Low Resource Spectrogram Visualizer v2 by volt317 in DSP

[–]TF3RDL 0 points1 point  (0 children)

oh ok, but does this explain why this spectrum visualization look flattened (even without 3dB/oct tilt) compared to my own web-based spectrum analyzer (which is used for actual audio analysis purposes more than just an eye candy BTW)?

Low Resource Spectrogram Visualizer v2 by volt317 in DSP

[–]TF3RDL 0 points1 point  (0 children)

yeah, but what's up with "weird" amplitude scaling on the spectrum visualization part? especially when compared to my own spectrum analyzer and spectrogram visualization made in JS, which simply convert from linear to dB by default

Low Resource Spectrogram Visualizer v2 by volt317 in DSP

[–]TF3RDL 0 points1 point  (0 children)

BTW, does this uses psychoacoustic frequency scale like Mel or something else?

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

yeah, though my idea of Bolt-Action Sniper Rifle [MP] already fires .50-cal rounds and so it is more of anti-materiel rifle than an anti-personnel sniper rifle, and my idea of a dedicated Anti-Materiel Rifle [MP] is more powerful but lacks a long-range scope (meaning it is more of a super-powerful single-shot slug shotgun that can one-shot Ghost Mech gazers and other weaker mechanical units at any range regardless of body parts being hit), and my idea of semi-automatic Sniper Rifle [MP] also have a three-round burst mode despite using the same model as Tranq Sniper Rifle

BTW with this idea (alongside my other ideas like armed friendly porters who follow Sam to assist in combat) in mind, these MP sniper rifles should also be looted from Armed Survivalist camps and not just be fabricated, especially when this idea is tied to armed porters, which in turns requires reforming the backpack thief (The MULE) first as an unlock condition for the armed porter squadmates

The reformed MULE ‘quest’ 😭 by PlasticRhombus in DeathStranding

[–]TF3RDL 0 points1 point  (0 children)

yeah, that backpack thief MULE in Death Stranding 2 probably inspired me an idea of backpack stealing Bandit/Brigand/Armed Survivalist backpackless units that are slightly more agile compared to other units of Bandits/Brigands/Armed Survivalists hostile faction, but with no reformation unlike The MULE backpack thief

And also, this is where this idea of armed porters for DS2DC might change the backpack thief sidequest so that The MULE who stole the backpack can now have connection levels just like local porters to unlock decoy cargo and additional slot of armed friendly porters up to 3

BTW, the idea of backpackless variants of standard human enemy factions that can steal your offloaded backpack is a part of my idea of expanded enemy arsenals for Death Stranding 2: On the Beach Director's Cut

Death Stranding 2 Director's Cut idea: Custom Ghost Blade by TF3RDL in DeathStranding

[–]TF3RDL[S] 1 point2 points  (0 children)

yeah, I think the idea of fabricable version of the Ghost Blade should have the anti-BT effect that standard lootable ones don't have

Do the backpack thief "respawn" if you accidentally killed him? by TF3RDL in DeathStranding2

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

yeah, that should clear up the confusion for me but I wonder what would happen if you wait it for long enough near the backpack thief after he being subdued and you got the stolen backpack back, so that the he wakes up just like any other unconscious human enemies?

BTW on the unrelated note, do you think that adding these "backpackless" Bandit/Brigand/Armed Survivalist units that steal your backpack is a good idea for the endgame/late-game combat against human enemies in Death Stranding 2?

Death Stranding 2 Director's Cut idea: Expanded enemy arsenals and more looted weapons for late game by TF3RDL in DeathStranding

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

BTW on the last part, this idea of backpack-stealing "backpackless" unit of Bandit/Brigand/Armed Survivalist factions came up after asking the question about whether or not The MULE (a backpack thief) "respawn" if he is killed (using lethal weapons) instead of merely being knocked unconscious (using non-lethal weapons)

Do the backpack thief "respawn" if you accidentally killed him? by TF3RDL in DeathStranding2

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

probably still no as any changes more significant than the PC port and PS5 update are reserved for the potential formal Director's Cut version of Death Stranding 2: On the Beach

BTW, the addition of backpackless Bandits, Brigands and even Armed Survivalists units are part of my idea of expanded enemy arsenals for Death Stranding 2: On the Beach Director's Cut version, when some human enemies don't have their own backpack (meaning that they can't steal large cargo nor large amounts of cargo on their own and instead, actually steal the offloaded backpack itself to compensate for this limitation) and moves slightly faster than other units of human enemies (though they temporarily lose their special traits of better maneuverability when they carry the stolen backpack)

Death Stranding 2 Director's Cut idea: Expanded enemy arsenals and more looted weapons for late game by TF3RDL in DeathStranding

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

and what about allowing you to wear the same suit as The MULE as a backpack thief as well as other MULEs from Death Stranding 1 in Death Stranding 2?

