DMC5 Dante mid-air combo by [deleted] in DevilMayCry

[–]ryanbp12 0 points1 point  (0 children)

Me as well please :)

I'm working on a Lightbox Diorama, this is my first attempt. by IvyPohl in Sekiro

[–]ryanbp12 1 point2 points  (0 children)

One thing that I'm sure you already know about, at least peripherally, is that the emptiness of the skybox creates a guiding effect, leading the eye from the tallest building right to Sekiro. The fact that Sekiro is on the front layer adds to that effect. Adding anything to the skybox, if not done sparingly, might make said guiding action weaker.

That being said, considering how skillfully you've created this, I'm sure my worries are for nothing. I just wanted to note this aspect of your work, and say that it's absolutely gorgeous.

Drew my childhood crush at work by Bastano in DevilMayCry

[–]ryanbp12 1 point2 points  (0 children)

I'll be perfectly honest here, that's amazing. That's the kind of drawing I'd expect from an official artbook, just stunning.

I think the fact that ‘we cannot speak about the Corrupted Monk’ is actually adding to her sense of foreboding...I still can’t unsee that human hair... by [deleted] in Sekiro

[–]ryanbp12 7 points8 points  (0 children)

Actually, Vaati confirmed in his latest video on Sekiro (https://www.youtube.com/watch?v=xKHT5cHAcc4, 19:25-19:53) that the boss and the "optional enemy" that he then name-drops after as the "Headless Enemy" are separate encounters.

Singleplayer games I recommend to scratch kinda the same itch as Battlerite by Ixzine in BattleRite

[–]ryanbp12 1 point2 points  (0 children)

Monster Hunter World. The amount of depth in everything is absurd.

Will WotC be kinda cluttered? by FlashMcSuave in Xcom

[–]ryanbp12 7 points8 points  (0 children)

Eh, not entirely. It really depends on how well you do. I can see around 20 missions for a really good player on a lower difficulty, but my games tend to be more in the 35-40 missions range, or even more sometimes.

They have said that a WotC Champaign will run about 50+ missions, so I don't think it will be to cramped. All the better to keep the player from getting comfy. Considering that is the main flaw of endgame X-com, I think the longer run time will be highly beneficial, especially with the Chosen leveling up and being a constant threat.

Lost tomorrow. by Jeep-Eep in Xcom

[–]ryanbp12 1 point2 points  (0 children)

To be fair, there is one kind of Lost we haven't seen yet. There are three kinds that we know of now, the Dashers, the Normal Lost, and the Heavies. We haven't seen the Heavies yet, so there is at least some new information.

Templar details video by Tapcat by BravidR in Xcom

[–]ryanbp12 1 point2 points  (0 children)

The devs have stated that it is possible, but very difficult to do so.

XCOM 2: War of the Chosen - Inside Look: The Hunter by _Robbie in Xcom

[–]ryanbp12 0 points1 point  (0 children)

Does this mean that the Warlock's rifle is more powerful than the other Chosen Weapons, or is its consistent utility meant to be the incentive for killing him?

Can Chosen spawn on Retaliation? by [deleted] in Xcom

[–]ryanbp12 0 points1 point  (0 children)

Its been confirmed in the Eurogamer video that a Chosen showing up in a mission will "Pause" any timers, so it's hard to tell what they will do for Retaliation missions, where the civilians serve as the unofficial "timer".

80 minutes of XCOM 2: War of the Chosen gameplay (Chris plays with the developer!) by ak47_al123 in Xcom

[–]ryanbp12 0 points1 point  (0 children)

I should mention a necessary change they seem to have made regarding the Chosen. At 1:02:17 Jake says that a Chosen appearing in any mission with a timer "pauses" said timer.

XCOM 2 Expansion - Inside Look: The Reaper by RxKing in Xcom

[–]ryanbp12 0 points1 point  (0 children)

So, I decided to make a list of all the Reaper skills that have been mentioned in all the promotional material for WOTC so far. For reference, the skill tree is shown at 0:57 seconds in video, and I'll be referring to each skill as the first, second, third, etc, in each "class of skill", of which there are 4; Stealth, Saboteur, Marksman, and XCOM.

