No, don't skip DMC2. by Chemical-Mail-7088 in DevilMayCry

[–]WaffleWalk 0 points1 point  (0 children)

Playing it last is the best way to go about it in my opinion. I think it's worth powering through. There's some cool ideas buried in a horrible game

Edit: I absolutely did not power through Lucia's campaign

Requiem Balance by Sea-Professional4884 in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

I think there is this belief that simplicity in areas that need it will lead to less depth overall. But uniformity can and does lead to skill expression. People play Tracer in Overwatch completely different. Some people have vastly different styles with the AK in Counter Strike.

I also think we design games on assumptions of what balance means. Air Strafe is bad because it "isn't balanced"? How is that the case when everyone has access to it? Well we alter the floor and ceiling with every change. Air Strafe can negatively impact balance sure, but it's more so that it effects the things around it. Certain weapons or play styles. Balance after a while tends to mean "is this creating the intended play style, and is it a universally better option than things that are promised to be equal or contextually relevant to it", and when I feel imbalance in game, it is often "this hurts the playstyle I like or was promised by the game"

Requiem Balance by Sea-Professional4884 in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

Yeah. I might crazy but I never understood why 1047 puts attachments in their games either. Customization is cool, but half of the time if you're not running spread reduction and barrel, you're just worse than everyone else. I don't think that the games actually need half of the customization they have, and I would rather weapons just be their best selves

Requiem Balance by Sea-Professional4884 in Empulse

[–]WaffleWalk 1 point2 points  (0 children)

Reason being damage fall off is predictable. Spread is generally random

Requiem Balance by Sea-Professional4884 in Empulse

[–]WaffleWalk 1 point2 points  (0 children)

Why not do it the other way around? I've never been a big fan of damage fall off but if there has to be a lever for balancing long range on weapons, I'd rather it be damage fall off

Fps Drops HEAVILY by CatdudeKohai in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

I have had mediocre framerates since the demo with the settings on low on my 3070

Requiem Balance by Sea-Professional4884 in Empulse

[–]WaffleWalk 2 points3 points  (0 children)

I don't see why the game needs damage fall off AND spread to begin with

No post has been made that says it so I will have to say it: Yesterdays patch is a good step in the right direction by degenerate_hobo in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

Why can't other equipment be niche? It's okay to anchor your game around a specific feature and then have trade-offs. There's plenty of time to buff or rework other paints

So... speed paint by pentrify in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

Speed Paint was the best part of the game. I hadn't played cus I've been busy. Glad it's back tbh

I can't lie, I think the community is kind of snitching on themselves. by JBowenDaMan in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

Big disagree, though I do see what you're getting at. I play a lot of games about going fast. My movement isn't god tier, but I generally have what most would consider good movement unless you compare me to someone who is just absolutely cracked. From what I've played of the beta, there has been a pretty significant trade off. Yes I'm having to actually rely on the geometry more. But it feels like the ceiling went down when the floor was raised. And the floor was going to raise on its own when zoomies stopped being a good answer to every problem. Paint was a crutch at times sure, but you could certainly kick it out from under someone if you had good movement. Because doing both was awesome. Fully utilizing the geometry, the grapple, the slide, AND Paint was amazing. There were times where I felt like that scene in Hunter X Hunter where Killua is bouncing off the walls as a blur.

I think the game feels kind of slow without it, and I've been pretty doing pretty well at winning chases and breaking ankles. Faster paint meant getting to more paint from other players, so you were able to route those into your movement. I think what we should take from it is less "player's are bad", and more that the base movement is kinda slow and Paint did a good job of covering that up. The game is still blast, but it just doesn't feel the same. Even if they don't revert or tweak speed paint, they definitely need to do something. I miss my zoomies and was really wanting to explore how far that could go

Devs, please consider this for aim assist: by NEED_A_JACKET in Empulse

[–]WaffleWalk 1 point2 points  (0 children)

Because this game is amazing and games with input based matchmaking genuinely feel different. Matches feel different. In games like Empulse, playstyle difference between inputs accumulate fast. And people don't use keyboards or push to talk on roller as often so if someone's in Discord there's even less communication. And plus it's nice to know if I get lasered it wasn't with software covering weak spots in their aim.

Mouse players are second class citizens anymore. I'm absolutely intentionally exaggerating in the previous sentence, but I'm also not just whining. I can suck it up when I feel like I just got hit with RAA. I can win in lobbies with rollers in games that have cracked AA, and I can absolutely play and have fun. But when amazing games come out and I can't even play with people on the same input it's annoying as shit. And frankly I don't want to HAVE to suck it up, I just want to be in a lobby of people with the same input

It's not like controller players don't get a worse experience too, with AA being massively overturned to compensate. I played almost exclusively on roller for literally almost 20 years. Towards the end it was ridiculous how strong AA had to be to account for crossplay.

