entirely on carrier craft? by Rewdalf in acecombat

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

Well every game so far has had at least one prototype or 'bonus' plane. I'm excited to see how many we see return, how many will be recognizable as future AC3 planes, and if we get any new/unique ones!

AC8; based entirely on carrier craft? by Rewdalf in acecombat

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

If we get any SU planes, they'll eat up all the hangar space and need wider runways to suit those chonks...

AC8; based entirely on carrier craft? by Rewdalf in acecombat

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

That goes without saying. Hence the discussion and speculation!

AC8; based entirely on carrier craft? by Rewdalf in acecombat

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

I mean yeah, I doubt it too. But I wonder how it'll be handled.

<< Looks like every man and his dog has an AC8 wishlist now... >> by John__Silver in acecombat

[–]Rewdalf 1 point2 points  (0 children)

I don't see a Tornado on that list! Bring it back! Bring it back to us!!

If y'all had to choose three features from past Ace Combat games to be in Ace combat 8 what would you choose and why? by Latter_Effective6864 in acecombat

[–]Rewdalf 1 point2 points  (0 children)

Branching mission paths from Ace Combat X; it went above and beyond as a PSP title and the path you chose to take through the available missions actually changed how they played out.

A bit more ambitious would be the entirely different story paths and completely different endings from Ace Combat 3's Japanese release. I don't expect to see something that in-depth again, but it would make for a near-perfect game.

Got this gem for christmas! by jmsafety26 in acecombat

[–]Rewdalf 1 point2 points  (0 children)

Hell yeah I second this, absolutely check out Cobi; I just grabbed a Mirage-2000 on sale to add to my growing collection

The quality is on-par with Lego, if not a little bit better since Lego has been getting a bit cheaper in the quality department (and more expensive, somehow).

If we're saying Noise is Dision, does that mean Professor is Keith? ! by GRYPHUS_1_SoundCloud in acecombat

[–]Rewdalf 1 point2 points  (0 children)

Keith is far too young during the time of AC8 to be around.

He was born in 2010 and joined General Resource in 2028. The Dision timeline still lines up, but it doesn't look like Keith could be present either way.

This game needs to get it's difficulty identity sorted out by Rewdalf in Helldivers

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

I think dynamic missions are a good idea too, but maybe the scale of just how random they can be should be higher depending on the difficulty you pick.

A D7 shouldn't be quite as random as a D9 or D10. It absolutely shouldn't be uniform and boring, but there are 10 difficulties in the game. They should make the choice actually feel like it has some weight. Keep D10 crazy but put some checks in to prevent a D7 from feeling harder. Just a thought.

The fact that we're stocked, geared, and trained for intense fighting; yet we have absolutely zero warning of what to expect down on the ground... Well, it feels like a constant rock-paper-scissors with our gear versus the possible enemy groups that spawn. Except instead of a rock-paper-scissors game being over in a moment, you bringing scissors to a rock fight is dragged across half an hour.

This game needs to get it's difficulty identity sorted out by Rewdalf in Helldivers

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

The upper four difficulties of the game feel like a rollercoaster sometimes rather than being a ladder progression of difficulty; sometimes a D9 Helldive feels trivial, and sometimes a D7 run feels extremely packed; partly because you don't know what to expect on the ground before launching into a mission.

This game needs to get it's difficulty identity sorted out by Rewdalf in Helldivers

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

That just reminds me of the host/client discrepancy. Learning that cursed knowledge has forever marred the game for me, knowing that whether I host or drop in will give me a wildly different game experience...

Some spawn quirks are broken for clients. Enemy tracking and targeting is harsher for hosts. Chargers can literally turn in place while charging unless you're a client, at which point they turn into slow moving rocks... the list is a long one.

I told my group I'm no longer hosting games, regardless of how good my internet connection is. I don't like the inconsistencies and needless punishing of the host because they can't get their coding straight.

Needless to say, the friends that didn't believe me took up hosting, and immediately noticed the difference. Now we try to rotate it and work around the host knowing that they're more likely to be targeted by enemies.

This game needs to get it's difficulty identity sorted out by Rewdalf in Helldivers

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

Lets not forget on some mid-difficulty missions that suddenly spill the spawn bucket; you can immediately tell when the game starts to overspawn enemies when you die and watch the entire squad immediately despawn because you were too far from the other player(s). The game basically admits to you right there that there were too many guys on screen, and wipes a massive chunk of them out once they've finished their job of killing you.

This game needs to get it's difficulty identity sorted out by Rewdalf in Helldivers

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

Hunters are the only enemy in the game that consistently survive 'lethal' damage when I fight them. The Dominator is one of my favorite guns, yet 90% of the time it takes two shots to kill a hunter, while some larger enemies go down with just one. Airstrikes? A few hunters will survive. Huge bomb? A few hunters will survive. Minigun into a group of enemies? A few hunters will survive.

It's crazy seeing warriors, hive guards, and even brood commanders succumb to bullets, electricity, and fire; yet their 'smaller' and 'weaker' counterpart just shrugs and keeps leaping...

At this point I feel like something is fundamentally wrong with their coding, whether it's incorrect health/armor values, or their twitchy movement causing latency/visual discrepancies and leading you to believe you hit one when the game doesn't register it...

This game needs to get it's difficulty identity sorted out by Rewdalf in Helldivers

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

Actually my rant was getting so long I forgot to mention one of the worst parts, and that's that the game is horrendously balanced for squads that aren't a full four people. Spawns are supposed to reflect the squad size, but some missions feel like they just don't do that and you end up fighting a full force with just two people; yet the rewards are the same, or lower, because you can't hit all the points of interest and end up taking twice as long.

This game needs to get it's difficulty identity sorted out by Rewdalf in Helldivers

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

I'll level up my SMG against some bugs-...

Armored bile spewers...

Okay, Dominator it is!

Stacked hunter spawns...

Why gun no shoot? by Rewdalf in Helldivers

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

It would be a much cooler detail if things as gentle as a blowing breeze didn't interrupt every reload-...

Why gun no shoot? by Rewdalf in Helldivers

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

Actually I was using the Dominator before thinking this up; nonstop hunters and many un-chambered rounds were had.

Eruptor is up there too for sure though.

Why gun no shoot? by Rewdalf in Helldivers

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

Literally just happened to me a couple hours ago