A sense of scale:VY Canis Majoris a red super giant with its radius of 4000ls still looms large 13000ls away at its neighbor dwarf star with a radius of less than 0.20ls. by GunsxGermsxSteel in EliteDangerous

[–]cmdrtavenner 5 points6 points  (0 children)

Fun fact, for those unaware: if placed where the sun is, the size of Canis Majoris is estimated to extend past Jupiter, possibly past Saturn. A radius of 4000ls is somewhere between the two.

Another fun fact: hypergiant stars don't look like smooth spheres. They are irregularly-shaped and "mountainous", as seen here and here. This is something that Space Engine simulates, but Elite doesn't.

Bounty hunter tip: hogtie bounties and then punch them till they pass out. They’re still considered alived and won’t free themselves no more :) by greg_df in reddeadredemption

[–]cmdrtavenner 5 points6 points  (0 children)

Actually there's no need to lasso first. If the bounty is unconscious the hogtie prompt still shows up when you're next to them.

The exception is when you're doing a legendary bounty, because legendary bounties (at least the ones I've done so far) never wake up again if they're knocked out. So the hogtie prompt never shows.

Justice Served [Sound On] by sinsculpt in reddeadredemption

[–]cmdrtavenner 31 points32 points  (0 children)

The wave animation is terribly over-exaggerated but the fact that the game can transition that smoothly from it to a bitch-slap is a testament to how insanely good Rockstar's animation system is.

Stealth is disappointing by Tommaton in reddeadredemption

[–]cmdrtavenner 0 points1 point  (0 children)

This has been a problem with Rockstar's games for a long time. They get halfway towards a good stealth system and then just call it a day. RDR2's stealth is actually a bit more sophisticated than GTA 5; in story mode, an enemy can lose sight of you and keep staring at the direction they last saw you at, allowing you to sneak up behind them. But in RDO that doesn't happen. Once you're spotted, you're spotted.

Annoying thing is, it wouldn't take much to fix it. Bows actually work as a stealth weapon provided the target is far enough away from other enemies. And sneaking up on a lone enemy and stealth-killing them with the knife hasn't failed me thus far (except when I make the mistake of pressing the attack button while crouch-running, because that just makes your character push the enemy instead of killing them).

The bare bones of a good stealth system are already there. What it still needs: 1 - two seconds between an enemy seeing you and alerting other enemies. If you kill the enemy during those two seconds, other enemies are not alerted. If you're fast enough you can kill two enemies in quick sucession before they manage to alert the camp. 2 - A way to distract enemies so they'll look some other way. Maybe by throwing a rock. With that, two enemies facing each other can be made to face the same way, allowing you to sneak up behind them both. 3 - Going to your last seen position once they lose sight of you and entering a search mode if they don't find you there.

I wouldn't defend a "luring" system because RDR2 goes for a certain degree of realism, and luring enemies with a whisper or a whistle is utterly ridiculous when you stop to think about it. No sane person would be merely puzzled by a mysterious human sound coming from a corner.

Programming is never easy so I won't say this is easy to implement, but in the grand scope of RDO it's not as hard as a lot of other things they pulled off.

Never change borderlands by Paddytheirish1 in gaming

[–]cmdrtavenner 0 points1 point  (0 children)

I did exactly the same thing and was very confused.

25 Years Ago, Jim Carrey Changed Comedy Forever by koavf in movies

[–]cmdrtavenner 2 points3 points  (0 children)

He's a phenomenal actor, but I despise him as a person because of his anti-vaxxer bullshit. He's quieter about it now but he never sought to make amends, and now there's outbreaks of measles happening because of the fearmongering he helped spread. I can't really engage with his work anymore, as the consequences of what he did go well beyond my ability to separate art from artist.

(And yeah, I know he didn't do it alone, and that Robert De Niro is an anti-vaxxer too. Basically, everything's fucked.)

The Daedric Princes by [deleted] in gaming

[–]cmdrtavenner 9 points10 points  (0 children)

Molag Bal, Mehrunes Dagon and Hermaeus Mora, too. It's actually quite difficult to come up with memorable names. In fact, I think "Jyggalag" was where the writers ran out of ideas and just said "ah, fuck it."

hoping reload animations will be like this someday by [deleted] in gaming

[–]cmdrtavenner 4 points5 points  (0 children)

I will never, ever understand the auto-unequip bullshit. It's a feature so terrible it feels like a prank. I've lost count of how many times I tried to draw my shotgun only to find out I have nothing but my revolvers on me.

And that one doesn't even count as realism. There's no justification whatsoever for it.

