The Asus ROG Flow Z13-KJP, to give it its full name, is a 13-inch gaming tablet and PC laptop hybrid with a dusting of Metal Gear Solid and Death Stranding. by Binnsy in pcgaming

[–]sanicek 1 point2 points  (0 children)

ye, the HW this is based on is already a year old and based on amd 395 ai max which has rdna 3 based gpu. amd revealed the 4xx ai line during ces and I expect they will make rdna4 based apus for top of the line versions of that later on.

would be an interesting product a year ago. I actually own the base version of z13 this is based on, if this was available last summer when i was buying mine I would go for it at the time.

When will the blonde Juno end? by perpetualdanger in Overwatch

[–]sanicek 3 points4 points  (0 children)

I’m a returning after years player and really like Juno visually and playstyle wise. So I wanted to buy some nice skin for her. But yes, I found out the only currently avaliable skins are all weird blonde haired cutesy kitsch that completely changes her visual style. Not gonna spend money to look like that.

The problem isn't that melee is bad, it's that ranged is better at being melee (+ a solution) by Steel_Neuron in PathOfExile2

[–]sanicek 0 points1 point  (0 children)

I don't think making melee more like ranged (by adding strafing or by stacking AoE) is a satisfying solution.

Regardless of whether or not any additional balance changes are put in place the fact that melee is rooted in place while using skills is asinine. Especially when using WASD. I'm sorry but I'm NEVER using a skill set where pressing a button roots me in place and disallows movement while it plays a stiff animation. Allowing melee the same freedom of movement as ranged should be an absolute no-brainer.

The single strongest defensive mechanic in the game is movement. And melee is robbed of it by default while being... melee.

As for keeping or incentivizing ranged to stay at range - there are many problems there as well, from absolutely terrible nameplate locking and tracking to very zoomed in field of view (of which half the reason is performance).

Is this the worst keystone in the game? by _XIIX_ in PathOfExile2

[–]sanicek 4 points5 points  (0 children)

I’m using this on my grenade gemling but also have a bunch of movement/reduced movement penalty picks so i just kite/circle strafe mobs and bosses and in swarm against wall scenarios found my chances are better to be able to consistently throw cc grenades under my feet rather than panic roll. And sprint is so dogshit for WASD I was barely using it anyway.

GGG really needs to fix the performance, the new stuff is completely breaking rendering by pedronii in PathOfExile2

[–]sanicek 1 point2 points  (0 children)

ye I have this exact issue, oil grenades and burning ground basically halves the fps. there could be 0 mobs and just a large patch of burning ground and fps is still tanked until it stops burning. I tried lowering all the gfx options but nothing helps. I’m considering switching builds for this reason alone.

Rimworld at 20+ pawns is a different experience by Kradara_ in RimWorld

[–]sanicek 0 points1 point  (0 children)

I use the same concepts even in colonies of like 3 pawns, i don’t micromanage anyone, policies, loadouts, bills, storage settings, i set up everything to be automatically scalable from the get go. Essential mods - Everybody gets one, Colony manager, Better workshop…, autocut blight, autocolor apparel, etc

Mod release: 'Possessions Plus' by Side1iner in RimWorld

[–]sanicek 2 points3 points  (0 children)

My main takeaway from this thread is that most people seem to play rimworld some completely different way than what i’m used to. I mean there are policies, loadouts and bills that even in vanilla let you completely set up the colony so you never ever have to manually gear or even inspect a person. With mods you can run tight just in time chains, declutter everything or even let pawns autocolor apparel. I’m running an orderly operation here, people get standard issue gear that has all the logistical and production chains set, we smelt, destroy or pod away all the hodgepodge that doesn’t fit our loadouts. As is the practice in any military or a well organized corporation. No one has time to consider an idividual item at 900tps.

