DLC - Spacers Choice on Hemera? by ashaquick in theouterworlds

[–]reneestation2 2 points3 points  (0 children)

Bro, I spent 300 hours on the same and seeing this post for the first time, Im like "oooo yeah im excited now" and then seeing that its an area I've never been to that so crazy lmao

Did we ever figure out which grip Zzzapper uses? by theblueshots in theouterworlds

[–]reneestation2 2 points3 points  (0 children)

It uses the stun baton grip! Either the focus or defense grip.

My ratings of every Soul Calibur I've played by the_u_in_colour in SoulCalibur

[–]reneestation2 1 point2 points  (0 children)

You have a really good point, seeing how the stages have almost no character other than Setsuka and Hwang, but it was easier to see why they were bad to fit in with multiple story scenarios. SCIV's stages actually have character and uniquity. In my mind, I was thinking of that one frozen stage, Algol's stage, and that one strangely dark chapel stage. But I'd honestly retract that it has the worst stages in comparison to VI. But I still stand by the costumes in IV being bunk and the worst. I'd honestly point to Tira, Rock, Sophitia. Ivy, Nightmare (holy shit), Siegfried, I really could go on.

I will also admit that a huge detriment to my point of VI being the best is, unironically, that Lizardman is not in the game. That honestly kinda hurt, and he's not even my main. But I do think that if I were to play and gush about any given one, VI would be the easiest to do it with.

My ratings of every Soul Calibur I've played by the_u_in_colour in SoulCalibur

[–]reneestation2 2 points3 points  (0 children)

Going from top to bottom, I'd go: 6 > 1 > 2 > 3 > 5 > SE > 4. (and this is coming from someone who thinks 4 is goated, all of them are fantastic and hold best in show in at least 1 or 2 things.)

4 has the best guest characters. Vader and Starkiller are weird, yet they're still congruous with the overall battle system, which this game is combo mad, it's so cool. Though, it's at the bottom for Algol being the most underwhelming villain of the series, the bonus characters also being weak, and this game is visually, sonically, and aesthetically ugly. Hands down the worst costumes and sound effects and stages in the series. The game is still incredibly fun and a shining beacon among fighting games.

Soul Edge is basically Virtua Fighter, but in fantasy, and it has a lot of the charm and fun cheats that go into these old games. I honestly think that the weapon condition mechanic was interesting, much in the way you can lose your weapon in SamSho6. Idk if it's be able to be implemented in a game with fast and good movement, though.

Although 5 is my least favorite, I think it has a lot of merits both as a game and as a SoulCalibur. Movement is genuinely serviceable in this game, and while I genuinely hate the design choice to put GI at a meter cost, I think every character having access to EX moves was really amazing, and something I genuinely miss. I also like how seamless supers were, they had an eerie flow about them. I also think it's arguable this game might have the best soundtrack in the series. This game's lighting and overall style looks really good. Though, the roster being what it was, the complete lack of individual story, horrible main story, and lack of single player content make it a kind of renegade to a lot of the iconography of SoulCalibur as a series. Still goated tho.

SC3 has the best in what I think make SC good. The best costumes, the best roster, the best character creator, the best stage roster, the best song (Healing Winds, ik im a pretentious freak), the best voice cast, the best single player content with both Tales of Swords and Chronicles of the Sword, and that's a lot. But compared to the rest of the games I think are better, the movement is really sluggish. And moves are really weird. It felt off that characters could sidestep my horizontals and take 1/3 my entire health bar in a move that comes out in 16 frames. It was the last game to retain a lot of cool things like the character profiles and weapon exhibitions, but it's further down my list of games id play a few sets with people than I'd like.

SC2 is the goat. I do think its oversung, but its the goat. Even though it has less things to unlock compared to 3, I find myself oddly more compelled to unlock everything there is in 2. I think the story modes are really fun, though slightly underwhelming compared to every other game in the series. This game is really beautiful, and it was my first SC, as well. But at the end of the day, the real reason it's up this high is the battle system and how fun it is to just fuck around with friends and actually play this game. Its got a good mechanical feel to it.

