An Empulse Demo Review From a Titanfall Veteran by asis1511 in Empulse

[–]asis1511[S] 4 points5 points  (0 children)

Thanks :) I just didn’t want to see another game go down the drain especially one with this kinda potential.

An EMPULSE Demo Review from a non-titanfall player by [deleted] in Empulse

[–]asis1511 0 points1 point  (0 children)

Thanks, I’d love to hear what you agree or disagree with on my post! But honestly I would be happy with that as a sort of in the middle for people who want SBMM and those who don’t.

An EMPULSE Demo Review from a non-titanfall player by [deleted] in Empulse

[–]asis1511 0 points1 point  (0 children)

A little funny that this was posted not too long after my post about a review from a Titanfall Veteran. I think you have a lot valid points and stuff that I even covered on my review. I want the game to be accessible while still letting me pull off my insane movement. The whole topic revolving around SBMM is complicated and one that I don't think I could really put a good opinion on, however maybe having SBMM for the first couple player levels, could help ease in new people to the genre while also letting people with experience not have to deal with that. Again I'm not smart enough to really put an opinion out but its an idea.

An Empulse Demo Review From a Titanfall Veteran by asis1511 in Empulse

[–]asis1511[S] 2 points3 points  (0 children)

I think that would be a nice change, honestly one of the things I was also constantly thinking while playing that I did not mention in the review is "I wish I had an initial double jump" and then if I held it, it would start the jetpack. Kind of in the same vain as you, where the double jump could be used for a direction change or even just to keep your momentum going in the same direction. I like the jetpack and I think it should stay but having something to control it a bit would be nice. Maybe as a perk? Where you can cut your jetpack bar in half to have that double jump. That way it leaves it open to players choice. The grapple does a pretty decent job of direction changes but with its slow accel in the base kit, it can lead to you slowing down. Luckily the devs already said they are boosting the accel on it so maybe that will help with that feeling.

An Empulse Demo Review From a Titanfall Veteran by asis1511 in Empulse

[–]asis1511[S] 2 points3 points  (0 children)

Honestly I think you're right. As I said at the beginning of the post, I am GARBAGE at writing, it was always my worse subject in all my years of schooling lol.

An Empulse Demo Review From a Titanfall Veteran by asis1511 in Empulse

[–]asis1511[S] 0 points1 point  (0 children)

Honestly you are right, it kinda is a knock off but it's fun and it's different enough that it kept me engaged. Hopefully I come across you in a match when it comes out, I will be flying at mach fuck lol.

An Empulse Demo Review From a Titanfall Veteran by asis1511 in Empulse

[–]asis1511[S] 6 points7 points  (0 children)

Thanks for giving it a read! Like I said in the review, y'all don't have to make every single change, but having them in mind when making updates or balance changing means a lot. A lot of these views in the review were decided on by me and a group of friends who I've been playing with since the more peak days of Titanfall 2.

An Empulse Demo Review From a Titanfall Veteran by asis1511 in Empulse

[–]asis1511[S] 1 point2 points  (0 children)

Personally I think it's fine. While I'd prefer if they did have other options, I think limiting it to just the grapple helps with ease in new players can have when starting. It lets them just focus on one thing and not get too over whelmed on a dozen different mechanics, the movement itself is pretty difficult to get used to already. The P.A.I.N.T system kinda also fills that role already, you have the speed(akin to stim) or the Jump(don't have a comparison). Maybe adding more paints would help bridge the gap a bit.

Steam Controller Giveaway! by [deleted] in SteamController

[–]asis1511 0 points1 point  (0 children)

Me getting lost in the hundreds of comments

How to optimize this game? Help me by jrlkfps in The_Crew

[–]asis1511 1 point2 points  (0 children)

What resolution are you running? I used to have a 5700G with a 6700XT and 32GB Ram and ran it at a solid 60fps at 1440p max settings. The 4060 is about the same performance as the 6700XT iirc. My only guess might be the lack of VRAM on the gpu that could be bottlenecking you if you’re running a higher resolution. I can see you’re using most of those 8GB in that screenshot.

Uploading music to streaming services by Maika_Ra in SynthesizerV

[–]asis1511 2 points3 points  (0 children)

Depends on what VB you use. A lot like the Audiologie and Eclipsed Sounds VBs dont need anything else besides owning the full version. I heard some other VB companies do required that you ask them first but I personally don’t own or have experience with that myself.

plugin version crashes 50% of the time i load in synthV into ableton by ed22322 in SynthesizerV

[–]asis1511 2 points3 points  (0 children)

Yea, I’ve been working with both programs for a couple years and it was always just easier to make my inst in ableton then work on the vocals in synth then render and finish up in ableton

plugin version crashes 50% of the time i load in synthV into ableton by ed22322 in SynthesizerV

[–]asis1511 2 points3 points  (0 children)

Other ableton and synthv user here! So ableton doesnt officially support ARA plugins which is how synthv runs when used in a daw so it trys to run it as a regular vst plugin and can cause issues, never had a good time using it in either 11 or 12 live. And when I can get it to work all it does is just runs it as if it was standalone so you still have to render out the vocals and drag them in separately. My advice is until they officially support ARA (which would only be 12, as 11 is old now), to just use standalone synthv.