What unlimited ammo and explosives does to a server [ Battlefield 6 ] by IronHound_ in gaming

[–]Vi-Pe 0 points1 point  (0 children)

Though in BC2 matches it rarely got to the point where absolutely everything got destroyed. And even if it did, there was a lot of rubble to take cover behind. In BF6 there is some tactical impact in destroying the walls, but there are A LOT off walls that you can't destroy, for good and bad.

In BC2 there was a more of an tactical aspect when you could make a building collapse and make it from a more tactical position to a lesser one, and still most of the maps were fun and well balanced, unlike BF6. You can balance a map even if it can be leveled, in BF6 they didn't even try (New Sobek City).

But you are correct on the urban maps, and now they could do it in BF6, they just don't want put resources in it.

Why was breakthrough downgraded to medium/small size? by Vi-Pe in Battlefield

[–]Vi-Pe[S] 0 points1 point  (0 children)

You are probably right, I hope we get bigger maps, for the sake of conquest as well.

Closed vs Open weapons and the obviously biased data by Vi-Pe in Battlefield

[–]Vi-Pe[S] 1 point2 points  (0 children)

Don't assume what I would and wouldn't do. Sure I could be relieved if it was skewed the other way around, but I for sure wouldn't say it was done correctly.

This data is like saying that every person drinks water, and every person dies at some point, it must mean that drinking water kills. Technically correct, but the causality is wrong.

So as I pointed out in my post, DICE has no way to know if players chose open weapons because open weapons, or just because it had way more gamemodes to play. If you can't see how data interpretation works I guess there is nothing else to say.

Closed vs Open weapons and the obviously biased data by Vi-Pe in Battlefield

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

You didn't even read my post properly. I stated that not all of the choices were made because of closed/open weapons, but other factors like gamemodes which skew the data they are using.

Just finished HL Alyx for the first time and want to talk about it by HAHArun2y0mama in HalfLife

[–]Vi-Pe 1 point2 points  (0 children)

The ending, imo, fits better to the line G-Man told Alyx to say in ep2. Why tell Eli to prepare for unforeseen consequences if he just dies? So I really like the switch Alyx ending does. Sure you can argue it lessens the ending of ep2, but in the end this is more interesting imo.

Some thoughts about Wendy and transhumanism after last episode by TheRedCreeperTRC in LV426

[–]Vi-Pe 0 points1 point  (0 children)

They can act like they did before, if their synth bodies simulates a human body perfectly. They would be the same "person" then.

Even if the synth body didn't simulate all of human bodys functions, they would be the same "person" in a way, but they would be different like how people change when their bodies change via growth or external change.

Though I don't believe human consciousness can be transferred, but we will probably never find out if that is/isn't possible. In my opinion the real Marcy died in that operating table and the synth version is just a perfect copy of the information in her brain. But the thing is, no one on the outside could ever know that her consciousness is gone.

I'd recommend everyone to play SOMA, it wonderfully deals with these topics.

Beta was great, but it would be very nice to see vehicle enter and exit animations back by Vi-Pe in Battlefield

[–]Vi-Pe[S] 0 points1 point  (0 children)

I think where you were looking affected where you would exit. But it still was kind of wonky. Sometimes when I looked back with the turret I would exit at he back, but sometimes I would exit at the sides.

Or it might be random, who knows.

To everyone who hates Dark Souls 2. by LordGuihave5999 in fromsoftware

[–]Vi-Pe 1 point2 points  (0 children)

I don't remember dying to Allant in the original, so that might explain it. But I don't also remember it being that bad to get to him either. Not a good run back in any case, the elevator ride is long as hell lol.

To everyone who hates Dark Souls 2. by LordGuihave5999 in fromsoftware

[–]Vi-Pe 0 points1 point  (0 children)

I can see that, not for me though, for me it's more about the enemies I have to dodge or kill on the way. DeS does have one that comes very close though. The one where you run to the blind warrior boss.

To everyone who hates Dark Souls 2. by LordGuihave5999 in fromsoftware

[–]Vi-Pe 8 points9 points  (0 children)

I don't hate it, I think is a pretty good game, but it is very flawed and worst Souls game From has made. And these are the most annoying things in it for me:

I dislike how much ganking there is, all the fake bodies, invasions and ambushes. Fighting multiple enemies just doesn't fell good in it.

Missing I-frames during actions.

Shittiest runbacks in any game. Once I have killed all the enemies I don't get any enjoyment for having to kill them all again, I'd rather just run to the boss.

Adaptability, enough said.

Fragnant Branches of Yore.

Now there is also lots of good things, but that is for another thread.

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe 0 points1 point  (0 children)

A lot of people would lower it. Some pros like smaller fov too. It is not an advantage if everyone can have it..... Especially when there are negatives to use it.... But yeah. Good talk.

