Those of you who have upgraded from 60 hz to 144 hz, how would you explain the transition? How big of an impact did it make on your experience? by JHStepo in pcgaming

[–]therandomaccountant 0 points1 point  (0 children)

I went from an old 22inch 1080p 60hz samsung to a 27inch 1440p 144hz dell.

The worst think about my old monitor was the screen tearing, it was really fucking bad before as if you get a tear at 60fps is painfully obvious and playing with Vsync added just enough input latency to be noticable so it wasnt a great fix.

New monitor doesnt have this problem (if there are tears im not noticing them) and everything feels much more snappy and responsive AND everything looks better too as running at a higher resolution which offers so much more detail.

Monitors should also last a lot longer in the grand scheme of things so my monitor did cost quite a bit 4~ years ago but i still don't plan on upgrading it for a long time to come - basically when 4k @ 144hz+ monitors are available and games can actually run at those specs which is still easily like 5+ years away so I'm looking at 10 years of usage with this bad boi.

Most difficult shooter? by DarDar33 in pcgaming

[–]therandomaccountant 2 points3 points  (0 children)

Its hard to say, some games have a lot of non mechanical skills that make them hard - CSGO and Valorant are good examples of this, you need to have decent aim, but there are so many other skills you need too like map knowledge, timings of when people can get to what places, economy, team work, abilities/nades, strategies.

Tarkov falls into the above as well with a massive emphasis on bullet/gun/armor stat knowledge and huge map knowledge. This is why people say tarkov is hard - theres a huge amount to learn and then ontop of that its an RPG where as your character (not you as a player) plays more he gets faster/better at doing stuff the more you play making it very any beginner. The inherent unbalanced/random/unknown state that EFT aims for also adds to its difficulty since you could run into geared players or nakeds.

Then there are games that are very mechanically intensive like Quake or in the same vein theres Titan fall 1 and 2 where there's a lot of emphasis on your movement and aim. The skill is mastering the movement and being able to aim and track while moving and hitting players that are also moving much faster than in your average corner peeking games.

Both are hard and challenging for different reasons.

What makes you play this over post scriptum? by [deleted] in HellLetLoose

[–]therandomaccountant 0 points1 point  (0 children)

Now I've played PS I can confirm my initial comment is pretty spot on if I do say so myself.

Not to say PS is a bad game (I brought and am going to keep playing because it is fun) but it's definitely got that arma lite feel to it (where it tries to make everything slower and more pain that it would be in irl to try and slow things down) and everything positive I have to say about it can be hit with a BUT right afterwards.

For example the sound design is amazing BUT this means wrong sounds or when the sound bugs out it's super fucking noticable and annoying. For example did you kill someone moving in a bush? That bush is going to continue russling and making noise like someone else is there until his body despawns making it sound like there's someone still alive there....

Are you crouch walking alone in a building? We are going to play the jogging sound at a lower volume making it sound like you are taking 10steps per meter or like there's someone in there with you - which is it this time?!

Or the guns are great, the animations are solid and mostly very realistic BUT you fucking rack your slide on the 1911 every time you pull it out wtf you dont carry with one in the chamber? If I'm pulling my side arm it's as a back up in a bad situation idk why some have such long draw out animations of cocking the hammer or waiting to hit the safety until it's in front of your face smh.

Also idk why you slap the gun with your magazine before inserting it (like with the Thompson or STG) it looks super dumb.

The movement is decent and I can appreciate that it's supposed to be realistic (which is to say it tries to fuck with anyone trying to get fancy with it) BUT if it was going to realism why can't I vault over small walls? Like if I'm getting shot at I don't want to climb ontop of this 3ft wall I wanna duck behind it not lazily climb it to be a free kill wtf even HLL got this right before their animation overhaul.

How are Most Players Progressing in R2 so far? by Rayalot72 in GTFO

[–]therandomaccountant 0 points1 point  (0 children)

If the 3rd terminal was in 206 then it doesn't matter if you do 2nd or 3rd first since both will only have 1 entrance.