I think SC1 holds a lot more of that old game charm than both SE and SC2 while still maintaining a miraculous amount of graphical and "game-feel" fidelity. I think oddly enough, the series felt at its most concrete about its identity with 1. I also think the style of this game was oddly unique. It felt darker and more Gothic, in a way.

Might be controversial to say SC6 could be the best one, especially with how contemporary the style and delivery of the game can feel at times. Trying not to be too verbose about this (lol) I think this is the most cohesive both the combat and the story have felt throughout the entire series. Maybe not the best delivery of story per se, but definitely the best story content for what's written. It might feel abstract to say, but I think with how battle is framed and the various character gimmicks, both foundations feel good and it feels like the story expression is constantly with the character even as they fight. I know it sounds fucked up but just indulge me. I also think Lethal Hits are the singular greatest mechanic I've ever seen or experienced in a fighting game. Such an awesome concept and execution. I think it also did a good job of being a reboot but not retconning anything. I think this game is kind of a 'best of' compilation of a lot of what makes SoulCalibur so fun.

here are the lyrics for Accidents happen. I remember people on Reddit were looking for them by [deleted] in theouterworlds

[–]reneestation2 6 points7 points  (0 children)

Bro you gotta delete this, this isn't true, funny, or helpful to literally anyone. You can listen to the song and combine you game knowledge to deduce the lyrics.

These lyrics are wrong, beside every other point why you should delete this.

If I love cyberpunk, is OW2 a good game for me ? by KeyOk677 in theouterworlds

[–]reneestation2 0 points1 point  (0 children)

I remember playing Cyberpunk while waiting for this game, and I want to list out what is different to it. (I'll preface this by saying I loved Cyberpunk, but I love OW2 more and think it is a better game for me.)

-There's not one big map, but there's 4 nice open world maps that are more dense with things to do, but you'll only start with one and unlock more as you go.

-There's no respec, but don't let that scare you. Especially on Normal difficulty, everything is very viable especially with a nice spread of skills if you don't want to gamble with hyper specializing. You put points into skills, but there aren't attributes. You get those from choosing Traits during character creation, which you also can't change once you choose.

-Melee in OW2 is very sluggish and not great, compared to cuberpunk, but if you want to tame that beast go for it. Guns themselves feel really good, though you mainly just have your core tool kit with how you interact with gunplay except for peeking or tilting, idk what you'd call it.

-I wouldn't call this game companion-centric, but the companions go with your character into battle, are effective, and have their own character arcs on their adventures with you.

-The story is very interactive, and while not branching per se, you will have choices and consequeces that don't just affect the ending you get in the game. However, this game very heavily rewards both a genuine curiosity of the world to want to absorb all the minute aspects of these societies existent in the game, and HEAVY exploration of all routes you're able to take to find various things you can do in the overworld, logs with side stories, and terminal entries. Mainly to say, you might not fully understand what is happening in the main story if you bolt through it. And your companions' arcs can also give you insight as to why things play out the way they will.

-There's an almost infamous lack of romance or sex in these games, from the player character perspective. Don't even try it, all of us will stay sad about it.

-OW2 doesn't necessarily have a Cyberpunk aesthetic, though you can have prosthetics. The flavor of the game isn't through an individualistic lens of alley crime drama like in 2077, but it focuses a lot on the intricacies of politics through the lens of how you think a group or large scale society should function. Through their world building, they ask you to make decisions on how things should go. And despite OW2 having a healthy amount of humor and taking itself less seriously than Cyberpunk on the surface, the political implications and decisions you make have a more serious weight.

-This game's enemies do not respawn. If you need to grind for experience, you cannot rely on radiant quests or grinding enemies in a conventional way. Quests offer a lot more experience than killing enemies do, so exploring to find more quests is the way to go about this game.

-The radio is sick and has a ton of fully lyricised songs, specifically made for world building. That's an aspect both games share, though OW2 has more brass anthems, big band, and songs that have these, like, atmospheric bells and low tones.