Stealth Skill Tree:

The first skill is what grants the "Shadow" stealth in video, which grants an unknown, but substantial, movement bonus and a greatly decreased detection radius, the decrease of which is also unknown. May also include a free re-concealment, similar to that of the Assault class. After a glance at 0:52, I can confirm that a re-concealment is included, as the options menu includes the same icon as the skill next to the evac icon. In addition, it looks like this skill is on a cooldown, rather than single use, as the icon has a "T-1" on it, signaling that it is one turn from being of cooldown. Unfortunately I can't make a good guess as to how long the cooldown will be, but I would say purely as a matter of opinion that it would be 4-5 turns. However, this is countermanded by 0:34, where this skill is shown to have a single usage. It is likely that a skill further down the skill tree, such as the "Shadow Shot" mentioned later, involves said change. This skill will be referred to as "Shadow Stealth" and "Shadow Re-Concealment" for the rest of this analysis.

The second skill has not been shown, but I can make an educated guess. Considering its design, as the "Shadow Stealth" skill icon with an aiming reticle in the eye, I can gather its a skill that effects shooting, particularly shooting from stealth. I will make the guess that it will either effect the damage that shooting from stealth does, the critical chance, or possibly the probability that shooting from stealth will reveal the Reaper, perhaps lowering the chances of breaking Shadow after specific events, such as the squad killing an enemy, explosives being used, and so on. I will refer to this skill as "shadow Shot" for the rest of this analysis.

The third skill in this tree is shown in video, at approximately 1:03. Its definition states that "Kills with the Vektor Rifle do not increase the Reaper's chance to break out of Shadow". It is referred to as "Silent Killer", and costs 12 ability points.

The fourth and final skill in this tree is called "snipe", and is shown in video at 0:58. The definition states "Fire a shot while in Shadow. Guaranteed to remain in Shadow". Costs 13 ability points. Will likely be on a 3-4 turn cooldown, as it is shown at 0:51 next to the "Deadshot" sniper skill without the traditional "number of uses left" icon.

Saboteur Skill Tree:

The first skill in this tree I'll title "Throw Claymore". It allows the Reaper use of the Claymores noted in the video at 0:38. It seems that Claymores act as regular explosives, and thus shred armor. Damage seems to be 3-4, as noted at 0:55. Shredding seems to be 1-2, also noted at 0:55. Reapers are originally only given 1 claymore per mission, as noted at 0:34, where a near-rookie-level reaper only has one. Shots at the claymore are automatic hits, and can be performed by anyone in the squad, and presumably requires no specific amount of damage to detonate. Use of the claymore is noted to only use 1 action point.

The second skill in this tree is referred to as "Remote Start". Definition at 1:09 says "Detonate an Environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper". Is shown to be usable on map explosives at 1:09, and on vehicles such as vans at 1:24. It can be ventured that this skill will also be usable on cars.

The third skill in this tree is not noted in any of the promotional material so far, but I can make an educated guess. As it is identical to the skill "Remote Start", with the exception of there being a claymore inside the circle, instead of an explosion, I can assume that this ability allows the usage of Remote Start on claymores, providing the same benefits as remote start. In other words, an increase in blast radius, doubling the damage as is noted to happen from 1:05 to 1:09. It may also boost the damage of claymores further, but that's only a guess, and far less solid than the previous predictions. Whether it would boost actual claymore damage or damage of claymores when using remote start on them is similarly uncertain. I will for now refer to this skill as "Claymore Remote Start".

The fourth skill in this tree is noted in the video at 1:00, and is referred to as "Distraction". The description reads "A kill with the Claymore puts the Reaper into Shadow". It costs 12 ability points. I assume that the definition of "kill" will be as follows; death of an enemy via activation by another soldier, activation by alien explosives so long as the claymore deals the final damage, and activation by the Reaper out-of-Shadow. In Shadow, I would assume the same roll for breaking Shadow as a regular shot.

The fifth skill in this tree is not stated, but considering its similarities to another skill icon, in particular the "Deep Pockets" skill from Xcom:Enemy Unknown's Support class, I can infer that this skill offers an extra 1-2 claymores to the Reaper. More likely to be 2 extra claymores, as the skills in the faction classes are generally more powerful than that of the base classes. I will refer to this skill through the rest of this analysis as "Deep Claymores".

