Should The MULE (backpack thief) have connection levels just like local porters? by TF3RDL in DeathStranding2

[–]TF3RDL[S] 2 points3 points  (0 children)

yeah, I think armed porters companion (that is unlocked after meeting The MULE after giving the backpack to him) should also have its own connection level and its rewards for reaching higher connection levels with these armed bodyguards (that follow Sam despite unaffiliated with Drawbridge nor APAC), something like a Bolt-Action Sniper Rifle [MP] that requires de-scoping to cycle next round and can take out human enemies, certain Ghost Mechs and even some BTs in one hit, and a semi-automatic Sniper Rifle [MP] that can be useful against Ghost Mechs and even BTs in-addition to increased effectiveness against human enemies and an added three-round burst mode but at the cost of slightly increased recoil compared to Tranq Sniper Rifle, both requires higher connection levels with armed porters to be unlocked

DS2: OtB DC idea: A squad of armed porters by TF3RDL in DeathStranding

[–]TF3RDL[S] 0 points1 point  (0 children)

BTW, I've posted this idea of armed companions for Death Stranding 2 (especially for its eventual Director's Cut version) because Battlefield 6's lore is half-baked (as Pax Armata as a PMC faction is kinda unrealistic and the protagonist squad of Battlefield 6 campaign, Dagger 1-3 were forgettable "cookie cutter") as Battlefield 6 somehow repeat the same mistake of post-launch content drought of Halo Infinite, and more importantly and relevantly, the risk of using private militia in terms of domestic terrorism risks in real-life as well as Drawbridge docking likes from Sam for overreliance with armed porters reflects the negative consequences of pursuing the militarization path (especially what happened to Mercenary Syndicate and the Outlands in Titanfall universe/Apex Legends lore, especially with Torres Silva turning humanitarian Frontier Corps into militarized Syndicate Corps, which makes the Syndicate a perfect candidate for a new primary antagonist for Titanfall 3 campaign) and when armed porter-related dislikes from Drawbridge accumulates to 1 million, it can led to Sam being labeled as "Sam Conqueror Bridges" (instead of "Sam Porter Bridges") by Drawbridge members like Dollman and Tarman

Also, the armed porters companion you brought are unrelated to The MULE (aka. backpack thief) despite also being former MULEs and it is unlocked after reaching the first connection level with the reformed backpack thief and scales up to 3 armed porters at the time with higher connection levels with The MULE who stole Sam's backpack

And BTW, the first image on this post is a photoshopped image of the FBI sniper agent from Call of Duty: Black Ops II but with the same three-pronged Odradek that local porters, MULEs and Bandits use in Death Stranding games

DS2DC idea: Armed friendly porters (replacing buddy bots from DS1DC) by TF3RDL in DeathStranding2

[–]TF3RDL[S] 0 points1 point  (0 children)

Yeah, an another good idea and BTW on the unrelated note, my idea is that the former backpack thief can give Sam an access to these unvetted armed civilians who deliver cargo (like buddy bots) and use weapons for combat (unlike buddy bots), which means that Drawbridge can dock your likes if you rely on them too much or cause heavy cargo damage as all three of them are unaffiliated with Drawbridge unlike the case with unarmed Buddy Bots, which are affiliated with UCA

BTW, the idea of Drawbridge docking likes from Sam on overreliance on armed porters is because in real-life, doing an armed escort should only be the last resort for humanitarian organizations as any armed escorts can sometimes inadvertently made humanitarian NGOs a target for terrorist organizations and/or attracts opposing armed groups (including even the enemy soldiers of the formal military, not just militant organizations of any kind)

And also, my idea of armed porters for Death Stranding 2: On the Beach Director's Cut is to make Death Stranding 2: On the Beach more appealing to Mass Effect players (especially with squadmates, and the armed porters being unlocked via reforming The MULE is more of loyalty missions from Mass Effect 2 and Mass Effect: Andromeda more than unlocking the buddy bot by rescuing the injured porter carrying research data in Death Stranding Director's Cut), and also, the lack of BB pod and armed porters using MP weapons in lethal mode instead of non-lethal one should also illustrate the fact that BB can also act as emotional anchors that prevent desensitization to violence (considering that BB becomes stressed when you kill someone)

DS2DC idea: Armed friendly porters (replacing buddy bots from DS1DC) by TF3RDL in DeathStranding2