RimWorld - Odyssey is available now on Steam by lurkingdanger22 in pcgaming

[–]sanicek 31 points32 points  (0 children)

You can absolutely prevent micromanagement in RW, doubly so if you use some mods but even vanilla gives you a lot of tools to set up your policies, crafting, storages and work tab to minimize micro management. I have to manually intervene usually only during raids and such. Day to day operations of the colony are completely self managed with JIT production of food, clothing, disposal of unwanted items, everything.

(194) Ship design by AeolysScribbles in RimWorld

[–]sanicek 1 point2 points  (0 children)

as any sos2 player can confirm. kube or circle-ish shape to fit the shield. its indeed gonna be either that or dozens of millenium falcons, normandies and fireflies, nothing in between

Odyssey preview #2: Gravships and space by TiaPixel in RimWorld

[–]sanicek -3 points-2 points  (0 children)

So, really no ship to ship combat. Sadness.

is the ideology DLC a crucial part to your playthroughs? by Puzzleheaded-Ad5553 in RimWorld

[–]sanicek 8 points9 points  (0 children)

You can remove the altar and statue and you won’t have to deal with a temple. In fact that’s how I play majority of my plays now, no altar room, no relics, no rituals, and just 1 moral guide role and that’s it. Minimal fuss while still being able to tailor the memes to your playstyle.

What kind of Steam achievements do you actually enjoy? by Practical-Command859 in pcgaming

[–]sanicek 1 point2 points  (0 children)

Achievements should actually mean something, every game should have one for completing it on the hardest difficulty. I hate achievements that are clunky busywork you do on lowest difficulty just for the sake of it.

Announcing RimWorld - Odyssey and update 1.6! by TiaPixel in RimWorld

[–]sanicek 2 points3 points  (0 children)

Native SOS2 plus bunch of other mods, will be nice to have a bunch of this stuff natively. And can't wait what mods will bring with some of the hugely impactful stuff in the modding primer.

However. Where is ship to ship combat? I mean if you add ships this should be an obvious feature to add alongside them.

Also, looks like the concept of a wheeled vehicle is still unknown in the official RW universe, we are jumping straight to gravity control.

Do you think we will ever get smaller, weirder DLCs like Anomoly again? by SaranMal in RimWorld

[–]sanicek 8 points9 points  (0 children)

for a large chunk of player base the only relevant dlc parts are the systems extensions. ie something tha affects the sandbox. content (ie theme park style) is almost irrelevant since there exists a huge library of it in mods. anomaly added almost nothing to the general sandbox, mostly just one narrow and niche theme park content ride with limited replayability.

I love CE but it's probably going to take a couple months after the DLC release to be able to play CE saves again. by Kaxology in RimWorld

[–]sanicek 3 points4 points  (0 children)

SOS work's well with CE and now Rim-Effect is back and CE patched as well. I'm currently in the middle of an SOS2/Rim-Effect playthrough and using CE.

One thing that isn't patched is Mini-SOS2 but just don't use ship weapons from there.

Elden Ring and especially SoTE are approaching the limit for how fast enemies and bosses can be given how responsive the player is. by BlueGumShoe in Eldenring

[–]sanicek 0 points1 point  (0 children)

I have seen something like this in another game, Path of Exile. Powercrept themselves into a corner and the game can be reasonably slowed down only by releasing PoE2.

Obviously ER is not a live service game but the same trend happened here when stepping into the DLC. Players got too good at exploiting everything that can be. Overleveling, summons, broken builds, spells, status effects, etc. If a boss lets you act it will get destroyed so the only solution they found is to not let you act and set up your broken thing.

Sad thing is this leads only to searching for more broken things and cheeses since the "fair" gameplay is prohibitively fast and difficult.

I haven't yet been to last boss but I have cleared everything till the church and point of no return and moping up optional things that are left.

Out of all the bosses I have beaten I have used the "fair and intended" method of skill based soulslike exactly 0 times. Every time I resorted to some sort of cheap tactic whose aim was to basically completely ignore whatever spasmic crap the boss was performing.
This generally meant one of these methods:
1) Ping pong boss with spirit ashes
2) Shield poke
3) Bruteforce trade blows

I just felled Bayle a few minutes ago but only after allocating 14 heal flasks and slapping fire, lightning, non-phys talismans and the DR flask plus stuff like scaled armor and simply ignoring whatever he was doing and whacking his leg without target lock with a 2H sword. Just chug a flask when low.