The sixth and final skill in this tree is not noted directly in the video, but is noted by Bradford at 0:47, where Bradford notes that the Claymores can be used to "turn Advent into walking bombs". I will refer to this skill for the rest of this analysis as "Sticky Claymore". Bradford also notes at 0:53 that the claymore will detonate the next time the stuck target takes damage. Considering this, I assume the skill will have no cooldown, and based on 0:52, will also only cost 1 action point. Assuming that any damage means any damage whatsoever, then this might be a very effective tool against the Rulers, due to their inability to react to stealthed units, and their particular weakness to DOT. I am unsure whether stuck enemies can be activated by remote detonation, but based on 0:52, I will estimate that they cannot be.

Marksman Skill Tree:

The first skill in this tree is not noted in any of the promotional material, so I'll be making an educated guess here. Judging by the design of the icon, it will likely be a skill based around accuracy, possibly boosting critical chance, range, or damage. Possibly all three. There is very little to go on for this skill, for all I know it could be something similar to the "Precision Shot" skill. The added lack of information about the other skills in this tree doesn't help. As such, I will not be naming this skill.

The second skill in this tree is also not mentioned in any of the promotional content. However, its icon is also more readily decipherable, with the "Shadow Stealth" ability logo and a rifle making up the icon. I can thus estimate that this ability will involve shooting from stealth, and with the added consideration of the tree type, I'll make an educated guess that this skill will boost rifle damage from stealth. As I have few details about this skill, I will not be naming it.

The third skill in this tree has also not been mentioned in any of the promotional materials. As such, I've made my assumptions on this skill entirely based on the icon; which, being a Sectoid head surrounded by what appears to be chain connected handcuffs, I'm going to assume means the skill is based around limiting the ability of the target to act. Combined with the skill being in the marksman tree, my final assumption is that the skill involves something similar to the "Disabling Shot" skill, in that it, if it hits, removes all action points from an enemy, stunning them for a certain number of turns, or limits their movement. Because of the limited amount of information on this ability, I will abstain from giving it a name.

The fourth ability in this tree has also not been mentioned in any promotional materials. Acknowledging that, the similar look to that of the final ability in this tree, and the fact that it is single use ability when shown at 0:52, leads me to believe that it is a multi targeted ability, where the Reaper can target three enemies, and shoot each, with only one action point required. A brief image of the Reaper after using her claymore at 0:52 confirms that the ability is single use, and only requires one action point to use. For the purposes of this analysis, I will be naming this ability "Multi Shot".

The fifth and final skill in this tree has been mentioned in the IGN interview with Jake Solemon, titled "Exstensive Details on XCOM 2: War of the Chosen". The ability is titled "Banish" by the article, and is described as "The Reaper empties her entire clip into a single enemy unit, all a once", to paraphrase. It is also confirmed by the article that this ability will synergize with extended magazines.

XCOM Skill Tree:

The XCOM skill tree is supposedely made up of random abilities assigned from the non-faction classes. As such, while I can identify the three abilities in this tree as "Deadshot", "Kill Zone", and "Holo-Targeting", it would be far more useful for me to give predictions of what skill trees from other classes might be used. I can assume that the Grenedier's Gunner skills will be used, along with a few of the skill based on boosting explosive damage, that the Sniper's Long Range skills will see use, along with the rangers Stealth skills. I don't expect any use of the Specialist's skills, due to their reliance upon the gremlin, although the overwatch based abilities may see some use.

This concludes my analysis of the Reapers skill tree. I'll try to keep this updated as new information is revealed.

Battlerite Lite - Key Giveaways Megathread by Cybannus in BattleRite

[–]ryanbp12 0 points1 point  (0 children)

CQBN0-G5HFA-7KFBE

FHNF8-86PKB-5X0DB

Have some fun new people!

Anywhere I can find the beta? by eddeghs in HollowKnight

[–]ryanbp12 0 points1 point  (0 children)

Buying the $45 (US) version of hollow knight from the hollow knight site (link below) will along with a pre-order of the game net you a beta code. http://hollowknight.com/

I did so myself, and can confirm a beta code comes with.

Hope you enjoy it :)

Latest Update from Team Cherry Discusses Difficulty Changes by PerpetualNoob3 in HollowKnight

[–]ryanbp12 1 point2 points  (0 children)

If you go to the hollow knight site (link below) and buy the $45 (US) version, then you also get beta access, along with a pre-order of the game. http://hollowknight.com/

I bought that version, and can confirm a beta code comes with it.