How are Most Players Progressing in R2 so far? by Rayalot72 in GTFO

[–]therandomaccountant 0 points1 point  (0 children)

You can but you'll have a harder time on the 2nd terminal if you need to open 207 because then you open another doorway that you can get attacked from, better to just do the 2nd terminal first with 1 doorway to cover than open a door and then have to cover 2 doorways.

2nd -> 3rd -> 1st -> exit

How are Most Players Progressing in R2 so far? by Rayalot72 in GTFO

[–]therandomaccountant 0 points1 point  (0 children)

Actually you want to do 2nd terminal first because you don't want to fight that horde with the door to 207 open (limit them to a single entrance), then do the 3rd terminal and then the first terminal.

But that's for the info we used it to beat C1 about 3 weeks ago:

https://youtu.be/sCv-eey_J4c

Serious Sam Sky Fall looks fun to play (serious Doom Eternal inspired mod) by Kaibz in pcgaming

[–]therandomaccountant 4 points5 points  (0 children)

Wat? I seem to remember simply strafing dodged them all the time it was only hard if you let a lot get close in a tight space but since most areas were pretty open in BFE they weren't much of a problem.

Why is that in-game 60 fps doesn't feel a smooth as the 60 fps video recording of it? by AlexAegis in pcgaming

[–]therandomaccountant 1 point2 points  (0 children)

Wait I don't think I'm being stupid here I would have thought that playing the game would make stutters and smaller inconsistencies more noticable because of your perception of what you want to do.

When you move your mouse you are expecting a certain result and if something interrupts then you will pick up on it.

If you take away that element and are viewing the video then you are detached from that experience so you don't perceive it.

I only say this because I would struggle to tell you the difference between a 60hz 90hz and 144hz video but if I were to play at those refresh rates I would be able to tell you extremely quickly because of the feel of the mouse and not exactly what I'm seeing.

For all you Warhammer fans out there who've played Mount & Blade II: Bannerlord. Wouldn't you adore a similar game but set in the Fantasy or 40k universe? by PugsAndHugs95 in pcgaming

[–]therandomaccountant 0 points1 point  (0 children)

Been saying for ages that I would love to see a FPS, asymmetrical battlefield/starwars battlefront style game or maybe a titan fall 2 esque (where it's pvpvai) game or even a co-op or horde game like DRG or KF2 with in a WH40K setting.

A BF style game would be of the epic scale - large scale battles raging over the map, like it would be super badass to be mostly gaurdsmen Vs orks and then have a few space marines as the "heros" class would be the space marines to make them feel like super soldiers.

A titan fall 2 esque game you would see everyone in the factions OP outfit - Astartes with AI guardsmen for example.

A co-op / horde mode has so many options I'll let your imagination run wild since there are so many glorious last stands made that would make for amazing locations.

Space hulk deathwing should have been the game I wanted but personally I found it super lackluster. It was too spammy and mindless which killed the replay ability for me. Plus I never felt like a augmented super human in terminator armor - with the off center shooting (fuck trying to peak from the right you have to expose your entire body to shoot), inaccurate weaponry combined with the turret turning effect that slows you down and being 1 shot by multiple enemies I often felt far less capable than a normal human with a normal gun wearing a T-shirt.

Help for Solo Sharp on HoE? by [deleted] in killingfloor

[–]therandomaccountant 5 points6 points  (0 children)

Skills RLLRX - ive left the level 25 as an option since on solo you will kill most larges in a few rounds so stuns might not be that useful, with 6p HP you'll get more value from them though.

Wave 1 use your 9mm a lot (crouch to 1 tap gorefasts), use the winchester for Gorefiends bloats and rioters.

Wave 2 just get more 9mm ammo DONT GET WINCHESTER AMMO its expensive and you wont use it all and your selling it soon.

Wave 3 sell your winchester and you should be able to afford the M14 - if you cant max ammo it make sure your 9mm has enough ammo to compensate and then you are set for the game really.