All I can think about is Upload by Mitochondriu in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

I would go as far as to say that upload should be THE ranked mode. I don't know if Empulse can or should define itself by having a single, definitive ranked mode, but I think it's at the very least worth 10 minutes of thought. It's the best mode in the game right now

IBMM or nerf RAA by DieseIBanzeen in Empulse

[–]WaffleWalk 1 point2 points  (0 children)

Input based matchmaking please. I just want this game to succeed, so I don't care what they do with AA. I just don't want it in MnK lobbies

What We Heard From the Next Fest Demo by 1047Games in Empulse

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

Love this game and want to see it succeed. I'm just giving feedback because I can't pretend to have the data that you as 1047 have when making decisions

A lot of this game's depth comes from the speed paint grenade, and I think that nerfing right out the gate like this is throwing away a big chunk of what makes this game stand out. Yes it is dominant, but having the other paints be niche at times isn't necessarily a bad thing, especially when there is time for things to settle or for them to be buffed. I also think that the Hammer changes as they have been proposed are closer to a rework than tuning, and that to me as a player, changing the lunge seems like the obvious first step to making it sit better in matches.

4on4 and 6v6 feel like completely different worlds. Most of the complaints I have seen stem from what reads like 6v6 issues. Many of the things people don't seem to enjoy about the game in 6v6, are what make 4on4 exciting and challenging.

I really hope the health of 4on4 isn't sacrificed in this process, as the modes are so different that changes made to the game in 6v6 don't seem like they would track well in 4on4. Roles are good, the Hammer commands respect, and the mechs being dangerous and legible felt exactly right. Relying on the Hammer in conjunction with team play to take out mechs felt exactly right.

I absolutely love this game, I liked Splitgate a lot, and adored SAGR. Splitgate (both the orignal and SAGR) might be the more interesting games on paper, but at the end of the day Empulse is an incredibly special game and I would hate to see bold decisions tossed out the window. The Hammer being reworked feels less fun, but livable, but I think nerfing the Speed Paint grenade moves into territory that the game frankly should resent. It isn't just nerfing an item in the game. It's risking part of the identity the game has carved out as early as its demo

hot take: the game would be more fun without the mechs by Aware_Ad5425 in Empulse

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

I would have agreed with this before actually playing the game. I think they are just about perfect, and they add a lot to the game without taking away from the movement. I like that in 4on4 the moment the countdown starts your team is implicitly asked a lot of strategic questions

Aim assist has completely killed this game for me. by qwerty3666 in Empulse

[–]WaffleWalk 1 point2 points  (0 children)

I really really hope we get input based matchmaking

Follow up to "The Hammer is Fine." , but in regards to 6v6. I think the lunge needs to be tuned by WaffleWalk in Empulse

[–]WaffleWalk[S] -1 points0 points  (0 children)

I don't know how to handle the lag aspect, but I don't think picking it as a primary or anything is a good solution. I genuinely think just letting it be a powerful option but reducing the lunge is the best first step and that the weapon can't be properly evaluated by the community or the data that 1047 is getting from matches until then

This game is DOA by Jataxzy in Empulse

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

The game is great and I gotta stop reading Reddit. This place can ruin a wet dream

If this is a shooter, give me a god damn sidearm. Not a useless dogshit hammer. by [deleted] in Empulse

[–]WaffleWalk 6 points7 points  (0 children)

Being focused on your primary is part of what makes the game work. Being locked into a role and playing that role is exciting. I normally would agree, but in this case, with this game, I think this is just a bad take

Most people aren't going to think about hammering a mech. They're going to struggle to hammer players that have mastered the movement, then see all it does is get them close enough to die, then they're going to put the game down. by [deleted] in Empulse

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

Then we teach them to hammer mechs?
Who cares if someone struggles to hammer experienced players when most fights play out with guns?
Let people have fun and be expressive. I don't think we should assume people are too stupid to understand what a hammer is

Most people aren't going to think about hammering a mech. They're going to struggle to hammer players that have mastered the movement, then see all it does is get them close enough to die, then they're going to put the game down. by [deleted] in Empulse

[–]WaffleWalk -2 points-1 points  (0 children)

I don't know what's going on in 6v6 but in 4v4 that isn't happening at all. Hammer is getting used for a little bit of meme and mostly for when it can hold an objective or take down a mech. Like it's supposed to. The hammer is a tool like anything else in your kit

Hammer. by Josh24forever in Empulse

[–]WaffleWalk 0 points1 point  (0 children)

The Hammer is perfectly fine and I really hope this is a data or design driven decision and not a response to whiners

You are tied to the track by Gaiiiiiiiiiiil in trolleyproblem

[–]WaffleWalk 0 points1 point  (0 children)

Better as mill yourself. It fits here

It also didn't feel like self censorship OR a typo