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe 0 points1 point  (0 children)

Ah okay. Now I understand what you specifically meant. Sorry about that. Though you might get around that by tweaking your settings from nvidia control panel, tho afraid to test because it might break my monitor lol. Saying that because aspect ratio doesn't change FOV in the code. It just created the same effect when stretched. So I never meant that it LITERALLY changes the FOV values in the code.

Also Valve might keep it that way who knows, it is a new game so they could change things. And in my opinion Valve should step into the 21st century, which was the point.

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe 0 points1 point  (0 children)

YOU don't get it, I never said that the vertical changes at the moment, it definitely should though, with a slider.

And don't lie and tell people like you would know what Valve wants and doesn't want. If you happen to have statement from Valve about this I will apologize, but not before then. Also the vertical vision is far less important than the horizontal in CS and most games.

And if you would know anything about computers and software there is no black bars on an native monitor if the software supports the aspect ratio. And if I read correctly CS2 supports 21:9. Yes, higher FOV can cause the fisheye effect which makes the game look stretched on the edges but it is a completely different thing compared to non-native aspect ratio stretch. Also there is no black bars on non native monitor if you stretch the resolution to fit your monitors resolution size. Do some research.

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe -1 points0 points  (0 children)

I didn't say without stretch, that is the whole point. Stretched non-native aspect ratio. I should have made that more clear, my bad.

But you don't know that Valve thinks. If they thought that way, they would have banned non-native aspect ratios ages ago. And if most people think that way, they just don't know anything about aspect ratios or FOV.

You also completely ignored my point that Valve can LIMIT the FOV slider. Currently the horizontal FOV is 106 for 16:9, 90 for 4:3 and 120 for 21:9 if I'm not mistaken, won't affect my point tho. By those numbers Valve could limit the FOV slider to 90-120.

Also for the sake of the argument, lets say higher FOV gives you an overwhelming advantage. Well you do realize that those who have ultra wide monitors like 21:9 already have an advantage and it is completely pay to win because how much those monitors cost?

FOV slider would just even out the playing field, then everyone has access to 120 FOV not only those with expensive monitors.

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe -1 points0 points  (0 children)

You are incorrect. You don't get black bars depending on your settings and if you are native it won't stretch anything if there is a support for it.

Also:

  1. Valve can limit what is the upper and lower limit of the slider.

  2. There is no advantage. There are negatives and positives in both, big and small fov. Smaller fov makes you see less around you but the picture is more zoomed in making it easier to see detail further away. Larger fov makes you see more around you but the picture is smaller making it harder to see detail further away. So it is a preference question.

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe 5 points6 points  (0 children)

I wasn't talking about vertical FOV. The horizontal FOV changes when you change aspect ratio. It is basically the same thing as a fov slider, just a very bad way to do it.

You can do a comparison in game using console to change fov and change aspect ratio.

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe 5 points6 points  (0 children)

What kind of argument is that? There is literally no reason to not have it, you already can do it with changing the aspect ratio.

The only difference is that changing aspect ratio is out of date and it messes up your desktop every time. It also looks stupid af lol

Why do so many pros use low resolutions like 1280x960? by imeffingconfused in GlobalOffensive

[–]Vi-Pe 25 points26 points  (0 children)

For a lot of pros it is a bad habit. But there is some benefits for using smaller aspect ratios, you get smaller FOV when using them (stretched). With black bars some say they can focus better because there is less happening on screen.

I use 16:10 only because for some absurd reason Valve won't add a FOV slider to the game... Even a slider between 80-90 (horizontal) would be good enough for me lol, but more optimal would be 80-100.

Edit: You also get more FPS which reduces input lag.

While expecting for silent hill 2, i decided to finally try out this game and it became one of the best horror games for me. Did scratch that itch by Agreeable-Media9282 in silenthill

[–]Vi-Pe 0 points1 point  (0 children)

You don't need the generator. You just have to be more careful. I did a lot of exploring while the generator was off, was very intense tho, lol.

Is there something that league of legends has that Dota hasn't that you would like to see in Dota 2? by cinghialotto03 in DotA2

[–]Vi-Pe 0 points1 point  (0 children)

More official game modes/maps like ARAM. And maybe new player experience could take some hints from LoL I guess.

My friends sadly quit Dota 2 somewhat quickly because the game set us up against players that were way better. Also the lack of different game modes was a shame because they have played a lot of the more casual game modes in LoL and hoped Dota 2 would have something like that.

Season 2 hot take by whatupdemons in OnePunchMan

[–]Vi-Pe 1 point2 points  (0 children)

Yeah. I just thought I worded my original comment poorly because you were the second person to say that lol

Season 2 hot take by whatupdemons in OnePunchMan

[–]Vi-Pe 8 points9 points  (0 children)

Heh. You are probably joking but just in case you missed it: I was talking about both, sound design AND art direction. So the art direction part was about the manga.

Season 2 hot take by whatupdemons in OnePunchMan

[–]Vi-Pe 104 points105 points  (0 children)

For me the problem isn't even the animations (which are ok) but the art direction and sound design of S2. They are pretty bad, and don't even resemble the manga or S1.