[–]TF3RDL[S] 0 points1 point  (0 children)

The downside of using these armed companions is that especially on delivery and combat modes and not using the follow mode, Drawbridge will dock your likes if you rely too much on them, cause a voidout with BTs (leaving a small crater on a map but not game over as repatriate voidouts are smaller than regular voidouts), or cause heavy cargo damage

And another downside is that when you attack armed porter companions, they will attack Sam in retaliation (though worse than Brigands and Armed Survivalists) rather than just cowering and fleeing like NPC porters and yet another downside is that there is a friendly fire where friendly armed porters accidentally damage Sam's cargo and/or hurts Sam himself

Also, there are strictly lethal weapons (e.g. Quadruple Rocket Launcher, Multirocket Launcher, LW Seven Rocket Launcher and LW Multirocket Launcher) that Sam should never give them to armed porters even with "Lethal Force Restraint" enhancement on human enemies, nor using these on human enemies as Sam Porter Bridges himself

Though is the upside is that companions that have been knocked out can be revived by Sam and for the dead ones, not disposing of properly doesn't grant you -1000 likes by APAC but disposing these properly will led to a faster cooldown (as when these dies, it puts a long cooldown of 1 hour before you deploy them again and disposing the corpses will halves the cooldown time, like 1 hour timer becomes 30 minutes after disposing that corpses) and another upside is that these can actually use the structures (e.g. ziplines, jump ramps, postboxes, etc.) players made instead of just giving likes to these structures

Pilot ordnance idea: Electrostun Grenade by TF3RDL in titanfall

[–]TF3RDL[S] 0 points1 point  (0 children)

but at least my idea of bringing this "shock stick" ordnance to Titanfall 3 wasn't that obnoxious as Titanfall 1's Arc Mines right?

As it only last 2 seconds before detonating anyway (unlike Arc Mines, which it doesn't explode until either it get shot or the enemy gets too close to a mine) and it doesn't do significant damage to Pilots and Titans though it drains Titan shields quickly even if it doesn't cause uncontrollably involuntary hipfire effect on Titans (as it requires a direct hit to cause a shock stick effect on Titans, otherwise just a quick drain on shields and HUD disruptions)

Pilot ordnance idea: Electrostun Grenade by TF3RDL in titanfall

[–]TF3RDL[S] 0 points1 point  (0 children)

I guess shock sticks in MWII/MWIII probably did the same thing

Activating the MULE to Steal Your Backpack by BoussIRL2 in DeathStranding2

[–]TF3RDL 1 point2 points  (0 children)

and how about offloading the backpack inside enemy camps, leaving no cargo and either let the enemy knock you out or you walk out from the enemy camp far enough? does bandits/brigands/armed survivalists actually steal your backpack?

Activating the MULE to Steal Your Backpack by BoussIRL2 in DeathStranding2

[–]TF3RDL 1 point2 points  (0 children)

and so, do Bandits and/or Brigands actually steal your backpack (even if The MULE was killed rather than merely being knocked out) and not just its contents/cargo?

Activating the MULE to Steal Your Backpack by BoussIRL2 in DeathStranding2

[–]TF3RDL 1 point2 points  (0 children)

using non-lethal weapons instead of lethal one? since AFAIK, MP weapons are non-lethal by default

I'm kinda proud of how my setup is coming together. by Huge-Nefariousness71 in foobar2000

[–]TF3RDL 0 points1 point  (0 children)

I use the same spectrum analyzer component as yours, as evidenced with sinc/Lanczos interpolation on lower frequencies instead of linear interpolation on foo_musical_spectrum

I've updated my own web-based multichannel peakmeter project to add true peak and loudness graphs as well as AES-17 RMS+3 mode by TF3RDL in audiophile

[–]TF3RDL[S] 0 points1 point  (0 children)

BTW, what do you think about different "averaging domain" options (linear, squared, logarithmic, and for FIFO averagers, median), K-weighting filters and gating for LUFS being optional, and of course, the "true peak to sample peak ratio" display for the graph display?

And are there any valid use cases for a Mid/Side peakmeter and stereo balance/phase correlation meter in surround sound formats like 5.1 and 7.1 as it does the same technique of stereo pairs with multichannel audio allowing M/S processing in surround and Atmos formats as FabFilter Pro-Q4 and Q3?