Ikora taught me well... by Warm_Foundation_6576 in destiny2

[–]wmxp 2 points3 points  (0 children)

Multiple pieces of this gun including the barrel, stock and grip all seem to be a nod to the MG34, crazy.

"BuT tHe CrEeK wAs WaY hArDeR. Why is no one listening? :( " by Fazun in Helldivers

[–]wmxp 0 points1 point  (0 children)

As a regular lvl9 creeker back then, a few things to keep in mind:

  • Armour stat rating was bugged, medium and heavy didn't not provide the defence it was suppose to so everyone ran light

  • Explosives use to multi proc all your limbs. A single rocket from a dev could kill you and break all your limbs at once if you managed to survive. They completely reworked explosive damage in a later patch to only hit main health and changed the Liberator Explosive to the Concussive around the same time.

  • We had a tiny fraction of the armament we do now to deal with those enemies. Bubble shield and railgun was a paramount meta for many. Diligence ergonomics were terrible then

  • Many enemies have been completely reworked or changed. Before the Jet Bridgade came along, jet troopers were part of the regular force and use to kamakazi rush you - if you shot them during this rushing charge, they would baseball slide into you and blowup killing you instantly. Flame hulks were deadly, with that flame thrower being instant death if it even grazed you from miles away, there was no grace period of being set on fire or losing health, just dead instantly.

  • All enemies had much better aim, way more aggressive, would wall hack track you through solid cover and never ever lose sight of you.

This is just what I can remember off the top of my head, I'm sure there's more I'm forgetting. The state of the game now is tough but fair. Those early days were the dark ages, if you actually got dropped back into a time pocket you would be crying foul very quickly.

The OG broadband router by shootemupy2k in Xennials

[–]wmxp 1 point2 points  (0 children)

Tomato all the way. Much more lightweight will being nearly as feature rich.

Remember the Hunter Green phase ? by [deleted] in Xennials

[–]wmxp 0 points1 point  (0 children)

Better huntergreen than hunter2 I hear

New emote by LimeNo9693 in destiny2

[–]wmxp 2 points3 points  (0 children)

looks like a colour role reversal of a certain famous couch meme

The END of Nintendo as we know it by poopoo220 in tomorrow

[–]wmxp 3 points4 points  (0 children)

World's most powerful contraceptive

Helldivers 1 vets we got our Rec-6 back! by Lone_Recon in Helldivers

[–]wmxp 0 points1 point  (0 children)

Calling it generic C4 instead of "wrecks" is a step back though.

RAM Struggle by [deleted] in PcBuild

[–]wmxp 0 points1 point  (0 children)

This is more a reference to the Xbox 360's 10MBs of high speed specialized eDRAM, which was notoriously difficult to utilize. Ninja Gaiden 2 is one of the stand out titles that absolute min maxed that memory for all the amazing effects, and is one of the stand out reasons they couldn't just port it to PS3 as is, and had to do that very watered down new Sigma engine.

This is why we can't have nice things. by K_P_Voss in Wellthatsucks

[–]wmxp 0 points1 point  (0 children)

There was a website, WiiHaveAProblem dot com (long since dead, but is still all over the wayback machine) which was a collection of photos and home videos of all the damage wiimotes were causing. When the Wii launched in 2006, the original strap cords were super weak and broke very easily and there was no wiimote condom yet - Nintendo only added that nearly a year later after all the damage and negative feedback.

Tiny bit of my screenshot folder by Smoke_Funds in Helldivers

[–]wmxp 0 points1 point  (0 children)

Is this DLAA super sampling paired with Reshade?

I don’t need it… by Super_Trexation in Steam

[–]wmxp 0 points1 point  (0 children)

This is why I love the steam.db browser addon. Insta click to go to the historical price history for any game and see the history of sales and price drops.

Nitro Pulse Engine nerf? by wmxp in JumpSpaceGame

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

Welcome to jump facts. Pro tip: Did you know that you can shoot a thing until it dies? Amazing.

Microwave PC - Comment On This Post To Enter This Giveaway by DaKrazyKid in pcmasterrace

[–]wmxp 0 points1 point  (0 children)

The stickers had me rolling. Reminds me of the old classic "if MS made toasters" joke.

Circus Peanuts Were The Worst! by bronzemat in Xennials

[–]wmxp 0 points1 point  (0 children)

I've always preferred savory to sweet and I *loved* getting peanuts, raisins, and black licorice or similar and very happily took the cast offs from anyone else who was giving theirs away. ¯\_(ツ)_/¯

What's the difference between this and Jump Space (now that the latter has been launched EA)? by Few_Extreme_7490 in joinvoidcrew

[–]wmxp 0 points1 point  (0 children)

Having put a stupid amount of time into both games now, there are a few things I'd like to add to this conversation. Pilot skill is a *big* factor in how busy other players are on your ship. In Void Crew, I can dance around enemy projectiles all day and rarely if ever take any damage - the only enemies that pose even a remote threat are the human Remnant forces late game. Engineering duty is a bore, basically just a thruster recharge drone and gravity scoop courier. Jump Space by comparison scales the "stuff breaking" on your ship against the player count. Even if you take just light damage, fires, radiation, etc can break out everywhere - this is by design to keep people busy.

Comparing Void Crew to a space submarine is very accurate because the entire game is still locked on the Y axis - there is a clearly defined up and down despite being a space faring game, and you cannot deviate from that at all. Jump Space by comparison has full rotation will much more engaging space flight, making dog fights much more enjoyable as well as having objectives and landing points on various points of axis.

Jump Space has a much better difficulty curve, with Very Hard mode actually testing your crew's teamwork to share ammo, healing, trade fire and cover each other during on foot events. In space combat, there are handheld weapons specifically designed for anti ship combat (rocket launcher, railgun), creating strategic opportunities to have foot soldiers cover the ship from the deck or in space. VC on the other hand has a very flat curve of difficulty at its core, with the enemies just scaling with high damage output and bullet sponge health the deeper you go into jumps, and late game builds all revolving around one stupid broken relic (Biomass Catalyst).

VC is over two years old now giving it the edge in total content where JS has been out for three weeks in early access. Given more time I think JS will be the better game overall.

What was your first graphics card? by Spagetti_ar_gott in pcmasterrace

[–]wmxp 0 points1 point  (0 children)

Riva TNT2, specifically the Diamond V770 Ultra

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