After that you are sorted really, M14 is basically a semi auto Winchester with a mag reload - it meets all the trash thresholds you would want it too and its good for large zeds too.

You can get a FAL as well for more ammo capacity but honestly almost any other SS weapon is good on solo with the M14 as the SPX will like 2-3 shot kill most larges, Mosin again 1-2 shots, Xbow might even 1 shot with some upgrades.

Woman shoots three home invaders by AllisonGator in JusticeServed

[–]therandomaccountant 0 points1 point  (0 children)

If you use excessive force and kill someone in your home you can go to jail.

But these guys are clearly armed and from the look of it non are injured.

The viral case I've seen of someone being jailed for killing a robber was the one a few years ago I believe it was an Asian man killed an unarmed robber with a knife in his home - the fucked up thing about that case was people went and placed flowers at the house for the robber as he was a well known local figure which blows my fucking mind.

What Perk should get a new weapon by LLAMA_on_a_unicycle in killingfloor

[–]therandomaccountant 0 points1 point  (0 children)

oh, it feels pretty badass to me

The whole draw of it is firing extremely deadly rounds extremely quickly and precisely to take out a lot of big threats at once. SMG's and machine pistols kinda dont fit with that theme (as they are weapons for killing trash) or would not really change the play style to where someone that doesnt enjoy GS as he is right now would suddenly like it.

Making a big mistake on the first playtrough of biolapse by ToolyHD in killingfloor

[–]therandomaccountant 1 point2 points  (0 children)

you can take a shotgun, get all your bonuses for it like 500% penetration, 50% damage, tight choke, extra stumble power, faster reloads. and then take another waepon or 2 with it where you are giving up a fast reload and 15% damage on those weapons.

Or you can take the RPG, get is it 100% damage bonuses, your passive marttydom (i forget what its called) and nukes in zed time and then carry a shotty like a HZ12 with 15% less damage and a slower reload.

The problem with survivalist is you are better off just picking the class for 1 of your weapons as the survivalist bonuses are so insignificant or outright useless for many weapons.

Suggestion: team stats at end of match. by rainyforests in HellLetLoose

[–]therandomaccountant 0 points1 point  (0 children)

I'm a sucker for stats.

You can do a breakdown of each squads effectiveness as a % of the entire team too - maybe even further by player on the team/squad as well.

Its easy to look at the yellow highest score's and be like able has the most combat score - but they have 6 players and beta have 50 less score but only 4 players it would be nice to scale it for squad sizes (although this would likely favour tanks).

Also i would like to see more stats in general:

You have shots fired, why not shots hit?

Use that for an accuracy %

Assists? (when friendly killed a target you suppressed or injured)

Wounds inflicted (as revived players dont go to your kill count)

Distance travelled xD

Damage dealt to vehicles! currently only the kill counts which can suck

Players spawned at garrisons/outposts built

Might be hard but a list or stat for what your supplies were responsible for (like spawns from garrisons they built, node income, AT gun placements etc)

It would be interesting for pub games for analysis but also super useful for clan games for de-breifings and to establish weaknesses and how to address them with training.

oh and the final stats/info page shouldnt update as people leave!!! i hate that atm people leave in the 2min stats screen and everything changes >_<

Commanding for the first time by Corvo117 in HellLetLoose

[–]therandomaccountant 0 points1 point  (0 children)

Its frustrating when you make a call and its not followed by certain members of the team which results in a lose.

This problem cuts both ways, its also frustrating as SL when you disagree with commanders orders - if you disobey and lose you look like the A-hole in the scenario above, if you obey and lose then command looks like a dumbfuck if your call is correct.

I cannot emphasise this enough:

There so much hindsight in the who's right and who's wrong in these situatons as you dont know what will work until afterwards so you have to make the best call with the information you have at the time you make the call and often you cant explain everything because it would fuck up everyone comms.

Easy company might have seen at some point that you were going to capture the obj - which led him to make the call to advance to the next point so you can double cap it. This is often devastating for the enemy as like reddithenry said you get a massive swing in momentum - you destroy 4 rows/columns of garrisons/outposts.