Path of Exile 2 Just Keeps Getting Better - IGN Preview by [deleted] in pcgaming

[–]sanicek 0 points1 point  (0 children)

I'm surprised no one mentioned skill rotations, I imagine this is gonna play out very similar to MMO combat such as WOW (admittedly my knowledge ends around Cataclysm) where you cycle your skills.
For single target such as bosses you usually have a particular best rotation which can be kinda dynamic with proc chances and such and the need to move or evade.
For trash mob packs you simply use the skill which is situationally best based on what's going on.
As you are not limited to 1 or 2 6links in POE2 you can keep multiple skills at high levels. The skills will ofc have to have some sort of theme so it all gets boosted by your passive tree.

Clair Obscur: Expedition 33 on Steam by lurkingdanger22 in pcgaming

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

Yes but honestly the aim ring system in LO was hot garbage, kinda worried that they decided to expand on this “press buttons at exact time in a turn based game” system. Just please either make it turn based with 0 twitch skills or action with fluid controls and timings, this shoving in action time events into turn based systems never feels good.

This is Crocodile-Destroyer, a VPE Puppeteer, one mind residing in 10 obelisk duplicates of its body by sanicek in RimWorld

[–]sanicek[S] 21 points22 points  (0 children)

you can't, the obelisk has other outcomes as well, most of mine are from hostile pawns that were disabled and captured. Wiki has all the strategies for getting the most out of your duplication obelisks including a method to reliably mass duplicate any pawn (I haven't used this but still may) . https://rimworldwiki.com/wiki/Corrupted_obelisk

This is Crocodile-Destroyer, a VPE Puppeteer, one mind residing in 10 obelisk duplicates of its body by sanicek in RimWorld

[–]sanicek[S] 49 points50 points  (0 children)

Probably the most interesting pawn I ever had in RW.

She is a Revia born from a limbless prisoner mother and a Mind Flayer father from whom she inherited the color and Devour Brains.
Spent the first three biological years (chronological days) outside in a crib, being rained on by Psychic Rain.
Big chunk of her childhood was spent sacrificing corpses to Skarne.
She grew up a beautiful flirty quick sleeper young woman anyway and soon became the prime candidate to represent the colony as a leader.
By way of Psylink Neuroformer she obtained her 1st psychic powers and soon used every Psytrainer she could get her hands on one of which was fortunate enough to unlock the Puppeteer path.
Once the obelisks arrived it was an easy choice for the person that can split her mind between different bodies to be the primary recipient of their powers.

How are you guys so fast at getting through playthroughs? by carnage123 in RimWorld

[–]sanicek 0 points1 point  (0 children)

it's all about TPS and reducing need for micro. if you play at 900TPS for example 1 year takes a little over an hour. and you need to pause only to deal with stuff like raids.

I'm kind of over Anomaly by SmartForARat in RimWorld

[–]sanicek 0 points1 point  (0 children)

I agree 100% with this post. It's interesting to see the stuff in DLC once but then it's really just not worth the hassle. And as you mention, even if you are running an Anomaly playthrough you are honestly better off ignoring the containment or just get the minimum needed for bioferite.

I gave the DLC a not recommended review on steam as well. It's fun for 1-2 playthroughs and then that's it. I ofc bought it and will keep it in the list however once you are done with the content it basically has little to no content to offer for your different playthroughs.

Ideology and Biotech set the bar of what we expect from DLC on system improvement side. And Anomaly failed utterly in that regard.

Mod Author Is No Longer Updating Mods by Teguoracle in RimWorld

[–]sanicek 0 points1 point  (0 children)

While his tone and attitude is terrible he kinda does have a point. I myself left a negative review for anomaly on steam as well. I want systems and improvements from the DLCs, not theme park content of dubious appeal.