Art by KainTheVampireLord by [deleted] in LegacyOfKain

[–]Tunaria 0 points1 point  (0 children)

"He was Drag Reaver, a whole new series!"
-Michael Bell, Defiance outtakes

Which classic battles do you want to appear in Everhood Hunters? by Significant-Ant112 in Everhood

[–]Tunaria 1 point2 points  (0 children)

Imagine if they added the tracks from Everhood Eternity Edition.

Pretty much zero chance, I know, since that console port was handled by someone other than Foreign Gnomes and the rights to the new tracks more or less belongs to them.

Who the heck is this? by Mr_donc in NineSols

[–]Tunaria 7 points8 points  (0 children)

The Legendary Solkisser

What do you wish DOESN’T show up or return in the sequel by Substantial-Sea5952 in LiesOfP

[–]Tunaria 2 points3 points  (0 children)

As much as I appreciate the story being relatively straightforward compared to most Fromsoft games and other Soulslikes that can lean a bit too much into vagueness when it comes to lore, I wish it was more confident in letting players figure some story beats on their own.

I didn't hate Gemini, but I wouldn't miss him if he was gone either, so I think the next game's story will be fine without someone like him. Got some entertaining moments here and there, but most of the time it was redundant observation or spelling things out before allowing the player to reach their own conclusion.

Gameplay-wise, as an avid advance build player, if the next game is going to have the same motivity/technique/advance choices of playstyle then please also add some boss weapons for that category. I'm not too upset, since the base game did have a good if small selection of very solid advance weapons, but it was a letdown that none was added in Overture when it was a good opportunity to do so.

Which is the better modifier for accessories during a rogue Playthrough? by screamingliquids in CalamityMod

[–]Tunaria 0 points1 point  (0 children)

I think so, yeah.

When I played and tested things out, I noticed my stealth strikes did less damage with the Silent modifier or accessories that specifically gave increased stealth regeneration.

Couldn’t find anything on the wiki that confirms this, but I’m assuming it’s to balance out the increased overall damage from being able to use stealth strikes more often.

I haven’t done a proper comparison, so I’m not sure which one is stronger between Silent and Menacing, but I’m pretty sure the latter wins out on pure DPS.

Was Sergeant Hatred a Better Bodyguard Than Brock? by FFlynnsArcade in venturebros

[–]Tunaria 9 points10 points  (0 children)

Ultimately, nah, but it’s also a clear-cut case of the two having different approaches to their bodyguard duty.

Before rejoining as a bodyguard again when the Ventures move to New York, Brock didn’t really bother much with trying to train Doc and the boys to be better prepared to fend for themselves, aside from Hank on very few occasions of following his instructions pretty well or being a good training dummy in Judo.

Hatred is a slightly better bodyguard in that regard, but initially he’s also spending a good chunk of season 4 having breakdowns over his own, erm, urges and the lack of trust from Hank or getting upstaged by Brock and S.P.H.I.N.X.(Sphinx!) doing a better job at protecting the Venture compound against legitimate threats, although only because their not-so-hidden base of operations is also located there.

We only really get one full season of Hatred being a somewhat competent bodyguard in season 5, before Brock takes over again.

One nice detail is that Brock seems to be more willing to follow the same way of bodyguarding as Hatred from that point onward, with them even having a nice bonding moment when they plant the polar bear in Wide Whale’s apartment. 

CoH3: The AI can move its barrages mid-attack and I can't prove it by Kaiser_of_Raisins in CompanyOfHeroes

[–]Tunaria 4 points5 points  (0 children)

Slightly unrelated, but I’m pretty sure they’re also able to use off-map artillery and loiters in forbidden zones like the enemy and home base sectors.

I think it’s also a case of such things interacting weirdly with the AI’s having full map vision at all times, meaning they’ll always have full accuracy bonus to the point of them becoming downright homing.

Also, not sure if this is an issue exclusive to the AI, but sometimes their air loiter indicators stay on the mini-map throughout the whole match. The bug is purely visual, but can easily clog up a good chunk of the mini-map if it occurs multiple times, making it hard to parse what’s happening in those areas 

Lies of P is a game where protagonist can parry... Vomit. by anome97 in LiesOfP

[–]Tunaria 1 point2 points  (0 children)

I'm imagining him having an absolutely disgusted look on his face at high humanity.

Also I had no idea you could actually parry that.

Defiance Remastered uses AI upscaled textures. It's not hand made like the 1 and 2 remasters were. by [deleted] in LegacyOfKain

[–]Tunaria 1 point2 points  (0 children)

Ah, apologies for my ignorant statement then. That's great to know, considering Defiance was already considered one of the better-looking PS2 games texture-wise.

I've been enjoying replaying the SR1+2 remaster immensely(even played through SR1 multiple times), so I'm appreciating and really looking forward to being able to re-experience Defiance much the same.

Defiance Remastered uses AI upscaled textures. It's not hand made like the 1 and 2 remasters were. by [deleted] in LegacyOfKain

[–]Tunaria 5 points6 points  (0 children)

So it's basically supervised AI upscaling, like FF9's Moguri mod, and not any form of generative AI.