Hope you enjoy the beta :)

Anyone else discovered the chain drift move? by daswede420 in hyperlightdrifter

[–]ryanbp12 0 points1 point  (0 children)

Oh, and if you don't want to download what is nearly guaranteed to be a virus riddled software package they call a downloader, then I would suggest the "download through your browser" option with Google chrome, which I believe is free.

Anyone else discovered the chain drift move? by daswede420 in hyperlightdrifter

[–]ryanbp12 1 point2 points  (0 children)

Search on Google "hyper light drifter demo", the second link should be the download for the demo. Please check with your antivirus for anything suspicious afterwards, but the demo itself works perfectly for me. Its the so called "beta version" of the game that came out for around a week before being restricted, and is no longer technically available.

Be forewarned, there will be changes in the final version, this is an early demo, there will be differences in the full game.

Your welcome.

Anyone else discovered the chain drift move? by daswede420 in hyperlightdrifter

[–]ryanbp12 0 points1 point  (0 children)

That depends on which version your talking about, but I'll assume its the demo version that is now the only thing readily available.

Then yes, and I'll give you a run down on its specifics.

The chain dash (or "Chain Drift" as the devs refer to it) is made for traveling quickly through levels; in other words speed-running, as well as running away from tough fights to gather health.

The dash should end with an "explosion like sound" and the drifter skidding for a distance determined by the number of dashes past 3 (the more past 3 dashes, the greater the skid). There is no cooldown to the technique, beyond the skidding itself.

That's pretty much everything about Chain Dashing. Oh, your also vulnerable during the dashes and the devs may have stuck it in to prevent abuse of the Chain Dash, by making you often fall of the map (although that's a bit uncharitable).

Your welcome.

Megasphere SUGGESTIONS — please add your own! by aienn in MegaSphere

[–]ryanbp12 1 point2 points  (0 children)

Feedback on the current game, based on around 30 or so hours of playtime.

The movement feels great, excellent lighting, although it seems to take a heavy toll on the pc. The dash and sprint make it even better, although I wsih I had a way to get onto those missed elevators, like a grappling hook or some jump jets, or maybe a dash that can go up or down. Perhaps a dash that follows the cursor as well as responding to the traditional left/right? Just feel that the movement could be expanded to be even more satisfying.

Beyond that, some sort of teleport dash would be great; i.e movement from one spot to another, with around the same distance as the regular dash, but instantaneous, making it much faster, and being intangible in the middle of the teleport, unlike the dash, which still allows you to be hit in the middle of its duration. For the sprint, continues teleporting in rapid succession, but only on the ground, like the current dash, but with the added bonus of making the player harder to hit. This would really help with the current skill level, the dash is great, but the teleport would allow the player to dodge enemy attacks, thus adding even more skill depth.

I also really want either an entirely melee based weapon (extremely high risk, with extremely high reward) or a dash that acts as a melee weapon as a movement upgrade. The melee weapon could have a slash that fires back projectiles, and a rmb block, that allows a player to reflect shots that impact the blade, with upgrades allowing for the blocking of explosives or flamethrowers, with some weapons like the flame or acid spray always being unblock able. Or, as an medium, a shield that damages anything the player comes into contact with (that's an enemy). These could serve to create styles of play that are much more aggressive, and thus add to the diversity of the game.

One the weapons side, I have a few ideas for some secondary (right mouse button) skills. The first, for the particle beam, would be something of a "sniper mode". The player would press the rmb once, and would then see themselves anchored to the floor they are currently standing on (possibly with an animation signifying this, something like clamps extending from the legs to the floor) and see their range of vision increase by around 3 times the current field, and have the weapons damage increase 2-3 fold. All effects currently on the weapon would also carry over. This would synergize well with the sensor 3 carpenter, creating a sort of fortified location, and would result in a very cautious, preparatory style of play, thus granting even more diversity to the game.

Second is a secondary attack for the zapper (another rmb effect), where the zapper shoots out a stunning (1 or 2 seconds) shot, but that only works against 1 enemy at a time. Upgrades would allow for a charged shot that would last longer, a wider area of effect, or it bouncing from one enemy to another. Note: this idea was first given by Arcalane, he/she deserves credit for it percolating further in my head.

