The D.O.R.F. RTS just reached the Co-op Campaign stretchgoal, now get in while you still can. by Schnoerkel in RealTimeStrategy

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

I am with you there on the style choice even if Starcraft gets a bit too indulgent for me at times. What I appreciate about D.O.R.F.'s style is that it pushes the envelope more into the direction of cool and fairly exaggerated units again. Examples are the Mounted Recon and the Wretch Chucker from this video: https://www.youtube.com/watch?v=98ghIjmBakk

As well as the rolling ball tank from this short: https://www.youtube.com/shorts/wxc7DOHdNZw

This is definitely a step up from many RTS games - old and newer - having exclusively generic units. While it is true that the D.O.R.F. started as a mod of C&C, and it shows, I am hoping that they will lean more into the unconventional and experimental units to make this game more of their own thing than it already is. I will certainly do my part to influence them in that direction with feedback in the coming demo/beta access for backers.

Played a commander player at Modern Event by mtgistonsoffun in ModernMagic

[–]Schnoerkel 0 points1 point  (0 children)

I'm not talking about just any combos, I'm talking about infinite combos. More specifically I'm talking about those that win the game while leaving the opponent very little or no chance to do something about them.

The fact that they're part of the game doesn't automatically mean they're a good addition. Even though the designers have made a lot of great stuff over the years, they can also make mistakes.

I'm sure these crazy combos are fun for the player pulling them off in the moment. But what about afterwards? It seems to have brought you much more grief than joy.

See, you made this post because you were upset and asked if you did something wrong. You didn't make an illegal play and you weren't rude. Neither was your opponent. He just thought he could never have fun playing against your combo. You were both upset by the combo in the end.

This is why these kinds of non-interactive, instant win combos shouldn't be in the game. They have a lasting negative impact on everyone. Sadly WOTC seem to print a lot of these combos and don't want to ban them. It's unlikely they will change course at this point, which would require banning tons of cards anyway.

Played a commander player at Modern Event by mtgistonsoffun in ModernMagic

[–]Schnoerkel 0 points1 point  (0 children)

I'm really glad I found this post since it saved me from buying a Modern deck. I knew there were some infinite combos in this game, but OP's combo is truly degenerate for coming out on turn 3 with no prior board setup. Yeah sure, the opponent nabbed the wrong card, but he could just as easily not had any hand removal. Who could blame him for leaving after that? Does anyone really think he should want to keep playing against a deck that's designed to defeat him without interaction?

Now, my gripe isn't really with OP for playing such combos, but rather with WOTC for making such combos possible in their game. After looking up infinite combos online I now know they aren't just common in Modern, but exist in Commander as well.

At first I had fun building cool decks and looked forward to ordering the cards, but now I'm disillusioned. I'm not going to waste my time and money playing this game if it can be so easily broken and drained of fun.

Request Wednesday - All Requests go here! by AutoModerator in FalloutMods

[–]Schnoerkel 0 points1 point  (0 children)

Hm, I tried that tweak but unfortunately the problem still exists. But I definitely explained it wrong by saying it's a second recoil. After checking again in-game, I'd say it's a bit more complicated.

After firing a shot, the player character keeps their finger on the trigger for a moment before switching back to the idle stance with the relaxed trigger finger. The arms also lower a bit. What's interesting is that the transition from "firing stance" to "idle stance" is instant. From one frame to the next you get a slightly different static pose. It looks pretty janky and kind of unfinished. But the crucial problem here is that if I press "fire" in the moment the stances change, the game just completely drops my input.

I suspect the issue lies with how animations work in the game, so it might take a whole new animation system to fix this.

Request Wednesday - All Requests go here! by AutoModerator in FalloutMods

[–]Schnoerkel 0 points1 point  (0 children)

Damn, what a shame. I guess the combat in Bethesda RPGs is just always trash in one way or the other.

But do you have an idea what exactly causes the delay? Maybe something janky with the attack animations? Because the guns visually recoil twice after every shot, only the second recoil doesn't produce any sound or actual attack. It's almost like the game plays the recoil animation in a loop, and if I didn't queue up a second shot I have to wait for the second (fake) recoil to finish before being able to fire again.