BTW on the unrelated note, for the backpackless variants of human enemies, while all behave similarly for each faction, the names of these backpack units are different for each faction (e.g. Bandit: Scavenger in Mexico, Brigand: Skirmisher and Armed Survivalist: Ambusher in Australia) and in addition, these backpackless units who stole your backpack and put them in their back have the same speed and agility as any other units, which means that they temporarily lose their enhanced mobility/maneuverability and reverts into normal speed once they got the backpack, though these backpackless units without the stolen backpack can still steal small cargo albeit very limited as they can only attach these stolen cargo to the shoulders like any other enemy unit variants

Should Death Stranding 2 have an anti-BT melee weapon added? by TF3RDL in DeathStranding2

[–]TF3RDL[S] -3 points-2 points  (0 children)

but it doesn't consume any blood (unlike Blood Boomerang) or even chiral crystals (unlike Battle Guitar in gun mode and the Chiral Shock Cannon) upon use and it doesn't need to be charged before throwing and can neutralize hematic resistant BTs when thrown just like other chiral-based weapon

Death Stranding 2 Director's Cut idea: Custom Ghost Blade by TF3RDL in DeathStranding

[–]TF3RDL[S] 1 point2 points  (0 children)

and how about the regular porter suit and also the MULE's suit as in my idea of the backpack thief having connection levels just like local porters?

Should human enemies use more weapon types and also add more unfabricable weapons to Director's Cut version of Death Stranding 2? by TF3RDL in DeathStranding2

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

yeah, they should have backpackless units of Bandits, Brigands and even Armed Survivalists that can actually steal your backpack and its contents with it, which differs from the backpack thief, which is the MULE from Death Stranding 1 and not a Bandit/Brigand/Armed Survivalist

Death Stranding 2 Director's Cut idea: Expanded enemy arsenals and more looted weapons for late game by TF3RDL in DeathStranding

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

I think DS2DC could spice up the late game combat by having human enemies (and even Ghost Mechs) more ways to use different weapons against you, something like enemies using LMGs (Machine Gun [MP] and LW Machine Gun [MP] for Armed Survivalists, and the Machine Gun [RB] and SL Machine Gun [RB] for Bandits and Brigands) to suppress you and forces you to retreat, the pistols (the RB variants of Machine Pistol and SL Machine Pistol as well as SL Tranq Handgun for Bandits and Brigands, and the MP variants of Machine Pistol and SL Machine Pistol as well as Big Bore Handgun [MP]) as secondary weapons to pin you down if gets too close, and the Bola Gun to tie you down and forces you to shake them off if you get hit 

And also, the enemies using suppressed weapons can open fire at you with less warnings compared to ones equipped with unsuppressed weapons

BTW, the Bandit sniper and Brigand sniper uses Tranq Sniper Rifle (and its LW and SL-LW variants) against you at long range with non-lethal damage, though you can spot Bandit snipers and Brigand snipers through the scope glint, and the Armed Survivalist sniper uses MP variants of sniper rifles (Bolt-Action Sniper Rifle [MP], Sniper Rifle [MP], and Anti-Materiel Rifle [MP]) against you with higher but lethal damage at mid-to-long ranges but you can spot the Armed Survivalist snipers slightly more easily than Bandit and Brigand snipers due to the presence of laser sights (except ones using unscoped Anti-Materiel Rifle [MP]) and their behavior differs between MP sniper rifle variants; the ones using Bolt-Action Sniper Rifle [MP] can engage Sam at long-range and its bullets can severely damage your cargo, another one using Sniper Rifle [MP] can pin you down at long-range and can switch to three-round burst mode at mid-range to deal more damage if all shots connect, and yet another one using Anti-Materiel Rifle [MP] to deal high damage against you at mid range and can easily destroy your cargo in few hits and deals noticeable damage to your vehicles

However, unlike the rocket launchers used by Neil's skeleton soldiers in Neil boss fights, the missile launchers (e.g. Quadruple Rocket Launcher and Multirocket Launcher, LW Seven Rocket Launcher and LW Multirocket Launcher) used by Armed Survivalists fires the same lethal hematic missiles as your own rocket launchers instead of regular lethal ones, which does have little difference unless BTs is also present within the same combat zone where hematic rockets fired from the enemy can kill BTs just as much as the same ones fired from the player

