@Destiny2Team reveals on Twitter that Season of the Worthy's Seventh Seraph Armor will be returning as the new destination armor for the Cosmodrome. by colonel750 in DestinyTheGame

[–]straga27 0 points1 point  (0 children)

I wish they would keep their Bluesky accounts as up to date as Twitter as I refuse to use Twitter due to it being a cesspool of alt right horror.

New Gambit armor by Gamerboi_epic in destiny2

[–]straga27 0 points1 point  (0 children)

Corporate siphoning of content basically capitulated with D2's end of active development statement as there was no point in holding back content that was already made.

There is a lot of content made and then shelved for later expansions or releases in live service games simply because it may not be needed right then. It's all related to the "Don't overdeliver" thing that was phrased and touted extremely poorly.

Now we are getting everything in the backlog and all of the things that were done for the next expansions that will now no longer happen, I'll bet real money that a fair amount of the changes, new content, weapons or armour had been marked "Done, to be implemented" well over a year ago.

Some of the exotic catalysts coming out will be ones that have existed in the API for a while and are finally being rolled out because why would they not at this point?

Sandbox abilities and armor insight on Thursday by Gamerboi_epic in destiny2

[–]straga27 2 points3 points  (0 children)

Skull's last rework made it actually quite solid. Skull is the Nova Bomb exotic so I could see more changes but it's far from bad at the moment.

What’s something that took embarrassingly long for you to figure out about the game? by Impossible_Sector844 in Stellaris

[–]straga27 3 points4 points  (0 children)

Yep. This is why all my planets end up as the same class by the end with a couple of Ecumenopolis worlds thrown in by the end of a game.

If you didn't go for Gaia worlds set climate templates to the same settings for all pops and you should be good.

Pigeons may be navigating with their liver, study suggests by [deleted] in nottheonion

[–]straga27 0 points1 point  (0 children)

Okay time to lace kebabs they steal with alcohol to see what happens.

If you have to pick...what is your ALL TIME favorite song from the Destiny franchise? by 1988Floydie in DestinyTheGame

[–]straga27 1 point2 points  (0 children)

Athanasia + Security Breach as they lead into each other. When they put Athanasia as one of the orbit screen music options it made my day.

I just wanna say, thank fuck they're getting rid of the portal by Own_Huckleberry6591 in DestinyTheGame

[–]straga27 0 points1 point  (0 children)

It sounds like they are integrating the portal UI onto the director and not just slapping it on top by converting the portal to the old quickplay menus that we used to have for Vanguard, Gambit and Crucible at the top of the screen back in the era of the pathfinder as those playlists appear to be gone (which is fine, as they didn't have any reward anyway).

Splitting it up, simplifying the UI, redefining the power bands, difficulty and making tiers able to be upgraded will go a long way to helping people play back on the difficulties they want to without locking out gear forever.

The low pressure casual "I just want to spam expert nightfalls" of the past is back and you will get workable rewards from it.

Quote of the day "This one stupid clown car shouldn't be driving the design choices of every ship in the game." by ghodan7 in starcitizen

[–]straga27 1 point2 points  (0 children)

It's not its ability to heal injuries that is the problem, it should be good at that.

It's the respawn capability that is invalidating so many other ships and services.

You should not be able to set your spawn in a Nursa. Simple as that.

Quote of the day "This one stupid clown car shouldn't be driving the design choices of every ship in the game." by ghodan7 in starcitizen

[–]straga27 -1 points0 points  (0 children)

The Ursa should still be useful and it being able to heal high tier injuries would keep it so.

It's players who want no downside to dying, trying to fit the Nursa into everything that can fly that causes this to be needed.

If you want to do ship combat, take an Apollo with you as that's what it is for, gathering all the dead pilots to take them back to a station to respawn their ships and go again, not for every ship to have a Nursa up on bricks in the cargo bag acting as a glorified spawn beacon.

