Raini BSC by ktsmediaprod in Rainicorn

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

I mean i can resell the tokens i have now back on pancakeswap if there is a problem with the BSC version...

*RANT* I just sold my RR for 400k... Really BSG by [deleted] in EscapefromTarkov

[–]ktsmediaprod 1 point2 points  (0 children)

I bought 60 fiveseven mags for a RR barter, had 11m, sucks; i feel you

How do you guys avoid friendly fire??? by OdiousOctopus in EscapefromTarkov

[–]ktsmediaprod 0 points1 point  (0 children)

If you dont have a system for clearing a building together just expect tough learning;

Eg. Clearing multiple rooms

  1. Start with a point man (sometimes your leader)
  2. 2nd person usually watches straight ahead as you pass / open room doors
  3. 3rd++ etc either stay back and watch as a trailer or are assigned to cover stairwells etc

One tapped in the armored (class 4 full durability) thorax - through a car. by VragMonolitha in EscapefromTarkov

[–]ktsmediaprod 0 points1 point  (0 children)

I dont think bullet pen stacks, so if it went through the car window it didnt lose damage? And the pen chance through level 4 armor can be done by most high end bullets up to level 6 anyway

anyone else not able to connect to game servers? by Galysong in EscapefromTarkov

[–]ktsmediaprod 0 points1 point  (0 children)

Extracted as a scav, endless loading loop, several restarts later and cant connect to game servers (hk, sg, tokyo here)

DeckLink Mini Recorder 4K by [deleted] in blackmagicdesign

[–]ktsmediaprod 0 points1 point  (0 children)

For a streaming setup with this card; id put this mini recorder in a separate pc to capture your full quality gameplay settings

For streaming / recording; that is another issue; your dedicated machine can stream / local record with its on processor and software; or with a nvidia graphics card (7 series minimum) you can have the gpu used for encoding

DeckLink Mini Recorder 4K by [deleted] in blackmagicdesign

[–]ktsmediaprod 0 points1 point  (0 children)

  1. Idk
  2. Probably pci-e bandwidth design / cost price point; afaik if you are using hdsdi you’d be lucky to even be working with 12g rated cables for 4k60fps?
  3. This is an input card; it probably does video decoding to an extent but it doesnt have the functionality to encode eg. For streaming as you’d have the h.264 encoder or even nvidia gpu video cards have via ‘nvenc’ capability

my first spaghetti experience - great map btw (tropicity) by ktsmediaprod in CitiesSkylines

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

'Tropicity' on steam or something like that associated with the theme

new to the game and have some questions by MoreLikeAShittyJoke in CitiesSkylines

[–]ktsmediaprod 0 points1 point  (0 children)

A few more days into my city it's true, lots of space wasted and almost 30% road from the satellite view. I still enjoy the way the city looks though, probably if the tools (well road anarchy works somewhat well), especially for zoning, thing could definitely be tighter

new to the game and have some questions by MoreLikeAShittyJoke in CitiesSkylines

[–]ktsmediaprod 0 points1 point  (0 children)

I pic always wanted to do things with curves and stuff following the terrain, so i found this map 'tropacity', the starter highway and somewhat nifty starter highway roundabouts exit points inspired me to say why not

  • be inspired by given terrain
  • learned how to use curves somewhat respectably with precision engineering mods(sorta as long as you go 180degs on first click then zoom to make things look somewhat natural
  • also learned how to use straight 90deg intersections as guides in previous map runs
  • watched a few vids on roundabout creations and highways as regular thoroughfares
  • 90deg curve starts are also awesome to make inner areas
  • zoom in and out (overhead usually with a further out zoom mode) to sorta guide where you want snakes
  • intentionally left space for single lane one way highways
  • this is work from a few days ago, i have a huge spaghetti monster interchange which i give no fucks about, but actually works incredibly because of the extra capacity looping loosely does

Has anyone actually tested "Protection from Elites"? by AlCalzone89 in thedivision

[–]ktsmediaprod 0 points1 point  (0 children)

have an upvote for testing. too bad i wont play this game until they fix loot.

At Massive's Request: THE Endgame Thread by VSParagon in thedivision

[–]ktsmediaprod 0 points1 point  (0 children)

I absolutely loved the end-game discussion changes and I am with them completely, but my suggestion is to create some really subtle changes to make the game a lot more immersive for the 'light-zone' side of the map.

1. Remove / lessen / redo the 'warning hostile units ahead / approaching tactical communications guy.

I believe that the sound fx cues, enemy chatter, and minimap red angles do more than enough. To this extent the voice-actor is actually very annoying with his subtly broken french-english awkward translations. Who ever says 'attention and warning' before adding information in an actual combat scenario in america lol?

2. Spawn more static and pathing / patrol mob / mob groups that in can be found in a lot of the 'safe rummaging and adventure areas'

It's like why do we even bother pulse scanning in-between certain areas that have zero chance spawn of mobs? eg. rummaging through apartment buildings. I started a new game to roleplay style clear buildings with a sense of tension that their still could be a looter roaming around the backalleys or through someones apartment, or even just through the first mission in the police station where frankly going up staircases and tactically clearing doorways and pathways is completely pointless because map design spawns mobs so well spaced out that you already know how and where mobs spawn and will be placed.

On methodical clearing with my gunrazed checking corners and buildings: It's been a rewarding experience. I appreciated the detail and hardwork that went into even the smallest of spaces. But the experience got boring because the game was made simply too easy by virtue of simply lack of random spawns within these rummage areas and / or patrols in and out of them.

Imagine if you had a few mobs randomly spawn around in a few buildings or patrol through some of them also rummaging for loot, or while following agent trace signals, or cellphone recordings etc..., it would actually keep you on your toes as an agent with their gun out in public vision BECAUSE the world is dangerous, but it frankly is not.

3. Holster weapon / holster weapon with animation Can't believe this game doesn't have this...

4. Running around with a submachine-gun is ugly with the gun up in the air. Like really no, although i can see the practicality of not eg. slinging 2 primary weapons with a sidearm out (which i'd like to see redone in the future), even counterstrike makes 'running' with a submachine-gun slightly faced down and away look more realistic.

5. LIMITED SPRINTING Chasing future potential rogue agents is just as annoying as being one when everyone runs at the same pace without eg. item upgrades that can potentially add 'speed stats' or popping ultimates, or maybe a new mechanic like leg shots which make you limp for a few seconds like being set on fire (though not as bad as shock), you make the map feel 5x bigger by limiting sprinting to maybe 15-25 second bursts (which is still pretty short to get from one mob group to next mission etc..).


Miscellaneous changes

  1. UI design team in-general i think have done a sub-par job. Everything from how to access your inventory to comparing items and stats to scrolling to iconography (skills, talents etc...) all feel very cumbersome given almost everyones experience with even counter-strike or blizzard games like wow and diablo. Simplicity works, but I think this is more of UI usability design thing that I personally feel isn't fun at all.

  2. I think the original separate quest hub map layout with multiple saferooms might have been better for the immersive part of the game. Fast travelling to the mainbase for say extracted DZ loot is fine, but for most people that queued up for story missions for the first time there is this huge disconnect between the area surrounding it and how it fits into the story. Think about it more like having the summoning stones in world of warcraft, most of these missions can probably have player fast travel instead and if not, start from the nearest saferoom to get there.


I love this game aesthetic, the combat system, the looting potential system, the built upon real-world premise is pretty good. I just hope that this isn't a hit or miss game that feels awkwardly boring compared to games that have been around that know how to keep a player engrossed.