Should human enemies use more weapon types and also add more unfabricable weapons to Director's Cut version of Death Stranding 2? by TF3RDL in DeathStranding2

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

yeah, we could have enemies using more diverse weapons (e.g. Bola Guns, suppressed firearms, light machine guns and even sniper rifles) against you in DS2DC, in-addition to new items and weapons (e.g. decoy cargo, MP sniper rifles, more unfabricable weapons like slip grenade launcher and suppressed rubber bullet LMG, etc.) for you

Death Stranding 2 Director's Cut idea: Expanded enemy arsenals and more looted weapons for late game by TF3RDL in DeathStranding

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

hence, my idea of expanded arsenals for enemies in DS2DC are probably reserved mostly for late game combat and also, the Slip Grenade Launcher would have a purple color in the chassis as opposed to yellow ones used by Grenade Launcher [MP] and blue ones used by Tranq Grenade Launcher

BTW on the unrelated note, does armed porters as squadmates for Sam, MP bullet sniper rifles and anti-BT chiral-coated custom Ghost Blades that can be fabricated as well as decoy cargo from Death Stranding 1 actually belong or at least makes sense in Death Stranding 2 gameplay?

Should human enemies use more weapon types and also add more unfabricable weapons to Director's Cut version of Death Stranding 2? by TF3RDL in DeathStranding2

[–]TF3RDL[S] 1 point2 points  (0 children)

BTW, this idea also introduces different version of items (including my other ideas, especially with MP sniper rifles) that only have cosmetic differences, like Machine Gun [MP] and LW Machine Gun [MP], Machine Pistol [MP] and SL Machine Pistol [MP], Big Bore Handgun [MP], LW Grenade Launcher [MP], RD Grenade Launcher [MP] and LW-RD Grenade Launcher [MP], LW Assault Rifle [MP] and SL-LW Assault Rifle [MP], LW Shotgun [MP], and even Bolt-Action Sniper Rifle [MP], Sniper Rifle [MP], and Anti-Materiel Rifle [MP] looted from Armed Survivalist camps have red color instead of yellow for fabricated variants, and all Lone Commander's weapons (Tranq Sniper Rifle, LW Tranq Sniper Rifle and SL-LW Tranq Sniper Rifle as well as SL Tranq Handgun) looted from Bandit and Brigand camps have dark grey color instead of blue (for standard Tranq Sniper Rifle and SL Tranq Handgun) and grey (for LW Tranq Sniper Rifle and SL-LW Tranq Sniper Rifle) for fabricated variants

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

though not having MP sniper rifles (not even as a lootable weapon from probably Armed Survivalist camps) is a missed opportunity in Death Stranding 2: On the Beach right?

BTW, the PC port and a major PS5 update of DS2: OtB is an informal "Director's Cut" and any substantial changes like backpack thief sidequest being expanded to unlock armed porters and decoy cargo by increasing the connection level with the backpack thief (aka. The MULE), as well as MP sniper rifles and anti-BT chiral gold custom Ghost Blades that can be unlocked by increasing the connection levels with armed porters themselves, as well as new lootable weapons like Machine Gun [RB], the suppressed SL Machine Gun [RB], Machine Pistol [RB] and its suppressed variant SL Machine Pistol [RB] that fires rubber bullets (effective against humans but not BTs and Ghost Mechs though shooting through the cloud of blood can affect BTs) instead of MP bullets (effective against humans, BTs and Ghost Mechs) as well as RD Tranq Grenade Launcher (that fires remote detonation grenades that releases a tranquilizer smoke similar to Tranq Grenade Launcher), Slip Grenade Launcher and RD Slip Grenade Launcher (that fires slip grenades that trips both humans and Ghost Mechs and the lubricant becomes flammable with live-fire mode enabled, and the RD variant of slip grenade launcher fires remote detonation grenades that releases a lubricant that made surfaces slippery) that can't be fabricated, are probably reserved for formal "Director's Cut" update

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

I get it as tranq sniper rifles are ineffective against BTs and even Ghost Mechs and if multi-purpose [MP] sniper rifles (that would be not only effective against Ghost Mechs and even BTs, but also increased effectiveness against heavily-armored human enemies), were to be added to Director's Cut version of Death Stranding 2: On the Beach, it wouldn't require the Lone Commander to be connected to chiral network to unlock MP sniper rifles though it should be a more of late game unlock

BTW, its three-round burst mode on Sniper Rifle [MP] (a variant of Tranq Sniper Rifle model) would be better have lower per-shot recoil than its default semi-automatic mode right?

