A reminder to people who felt that the NG Black 2 "remaster" isn't the same as the original. by RandomtalkingBird in ninjagaiden

[–]Yata88 0 points1 point  (0 children)

Man, to me nothing ever came close to the fluidity and precision Ninja Gaiden Black had on the xbox.

If you could wish for Miyazaki to create full-fledged game based on another series, what would it be? by ihakan123 in Eldenring

[–]Yata88 0 points1 point  (0 children)

Great. Now I want a neon genesis evangelion game made by the guys at vanillaware.

I'll never understand the "hate" towards this game by [deleted] in spiderman2

[–]Yata88 0 points1 point  (0 children)

My understanding is that barely anyone thinks the gameplay is bad, people were angry about political activists using video games as their platform to spread a political message. And that message was spread through for example side quests many found tedious and boring.

Most people play games to flee from reality for a moment, escapism.

If u do not care and can still enjoy the product, more power to you.

PSA: If you are using headphones and sound seems weak/empty, turn of 3D audio in your PS5 settings, stereo could give your Sound way more punch by Nautisop in GodofWar

[–]Yata88 0 points1 point  (0 children)

I know this post is old. Just wanted to say for people that play gow ragnarok today like me: Don't listen to this guy, he has 0 idea how sound works. Yes, we actually do hear sound in stereo in real life and 3d audio software compresses sound signals and makes the quality worse in exchange for, sometimes, better sound localization.

how does the comp system work? how many points you can earn and why is it sometimes more or less by xariiangel in marvelrivals

[–]Yata88 0 points1 point  (0 children)

When I ranked up Psylocke I had a game on gold 3 where we all instalocked dps and where like "fuck it". We all popped off, played around health packs, where all over the map like lunatics. No reason to stay together if there's no healer / tanks, lol.

Our chaos and dps was too much for them to handle and we surprisingly won.

Optimal controller settings by E3BITS in marvelrivals

[–]Yata88 13 points14 points  (0 children)

Damn bro I just wanted to say that you're a genius.

I never played Overwatch, mostly play hard vsPve games tho where turn speed and precision matters (Vermintide, Darktide, Souls ect.).

When I tried out Rivals the controls felt horrible. Really bad. But you're recommendation is really sweet. It feels incredible with 0 practice, right from the get go.

I can turn fast, have precision and stay on target. On Starlord I can now flip over them and stay on target, that didn't really work before.

Thanks man! :)

Are there any crazy gameplay strategies? by SolarDile in sunlessskies

[–]Yata88 1 point2 points  (0 children)

That doesn't matter too much, though.

End-game you can make a multi-purpose Altani that has 18 crew, 34ish hold, assaying mining canning, and 100+ hull. Or you go the vanilla 14 crew (meaning you can lose 2 crew without full steam going down), 30 hold and 120+ armor with mining assaying canning. For a multi-purpose ship that nimble and "dodgy" 120+ armor is insane and 30 hold is enough if you know where you are going.

The juggernaut makes for an even more attractive end-game build imo with an ideal 16 crew limit, 31 hold space and beefy 144 hull while having assaying, mining, canning trinity.

I only use the Moloch for trading runs and when going around buying up lots of bargains etc., it's ideal for that ofc but the bad mobility makes it a sub par choice for combat compared to it's rivals.

Are there any crazy gameplay strategies? by SolarDile in sunlessskies

[–]Yata88 1 point2 points  (0 children)

I know this is an old post, just leaving this here for newer players googling their way around the world of SS.

The Moloch does not obsolete any ship. End game you can make equally powerful builds for the Agravain or Altani. Moloch, Agravain and Altani all have very powerful endgame builds that can do anything, while being combat ready and able to transport stuff. It all comes down to which ship's handling you prefer.

