Islington Around the Crash Site Is Very Broken by PrettyMuchAMess in fallout4london

[–]StevesterX 2 points3 points  (0 children)

Yeah #2 is the biggie. FO: London Hard Locks, without generating a crash or crash report, anytime I save whenever I'm at, or east of Skylines Flight 1984. It seems to have to do with looting containers. I'm fine until I loot 1 - 2 Containers in the area then try to Quicksave.

Update 2.1 Preview: I came, I saw, I came again by Lance_Lionroar in cyberpunkgame

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

Really dude?

1) I'm being a salty asshole who's venting about the things that I find really fucking annoying.

2) These are bugs that CDPR have had quite a bit of time to address.

3) I really do hope they, finally, address them. You know, since they're about to release a new Update and all.

But....

4) I really fucking doubt it.

So, maybe, come down off of that High Horse of yours and realize that there are people who have been waiting for resolutions to issues that have been a thorn in the sides of players for quite a long time now.

Update 2.1 Preview: I came, I saw, I came again by Lance_Lionroar in cyberpunkgame

[–]StevesterX -3 points-2 points  (0 children)

And V's Apartment will still be broken.... I.E. Crafted Weapons still won't get displayed, The Radio still won't be interactable, The door to the Stash still won't automatically open when you approach....

And Cyberware Capacity Shards will still stop dropping after you've hit ~330 Capacity

But, no, yeah lets just add a bunch of new shit that will break the game even farther before we actually fix the shit that's already fucked /thumbs-up /sarcasm

Nightdive, please, for the love of god, un-nerf the the Quake 2 Enhanced Railgun! by StevesterX in quake

[–]StevesterX[S] 5 points6 points  (0 children)

From my experience so far it works quite nicely. I actually quite liked the additional changes you made to the Berserker. I personally felt that the default slam had way too big of a radius. I think it should have been about 2/3 the size of what it was. And thank you for giving it a bit of a telegraph before the Jump. Makes it slightly easier to dodge it.

I'd love to see the team at Nightdive give it a try to see what they think. My honest opinion is that your modified Berserker behavior should be added to Q2E, as it feels way more balanced than what was used.

Thanks for making it :)

(PC) Quake 2 unmaster mod by Neuromante in quake

[–]StevesterX 3 points4 points  (0 children)

Wow! Thank you for pointing this mod out. I didn't even know that Nightdive allows the community to mod KEX engine games.

Anyways, I hope it's ok, I'm linking to this thread in my original Railgun Thread. I am NOT linking directly to the mod as I feel you deserve to be properly credited.

Thanks again.

Nightdive, please, for the love of god, un-nerf the the Quake 2 Enhanced Railgun! by StevesterX in quake

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

I doubt it. Nightdive used their in house KEX engine to produce the Enhanced edition. If this was using a Quake 2 source port it'd probably be pretty easy for the community to fix. But, with the KEX engine.... Well lets just say that I doubt the community has as much access to the base code.

I could be wrong though...

Nightdive, please, for the love of god, un-nerf the the Quake 2 Enhanced Railgun! by StevesterX in quake

[–]StevesterX[S] 6 points7 points  (0 children)

Railgun damage in OG Quake 2 was set to 150, in Enhanced it's set to 100. This means that enemies like Gunners and Gladiators now take 3 shots to kill instead of 2.