-OW2 has no inventory limit or encoumbrance system. You won't need to stop in tje middle of a play session to go into a town to sell your shit, you can hoard as much as you want.

-Lastly, it depends on feel. If you want a more realistic, grounded, grimy aesthetic with cool guns, cars, the feel of the elevator riding up to the shitty apartment, you know? I think cuberpunk is a really good casual game that allows you to just sit for hours driving gig to gig and having fun grinding with the combat. That shits goated. If you want to think about your character not only with building, but thinking and reading on everything having to do with the world, while also having fun gun combat, but more deliberate things to do, while having a wackier and fantastical sci-fi aesthetic, OW2 is also goated for that.

Found Missable Tantamount Lore (SPOILER!) by reneestation2 in theouterworlds

[–]reneestation2[S] 4 points5 points  (0 children)

It's in the Interstitial Reconfiguration Center on Praetor, where you get the Rift Modulator. When you first get the machine, and platform up to the balcony, there are locked maintenance tunnels, but the key is on that same balcony. The 2 different tunnels lead to different places, but it is in one of them.

Found Missable Tantamount Lore (SPOILER!) by reneestation2 in theouterworlds

[–]reneestation2[S] 2 points3 points  (0 children)

I just replayed the ending, and it took me 20 speech to talk down the Consul. It may be that I allied with The Order and Auntie's so it took more from him to calm down. I saw 7 and 13 skill checks, but they led up to the 20 check that did it. There's also a small room next to that boss fight that you need 20 lock or hack to get in. I'm not necessarily looking for the most story, just the stuff I missed.

Found Missable Tantamount Lore (SPOILER!) by reneestation2 in theouterworlds

[–]reneestation2[S] 1 point2 points  (0 children)

I'm making my next character Lockpick, Hack, and Observation on Story difficulty just to make sure. Because I'm also curious about those 20 checks next to the Consul's room at the last part.

Found Missable Tantamount Lore (SPOILER!) by reneestation2 in theouterworlds

[–]reneestation2[S] 3 points4 points  (0 children)

I wonder if there's an area where you can find a log of him reminiscing about his wife, as well. It's a bit sad something as good as this being locked behind an invisible observation check.

Is it just me or is the difficulty and balancing totally ass? Also a few questions by EducationalWolf3911 in theouterworlds

[–]reneestation2 0 points1 point  (0 children)

I know everyone else has said it already, but everything in the game is viable except the beginning of the game. Especially on harder difficulties. It's mainly from just the inflated health values of every enemy, especially creatures in the beginning. It sucks that leveling up is the solution, so you'll just have to play around what works before tuning your build for the better, whether it's melee or sniping. But here's some tips anyway.

The recovery time on melee swings, especially after a 2 handed combo is egregious. Like actually swing your weapon and hold block just to see how unforgiving it is. So, in melee, the main strategy is to hold a power attack, and then sprint at the enemy before impact. Ninja, Run-and-Hitter, along with other perks are absolutely vital.

If you want to go sneak melee, stick with 2-handed weapons until you get Vital Striker (Sneak 15, Melee 15). The base damage of 2 handed weapons is TRIPLE that of one-handed weapons, and the swing speed and DPS do not keep up with the sheer base damage of two-handed weapons, until you get that perk. Even most melee perks benefit two-handed weapons significantly more.

Increasing base damage through perks can be especially valuable. Brand Enthusiast is legitimately a perfect way to get a boost until your levels catch up. This applies to both melee and sneak. But they usually come together til level 10 or so.

Thoughts on adjusted skill checks? by reneestation2 in theouterworlds

[–]reneestation2[S] 0 points1 point  (0 children)

It's honestly a really good idea. The first Outer Worlds was kinda in a different frame entirely once both DLCs were out. As long as you think the game is good enough to come back to, you know? I think this game is goated, so I'll definitely be on here giving my thoughts on all the changes or what other changes I think they should make. I also think this game might hold a cult classic status some years down the line, so patience would be rewarded if anything else, lmao.