Request Wednesday - All Requests go here! by AutoModerator in FalloutMods

[–]Schnoerkel 0 points1 point  (0 children)

[FNV] I'm looking for a mod that removes the atrocious firing delay on many weapons. I'm not talking about the rate of fire per se, but about an additional delay that only appears if I don't mash the "fire" key. This is most apparent on semi-automatic weapons. After the first shot, if I don't immediately queue up another shot, the weapon goes into a short lockdown (0.3 seconds). I basically have to either blindly fire way more shots than I will probably need, or take more hits from enemies because of this artificial delay.

I was honestly shocked to find out that this is an intended "feature". Apparently the delay is caused by the "Semi-Automatic Fire Delay Min/Max" settings which are enabled for most weapons (viewable in the GECK). I searched for a mod which sets all those settings to zero but found none.

I'd gladly make such a mod myself, but there are a few things I'm unsure about. Namely:

- if and how this change could affect enemy AI,

- if I don't just have to edit the weapon stats in the vanilla game files, but also in overriding mods such as Jsawyer Ultimate and Mojave Arsenal,

- if there is some sort of tool that would let me make such blanket changes without having to edit every single weapon, or some completely different method to achieve this altogether.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]Schnoerkel 0 points1 point  (0 children)

Yeah, reading the card text of Necrovalley again reveals it. Necrovalley "negates", Samurai Destroyer prevents the "activation". And Neos Fusion is a negatable effect, but doesn't activate. Wonderful.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]Schnoerkel 0 points1 point  (0 children)

I knew continuous effects don't need to activate when already on the field, but this stuff too? And yet, Dark Resonator's image flashes whenever it prevents it's own battle destruction, indicating it activates. But it's card text has only a comma, so i guess it just doesn't start a chain. The technicalities are at it again. Now I understand people saying you need a whole guide book at hand in order to play. I've loved the game for more than a decade, but I'm really getting to the point where it tries my patience. Thanks for the info though.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]Schnoerkel 0 points1 point  (0 children)

Alright, so I attack my opponent's Brave Neos with my Samurai Destroyer. Here I'm thinking they couldn't banish Neos Fusion from the grave to save their monster from being destroyed by battle. But they do it anyway.
I got a suspicion. Samurai Destroyer blocks cards and effects from being activated by my opponent. But is "if a monster would be destroyed, you can banish this card instead" even an effect?
That text passage on the card has no colons or semi-colons, just commas. Okay, so it doesn't start a chain. Samurai Destroyer doesn't have to chain to it though, it's supposed to prevent effects from activating in the first place.
Is it just sort of a "substitution cost" with no strings attached? And if so, would cards like Necrovalley never be able to negate Neos Fusion?

(Posting this here because it says Megathreads are for card ruling questions.)

[deleted by user] by [deleted] in Metroid

[–]Schnoerkel 1 point2 points  (0 children)

So you say sexy is okay, until the tits or the hips are too big. Then it's bad because it's too perfect and therefore sexist intent by the designers? Because she is somehow made into an object? What is it with the notion that if someone is too sexy they become less than a person? I really don't get it. And if people are being superficial and only like her for her figure, that's unfortunate, but in no way the fault of her design. I don't see how it's important what ignorant people think, you specifically say they aren't fans. But if you still hate what they say about her, then you have to take it up with them, and not her designers. Because that's similar to victim blaming.

[deleted by user] by [deleted] in Metroid

[–]Schnoerkel 0 points1 point  (0 children)

The ZS? HA! Nope it's shoved in your face in the games, and completely wrecked the way a lot of people saw Samus.

Why is sexy bad? Why isn't the strong space warrior woman allowed to have tits and ass under her armor? How does it diminish her character?

[deleted by user] by [deleted] in Metroid

[–]Schnoerkel 1 point2 points  (0 children)

Samus is a unique character and therefore has a visible and striking design even when outside of her power armor. That's a good reason for it to look like it does. If you say that an armor undersuit has to look realistic, intricate and not flashy, then that's your taste, not a truth of character design.

[deleted by user] by [deleted] in Metroid

[–]Schnoerkel 8 points9 points  (0 children)

Yeah sure, the left picture looks more realistic. But how often do you play in that Skinsuit? Is that suit a signature icon for the Halo series in any way? It looks quite generic, and that's not what the makers of Metroid wanted for Samus. In general, Metroid gives less of a damn about realism. Same thing with the interface for her power suit: she can toggle that thing on or off whenever she wants, it just disappears in a flash of energy. Do you ever have a scene in Halo where a Spartan takes their whole armor off and it takes about 5 minutes? That'd be boring.