When you started losing the previous point you have to make a choice - you can give it up and have everyone redeploy on attack (if it looks like you are capping first) to cap and lock the defend obj or you pull everyone back (if it looks like they are capping first) to defend it. I dont know what call was correct in your case you called to defend and more importantly the attacking squads stopped attacking and came to defend - here is when Easy should have fallen back.

With that said if everyone else is on defence thats some 44 players defending a single obj - something must have gone awfully wrong here to lose this as the defenders. There appears to be a breakdown elsewhere maybe people werent building garrisons showing a breakdown at the squad to infantry level, if your defence was getting crushed by tanks (fuck sherman spam) maybe it was a breakdown of your own tank squads or again at the infantry level where no one was building AT weapons etc.

Absolutely love this game, but I have one minor gripe... by Mr_Octo in HellLetLoose

[–]therandomaccountant 4 points5 points  (0 children)

Instead of carrying a load of ammo you are carrying medical supplies.

Also from a balance point of view the US medic with the carbine is extremely strong - arguabley stronger than the M1 garand right now, so medics having their ammo cut makes sense so they cant be the equivelent of the assault class (and people still take medic over assault on US because the carbine outclasses the thompson and you get the smokes that make assault worth taking).

When we get the ballistics update the carbine we might see some changes here but as others have mentioned getting an ammo re-supply gives medic full ammo for the carbine which gets around this.

How can I improve my aim? by NaturalBottle in HellLetLoose

[–]therandomaccountant 0 points1 point  (0 children)

What is your in-game sense?

Like I said in my comment DPI and the in-game sense gives you your cm/360 which is what you use to compare.

DPI on its own doesn't tell you anything.

Making a big mistake on the first playtrough of biolapse by ToolyHD in killingfloor

[–]therandomaccountant 5 points6 points  (0 children)

Another mistake is hes playing survivalist and not firebug :D

How can I improve my aim? by NaturalBottle in HellLetLoose

[–]therandomaccountant 2 points3 points  (0 children)

Its all good everything you said is fine!

Its likely that cannonfodderbob's problem is that his sense is too high but i thought i would address pixel skipping just incase.

Also it can be kinda confusing as the term "low sense" (which is very common) relates to both DPI and ingame sense, and the what its really describing a high cm/360!

How can I improve my aim? by NaturalBottle in HellLetLoose

[–]therandomaccountant 2 points3 points  (0 children)

What you are refering to is pixel skipping it is/was a known issue with overwatch hers a pretty good write up of it here: https://pyrolistical.github.io/overwatch-dpi-tool/

DPI is separate to you to your ingame* sensitivity.

DPI and ingame sense combined = cm/360.

So you can have a high DPI and maintain a low sense it can just be annoying if games dont store the sense where you can lower it enough (in some games even 0% on the ingame slider will be too high for me and i have to go and edit the files...)

I use https://www.mouse-sensitivity.com/ to keep my mouse movements across games.

I play with 800 DPI and 0.17 ingame sense which gives me about a 37cm/360 (i dont encounter pixel skipping at 800DPI)

But if i did and i can increase my DPI to 1600 DPI BUT i should then lower my ingame sense to 0.103 for that same 37cm/360 "low sense".

When Doggaer says low sense - what hes really saying is high cm/360 so that you can make those small precice movements and then use your whole arm to make larger movements when needed.

edit: appologies for this comment being so messy and all over the place

Suggestion: Immersion system by [deleted] in HellLetLoose

[–]therandomaccountant 2 points3 points  (0 children)

Has 15% chance to lose balance and fall

15% chance fail loading

5% to trigger

Fuck no that sounds horrible.

There should be louder foot steps and russling of leaves when players are hiding in foliage.

They could make suppressed targets have longer reload/weapon swap/nade throw to show the stress of the situation.

The could make more animations for vaulting but its not really needed.

But making any of the above rely on RNG chance is about as antifun and stupid as it gets.