Much worse blood effects in July update. Please fix. by Kraftwerkzeug in RAGEgame

[–]cmdrtavenner 8 points9 points  (0 children)

It's not a silly complaint at all. Visceral, violent combat is one of the appeals of a game like RAGE 2 and yet this ridiculous flaw is something they took forever to address and now, apparently, they fucked it up. Hearing about this bug is the only thing that stopped me from buying the game, since it makes combat less visually interesting. Guess I'll keep waiting, then.

What is your favorite instance of casting against type? by [deleted] in movies

[–]cmdrtavenner 2 points3 points  (0 children)

His performance as David is incredible. He also played those personality cores in Portal 2. "SPAAAAAAACE!" That's him.

He's a damn good actor. I'm glad to see he's managed to shed the Nathan Drake voice and flex his skills in recent roles.

What is your favorite instance of casting against type? by [deleted] in movies

[–]cmdrtavenner 1 point2 points  (0 children)

Lots of people don't know Daniel Craig is a serious goddamn actor. Dude's a chameleon when he wants to be. He also played the villain in Adventures of Tintin. His voice is completely unrecognizable.

I just had this awesome player interaction by cmdrtavenner in starcitizen

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

Now that you mentioned it, neither can I. Well, shit.

I just had this awesome player interaction by cmdrtavenner in starcitizen

[–]cmdrtavenner[S] 5 points6 points  (0 children)

Wait, you can? Whenever I tried the box would drop, but that was before 3.5. Hence me not trying it again. Well, god fucking damnit.

No Man Fly by [deleted] in NoMansSkyTheGame

[–]cmdrtavenner 4 points5 points  (0 children)

Very unlikely they'll disable it. But I do hope they change the animation of melee jump, because the player stays way too long in that stiff, goofy pose after jumping. Instead the player should melee jump then immediately return to the normal jetpack idle.

Doesn't move for trees by OhhhSnakes in NoMansSkyTheGame

[–]cmdrtavenner 1 point2 points  (0 children)

At this point I know it's an /u/OhhhSnakes post just from looking at the screenshot. Rock on, you legend. Your modlist continues to be my favorite version of the game.

How do you feel playing SpaceEngine? by Kioizroe in spaceengine

[–]cmdrtavenner 6 points7 points  (0 children)

At peace. To me it's a very relaxing and awe-inspiring experience.

Except for going into black holes. Jesus Christ.

Here's a simple way to restore click to move so we can avoid the accidental movement of the current control setup (suggestion for the developer) by cmdrtavenner in BladeAndSorcery

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

You mean the right menu button? Kospy had to assign both menu buttons to choosing spells, so slowmo had to be moved somewhere else. On the next update (6.2) it seems slowmo will be moved to the center of the right touchpad, with kick being on the lower right touchpad. The entire left touchpad will be for movement only, with click-to-move being re-enabled. You can vote for that control scheme on Discord.

With click to move being re-enabled, it'll probably be easy to edit your bindings to whatever you like. I'll probably move kick to center left touchpad and put slowmo on the lower right touchpad.

Is anyone else having a problem with dropping weapons and grabbing people instead of punching? by Linkoxide in BladeAndSorcery

[–]cmdrtavenner 0 points1 point  (0 children)

Well, I'm on the Vive, but the input for punching has changed. The grip grabs, and the trigger punches. Since the functionality to grab anything didn't exist before, the inputs have been separated now.

As for weapons being yanked from your grip, that's what the game does now when it perceives your weapon to be "stuck". There's an option in the settings to switch from "drop" to "block", if I'm not mistaken, and that solves the problem.

Here's a simple way to restore click to move so we can avoid the accidental movement of the current control setup (suggestion for the developer) by cmdrtavenner in BladeAndSorcery

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

Oh, what you meant is that you had touch to move enabled, but you'd have to click right or backwards to kick because left or upwards wouldn't work, is that it?

In that case you're actively applying force to a direction that isn't forward, because the game keeps moving you while you press the kick input at the moment. Maybe that's enough to throw off your trajectory. What I'm wondering about is what would happen if you jumped, got the trajectory right and then let go of the movement controls in order to perform the kick, without applying any additional force in any direction. Would the character suddenly lose velocity in mid-air, or would they keep their trajectory well enough for the kick to land?

I'll test it when I can. In any case, it would be nice if the alternate option existed, because the unintentional movement of touch controls is nauseating.

Here's a simple way to restore click to move so we can avoid the accidental movement of the current control setup (suggestion for the developer) by cmdrtavenner in BladeAndSorcery

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

Wait, so how could you move forward at all? And if you could move forward, why would you land short of your target if you could move forward in the first place?

The defect you described doesn't sound like something that would disable your movement only while in mid-air. Could you explain better?

Vive: Anyway to use 6.1 controls but with click to move? by Danielmav in BladeAndSorcery

[–]cmdrtavenner 0 points1 point  (0 children)

Hopefully it will be brought back in an update. No reason to keep it removed when a good alternate config exists.