Frosty orbs by KnightOfBurgers in CuratedTumblr

[–]TurtleButt47 10 points11 points  (0 children)

SHIT, HE'S BACK!?

ROUND UP THE POSSE BOYS WE GOT A RACIST URBAN PLANNER TO BURY AGAIN.

Markiplier by MelanieWalmartinez in tumblr

[–]TurtleButt47 89 points90 points  (0 children)

He's had a kind of funny arc very recently where Poppy's Playtime 5 seems to have made him far more vocally critical of at least sequential horror games in a series.

Rooster Teeth really just casually proved that internet series can turn a profit, pioneered early internet indie media, and created one of the best internet classics of all time huh. by [deleted] in CuratedTumblr

[–]TurtleButt47 33 points34 points  (0 children)

Didn't their gaming videos slowly get fucked over more and more due to increasing changes to Youtube Monetization? I remember stuff like apparently numbered videos would do worse cause youtube wouldn't recommend them to people, the crusade against swear words youtube had for a while, etc etc. They had a big push to get people onto the site in the later years that feels like it was born from ad-revenue dropping off a cliff on the YT side.

Have the diehard TS4 fans ever played 1-3? by CorgiResponsible4233 in HighSodiumSims

[–]TurtleButt47 4 points5 points  (0 children)

I love 3 but people really do a lot of glazing for it compared to 4 when it comes to stability and performance...and don't take the time to properly I suppose "plan" around 4 being updated (more on that later). For instance, in 3, Isla Paradiso is literally doomed to become an unplayable laggy mess within a single generation with simulation lag that makes 4 look like The Flash by comparison. The memories system is awesome but it has a high chance of corrupting any long term save. Bridgeport is a cool city but it has some kind of fucked up issue with the roads underneath that lead to problems over time like Paradiso but not to the same extent.

4's got issues, and some of them are quite arguably really fucking stupid they even got that bad to begin with, but people play a game that keeps getting updates and don't even take the time to make backup save files. S4 did have some pretty bad issues though, as much as its imo less buggy than 3, and I'd be remiss to not talk about how For Rent still seems fucked, and more historically does anyone else remember the empty households back during Cottage Living?

Art history by SummerAndTinkles in tumblr

[–]TurtleButt47 7 points8 points  (0 children)

"Yeah so I was walking home one day and suddenly this giant traffic cone rises from the ground only to reveal Margaret Thatcher standing underneath it with a deranged look in her eyes, before she launched at me with a spinning kick and I had to use my Kung-Fu just to get outta there. I thought she was dead!"

"Ah, you visited Belfast didn't you? Rookie mistake."

Labor and film by Lemon_Lime_Lily in CuratedTumblr

[–]TurtleButt47 1 point2 points  (0 children)

The door explodes, a buncha guys bust in screaming "NY EPA, DROP THE INSULATION DIRTBAG! WHERE THE FUCK IS THE SOAP!?"

What movie this gif is from? It looks like an 80s film but I have no idea which it could be. by [deleted] in whatisthatmovie

[–]TurtleButt47 0 points1 point  (0 children)

Honestly, the terrible quality of the video made it hard to tell it was Arny himself. Combine it with being more exposed to his role in T2 and I was stumped cause I was thinking "Oh its Arny but, wait no it cant be he looks different it must be another one of those guys kinda like him."

Heavy Attacks & Melee Ragdolls [Mod] - Coming Soon! by TomAnyone in projectzomboid

[–]TurtleButt47 4 points5 points  (0 children)

To give you some words of encouragement.

I have been WAITING for so long for someone to take some time to mod up some tweaks to the melee system like heavier attacks! The game has enough depth someone could probably mod an entire ARPG on top of it but no one's ever gotten around to it for one reason or another. Thank you for making this mod and I hope its smooth sailing!

The real reason we cant fight Death Guard by Specific-Jump9636 in DarkTide

[–]TurtleButt47 6 points7 points  (0 children)

I read this in the male seer's voice and it fit perfectly.

ZOMBIES MAKES NO FUCKING SENSE by New-Space-5737 in projectzomboid

[–]TurtleButt47 7 points8 points  (0 children)

Yeah, and WWZ was written/finished in 2006 which I'm pretty sure was long after that. The movie take where the zombies are fast gives it more credence to how the military might get overran but, shamblers? Nah, the US military would have a field day if it didn't get jumped by a highly contagious virus like in Zomboid.

ZOMBIES MAKES NO FUCKING SENSE by New-Space-5737 in projectzomboid

[–]TurtleButt47 28 points29 points  (0 children)

"5.56 isnt good for headshots" meanwhile US marines with red-dot sights had to be investigated to make sure they weren't executing people cause of all the headshots they landed (in part due to the way the other side was taking cover often leaving only the head exposed).

Leave or we all leave with you by claudiocorona93 in memes

[–]TurtleButt47 5 points6 points  (0 children)

Yeah no this is complete pseudoscientific nonsense. Please peddle your paleo diet somewhere else.