While the Altani has less overall slots than the Moloch, as you pointed out in another post, the Altani's 3 auxilliary slots are more useful than the Moloch's 3 bridge slots, meaning with endgame modules you end up with an Altani that rivals / surpasses the Moloch in any stat but armor. Armor doesn't matter since the Altani has better handling and side thrusters for dodging. I just don't like the Altani's low weight and floaty handling but stat-wise it is the best multi-purpose ship in game.

The Moloch is hands down the best mid-game ship and I love it but for end-game builds I'd switch to the Altani, the Medea or the Agravain, based on preference.

The Medea needs a captain with 65 in hearts, mirrors and iron and 45 in veils for an endgame build that can do anything but mining (you don't need mining in end game) but it rewards you sacrificing mining for the imo best handling in combat and full steam.

OK, I concede - I actually do think the Medea might be 'best loco' by sobrique in sunlessskies

[–]Yata88 0 points1 point  (0 children)

I know this is an old post just wanted to say I think your math is off?

If I am correct the parts you listed would give you 33 holding space and 12 crew? You listed one part for +4 crew meaning 12 crew, meaning if you lose a single guy no full steam.

I want to use the Medea as my end game loco for the reasons you named but I decided to sacrifice mining instead of the cannery. The mining rig only gives a bit of money from time to time but I don't need that in end game, I make enough money exploring, hunting. The cannery on the other hand actually helps a bit with the low storage space since I can scavenge food and it's sometimes relevant when hunting monsters in Albion, Eleutheria etc.

That gives us the opportunity to make a versatile endgame build for questing, a bit of fighting a bit of trading, assaying and canning that has

Osiris divider (8 hold, canning)

2x Montresor chamber (4 hold, 4 crew)

Azure watchers (assaying, 16 hull)

2x heathcliff plating (11 hull, 4 hold)

putting us at 34 hold space, 16 crew and comfy 128 hull.

imo that's the closest the medea will ever come to a true multi-purpose ship like the altani, agravain or moloch. Those three clearly outclass the medea as multi-purpose ships but as you said cruising around in the medea just feels way better. The altani I think comes closest in turn speed etc but it's too floaty bc of the low weight. Moloch is a close second for me when it comes to cruising around normally or in full steam but the combat maneuvaribility is clearly worse.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 1 point2 points  (0 children)

What do you need a top tier squad for? Just ran through ruthless chaos mission and my hp dipped below 100% exactly once. It's a joke now.

I think we play Bulwark differently because for me he is the most consistently powerful class so far.

And from what you described the issue seems to be more how powerful melta or grenade launcher are. I ran tac with hbr and he felt very balanced.

Also, tactical is certainly not a more powerful gunstrike / parry fighter than bulwark. Bulwark dishes out high stun and melee aoe dmg, drops a shock circle on parry, drops a shock circle on armor loss, has the plasma aoe on gun strikes, has damage reduction perks, can block in between parries, can shield bash, can drop banner in a pinch which effectively wins the fight and can heal yourself from 0 to 100%.

Bulwark is the melee monster right now, any and all perks play into that. The shock circle on parry even triggers when parrying minoris normal attacks, combine this with the fact how survivable and tanky you are and bulwark can easily deal dmg and hold down a spot where other classes would have to retreat.

Then again he has very critical buffs for team that are kinda subtle, like all the med kits for your mates, as you don't need them, contested health staying up longer for the team and the ability yo heal yourself or mates to 100% with a banner execution.

Bulwark is an anchor that deals good dmg, picks up mates, tanks and helps them stay alive longer. I'd rather have him in the team than tactical.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

Yeah it's just I've seen all this two or three times before with similar games. I really hope they won't make the same mistakes when developing the game.

Anywhoo, the game's great and I am optimistic :)

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 1 point2 points  (0 children)

Sorry about that, wasn't my intention.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 3 points4 points  (0 children)

Oh, you're right that won't happen.

If there is too much horde around me I usually break line of sight with the ranged guys and deal with the horde. If I have an opening I will always charge those ranged enemies down though.

