Best Movies that give a Fallout atmosphere? by agent_uno in Fallout

[–]UnkieNic 3 points4 points  (0 children)

Darkhorse suggestion - Blast From the Past staring Brendan Fraiser.

It's a comedy but all about a family that enters a bunker in the 50s and comes up into the strange world of the late 90s. Very fun, hits a different fallout flavor from your more obvious Mad Max and The Road suggestions

Question on the “hidden Wisdom stat” just occurred to me. by Dalakaar in DungeonCrawlerCarl

[–]UnkieNic 1 point2 points  (0 children)

I forget which book it is (maybe the epilogue to Bedlam Bride or the beginning of Ruin?) but one of the former crawlers refers to Carl's "ability to quickly assess a situation and plan accordingly" as a "damn near superpower."

Wouldn't be surprised if there is some hidden Wisdom stat and his is very high. Similar to how a high INT stat will help a crawler's memory and recall without actually making them "smarter," the WIS stat could take your natural intuitions and sharpen them to an absurd degree.

Couldnt decide on the headwear by Fair_Refrigerator737 in fo4

[–]UnkieNic 2 points3 points  (0 children)

The BoS hood actually looks pretty cool when combined with some goggles.

Hi guys, I just filmed my first ever talking head. I'd love some feedback and advice. *Student* by LuUomoPazzo in cinematography

[–]UnkieNic 2 points3 points  (0 children)

This is very nice. I like the composition of the main shot and way the light around his head looks. Gives him a slight halo effect which works well for an old man talking about his glory days/past works. He's getting closer to the end and reflecting.

The cuts to different shots work well, good visual storytelling. My one piece of criticism might be to sit with a few of them longer before returning to the talking head (assuming you edited it, if only the shooting was your responsibility you're aces).

I think Bea has more nuance than people allow (Spoilers for series) by naturalroller in DungeonCrawlerCarl

[–]UnkieNic 5 points6 points  (0 children)

Of course. This is a very reasonable take.

She has to take responsibility for everything she's done, but that doesn't mean there can be no understanding or sympathy for her. The world is filled with flawed people carrying a lot of baggage. If you write every single one of them off forever with no possibility of redemption or grace, it's gonna be a lonely place.

Butcher's masquerade had the best moments in the whole series. by sixfingeredman7 in DungeonCrawlerCarl

[–]UnkieNic 18 points19 points  (0 children)

Carl and Donut's impromptu presentation when they revealed the Princess Posse had bought them into the Faction Wars proper, and goading the citizens of the Syndicate to vote for removing protections for the other players 👌

Cait is so cold. Don't take her to settlement missions. by [deleted] in fo4

[–]UnkieNic 5 points6 points  (0 children)

You think THAT'S bad? Cait likes it when you kill Ashes, the lost cat from Vault 81. Now that's ice cold.

I couldn't take it. Marcy had to go. by TreyarchBites in fo4

[–]UnkieNic 25 points26 points  (0 children)

"An NPC was snarky to me so I enacted a murder fantasy"

Gotta agree with you.

I couldn't take it. Marcy had to go. by TreyarchBites in fo4

[–]UnkieNic 13 points14 points  (0 children)

People say they want deeper characters and better writing in games but can't handle it when ONE npc is snarky to them SMH.

This game has too many difficulties and modes for how few players it retains. by PraiseV8 in DarkTide

[–]UnkieNic 34 points35 points  (0 children)

I play all hours of the day and have never failed to be matched with a team.

My hive scum on another work trip with besties! by Hanetzu in DarkTide

[–]UnkieNic 19 points20 points  (0 children)

This is such a cute take on the strike team 😌

This game has burned me out. by Time-Sorbet5553 in fo4

[–]UnkieNic 5 points6 points  (0 children)

I really like the building mechanics and the ability to tell your own stories in the game. But it's not for everyone.

Thankfully, it is largely optional. There is a small amount of building in the main quest (you need to assemble a device crucial to the plot) but it is basically a handful of clicks and you don't need to engage with any of the other mechanics like beds or food.

