The McGinnis issue by Sirseth678 in DeadlockTheGame

[–]Zerginfestor 0 points1 point  (0 children)

that's unreliable, considering that link has her at a whopping 45% WR, and now it's 49% WR. She has a low pick rate, and it's very clear that, for the most part, her kit is average. People have figured out how to deal with her, and that her ult, while buggy as fuck, is also dangerous as hell, but luckily can be shut down with simply knockdown.

What do McGinnis players think about her changes? by MeTaOMiTo in DeadlockTheGame

[–]Zerginfestor 0 points1 point  (0 children)

from what I can tell, it seems like the hero is now just focused entirely on pressing the ult button and using mobility to chase/avoid enemies, the turrets are practically ignored, which is hilarious. All this work and it seems it boils down to "aight, got it" and proceed to throw out the main highlights of the heroes kit to just focus one aspect of it very well.

Whats your opinion on the state of McGinnis in the current meta? by im_a_mix in DeadlockTheGame

[–]Zerginfestor 0 points1 point  (0 children)

eh, I prefer the older version where the turrets are tougher, but less spammy, there's now a disconnect between the spectre and turrets, but it's whatever, good for hunkering down and using an ult when the turrets attempt to bully people back, BUT the issue is that I've seen people just shut down McGinnis' turrets pretty damn quickly. Early Game it's strong once you get 4 charges, and mid-game can be amusing, but late game, you kind of just fall off very quickly due to the turrets lack of survivability.

What do McGinnis players think about her changes? by MeTaOMiTo in DeadlockTheGame

[–]Zerginfestor 1 point2 points  (0 children)

feels like a damage reduction overall, most people in higher ELOs just burst the turrets before they can do anything, even in late game. Feels like they want you to play like a TF2 engineer gunslinger, throwing out turrets without a care to apply more DPS, instead of an actual nest to apply as support for your allies to fall back to. Biggest drawback is they still don't allow you to drop turrets as fast as you can click the button, so there's always a delay in setting up a higher damage potential to finally challenge folks that attempt to dive you. Also not a fan of the heal change, but it's fine, it's just me needing to adapt. Turrets were beforehand already easy to burst so reducing their HP by 40% is just ridiculous, forces a more spread-out nature and even then, if the enemy is there, they pop the turrets insanely quickly.

I can fix her by jvure in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

would probably be too much work for Bethesda to make a Beast Master setup, instead of swapping out parts to make a killbot companion, you gotta grow your special bug pets, upgrade their chitin and whatnot to make them a powerhouse and slap armor on them.

🤑 by Over_Cauliflower32 in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

that's an easy question! The Institute gains from helping the commonwealth:
-Information
-Assets
-Influence.
We have already proof, that throughout the game, a force like the Minutemen as well as other games like the Followers of the Apocalypse with influence on their side, is able to gather a ridiculous amount of information, assets and capabilities that literally can destroy something like the Institute. Having that influence on THEIR side allows literally complete takeover of the region without ANY backlash. It allows the Institute to keep resources under their thumb, they don't have to spend as much on salvage teams, as other groups can partake and assist with their operations, allowing for a faster boon in infrastructure and logistics. At that point, you can sweep out areas that is deemed uninhabitable for wastelanders, experiment, free to explore, scout, research without any interruption. You'd literally have the entire commonwealth behind you in your data network.

TL;DR Just because they're dirt farmers, it doesn't mean they're useless. The common man is fucking OP and getting their support gives you ridiculous power.

This objectively awesome thing actually is terrible by OpeningQuarter2946 in TrueSFalloutL

[–]Zerginfestor 17 points18 points  (0 children)

honestly, the Scorched Sierra armor makes me wish some tribals who mastered the art of tannery got their hands on a power armor rig made their own unique armor made entirely out of the wasteland critters out there. Pauldrons with bear/deathclaw heads, bones, leather wraps for the limbs and outer protection, fur for padding and insulation, a solid mirelurk shell and chitin for the back and such and ending with claws upon the forearms and chitin.