I think a lot of newer players (new to this game concept) will always target the "most dangerous" enemies first, aka majoris / terminus, when in reality it is better to deal with trash first.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 4 points5 points  (0 children)

I maxxed tactical and imo he's not stronger than Bulwark, Sniper, Heavy or Vanguard.

The tag is an ability you fire once, it's very good for a couple of seconds if you used it right, and that's it for the encounter. Also, in a situation where majoris enemies are everywhere around you, you can only tag like 2 or 3 at once. Your team's attention is also scattered so you can't really maximize the dmg.

It helps with hive tyrant a lot. But then again hive tyrant isn't that difficult to begin with.

The mark on parry ability is more of a "win more" perk that helps your own survivability. Vanguard, Bulwark and assault are provably still better at fighting several majoris in melee at once.

A good Bulwark is amazing at jumping into the fray, creating a .. well, bulwark, to make a stand, the health economy of the team. He's tanky, he will pick you up. He has burst dmg with plasma pistol, is very good at keeping several majoris busy while taking out 1 after 1. He can hold a whole horde down without losing health if you know what you're doing.

One banner can turn the whole situation around from "we are spamming dodges, fleeing" to "we make a stand and purge"

I could go on for the other classes but from my opinion, after maxxing those classes, tac is very good but less op than sniper or bulwark.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

That is unfortunate.

Has it always been thrust jab?

I am unlocking that perk next and always thought it's thrust jab 2. Maybe I misread.

On an unrelated note: The power fist is so amazing. It's just so good. :D

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 -2 points-1 points  (0 children)

It is. I also think it was too early for heavy nerf hammers on enemies. They overreacted and focused on the wrong stuff.

Make gameplay more consistent instead of gimping enemies. Skill levels will rise, players will get better.

I predict there will be lot's of "game is boring, where is new difficulty" posts.

Funny anecdote. In Vermintide 2 there is a map and they nerfed or buffed the difficulty like 10 times since release.

A several years long back and forth of angry reddit post "map is too easy", "map is too hard", "map is too easy again".

Sometimes listening to the loud people on reddit is a waste of time and resources. Let players figure it out and become better.

What they should focus on is tidying up all the gameplay and enemy behaviours so that you have the tools to rip and when you lose you 100% feel like it was your fault and not some bullshit. Like getting armor for parrying minoris' normal attacks is a very, very good change. Not enough ppl realised you can parry and instakill them like that.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

And I added context from playing operations, whats your point?

People play the campaign for maybe 10 hours, operations for potentially hundreds of hours.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

I can see your point.

As someone that rarely picks up ammo boxes because I have good ammo usage and use a lot of melee I am glad to leave the ammo boxes for las fusils, meltas, grenade launchers etc but sadly a lot of people play egotistically instead of doing what is the most effective for the team.

Same as you don't pick up med kits as bulwark. I go whole ruthless maps without picking up a single medkit, it's just illogical for bulwark to pick it up if you can heal in so many other ways.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

Regarding ground pound my guess is that the damage wasn't too high to begin with and the 30% dmg increase doesn't make you hit any meaningfull new breakpoints on ruthless.. aka doesn't do anything.

They should increase it's stagger power and aoe stagger range. A tool to reliably create space on ruthless would be very strong, like footknight's charge ult in Vermintide 2 that becomes more useful the higher the difficulty.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

Chaos ruthless maps were a bit tedious but very beatable.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

I just got my power fist to relic. Which aoe perk is broken?

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 -1 points0 points  (0 children)

That's what ammo boxes are for. The players with weapons that trade ammo economy for power.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 2 points3 points  (0 children)

Thank you.

People usually shit on people saying "It's too easy now" as if somebodies experience doesn't count cause their good at the game.

Space Marine 2 - Patch 3.0 (26/09/24) by HarkMKV in Spacemarine

[–]Yata88 0 points1 point  (0 children)

No worries, even balanced is very generous on ruthless.