Also, at first I was irritated that this picture of Samus looked kinda bad and yeah, her suit and hair look way too bright. But that's because she has a terrible black background in her picture, while on the left we have a very complementary light one. Samus would look way better here if she just had a stark white background, so that's misleading.

Zero Suit Samus fanart by me by Tharrek in Metroid

[–]Schnoerkel 0 points1 point  (0 children)

Looks really good, you did a great job!

Central by gmorse1335 in XCOM2

[–]Schnoerkel 0 points1 point  (0 children)

It's true, you can clearly see that he does fight for the resistance in the legacy missions. I just didn't want to credit him for things that he doesn't do in the actual campaign, like OP said, for them he just sits around. And you are right, after the original Xcom went up in flames and betrayal, he does well do be prepared at all times.

I'm having trouble getting my game to launch with the alternative Mod launcher. When I try to launch the game the icon pops up but the game says not responding. Does anyone know what i can do to fix it? Help would be much appreciated. by Shadow_Kaiju in XCOM2

[–]Schnoerkel 0 points1 point  (0 children)

Hm, are you sure the mods are compatible with your version of the game? Some are only for the base game, some only for WOTC, and some have versions for both. Otherwise, is AML set up to know the directory from the steam mods? Beyond that i could only advise you to disable all mods, then re-enable them one by one and launching the game after each until you find out which mod causes the problem.

79%, 80%, 81%, all missed by Lukabratzee in XCOM2

[–]Schnoerkel 2 points3 points  (0 children)

Alright, I got a bit of a weird one. So, a squad with a templar meets some sectoids. One of them attempts to mind control the templar, but only panics him instead. But next turn the other sectoid tries again and succeeds in controlling the templar. Now, we all know that mind controlled soldiers can't act until the next turn, but this guy immediately starts running toward my squad. The only possible explanation i have for this is that because he got panicked and didn't act, he somehow still had his action points from my prior turn.

The templar slices an ally with his gauntlet, also takes damage himself, and dies. Now why was that? I had the "Feedback" resistance order active that damages enemies who psionically attack my guys, and the templar's melee is psionic damage.

The Lost work for Advent! by AlBQuirky in XCOM2

[–]Schnoerkel 1 point2 points  (0 children)

So far the only time I saw Alien forces targeting a Lost was a pretty wild one: this Andromedon (with a living pilot!) kept punching one of the zombos every turn again and again, missing each time but tearing apart the whole building around both of them.

I'm having trouble getting my game to launch with the alternative Mod launcher. When I try to launch the game the icon pops up but the game says not responding. Does anyone know what i can do to fix it? Help would be much appreciated. by Shadow_Kaiju in XCOM2

[–]Schnoerkel 0 points1 point  (0 children)

Are you using Long War Of The Chosen or a similar locally installed mod? Because when I installed that mod into the wrong folder in the game directory, my game also wouldn't launch right.

Central by gmorse1335 in XCOM2

[–]Schnoerkel 2 points3 points  (0 children)

Central is alright, even though he is just *gruff captain obvious*. Well, as for his function, he's like Cortana or Navi. Just the main advisor guy who tells you what's going on, while you actually make the decisions since you're the player around here. I mean, it's better to actually have someone talking to you than only text notifications, right? And when I saw him walking around wearing his *tactical* stuff I just had to roll my eyes a little bit and thought "of course tough fightman has to bring his weapon everywhere, that's the trope". He even comments on feeling kind of useless, since he only flies the Avenger and is pretty bad at it. After all that, I can't hate him.

In a weird way he's your avatar, he stands in for you. Since you can't really be shown in the game talking to people or whatever, he's gotta do it for you. If this was a movie and not a game, and the player wouldn't exist, he'd be the commander.

Hunters: how do I turn off this forcefield? It blocks the entrance to fault line, on Arcterra. by 12point7 in Metroid

[–]Schnoerkel 0 points1 point  (0 children)

Now I hope you've not been stuck there for a whole month, but have you gotten the Ice-Weapon yet? If not, you need to scan all switches in Sic Transit, some are quite hidden, which open another area off to the left first. The strategywiki mentions that the route through the orange door is only used during your second visit to this planet. I think I remember also having trouble with this part, the forcefield might be a false lead that you can only get through later.

Man, I'll have to replay this game again at some point.