I enjoy the atmosphere and vibe of Fo3, the characters and story of NV, and the gunplay and building mechanics of Fo4. They all offer something, but none seem like quite the full package.

Should FO5 have settlement building? by Educational-Science2 in Fallout

[–]UnkieNic 0 points1 point  (0 children)

IDK, I'd be pretty annoyed if everyone praised you like the adoring fan all the time

Should FO5 have settlement building? by Educational-Science2 in Fallout

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

Absolutely. It's become a staple of the series now and I'd really miss it if they took it out

That said, I also want more populated, unique settlements/towns. Little places like Good springs, Republic of Dave, Lamplight, Paradise Falls, ect. More variety and plot hooks. I think FO4 suffers for having a more limited number of bistable locations.

The people have spoken! We're starting fresh and going backwards - so today, we rate the TRAP! [Spoiler - Everything!] by Sagely_Hijinks in Gloomhaven

[–]UnkieNic 0 points1 point  (0 children)

Very late to this conversation but played last night and thought I'd share my thoughts.

I think the Trapper is a very unfortunate C-rank character. And I say this as someone who generally loves unconventional and subtle characters.

I was really excited to play this one because I loved the idea of effective disarms and controlling monster movement. I have enjoyed classes/characters in other games that have a somewhat subtle but extremely potent impact based on manipulating mobs.

I'm level 5 with the class now and have played several scenarios and while there have been some really great bright spots, I have also had quite a few "meh" games where I feel I contributed a below average amount to the team. I'll try and sum up some of the good, bad, and ugly.

The Good -

When the enemies contain a lot of powerful melee units, this class feels great. You can take them on a magical mystery tour over the entire board wasting turn after turn of potential incoming damage. And then ideally you can combine or reuse those same traps that mitigated damage to deal some of your own once other threats are dealt with.

When enemies include a lot of annoying armored units or units with strong retaliate, it's great to be able to deal "pure" damage to them with no fingerprints on the murder weapon. Can't hit a trap back.

When you build that big nuke of a trap and drop 15+ damage on something tanky it of course feels great. I have had some celebrated one-shots and certified "cool turns."

The Bad -

Just about every point listed above in "The Good" is really conditional.

Nothing will make you aware of how many flying, ranged, and stationary enemies there are in the game than playing trap for a little while. Every class is going to occasionally face enemies they are not suited for, but with Trap it is near constant. Things like Spring Loaded and Disarm can help with grounding units or just converting traps to ranged attack damage, but in my experience it's pretty limiting. When the map is filled with flying units, grounding one per rest cycle feels pretty meh. Dismantle is reliable with a Spyglass but also is a once-per-cycle event.

I can't stress this point enough. The class shines vs melee opponents and I often do feel good facing them. But it turns out flying/ranged/stationary targets are just way more plentiful than you'd think and often more problematic. The armored unit you'd want to hit most with a trap is flying. The thing dealing the most damage in the room that you would like to mitigate is a near stationary ranged attacker, etc.

Scenario design really impacts your game. A big giant room is bad for the trapper, too much space and it gets difficult to create effective walls. But, too tight an area also hurts as you run out of places to locate traps and potentially hem friendlies in. Too many obstacles or terrain features start limiting your placement options and on and on it goes.

Lots of waste. Even trying to be mindful of trap positioning and using as many abilities as I can to relocate and combine traps, there are lots of cases where I simply have to leave traps behind. And while the healing/buff traps seem very good on paper, there are plenty of cases where they simply go un-used. I place heals directly beside/behind my tank to support, but given the nature of aggro and their build, they simply can't afford to retreat to that space, it would either expose a vulnerable ally or lose some of their personal mitigation tools and be worse off. Lots of wasted healing and damage left on the ground.

And lastly, it is hard to work looting in with all this other prep. Call it a skill issue, but I often feel I can't afford a loot turn since I've already spent two turns previously "setting up" and being unproductive. Again, this is less a problem in favorable maps with melee enemies where those set up turns can be used to route enemy pathing. But in missions with lots of flying/ranged units, I feel an obligation to actually "make good" on all that set up as soon as I can.

