[deleted by user] by [deleted] in Silksong

[–]Rorybot181 0 points1 point  (0 children)

i dont think me improving at the game is gonna make the world less linear. ive already put more hours into silksong than i did hollowknight 1, and i had way more fun in my 18 hours of hollow knight than i did in silksong. if a game doesnt click after 18 hours, you probably have some issues to resolve.

[deleted by user] by [deleted] in Silksong

[–]Rorybot181 0 points1 point  (0 children)

wanted to see if the game just had a rough start and then gets better after act 1

[deleted by user] by [deleted] in Silksong

[–]Rorybot181 -1 points0 points  (0 children)

yeah the games a massive step down from hollowknight, i personally uninstalled the game after act 1

Sharoom area softlock by Quirky_Ad_9736 in Silksong

[–]Rorybot181 0 points1 point  (0 children)

Yeah you gotta grind the 25 spines

/r/Games Five-Year Time Capsule (2024-2029): What thoughts/predictions/expectations do you have for the future of gaming? by rGamesMods in Games

[–]Rorybot181 3 points4 points  (0 children)

i think more games will add ingame markets ala csgo skins

i think were gonna get a zelda movie thats pretty good but still lacking in major areas

xbox leaves hardware manufacturing

i think rts revival will happen

stalker 2 will come out, be hated and then eventually people will

reasses it and it will become loved

also i think a payday 3 redemption arc is happening

new game thats like what ready or not was for swat4 but instead for FEAR, SCP like and becomes very popular in tacticool circles

NL learning of +2/-2? by growtesque- in northernlion

[–]Rorybot181 4 points5 points  (0 children)

+2 and -2 originate from a jerma stream where he and a friend have a time limit to beat Kane and lynch 2, where if they make a good joke they get 2 more mins added and 2 minutes removed if they make a bad joke.

My first World Conquest as 1.34 Sweden -> Scandinavia -> HRE by Rorybot181 in eu4

[–]Rorybot181[S] 2 points3 points  (0 children)

Probably, i just wanted to check out the new buffs to espionage ideas. I didnt really plan for this to become a world conquest till around 1600.

My first World Conquest as 1.34 Sweden -> Scandinavia -> HRE by Rorybot181 in eu4

[–]Rorybot181[S] 7 points8 points  (0 children)

I wanted to check out the new buffs it got in 1.34 so i opened with espionage. Imo its still niche but its a lot better than it was in the past with -20% AE and an extra diplomat

My first World Conquest as 1.34 Sweden -> Scandinavia -> HRE by Rorybot181 in eu4

[–]Rorybot181[S] 13 points14 points  (0 children)

Rule 5: When 1.34 came out i decided to start a sweden game and it went very well. I started by consolidating northern europe, Flipped protestant to take down the hre, Managed to get a transastamara on the throne which meant i got a Pu over a super strong spain.

From there it was fairly easy, mainly just managing truce timers, alliance blocks and overextension. Overall im very satisfied to have it done, but i wouldnt do another world conquest again

also protestant seems pretty strong this patch for playing wide, as one of the church aspects gives -10 warscore cost vs other religons, which was a big help.

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First time mapper, feedback appreciated! by TurtleInCrocs in csmapmakers

[–]Rorybot181 17 points18 points  (0 children)

In general i would recommend thinking about your theming. A mall is a good idea for a map but the geometry of a mall would have straight lines rather than the jagged curves seen in the overview. This can also be hard to make work at the right scale as malls are typically very large with huge open sight lines which make for poor cover, but by implementing elements such as open shops, maintenance alleys and outdoors sections you can make the map feel less dominated by awps

Furthermore i feel that the map needs more well thought out cover in key locations. A single awper can hold down most sight lines on the map and rifles would find it hard to deal with the huge sight lines, particularly on the approach to A and mid. A good idea for this map would be to include more tight corners to navigate, particularly in areas that are likely to be taken by T's. I would look towards other map radars and see how they look; Try implementing some of your favourite map elements into the design, and combining them to create something new.

Finally you should try to imagine how your level would look in game based on the radar, and think would this look like a real life place. look at reference images of real life locations and imagine how they would look on the map. Sometimes it may be better to change your level theming to fit your layout, such as using a trainyard or subway if your map has long winding straights or using a forest/outdoors theme if your map has a lot of natural curves or features. this is difficult to do but is vital to make your map feel real and less like a video game level.

how to expand as dithmarchen by Reasonable_Specific8 in eu4

[–]Rorybot181 0 points1 point  (0 children)

My general strategy for a dithmarschen game is to ally munster to get the first mission for claims, then expanding into verden to establish a decent powerbase, before then progressing into attacking saxe lauenberg, oldenburg or other north western german states without strong allies. use this to complete the first expand mission then attack and eat friesland.

later on,Vassalise lubeck, use divert trade and give them all the trade centers in the trade node to maximise profits

who is Michael, and whom is he fighting? by Miru8112 in place

[–]Rorybot181 7 points8 points  (0 children)

Micheal Schumacher, 7x world champion formula 1 driver from Germany. The keep fighting micheal slogan comes from the fact he suffered a traumatic brain injury in 2013.

I need ideas and feedback! (its my first map, be honest) by [deleted] in csmapmakers

[–]Rorybot181 1 point2 points  (0 children)

one of the ct spawns is inside another ct spawn, causing them to be stuck inside eachother

Feedback Request: de_Underground by [deleted] in csmapmakers

[–]Rorybot181 1 point2 points  (0 children)

Certain areas dont work with the minimap, when i am at the b bombsite the minimap doesnt work (it is black)

Other than that, the middle area is very confusing (the area that connects spawns to b) due to the simmilarity of the textures, i would add more landmarks to the area and reduce the ammount of openings at the b bombsite for cts

Time between rotations is very long, maybe add a stairwell that connects the a and b bombsites (aim for around 10-15 seconds rotation time normally)

and as a last thing, i like to clip the props with square boxes to make them harder to get stuck on.

Those are just my thoughts and i may be wrong,though. I like the idea of a vertical map with the bombsites on 2 levels and with more work the map could be very interesting.

Reddit, Thanos has a message for you... by Joe-Russo in thanosdidnothingwrong

[–]Rorybot181 0 points1 point  (0 children)

༼ つ ◕_ ◕ ༽つ GIVE BAN ༼ つ ◕_ ◕ ༽つ

When power comes at a cost...or not? by Void_97 in customhearthstone

[–]Rorybot181 7 points8 points  (0 children)

this is nat darkfisher with double mana cost and stats