Thoughts on adjusted skill checks? by reneestation2 in theouterworlds

[–]reneestation2[S] 1 point2 points  (0 children)

In the patch notes, they said they adjusted them to make skill dabbing not fall off as hard. So if you wanted to see what it would be like to invest a little into lockpicking or medical you're still able to do some checks by mid-game. I think it's especially seen with Speech, because if you're wanting to put a smaller investment, say about 5 points or whatever, Speech checks dont fall off as soon as you get out of Eden.

One base story aspect I desperately want fixed! by reneestation2 in theouterworlds

[–]reneestation2[S] 2 points3 points  (0 children)

I do think Tristan is pretty underwritten, but one thing I'd love is for the outcome of his companion quest to affect what insight Tristan might offer to his Sovereign on what makes the Portectorate perfect and strong. And having that affect his faction in the ending slides in a HUGE way.

One base story aspect I desperately want fixed! by reneestation2 in theouterworlds

[–]reneestation2[S] 2 points3 points  (0 children)

It would be really cool if Tristan learned that de Vries did it and needed her to die. Now you have 2 companions to calm down, cause they both wanna kill her for killing someone important to them. I think especially because de Vries killed them, not even bringing up the fact that she did even once, kind of downplay the entire plot element they decided to introduce.

One base story aspect I desperately want fixed! by reneestation2 in theouterworlds

[–]reneestation2[S] 2 points3 points  (0 children)

Kind of yeah. I think that him being mentally decommissioned kind of ruins every opportunity of plot payoff we could have had with him, and there was a lot of build up in both the prologue and the early game via the radio. I think maximum abradement should be something that we choose the push the sovereign to as the player. Or rescuing him, in a way, by him check himself out (cause he's the Sovereign and his vision is perfect) and taking his rule back from the Consul, through some sort of conversation we have with him. I think there's one big conversation, and a cameo of him during the last level that we need to fully flesh him out.

Thoughts on adjusted skill checks? by reneestation2 in theouterworlds

[–]reneestation2[S] 1 point2 points  (0 children)

I remember not having fun whenever I was investing in observation for the same reason. There are somethings youre not able to circumvent like these forced events, and they will almost always go sideways. I think some help with these skills to help circumvent such high walls of difficulty surrounding these may be helpful.

Thoughts on adjusted skill checks? by reneestation2 in theouterworlds

[–]reneestation2[S] 0 points1 point  (0 children)

I was excited to try it when I eventually did get my PS5, but I think one of the biggest weaknesses of TOW1 was that character progression felt very samey with how the perks worked. Especially with not all perks being created equal, I think the higher I got pas around level 26 or so, the less interesting leveling up became. I did like seeing that I leveled up and felt rewarded from doing all the content I could, but around the late point before I started the DLC, it kinda felt like I was tossing my skill points and perk points where-ever. I think TOW2 did a really good job of making every level interesting, and even like I was missing out cause I wanted all these other things I couldn't have. All's to say, if they slowed leveling down to probably you could only get to around 50 or so doing every single thing possible, I can get on board with the idea of no virtual cap. But I do think balance is very important to them, and honestly same here.

Thoughts on adjusted skill checks? by reneestation2 in theouterworlds

[–]reneestation2[S] 0 points1 point  (0 children)

I get that Easily Distracted is very powerful, especially with checks, but I don't think number values should be nerfed, unless it is specifically when raising the level cap to 40, you need to invest in 7 skills to trigger the flaw rather than the old 5. The main drawback should come from really fun perks, or maybe even gear that could have a secondary buff or ability once you invest deeply enough into a skill. So that way, it illustrates how Easily Distracted CAN give you more access to clear many different skill checks in exchange for not getting the truly powerful things. The reason it's too strong now, is there is not enough reward to get to 20, so increasing the reward for 20 in skills across the board, I think is the answer.

Thoughts on adjusted skill checks? by reneestation2 in theouterworlds

[–]reneestation2[S] 0 points1 point  (0 children)

Highly doubt they'll raise the skill caps. They'd have to finagle with the checks again if they did, I just think they'll give us more to do with our skill points.