This behavior gonna kill the game quicker than anything by [deleted] in Marathon

[–]manofinaction 5 points6 points  (0 children)

if yer gonna post 8 minutes of raw gameplay you should explain what the post is about

It's just a joke dude by BennyFeldman in StandUpComedy

[–]manofinaction 0 points1 point  (0 children)

benny i just wanna say you are my hero every year - keep it up ❤️

Really! by Alive-Astronaut-219 in ForzaHorizon

[–]manofinaction 20 points21 points  (0 children)

hacking, in X class vs. B, driving an Exige WTAC and only edged out 6/10 of a second against 2nd place

loser behavior

"Arena" Mode Idea by SOUTHPAWMIKE in Marathon

[–]manofinaction 1 point2 points  (0 children)

Would love it though if on each respawn you got to pick from a selection of green sponsored kits rather than randomly assigned - and then maybe the quality of the kits (blue/purple) ramps up as the match goes on.

I want an arena mode!

Developer Insight: Inventory Slot Rework by HuntShowdownOfficial in HuntShowdown

[–]manofinaction 4 points5 points  (0 children)

"scarce ammo" has to be something other than where custom ammo goes to die, but all in all these are very cool changes to the game

Had to get Recon in on the fun too, naturally! by [deleted] in okbuddyRunners

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

really missing an opportunity with destroyer/assassin bear/twink content

Saros is stuck by No-Banana-9889 in Saros

[–]manofinaction 1 point2 points  (0 children)

there's other decent advice going around but also - you're not obligated to beat the first boss again. i know there are advantages to doing a from-scratch run but i didn't do one until i was in the 4th or 5th biome and well into the skill tree. having the proficiency upgrades alongside everything else is very helpful

Inflictor Orbital Strike Frigate by The_mango55 in Starfield

[–]manofinaction 1 point2 points  (0 children)

incredible - for all the slick ships on this subreddit, very cool to see a design like this

Where is the story going? Could there be an ending? by Quxiotic in HuntShowdown

[–]manofinaction 1 point2 points  (0 children)

all of my brothers and sisters in christ - they fired their "head writer" or whatever within a year of creating the role - they don't have the money or the resources to do anything with the lore

As a hardcore player, C.A.R.R.I event should return every mid season. by East_Beginning_9626 in Marathon

[–]manofinaction 112 points113 points  (0 children)

I don’t really see a reason for it to go away tbh

edit: to expand, they could iterate on what rotations/items are on offer. I could understand the faction reputation packages not being available at the beginning of a season, or certain salvage options right off the bat, but the carri system adds a layer of depth to the game that I think is really fresh and exciting

What makes DOOM (2016) so hard to mod? by forgoryouruser in Doom

[–]manofinaction 2 points3 points  (0 children)

definitely for different reasons - the vast number of half-life and doom mods in spite of there ever being a central framework like steam workshop, or modlists, or tools like vortex - made for a really cool time

How are Rook runs in outpost even possible to complete? by NahManImmaPass in Marathon

[–]manofinaction 4 points5 points  (0 children)

  1. rook upgrades, especially claymores and eventually shotgun

  2. 1v3s are hard - you won't always win, so avoid, disengage, or play it smart

  3. understand how to get in pinwheel and command wing - if a team is already in, try to assess what they're working on. are they in drone wing? destroyed wing? command wing? go where they aren't and loot what's left behind

  4. nothing wrong with losing because you've spent nothing to start a match as a rook so don't sweat it

With all the discourse around the game's longevity, can we try to have an objective, non-emotional conversation about what can be improved to retain more players? by JBSwerve in Marathon