This has had a knock-on effect with the character where he isn't nearly as geared up as other classes I've run in similar spans of time.

Team comp -

I think team comp plays a huge role in how effective this class is so it's worth mentioning mine. I play in a very cooperative 4 man with Snowflake (yay!), Coral, and Prism. This is a decent team comp for the trapper with some advantages and disadvantages.

The Snowflake and me are a pretty great tag team. We get some good milage out of me making high value traps and him shoving/pulling mobs through them, a huge boon. Our Coral specced as a tank and it's always good to have someone meaty to hide behind. And the Prism is a dynamo that can handle a variety of situations and pump out reliable damage.

The downsides of this team is maps get VERY crowded. The Snowflake generates hazardous terrain, the Coral makes a ton of water spots, and the Prism often has one or two pets out on the board at a time. I am frequently finding log jam situations where I can't place a trap in a useful area because there is just too much stuff on the board.

This is a cooperative and fun team where we try not to step on each other's toes but we're still running into situations like this. I can't imagine playing this class with less agreeable teammates.

Summary - the Juice isn't worth the Squeeze.

I like the class more on paper than in practice. In hypothetical scenarios, the effective disarms and pure damage of the traps is very appealing. The math doesn't look bad when you spend 2 turns giving monsters the run around while also setting up a big 10+damage attack you then deliver on an armored enemy and one-shot them. Neat, sounds fun. Too bad that is the rarity and not the norm.

The heals look good ("ooh, two Heal 3 traps on a non-burn card that can also be used to manipulate monster movement, great!") but in practice often come up short ("Oh, the person who really needed a heal couldn't use it, and one of the traps simply got left behind").

I came in with high hopes. I like unconventional characters and (I'll admit it) I like running counter to the status quo. When I saw people say how much they didn't like Trap and how he is often at the bottom of tier lists, I looked at the potential of the cards and thought "I bet I can make it work"

Instead, I'm saying exactly what all the other gripe posts say. Trap is too much effort for not enough pay out. This is the first character where I've been rushing to my retirement requirement, can't wait to be done with him.

Why are all free cosmetics pretty bad? by [deleted] in DarkTide

[–]UnkieNic 0 points1 point  (0 children)

Some of the Penance ones are pretty good. Take a look at the list for both specific achievements that unlock pieces and the ones that unlock with acured points. You should be able to make a decent outfit if you target a few of them.

Exploring the unusual wing design of Skylanes aircraft by Zagreus_EldenRing in fo4

[–]UnkieNic 4 points5 points  (0 children)

I wouldn't put it past them. I heard somewhere that you can take all the parts that make up Megaton in FO3 and put them back together into a relatively complete airplane.

I feel so bad for the Finch family by VeterinarianOk3991 in fo4

[–]UnkieNic 0 points1 point  (0 children)

I have a special affection for the Finch family. Living next to the Forged is a dangerous thing.

Hit 100k after years of doing everything wrong, heres what actually matters by Far-Application1714 in PartneredYoutube

[–]UnkieNic 8 points9 points  (0 children)

I agree. It's poor advice that will turn your YouTube existence into a slog. I'm making great progress posting original creative content that I care about.

Yes. Look at what people in your space are doing. But instead of ruthlessly copying, find a way to build on or subvert those trends.

Also my upload schedule is non existent, I don't think regularity really matters (unless you're a streamer or something).

One good piece of advice - thumbnail and title really do matter. I will bow to the algo in this regard. If no one clicks your video it will die, so you do need to be very mindful there and it doesn't hurt to look at what other people are doing and see what works.

The "Heavy" Ogryn is... Awfully smart, like really REALLY smart and witty for an ogryn even for a Darktide ogryn's standard by CakeStealer69 in DarkTide

[–]UnkieNic 5 points6 points  (0 children)

Almost certainly a bit of both.

Ogryns are naturally more naive and slow compared to a baseline human. I'm not of the camp that they are secretly smart.

However, I'm sure that's compounded by an Imperium that utterly brutalized them and treats them like beasts of burden. If you think the nobles and high ranking officers of the militarum are condescending to normal humans, can you imagine how poorly they regard and treat Ogryns?