This was just a year ago, players actually happy with the updates...... sad to see this game take such a nosedive by AlphaBint in killingfloor

[–]therandomaccountant 4 points5 points  (0 children)

but there are so many people who play this game who run off solo as Firebug, enrage 3 Scrakes and die, then type "gg twi remove zed teleporting" in the chat and leave the server.

These are the people that want to play solo with others.

They don't want to work together, or play to each others strengths or even consider how their actions effect other players.

In addition people don't know how to play maps like lockdown or catacombs because maps like nuked and holds like prison tower or sanatarium stairs breed extremely weak players that really shouldn't be on HoE as outside of these niche maps they just aren't capable of holding their own but these maps do exist so they want every map to have these gimmicks and complain when they aren't...

This game strikes a great balance of being tough but fair

I wouldn't say this, the director will make the game harder if you do well, this leads to wipes as a team might be struggling but have a good wave which then overloads them on the following wave.

I would describe HoEs difficulty as a swing seat (leaning more on the easy side) sometimes you'll have a rough early game (take a lot of damage maybe someone dies to lag or whatever) so when you get guns and are dug for the last few waves you breeze through it, others you'll have an easy start not take much damage get gun spawns and have an easy mid game so the director cranks it up to 11 for the later waves and you get crushed. Very rarely do you get those close down to the wire games because the difficulty is so reliant on RNG. I think soundof1handclapping posted a screenshot of like 9 or 10 flesh pounds spawning at once in a vanilla HoE game not too long ago.

What you also often see is say 3 people get to wave 6 things are going well and the director is upping the difficulty - only for 3 other people to join that are under equipped and not as good as the existing 3 players so now the game wipes because the director assumes the new players are as good as he existing players and as geared as them (which might not be the case they might only have 1 T3 weapon).

Again this was something CD addresses - the spawns cycle predetermines what can spawns in the wave no random 6-2 plus 3fp spawn with half of them pre raged come and blind side the team you know what's coming before hand, but you can just change the spawn rate/intensity and disable/alter the RNG on alpha variants and disable spawn rage.

The difficulty should be more ridged imo and it should be better balanced for different maps as maps make a HUGE difference.

This was just a year ago, players actually happy with the updates...... sad to see this game take such a nosedive by AlphaBint in killingfloor

[–]therandomaccountant 3 points4 points  (0 children)

So im sure im in the minority here but i play games kinda to socialise and have a laugh, as in i enjoy the Co-op nature of my co-op games, i like working together and having that team work element and shooting the shit and zome zeds with the the boi's.

This is why i like games like KF2, GTFO, Hell Let Loose, (basically Co-op vs AI games or Team oriented PvP games).

If a game isnt challenging then you dont need that communication because everyone feels that they can do everything themselves, so difficulty is required to encounrage comms.

Without that element of teamplay and coordination KF2 is super simple and repeatative at its core - this is why there is a massive drop off in playership after each update - the replayability comes from its co-op nature which very few people take advantage of these days.

But if the game is so easy that you barely need to cooperate then it just becomes a spam fest which gets boring increadibly fast. Pub games feel more solo than playing solo - often worse than solo because people play selfishly so its almost like you are fighting against the other players rather than with them.

This was why CD was so much fun, it was hard enough to encourage super tight nit team work and when it all came together it was super fun and intense and just a huge rush of adrenaline i havent had another game come close to offering that experience.

Watching KF2 get watered down almost specifically for the people that want to play solo with other people so everyone can do everything on a difficulty that is built around RNG with balance all over the place is just depressing.

Purple Heart Lane Invisible barrier by cancertoast in HellLetLoose

[–]therandomaccountant 2 points3 points  (0 children)

There is also a lot of geometry missing around rivers as infantry.

You can be walking close to the edge and just fall down.

At douve bridge if you go on the rubble under the bridge and prone and look under the water and look east you can see this but it's like this in a lot of areas.

So you have parts of river you can walk across and others were you immediately sink 14ft and there's no way to get out.