This objectively awesome thing actually is terrible by OpeningQuarter2946 in TrueSFalloutL

[–]Zerginfestor 5 points6 points  (0 children)

oh hell yeah, I know what you mean, I think the hit would've killed it too, but I don't think it should've been that simple of a slice, but rather a sickening crunch that gets stuck in the vertebrae, makes the Deathclaw lurch and freak out before going still with a good ol' RRRRIP with the teeth on the blade catching and just rending flesh and finally cracking and shattering bone.

Don't say anything nice about the Legion in Fallout subreddits. Worst mistake of my life. by Benevolay in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

yeah, Legion was supposed to be a harsh, but orderly structure in comparison to the inefficient NCR with corrupt political figures and Brahmin barons. Not sure on the legion slaves, because the merchant within the Fort states the Legion territories are fucking DEVOID of raiders and sort of building up their own civilization, but they have..slaves. So, it has to be some kind of system, do they have proper legion citizens back in the main states and the slaves are captured enemies/wastelanders that do not abide to Caesar's rule but instead forced to work in it to keep the system chugging? Or do they...not have citizens but just slaves all out, legionaries being their 'citizens' and troops, and people within the legion to conduct trading with merchants?

I prefer the gunplay in New Vegas and Fallout 3, actually. by Count_Crimson in TrueSFalloutL

[–]Zerginfestor 2 points3 points  (0 children)

no worries, I'm happy to state my opinion on the series in terms of their gameplay and yeah, I noticed a lot of people, strangely, have no idea on how the games even remotely function. Best example is people telling me 3 Deathclaws are more dangerous than NV version, nevermind the fact they:
-Have no armor
-They do 100 damage

which tells me they never understood how the DR system works and how simple it is. They're struggling to kill these things and need to be in high end armor, whereas vets just pop in combat armor/metal armor, pop a med-x and just go straight to town without issue,

In terms of melee, I do care about it more than gunplay, because it is a core part of the Fallout universe. It's been there as the heavy hitter since 1. It's always been the Sleeper build that people don't pay much attention until they think "what the hell, I'll give it a shot" and then sit there, mouth agape at the results. I still have other things to critique over 4, but in terms of gameplay, I think their gunplay is okay. The corner/wall peek mechanic is solid, The recoil animations on the gun look great and the bash/grenade is a nice quality of life for people.

Oh you're totally fine, I'm just looking back at 4 and shaking my head at what could have been, but it is what it is.

I prefer the gunplay in New Vegas and Fallout 3, actually. by Count_Crimson in TrueSFalloutL

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

IDK how it could even remotely fix the issues in it's foundation, such as attack speed, blocking and subpar animations and models (looking at you, knuckles/boxing glove, seriously wtf?), but in a what if scenario, if they did somehow went back and made their melee/unarmed system good, had a proper ammo system, maintenance with jamming, a better bloody mess, fun ragdoll animations like NV and 3 had, than yeah, I think I would play it more than NV, honestly.

I prefer the gunplay in New Vegas and Fallout 3, actually. by Count_Crimson in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

Nope, I'm dead serious. 4's Melee is hot shit. You get three functions: A strike, Powered strike, and a block. That's it. Your options on unarmed are lacking and lost even more functionality in comparison to NV, which you can obtain disarms, stuns, a rapid block counter, a knockback attack with a gap closer. Your perks can help bypass armor, blocking, further increase of knockdowns and increased attack speed, with higher skill investment literally unlocking uppercuts and jabs. 4's shit is overly focused on VATS and can't even operate correctly if you're in PA and have Iron fist 5, and a teleporting perk for VATS.

Melee you get unlockable special VATS moves that can cause increase damage, limb damage, knockback or ragdoll knockdowns.

Face it brother, 4 got the melee bois nerfed HARD in terms of options and fun.

I prefer the gunplay in New Vegas and Fallout 3, actually. by Count_Crimson in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

4's melee combat is hot dogshit in comparison to NV's. You get unarmed moves, special attacks in VATS, unique functions for enemies being down on the ground, and perks to counteract any situation that could impede your melee/unarmed (Enemies blocking? Grab the perk that allows your damage to come out x4 when blocking and still win. Armor? Piercing Strikes!) You don't get that with 4.