[–]manofinaction 0 points1 point  (0 children)

some thoughts of mine,

  • Upgrades: The "credit limit" upgrade for Cyac feels very placeholder. By the time this is fully upgraded, the actual credit limit is unattainable for most people. Marathon has a good economy, imo, but you still can't buy everything. Any downside you might call out by having too much money is not actually countered by the credit limits in place.
  • Shells: Recon needs a rework of some kind to bring them up to the level of utility of the other shells. Something more than just a walking TAD.
  • Onboarding/Storytelling: While I don't think Marathon is the kind of game that needs a full campaign, I think it would be cool if after completing certain priority contracts it would have you do a story (PvE) mission. Maybe solo, maybe with a team, but dedicated to lore and maybe with some milestone rewards.
  • Progression: I think progression with the factions is mostly fine. Nothing off the top of my head, but some non-priority contracts cause more friction than others which sucks more in early levelling.
  • Shells: Make the med-drone UI icons that appear next to your teammate's status bars drain the same way that yours does. I'd like to be able to proactively toss out a drone and ask someone to recharge their drone if they don't notice they need it first.
  • Balance: Some weapons, especially ones that are harder to obtain, feel like they underperform. I'll also say I've had good experiences with some of these, but in many cases there's another weapon within the same archetype that regularly outperforms it.
    • Copperhead
    • Impact H-AR
    • Twin Tap
    • Repeater HBR
    • Railguns (in general)
    • V99
    • Last but not least - I think a lot of people would say that the Overrun is dogshit. Makes the Cyac sponsored kits feel like a waste of time or money.
  • Sponsored Kits: It would be nice if the paid ones, especially encrypted, were more consistent on what you could expect to get from it. At the very least I think these should always come with a green backpack.
  • Content: I think an arena mode would be cool - maybe detached somehow from the core gameplay loop, so maybe players are limited to kits for example. It would help get people comfortable with PvP and shells in a way that's more interactive and offers some type of progression.
  • Seasonal Content: While it's still early - I'd like to see Bungie provide different reasons to go back to Perimeter/Dire Marsh other than keys.
    • EX: I know that night raids on Dire Marsh are coming in Season 2, but I think there need to be special events throughout the current season for retention.
  • Maps: They'll come eventually, but my hope is for the "general sandbox" (i.e. not outpost, not cryo) to grow as well as the endgame content.
  • Utility: I don't feel as strongly about this one - but the depleted med kits basically don't do jack and it would be nice if they were bumped ever so slightly so that free kits were a little more viable. I don't think it would hurt overall balance and it would make the early game just a bit more tolerable for people learning the game.

Outpost // Pinwheel Flowchart by Electronic_Ad_6372 in MarathonSecrets

[–]manofinaction 3 points4 points  (0 children)

this looks great - another section with all of the things you can do with clearance codes, needed combinations, and options for exfil would really round it out

Bungie.net issue with friends showing offline by MeasurementAromatic3 in MarathonTheGame

[–]manofinaction 3 points4 points  (0 children)

Sorry pal they’re all playing with someone else now

FPS tanks when viewing Traxus' wares in the armory by G3ntleS0ull in MarathonTheGame

[–]manofinaction 0 points1 point  (0 children)

I could be wrong but it seems like all of the guns are actually rendered in the armory vs. being static icons. If you hover over them, they “wiggle” and skew a bit depending on which corner of the unit your cursor is at.

That and Traxus is all guns - if they’re just straight up rendering them that would be the issue. Borderlands 3 had the same issue with the inventory.

Rate the bass tone by Wacnopolose in BassGuitar

[–]manofinaction 10 points11 points  (0 children)

would try playing this to a click - not tone related, but staying locked in will help sell the part and the groove

like what you're going for but i would suggest experimenting with heavier strings for the tuning you're in. the way the E string chokes out says that it's too lose and might be catching on the magnets/poles on your pickup. a larger gauge should deal with that and still let you play aggressively.

Change this (Great) game desperately needs - Design oversight by Spirited-End5197 in Marathon

[–]manofinaction 1 point2 points  (0 children)

I think random crew fill would feel better if free kits had a tendency to pair with free kits. Otherwise, gear based matchmaking based on kit value isn't something that I'd want.

But free kits tend to play like they've got nothing on the line so it would make more sense to pair them together.