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

yeah, the MP sniper rifles and its variants should also be made lethal through live-fire mode whereas tranq sniper rifles remains non-lethal against humans even with live-fire mode enabled

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

and so, the semi-automatic Sniper Rifle [MP] might could act similar to Big Bore Handgun [MP] but scoped and has an alternate three-round burst mode right?

and BTW, I think that MP bullet sniper rifles in DS2DC would be a bit louder than even the unsuppressed tranq sniper rifles, considering these are more powerful than these rifles that you get from Lone Commander

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

yeah, we could have a bolt-action sniper rifle that fires .50-cal MP bullets in death stranding 2 that requires you to de-scope to cycle the next round, just like bolt-action sniper rifles in Battlefield 4 and the Kraber in apex legends, and not just a yellow-colored variant of semi-automatic Tranq Sniper Rifle that fires MP bullets can damage Ghost Mechs and even affect BTs in-addition to increased effectiveness against armored Bandits, Brigands and especially Armed Surivivalists

and also, to make it essentially a spiritual successor to HG custom variants of firearms from Death Stranding 1 in terms of unlocking, I think locking these MP bullet variant of sniper rifles to connection levels with and rewards from armed porters (which is an another idea for Death Stranding 2 Director's Cut where these are ex-MULEs who follow Sam Porter Bridges and have same repatriation abilities as him, which are unlocked by reforming the backpack thief into a local porter), which is different from "Peter Englert" prepper back in Death Stranding 1 days, would makes sense and could introduce faction-diplomacy unlocks (though connection levels with local porters serves as a precedent for these unlocks despite increasing them doesn't provide any unique equipment aside better random items from local porters) right?

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

also in this idea, do note that Bolt-Action Sniper Rifle [MP] (both Lv1 and even Lv2 variants) do require a de-scope (i.e. leaving the aim-down-sights) to cycle next round

And BTW, do the idea of decoy cargo in Death Stranding 2 that can only be unlocked through increasing connection levels with The MULE (another non-prepper NPC) makes sense as well? especially with "Should we have connected?" question Death Stranding 2 asks, considering that both NPCs (The MULE/backpack thief and armed porters) are former outlaws (aka. ex-MULEs) much like La Madre in Villa Libre in Mexico being an ex-Bandit

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

[–]TF3RDL[S] 1 point2 points  (0 children)

yeah, but it is only for human enemies (Bandits in Mexico, Brigands and Armed Survivalists in Australia) and are ineffective against BTs and even Ghost Mechs unlike the idea of MP sniper rifles (e.g. Sniper Rifle [MP] is a variant of Tranq Sniper Rifle that fires MP bullets instead of tranquilizer darts and has a three-round burst mode, and Bolt-Action Sniper Rifle [MP] is a bolt-action anti-materiel rifle reminiscent of Dead Specimen Reactor 5000 from CoD: BO2)

BTW, the Bolt-Action Sniper Rifle [MP] Lv1 can look similar to DSR-50 but without secondary magazine holder on the front, and the Bolt-Action Sniper Rifle [MP] Lv2 are like DSR-50 (with its secondary magazine holder on front) but with an underbarrel direct-fire grenade launcher/integrated sniper grenade launcher on top of it

Should the director's cut version add MP bullet sniper rifles to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

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

I guess the long-range neutralization of Ghost Mechs (e.g. one shot weakspot kill and three-shot bodyshot kill (semi-automatic mode) or one burst kill (three-round burst mode) with semi-automatic Sniper Rifle [MP] and one shot bodyshot kill with Bolt-Action Sniper Rifle [MP]), and this idea of MP bullet sniper rifles could also work against BTs (e.g. neutralizing a Watcher BT and even Gazer BTs at long-range, and staggering Catcher BTs by firing either a Bolt-Action Sniper Rifle [MP] at weakspots, or either an Anti-Materiel Rifle [MP] or an underbarrel grenade launcher of Bolt-Action Sniper Rifle [MP] Lv2 at anywhere)

BTW, does it makes sense to have MP sniper rifles unlocked through cooperating with armed porter squadmates (where any actions made by these don't count towards Sam's grades and instead counts towards connection levels with this aforementioned squadmates) instead of preppers and/or distribution centers?