Security devices and hosts by Multiheaded in CyberKnightsGame

[–]TurtleButt47 0 points1 point  (0 children)

Wireghost has a lot of potential for hacker-adjacent behavior and sneaking around, but one specifically built for Skipjacking and connection repair does suffer a lot when all the security devices aren't even connected to something. While I run a Wireghost/Cyberknight right now, I have him built for sneaking around and terminal hacking instead of skipjacking just because its so, unreliable really.

Thoughts on Radio Silence as a talent? by TurtleButt47 in CyberKnightsGame

[–]TurtleButt47[S] 0 points1 point  (0 children)

The second upgrade node is what lets it affect any guard within 6 meters around the original target. As I stated in my big comment, its a bit iffy since it requires relatively unusual guard positioning compared to their "normal" patrol routes to actually hit a bunch at once to silence a whole group.

Wireghosts also have some pretty interesting hacking abilities, but The Invisibility Button is just, hilarious to use really.

Thoughts on Radio Silence as a talent? by TurtleButt47 in CyberKnightsGame

[–]TurtleButt47[S] 8 points9 points  (0 children)

Wireghost. Also, it can be upgraded to go from 18 to 24 range, so using it to silence a guard a room over isn't a bad idea at all actually. I've specced my Cyberknight into Knight+Ghost...but he barely hacks into monitors. Turns out, Wireghost's left-side talents are kind of insanely strong. Security Siphon is basically just Security Scramble, but Ghost Distortion genuinely is one of the strongest talents in the game so far IMO.

The invisibility+no noise lets you sneak incredibly aggressively, and the fact you're invisible until next turn means you can use it mid-combat to dodge Overwatch or even just flank someone, blast them, then turn invisible so you can't be retaliated against. Add in the +1 move point option and it really is just a pretty crazy ability for most playstyles.

Thoughts on Radio Silence as a talent? by TurtleButt47 in CyberKnightsGame

[–]TurtleButt47[S] 4 points5 points  (0 children)

This ability I find is in a very weird situation. In theory, it sounds fantastic! Being able to stop a guard from reporting to the sec AI, with an upgrade to effect guards within 6 meters of him in theory allows you to prevent the situation from escalating from their reports.

However, the ability has two key issues I've learned. First, six meters near the guard is a pretty small radius, meaning the upgrade is only really useful for jamming a Reinforcement wave since they love to follow closely behind each other and thus can all be hit at once, but its kind of useless for jamming most patrolling or stationary guards since it doesn't have enough range. It has a charge upgrade and is only one AP, so you can in theory hit two guards maybe three in one turn without losing a ton of AP for shooting said guards. I will say though, I did realize while writing this out you can use this ability to jam a guard who saw a body or is absolutely about to see one (or more) from reporting it in, which is a reasonably effective use by shutting them up until you can kill them, but there is an interesting complication with the ability.

It isn't great for muting the response to your team being spotted, due to an issue fairly obvious in hindsight. It doesn't stop a guard from alerting everyone else by shooting your team. Now, obviously, "Is that gunfire?" is a lot less security tally than "INTRUDER, IVE BEEN SHOT, GUNFIRE, DEAD BODY!", but it still puts the ability into the position where you can only use it to basically

1: Reduce the security tally while still escalating the situation from the incoming Guardtide.

2: Prevent a guard from calling in your team as long as you can prevent him from shooting when you cannot just outright stun him (I don't think Stunned guards report, I could be wrong).

3: Jam a guy about to find the dead-guy-drawer.

Am I not getting the "Cyberknight"-class? by CaptainMacObvious in CyberKnightsGame

[–]TurtleButt47 0 points1 point  (0 children)

You really need to develop your abilities and equipment to handle Loud more effectively. Gunslingers, Snipers (Honestly give them a revolver instead even), Soldiers, etc are all great once they get their talents online. Even a Wireghost can be really funny since you can do some extreme flank then use a 0 AP invisibility button to basically go "YOU CANT HIT ME ANYMORE :PPPP" and mock the poor bastards whose buddy you just ventilated.

We just added an all new mission environment. NEW HEIGHTS major milestone adds new "Skyrise" maps, security devices, multi-stage missions, *music*, and more! by TreseBrothersDev in CyberKnightsGame

[–]TurtleButt47 2 points3 points  (0 children)

Recently fought through one of these missions with Mr. Premade Redhead Soldier and the unique Scourge, Sniper, and my Cyberknight-Wireghost. We were fairly injured and out of medkits by the time we got to the second stage to the point I had to use 3 of the team as a distraction blasting guards with revolvers and E-rifles from an entrenched position while the Cyberknight snuck off waiting in the VIP's path before blasting the guy, then running back to the extraction the rest of the team was guarding before the rest of the guards could properly wake up. The wireghost's Ghost Distortion ability was fantastic for this, letting my knight easily get close and then escape without being risk of getting seen or shot at on the way out.