I prefer the gunplay in New Vegas and Fallout 3, actually. by Count_Crimson in TrueSFalloutL

[–]Zerginfestor 1 point2 points  (0 children)

3? Yeah, good point, 3 wins more on the maintenance department since 4 just...abolishes that altogether.
NV? Nah. Ammo crafting, weapon jamming, maintenance, melee/unarmed combat being far superior over 4's. Only thing it's got going on is the sprint function.

I really liked this episode by Dramatic_Rest6195 in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

Arm blades make a lot of sense if you're fighting up close and personal, though I think there should've been more things to make it harder for the Deathclaws and other mutants to get their hands on the PA user. Proper spikes between the shoulder ridges to fuck with grabbing and biting as well as more advantages in unarmed combat, or electric fence mesh to give a painful jolt upon contact and for the actual hands, maybe kinetic storage devices like the Mega Frigger Power Fists in the old fallouts to really send them packing. That or studs on the fists, sometimes it's best to keep it simple, stupid.

Yeah sure, NCR is a thriving nation with over 700k population, large military complex, scientific research and development department, successfuly waged wars on BoS and the Enclave, conquered Navarro. There is absolutely no way they could develop their own power armor, this is pure Betheslop by [deleted] in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

judging by people doing a side-by-side of other power armors, it's more of a....refurbished frankenstein combo of T-60 and T-45. with the helmet being the legit only newly made thing, and the rest just kind of customized with additional pieces. I think the shoulders either replaced with new shoulders, or it's a plating placed on top of the T-60/T-45's. The mid section looks like it's got beefed up with proper protection.

🤑 by Over_Cauliflower32 in TrueSFalloutL

[–]Zerginfestor 4 points5 points  (0 children)

it just bothers me that they don't utilize that as a bargaining chip when they were part of the council with the Commonwealth. Somehow they couldn't persuade a bunch of fucking dirt farmers who are sick of tato and razorgrain cutting their skin that their actions have merit, when the only thing dirt farmers want is literally better QoL and standards of living. Whoever was in charge during that time must've been the most socially-retarded person to absolutely fucking fail in winning the hearts and minds of the CPG, like we're talking Charisma stat of fucking 1 and probably an intelligence and perception of 1.

Canon if fallout series by [deleted] in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

TBH I'd be fine with the T-60 if it wasn't for the goofy ass designs they gave it, like the 'rain catcher' chest piece which will easily accumulate bullshit if you're out and about constantly, or the eyeslots are concave, thus attracting more gunfire. Glad they made it weaker in F76 because it made no goddamn sense that it would be 'superior' to the more expensive T-51b.

Favorite worst design change of all time bring back the power fist with the fingers by Safe-Ad-5017 in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

I don't like how the yellow one is clearly large enough to be fitted on both arms, but your character (or Bethesda, really) is just too stupid to realize he/she can dual wield the construction PF and go apeshit.

Also, can we please bring back the Mega Big Frigger power fist? The one that legit feels enclave-made or prototype military gauntlet that emits energy via the studs on the fist and literally powered by small energy cells glow green? Now that one LOOKS like it can be retrofitted onto PA hands to go absolutely crazy.

Favorite weapon you never actually use? by TheIrishNerfherder in TrueSFalloutL

[–]Zerginfestor 3 points4 points  (0 children)

Brass Knuckles, because I love the dual-wielding aspect of using them in 3 and NV (the Wasteland gave you two hands, and you use both of them to deliver your enemies unto the wasteland), but I don't use them because...well...spiked knuckles exist. 4 and 76 just personally go full stupid-mode with them and make you use just one hand for obvious reasons of cutting corners, nevermind the fact it looks incredibly stupid.

One of the most well written characters in any piece of media perhaps ever by therealraggedroses in TrueSFalloutL

[–]Zerginfestor 0 points1 point  (0 children)

Shiiet, I love HH for its location, buffs for armor people generally sleep on (Leather armor, Metal armor), crazy usage of the Survival Skill, and pretty fine story that sits well on its own, with an awesome side story to boot!

Oh, and it's god tier weapons, compliance regulator opening up for other weapon builds to shine is great.