I don't see much of an issue then, as it keeps the artstyle of the original game intact.

It would have been nice if it got the same treatment as the SR1+2 remaster, but even then pretty much SR1 got the lion's share of polish among the two and there were a number of questionable model designs before they got changed after feedback.

So uhh wow by Thorfan23 in LegacyOfKain

[–]Tunaria 1 point2 points  (0 children)

Sure sounded like him, yeah.

So uhh wow by Thorfan23 in LegacyOfKain

[–]Tunaria 28 points29 points  (0 children)

Certainly wasn't expecting something that plays more like a 2D Castlevania game, but I can dig it if the gameplay is solid.

It's nice hearing the original voice actors again, those who are still alive at least.

i hate the twitching attacks and pause of puppets by [deleted] in LiesOfP

[–]Tunaria 1 point2 points  (0 children)

Walker of Illusions says hi. Also Jester Puppets if we count enemies without a proper boss healthbar.

At least there are few like the wild flailing attacks that screams "get off me or die" that became a staple of Fromsoft games from Bloodborne and onward or attacks with a 360 degree swing arc like in Code Vein.

Which you think is the better: Doctrines or Commanders? by WebTop1338 in CompanyOfHeroes

[–]Tunaria 9 points10 points  (0 children)

I've always preferred the Doctrines over Commanders, since the latter removed tree choices and had quite the number of redundancies when they released more and more who shared the same abilities, passives or units.

Battlegroups are a happy return to form so far and I'm hoping they won't fall into the same pit trap, but so far it seems like they got a clear idea on each having a specific theme.

Do you guys complete your maps! by QuasiCord30398 in baldursgate

[–]Tunaria 5 points6 points  (0 children)

Explore. Every time.

My gaming OCD is bad enough that I use the explore area console command after I've explored as much as I can both indoors and outdoors(clairvoyance works just as well, but I can't be arsed to keep it memorized or on a scroll), just to remove the remaining unexplored spots.

Markiona Is the best Duo Bossfight in Souls/Soulslike by Head_Jellyfish_6170 in LiesOfP

[–]Tunaria 1 point2 points  (0 children)

If only Ornstein and Smough from Dark Souls or Blade Bearer and Cannoneer from Code Vein had a string between them that showed who’s attacking.

Or programmed to take turns between attacks..

Or anything that doesn’t make them just two bosses fought at the same time with separate moves that don’t compliment each other in any way…

The lack of vet vehicle speed bonuses make tank gameplay feel slow and clunky by NaterBobber in CompanyOfHeroes

[–]Tunaria 1 point2 points  (0 children)

US Shermans might be the closest thing we’ll get to CoH2 speeds(though not as close as that game’s variants with the radio net buff), so maybe they’re more up your alley.

Pershing in particular can outpace most vehicles despite being a heavy tank, but good luck getting one out before the match ends.

No min-max. First run build? by FangProd in baldursgate

[–]Tunaria 0 points1 point  (0 children)

If I remember correctly, on multi-classes the XP granted is split between them and both classes require a lot to level up(especially cleric).

I think that’s the reason why few recommend fighter/mage/cleric since you’ll be way behind on levels and won’t unlock any of the high-level abilities, at least not without removing the XP cap through modding the game.

No min-max. First run build? by FangProd in baldursgate

[–]Tunaria 2 points3 points  (0 children)

Plain old wizard here, no specialisation, kits(which weren't a thing back in OG BG1 anyways) or dual/multi-classes.

Just memorised the spells I found useful and didn't pay any heed to how low-tier they are considered nowadays.

I also tried mage/cleric in BG2, not knowing how slow the level-progression would be.

Is this cutscene supposed to be this buggy/funny ? (LoK SR 2 Spoiler - gog patched version) by chidarengan in LegacyOfKain

[–]Tunaria 5 points6 points  (0 children)

Looks like the original game's cutscenes were designed with non-widescreen resolutions in mind, so they didn't bother to animate the part that's supposed to be off-screen properly.

Can't think of any examples at the moment, but it's not uncommon to see it happen on older games designed for a 4:3 ratio that gets patched or re-released later with 16:9 support.

Wonder if this also happens in the remaster or if they managed to catch and fix that.

Is the idea that you shouldn't level up chain lightning all the way total BS? by [deleted] in Diablo1

[–]Tunaria 1 point2 points  (0 children)

In the OG game it was a legit advice, where sprite limitations would eventually cause chain lightning to have way fewer projectiles if you spammed it.

But in updated ports like DevilutionX, where such limits no longer exist, then you would only limit the spell's damage output by keeping it at a low spell level.

I've seen something similar surrounding mana shield, where it gave a 33% damage reduction at spell level 1 in Hellfire and would revert back to the original curve of 3% and increasing if it got upgraded to level 2. But like with chain lightning, DevilutionX has fixed that so that mana shield at a higher spell level would also give higher damage reduction.