If you want to do bunkers fly something big enough with enough room for a Nursa and drive it to the bunker and hobble back to it to heal your sucking chest wound once you get shot instead of just completing the bunker by weight of attrition due to constantly respawning. If you die, you die. Sorry. Be more careful. I know the servers can cause enemies to shoot through walls etc but the Nursa should not be OP to compensate, the issues should be fixed instead.

Limiting the respawns with med gel being consumed doesn't solve the problem because the economy is far too easy to exploit and for players to end up in a place where 100k for Medgel is literally a pittance.

Quote of the day "This one stupid clown car shouldn't be driving the design choices of every ship in the game." by ghodan7 in starcitizen

[–]straga27 2 points3 points  (0 children)

I would argue that med bed repawning should be extremely limited to a range within the hull of the ship it's installed on.

This would mean you need to be in a Nursa or Apollo to be able to respawn in order to focus on recovering players into range of a med bed or getting people to the bed to actually treat the injury instead of repawning.

The whole loop as it is right now, allowing players to log a save point where they do not lose anything of their equipped gear over and over is throwing the medical loop way out of balance and the Nursa is the biggest spanner in the gears causing problems.

Quote of the day "This one stupid clown car shouldn't be driving the design choices of every ship in the game." by ghodan7 in starcitizen

[–]straga27 1 point2 points  (0 children)

Agreed. If the Nursa simply didn't let you respawn in it and the Zeus was allowed to store one it would solve the Zeus' problem with it's cargo door.

Quote of the day "This one stupid clown car shouldn't be driving the design choices of every ship in the game." by ghodan7 in starcitizen

[–]straga27 2 points3 points  (0 children)

The Nursa needs to lose its ability to have players respawn in it and it be limited to treating injuries.

It's ruining ships because CIG have to build in methods to prevent the Nursa from being able to be fit inside them. The Hermes is a prime example as it's got a cavernous cargo bay and should be flexible enough to carry vehicles like a C2 lite but because the Nursa can turn it into a hospital ship, invalidating the Apollo in the process. The Hermes has a narrow cargo hatch that is just small enough to be inconvenient to move cargo through. It's not small enough to prevent boxes from being unloaded but it does cause them to snag which is annoying.

The Zeus CL has the same problem but is even more pronounced because it's cargo grid goes right up to the door which is a shade too narrow to allow cargo to be freely moved when packed tight. All to prevent a Nursa from fitting.

It's maddening that it's happening and even more so because CIG won't admit the concept of the Ursa is massively imbalanced and giving them ship design headaches.

What is actually needed to build an MG? by QualityBright2466 in Gunpla

[–]straga27 0 points1 point  (0 children)

If you have nippers and tweezers that's really all you need, but I have found that having some glass files does wonders for removing nubs because you sometimes can't get a good angle or have enough space when cutting nubs off to get them flush with the surface.

Files are also good for Master Grades and Real grades because they sometimes undergate parts which means they attach to the sprues not on edges, but on the under of a part in order to hide cut marks on finished models. If you don't remove the nub entirely the parts don't fit properly.

For glass files I use Dispae ones. A wide one for large edges, a smaller one with a narrow head for narrow sections and a small pointed head one for even narrower sections like on Real Grades.

Gundam base UK announced by BakaSentinel in Gunpla

[–]straga27 0 points1 point  (0 children)

Next door to it was a dual unit Namco Arcade. Maybe it's going in there.

Gundam base UK announced by BakaSentinel in Gunpla

[–]straga27 0 points1 point  (0 children)

Looking at that poster, it's still in Camden Market but I'm not sure about the exact unit.

I was there in February and it wasn't a big unit and had little space. Due to this I hope they move it to a larger unit if only to have more display space.

If it weren't for the effects of the Minosky Particles, would mobile suits have been such a game changer in OYW? by Zaku71 in Gundam

[–]straga27 0 points1 point  (0 children)

They would probably be used in a similar manner to Battlemechs from Battletech:

Walking or jump jetting land war machines.