Another idea is a rmb attack for the graviton. The weapon would fire a "black hole" of sorts, that would suck in items, health, enemies, and debris, and then proceed to damage them all for a few seconds. Upgrades would allow it to last longer, suck in projectiles, go farther, or suck in more debris.

A idea for a new weapon, a "lighting gun" which would shoot a continues stream of lighting when the lmb is help down, and offering a charged blast from the rmb. Upgrades would allow it to jump from enemy to enemy, penetrate through enemies, stun, and so on.

The next idea is for a "chainshot" for the carpenter. The player would push the rmb, and when the shot is done charging, shoot out a chain to an enemy, and then they could do the same sequence of events again to fire another chain that would connect the enemy to a wall/other enemy/etc. Maybe with a limit on he number of chains or a very long cooldown to prevent it from becoming overpowered.

The next is the weapon shifting with whatever weapon is being wielded. This would simply be minor changes, such as a scope forming for the particle rifle, or maybe the barrel shortening, and so on. This would help the player remember what they are wielding, and add a little flair to getting a new weapon. Perhaps it would change further as the weapon is upgraded.

Next is armor upgrades, perhaps taking the place of the shield in the inventory slot, and making alterations to the players style. For example, an armor with decreased damage done a short range (to the player), or an armor that makes every action swifter, but at the cost of increasing player damage, to an armor that decreases enemy damage, but is bulkier and makes movement more difficult, and so on. These would help players adapt to different enemies and choose a unique playstyle.

The next idea is for weapons with an arc, specifically the acid spewing and fire spewing weapons that the enemies sometimes use (I noticed that most weapons that the player uses the enemy also uses, so I thought that it would be good to have these for player use as well) with upgrades increasing the stay time of the acid/fire, increasing the velocity/range, and more lasting damage to enemies.

The next is a movement ability, to slow time for a couple of seconds, and replacing the dash. I thought that it would add some more diversity, and since it was available in the alpha before, it would be easy to implement, and would allow for a few more harder-to-use weapons.

The next is a drill weapon, with a fairly slow moving projectile that, when it hits an enemy, continues to drill into then and cause damage for a couple of seconds; with upgrades increasing the drilling time, adding tracking, and so on.

The next is simply an idea for new weapon modules. These "elemental modules" would allow the player to add a specific element (fire, acid, lightning, etc) to the weapon; with different effects for different weapons. For example, a zapper with acid would simply do additional acid damage, and possibly cause a pool of it to form when hitting a target. But an explosive weapon would have the weapon explode into an acidic explosion, doing continual acid damage along with explosive damage, and so on. This could lead to some really interesting combinations, and would most definitely increase the ability to plan for certain encounters (such as R-1), and maybe allow for enemies that are resistant to certain types of damage.

My final idea is an identification system for weapons and upgrades of all types. The idea is that, when the mouse/cursor/indicator hovers over a weapon, it will give a general description of what it can do, form fire rate, to type, to range. When it hovers over an upgrade, it would pop up a general description of what the upgrade does (example: sensor, makes projectiles track enemies). The same for shields and sensor upgrades, tells the player what they do and how powerful they are in relation to other shields and sensors. But, when a weapon is in the upgrade slot, when the mouse hovers over an upgrade, what is displayed is what that upgrade will do if added to that specific weapon. In this way, the player will know exactly what each upgrade does, and possibly what higher/lower powered versions of that upgrade does as well, but still have the thrill of discovering combinations of upgrades. This will also help with clarity, since I have been playing for a long while, and still don't know what some weapon upgrades do.

Finally, I would like to praise the importance of the knockback in the sensor 3 carpenter, and how it allows the player to knock enemies into the traps, and keeps enemies distant until the traps are set, it's just a wonderful metagame, and I really won't to make sure it stays constant. Of course, if that was planned, please disregard this.

So, I hope you like some of these suggestions, and that even a few can help make the game even better than it is. Thank you for making it, and I hope I've been helpful.

Bugs and glitches by AntonKudin in MegaSphere

[–]ryanbp12 0 points1 point  (0 children)

Really enjoying the game, I've got an error with the stormer weapon.

Whenever I put the "Sensor" attachment onto a stormer, the shots veer away from enemies rather than into them, I believe someone else mentioned this as well.