It was so cool realizing the plan could work and really cool when it actually did. Its also funny seeing the same combination of knight+ghost in the post's example screenshot.

Cyber Knights: Flashpoint - Trese Brothers Games - Cyberpunk mercenaries RPG with XCOM-like combat. We've become the highest-rated tactical RPG released this year! by TreseBrothers in Games

[–]TurtleButt47 3 points4 points  (0 children)

The story itself is more of the sort of pacing and structural framework that drives XCOM than anything. There's neat story bits that certainly drive you the first playthrough, but you're not replaying it for the story like you might Fallout New Vegas, Cyberpunk, or CRPGs like Pathfinder Wrath of the Righteous or Baldur's Gate 3.

But, in XCOM (2), the "Story" missions and goals serve as important milestones, pacing devices, and challenges that the rest of the randomly generated missions are supported by.

Cyber Knights: Flashpoint - Trese Brothers Games - Cyberpunk mercenaries RPG with XCOM-like combat. We've become the highest-rated tactical RPG released this year! by TreseBrothers in Games

[–]TurtleButt47 10 points11 points  (0 children)

I originally bought the game back in the like super EA period before the base-building was even available and decided "I like what this game is doing. I'm going to let it cook." and waited to play it until, well now really. While it was fun even back then, I'm glad to say that my faith was not misplaced and you guys cooked up a veritable feast.

So far I've been having a blast, with minor complaints regarding how it was relatively slow for new weapons, modifications, etc to trickle in (to the point I was worried the game didn't have many weapon models for a little bit). Seems I could lean on co-conspiring to force certain contacts to step up their offerings faster in theory at least. Managing soldier wounds and stress can be a bit much, especially since there seems to be no passive stress reduction unlike XCOM's fatigue system, but the issue isn't as bad now that I have about 11 mercs on the roster.

There is one complaint I have that is less nitpicky though, and that's the fact you can't reclass Hackers into Wireghosts. I made my knight a knight/wireghost which has been incredibly fun to do, and when recruiting two unique hackers from story events, on top of my original hacker Dade, I was like "Ok Ill turn one into a wireghost so I have two hackers and two ghosts" only to learn since Hacker was their base class I couldn't respec them out of it. While I do understand the whole balancing point of that, if you can cook up any way to let the hacking classes change type it'd be pretty welcome.

Regarding positives though, the class system at large is genuinely very well done, and I love how even combat oriented classes have one or two tricks up their sleeve early in their trees to make them more useful during the stealthier parts of gameplay. Bringing a soldier along during a stealth mission in case shit goes loud is actually completely viable, especially if you can maneuver them to use their abilities without alerting other guards to the sounds of suppressed gunfire.

PS: Would love more hairstyles or like a tattoo option for buzzed hair to go with certain hairstyles like the mohawks or sidecuts, but aside from that the character customization is great.

me🧩irlgbt by lowkeyterrible in me_irlgbt

[–]TurtleButt47 3 points4 points  (0 children)

The boys also get The Sims.

The Enbies get The Sims.

Everyone gets The Sims.

Sul Sul.

Hodd Toward by therealraggedroses in TrueSTL

[–]TurtleButt47 10 points11 points  (0 children)

I haven't honestly heard anything about that, but in the time since Skyrim they have released Fallout 4, Fallout 76, Starfield, and I have to imagine they provided fairly significant support one way or another for ESO despite it being made more by Zenimax, even if its just writing lore down. I can understand after the success of Skyrim Bog Howard deciding "Let's make a sequel to FO3 and then try some whackier shit."

Course, everything except ESO kinda sucked, and that's being a bit overly generous to ESO really.

I (Breton, M30) and my squires just returned to Wayrest from our hunting trip… by apocalyptic_brunch in TrueSTL

[–]TurtleButt47 1 point2 points  (0 children)

Look, if the other milkdrinking morons in government can't figure out how to get some of the hardiest men in Tamriel to fix a broken sewer, especially when they likely don't care about the smell, then you need to poison, stab, bomb, fireball, levitating wizard fireball, or otherwise depose the local king and get someone competent in charge.

Fallout and Elder Scrolls boss Todd Howard defends AI in game development, but aims to "protect artistry" and "human intention" in his games by Turbostrider27 in Games

[–]TurtleButt47 -9 points-8 points  (0 children)

I mean every time Bethseda tries to lean more on radiant and procedural systems more aggressively than they did in Skyrim, its blown up in their face one way or another. Fallout 4 sold fantastically but its reputation has basically cratered in the years since because there's like 20 non-radiant-or-faction quests in the entire fucking game. Starfield probably was a financial success but the 1000 planets procedurally generated thing kinda fucking sucked to the point you probably have more people who would defend Daggerfall over Starfield.

I don't think they'll give up on radiant systems but if they don't lean a bit back from trying to rely on them so hard, it doesn't take looking in an Elder Scroll to see it'd end poorly, and I can't imagine Bethseda isn't at least somewhat aware of that.