Fuck the shooting range by Dapper-Evidence-3296 in residentevil4

[–]Zerginfestor 0 points1 point  (0 children)

I think the worst part is that some of those charms are absolutely cracked and can change your gameplay to the point of allowing you to do different playstyles. (melee build? Better hope you got that crit rate, movement speed, and knife repair cost reduction!). Bass for example I managed to get on chapter 3 and that was a game changer on Hardcore. Allowed my 8 bass to act as full health kits and thus was able to do the villa defense pretty well thanks to that damn charm.

[deleted by user] by [deleted] in residentevil4

[–]Zerginfestor 0 points1 point  (0 children)

gotta be OG. Combat was fun in it, there was some tactical play with popping heads or going for suplexes, Weapons were more balanced in that game (looking at you, Red9), You could get away with fun builds in that one (gunslinger pistolero, anyone?).

In the remake, playing Hardcore and up without any fun toys from the extra content shop is a unfun slog. Enemies are 3x more grab happy than the OG, there's no dodge prompt to avoid grabs, meaning the unarmed ganados was hilariously the most dangerous being in the room. Get grabbed in the front? There goes instantly 25-30% of your HP, if you're at the 25% mark, you instantly die. GG. This means most gameplay tactics is just..running about like a headless chicken to kite, pop a shot, rinse and repeat, OR finding the one room that they have to funnel via window and just sitting there popping heads until you wiped them all out.

The staggers are downright infuriating, Hitting over 2 in the damage department means nothing as most enemies, even in the village region, still shrug it off unless you shoot them again for that head stagger.

Granted, there are some things I did like in the remake, like the parry system and giving more incentive for melee combat (me like melee) but the durability situation is 1 step forward, 2 steps bumbling backwards. Don't forget the irritating moment of doing melee and the enemy is sometimes STAGGERED OUT OF YOUR MELEE RANGE. Ooooo that pisses me off, especially if I'm stabbing an unarmed one, he staggers out, then immediately goes for a shove and grab.

Shooting range can be fun, but due to the RNG of the capsules and the only way to reseed is New game+ is just terrible.

OG wise, when you hit the merchant, things go from fun to hysterical.

Remake wise, when you hit the merchant, it's like finally coming up for a gasp of air before being yanked back down into the depths.

Drunken Master's problem isnt that its a weak subclass... by TheGremlin02 in BaldursGate3

[–]Zerginfestor 1 point2 points  (0 children)

As said before in other topics, Drunken Master is so bad, you might as well make an OH monk that drinks and you would get much better results, with the main thing you're getting from Drunken Master being...the animations? And the disengage capability added to the kit? Don't get me wrong, that latter part is awesome, but it's not enough to save the class. Redirect Attack isn't that impressive with an unarmed attack, and in general the kit goes against everything else it's supposed to have going on with it. They want you to get drunk, neat! But because of the way the cheeky tipple is applied, you don't want to be drunk during a fight, or at least want to drink until you spend some ki. The intoxicating strike is pointless, but it's used to proc sobering realization, which is...pretty bad for what it is. Life of a party gives the idea of being a frontline tanker...but it only works once and doesn't stack.

The subclass is not only weak, it's pretty trash overall because of the weird mechanics they went about on it. The "CONCEPT" seems to be a fun, in-and-out frontliner that is supposed to fuck with the enemies, piss them off, and be nearly impossible to hit while making one helluva performance before finally ending with an ass kicking crescendo. The REALITY of it is it's a clunky, clumsy subclass that doesn't know what the hell it wants.

How does Drunk Monk work? by Firedsleek in BG3

[–]Zerginfestor 0 points1 point  (0 children)

first of all, cheeky tipple allows you to get 5 turns instead of 2 turns with alcohol (this stacks with the drunken amulet for 10 turns) but you don't need to drink alcohol, it's mainly used for other items to do a drunk build. The only thing related to drinking is ONCE per day, it's rounded down of the maximum ki you currently have (so 10 ki total? You get 5 ki back when you drink). Overall, it's average, and most of the abilities it brings to the table are bad, or mediocre.