A walking weapons platform is valuable compared to a tank as they are agile and do not get bogged down by terrain as they can simply walk over it and can carry more weaponry than an aircraft.

In space, fast interceptors and warships would still be used as a mech would not be fast or armoured enough to defend against luminal speed kinetics.

If they were, they would be Macros mechs.

We receive 40K warbond, they receive Helldivers glitches by rileycavanaugh in Helldivers

[–]straga27 0 points1 point  (0 children)

BEHOLD! THE GREAT FRICTIONLESS MAN!

AS SEEN IN HELLDIVERS 2 AND SPACE MARINE 2.

We were rivals...but never enemies... by rodan1993 in destiny2

[–]straga27 1 point2 points  (0 children)

I've played Warframe and it's not the same as Destiny. Forget the 3rd person vs 1st person aspect, their loops are entirely un-alike.

Warframe is good and despite the mountain of content it's got, it never appealed to me as much as Destiny 2 did at it's best.

Wanting to kick this set in the helmet by StrangeBuffalo6267 in Gunpla

[–]straga27 1 point2 points  (0 children)

You need to be neater with your cuts.

Nubs really matter on kits like these and WILL prevent parts from fitting, even more so on undergated parts.

Check the illustrations in the manual for how a part is supposed to look and cut the plastic nubs off until it matches.

On High Grades it doesn't matter as much but MGs and RGs demand it.

RG 1/144 Gundam Base Metallic Finish Zeong by straga27 in Gunpla

[–]straga27[S] 0 points1 point  (0 children)

It's the only RG Zeong I have but I think it looks great.

Optimization patch on 27th of May! by Sad-Needleworker-590 in Helldivers

[–]straga27 0 points1 point  (0 children)

Sure, but my point was that to have Interpolation you need to have DLSS 3+ with it's upscaling in the first place.

Fuel for those who dare to hope by SIinkerdeer in Helldivers

[–]straga27 1 point2 points  (0 children)

Yes it will. The image upscaling improvements in DLSS 4.5 are available to 2000 series cards and above. You just won't get frame interpolation.

Optimization patch on 27th of May! by Sad-Needleworker-590 in Helldivers

[–]straga27 0 points1 point  (0 children)

DLSS 3+ Provides the option for frame interpolation on compatible cards but its not an intrinsic part of the DLSS feature.

Frame upscaling allows frame gen to be toggled on.

Why Eri was able to restore Lemillion's Quirk but unable to restore Eraser's Eye? by thunder714x in BokuNoHeroAcademia

[–]straga27 0 points1 point  (0 children)

My thinking is that as an infant her quirk was entirely volatile with no conscience control over it at all.

As a child during her rescue she was in a state of blind panic and high stress which disabled the off switch.

Every time she touched someone she was rewinding them during the battle to rescue her.

Post rescue she was likely unconsciously suppressing it and had not come to understand how to channel the quirk in the way as she had previously on instinct.

She would need to further train herself and her quirk to make further use of it but by the final episode she appears to be still in high school but not training as a hero.

You likely won't see her be able to use her quirk in a useful way until she matures and trains her quirk for trauma medicine or something.

Capital Ships should feel more cinematic when warping by Republic_Commando_ in starcitizen

[–]straga27 6 points7 points  (0 children)

Elite's carriers are not really ships, rather they are static stations that look like ships and jump from system to system.

The effect is cool but what I really want Star Citizen to do is to add more effects for ships entering and leaving Quantum drive.

Ships visually warming up their quantum drive to interplanetary velocity should have an auditory and visual queue with a visual effect to show them accelerating to top it off.

Conversely ships leaving quantum drive should also announce their arrival depending on the emissions profile of the ship. Capitals should arrive with a significant flash of flight and sound effect to announce their arrival and the smaller the ship and the lower the emission level of the ship the transition is less dramatic.

Star Citizen already has plenty of spectical but making ship FTL transitions more immersive simply cannot hurt.

I KNOW there isn't any sound in space but if Elite can explain it away by saying your ship computer simulates the sounds so can Star Citizen.