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panda_t

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  1. panda_t

    Super Mario Maker 2 - June 2019

    I think Kaizo Mario is a rom hack made by a Japanese guy to troll his friend I'm so looking forward to this, the Wii U stuff was *so* inventive (and CarlSagan's levels made me much better at the kaizo tricks). I wish they'd do proper curation because honestly how much can it cost to do that properly when you've spent years developing a game? Would improve it hugely if you didn't go into every 100 mario mode expecting 50% terrible levels.
  2. Yeah, even with that though, I used to use phase shift always in TF2 but in this it seems to take longer to trigger and it's much less useful when you don't travel as fast
  3. Yes, but also the bunny hopping and the double jump. I think it's mostly the speed being gone - I'm having to re-learn what to do when getting shot at, because in TF2 it felt like if you were moving fairly fast you could often get away and reposition but in this you're almost always best off turning to try and fight back. Interesting
  4. This not having the Titanfall movement options feels restrictive and odd when a lot of the rest of it feels the same
  5. I very much enjoy it when 'your champion' is someone with no kills ever
  6. For people struggling (if you don't want to just toggle the difficulty/damage stuff) - overall, to win battles you need to be using up their resources more than they are using up yours. I'd say don't worry too much about getting your commander hit, as they regen health (it's a resource you get for free). Generally, try to kill units in ways that don't cost you health/units - if you can get a front line of spearmen engaging enemies with ranged units behind, that's ideal. Unit-wise, I think the cheapy ones (100, 150 cost) are disproportionately worth it, even if just for slowing enemies down so you can engage them with better units you want to fight with. This could be wrong but I don't use dogs much. Wagons/transports are really useful, partly because their ridiculous range can compensate for low-movement infantry, and partly because they've got good defence and they draw enemy attacks. You can often put them in harm's way, take two hits, then withdraw and reinforce them. Exploit chokepoints ruthlessly. Also, capping buildings is good whenever you can, because enemies seem to prioritise them, so it'll often use up two of their units' attacks trying to get them instead of attacking any of your units. As soon as you can afford and protect trebuchets they're good for controlling an area (and dealing with big units like commanders and giants). I do think the early level where you get a limited number of units and don't get a base (where you have to get to different ponds) is badly balanced and boring (incentivises super-cautious play) so I can understand if people are struggling with that one.
  7. panda_t

    Examples of reviewers/adverts etc caught lying

    In the dying days of the SNES I remember Super Play saying Street Racer was better than Mario Kart, and reacting to Stunt Race FX like it wasn't terrible (worst Nintendo game I've ever played - I didn't understand what frame rate was back then but it must have been sub-10fps a lot of the time)
  8. panda_t

    Battlefield V

    I do think the visibility is an odd choice. I tried out the sniper's spotting pistol thing today in a tight battle and it seemed to be *really* effective in swinging the capture of that library point (where everyone hunkers down in corners). Even in (more visible) BF4 putting a MAV up and spotting could turn the tide of a battle so it seems even more the case when it's like this. I'm curious to see if they change spotting or visilibity because Dice seem concerned about newer/less good players bouncing off it and they both contribute to that.
  9. panda_t

    Have you ever completely mastered a game?

    Yes - I think it not being free with the console killed it
  10. panda_t

    Have you ever completely mastered a game?

    Wii Sports Club Baseball was a genuinely good game that almost nobody played, and, seemingly, even fewer understood, so it *felt* like total mastery playing it online. It let you do absolutely filthy pitching, which was complete overkill because nobody online seemed to know the rules of baseball and would swing at literally every pitch (however many miles it was out of the strike zone). *Everybody* swung at the high inside splitter. You could also change to pitching submarine style in the middle of an at bat to even further mess them up. And batting had a mechanic (like Wii Sports Baseball, I think) where if you could make their pitcher throw enough pitches they'd start sweating and occasionally just auto-throw a slow fastball straight over the plate. Because I understood this, and have read Moneyball and therefore liked role-playing a team that kills pitchers' arms, I would make every at-bat last at least three pitches and often foul off more, thereby getting loads of runs at the end (if the mercy rule hadn't already kicked in). I definitely never lost a game and I'm not sure anyone ever got a hit off me. It was a strange experience.
  11. panda_t

    Dreams and other game creation tools for amateurs.

    I just want to echo the recommendations for Game Maker - I didn't bother with drag and drop, and just started on youtube tutorials on the coding instead and once that'd taught some of the principles I found it really easy to transition into coding stuff myself. I've really enjoyed it. The Tom Francis ones are good, and I think Heartbeast is excellent: There's the odd difference to watch out for when tutorials are on older versions (like instance_create has to be changed to instance_create_depth) but generally it's been quite painless, I can prototype little ideas quite quickly now (EDIT - and I made a full game, put it on itch for free and three people have tipped me a dollar each, which I'm ridiculously chuffed about).
  12. I find people willing to argue themselves out of rights they have over other media really odd. You wouldn't argue that when you buy a book you're just buying a license to pass your eyes over it, you have ownership of that physical thing, including the ability to lend it to people and resell it. As a child there was so much stuff I discovered because I could swap things with friends. Just because the technology now allows IP owners to enforce more restrictive models doesn't mean that's inevitable or fine. And in housing, leasehold properties are significantly less valuable than freehold. Also I looked at my ebay history thing the other day and I've sold literally thousands of pounds worth of second-hand games. Giving up 80% of the value of stuff you're not keeping just for the convenience of not switching discs/cartridges also seems strange to me.
  13. panda_t

    Battlefield V

    That's interesting - what do you like about Rotterdam? Maybe it's good in conquest, it seems limited in the modes I play :/ It struck me the other day how different it was from the Seine map and that BF4 map where you could have fights in the apartments because most of the buildings aren't open, they're effectively just the walls of big corridors EDIT - also, reminded me I absolutely loved Valparaiso. Used to have a routine for the first stations where I'd get on a quad bike, wait for the first gunfire from the right, meaning defenders were distracted/engaged, then gun it down the left, smash through the fence and into the left hand MCOM station, arm it, then smoke grenade the door so anyone coming in stumbled straight into fire, worked great. The progression of that map is the sort of thing I think this one lacks - each bit was quite different, and I often used to switch classes because they needed different approaches, so for the second pair I'd often go sniper and try to clear the way for attackers, looking down the hilll to the ones in the village. Then the last pair were always absolutely savage and all the cover used to get destroyed. Maybe just the difference when maps are designed for rush primarily?
  14. panda_t

    Battlefield V

    I've played this enough now to feel I can say this fairly - I like it but it's nothing like as good as Bad Company 2/BF3/4. I like frontlines small best, but the maps are featureless and flat compared to good rush maps from those past games. Good rush maps had really different terrain/settings/buildings on each station, and sometimes interesting transitions (like jumping off the dam) and it's odd that in a newer game this has lots of window-dressing buildings you can't even go in (in Rotterdam) and out-of-bounds areas that don't make any sense (Rotterdam just blocks off a whole area to stop you flanking). And Hamada is just bad - it's big enough to be vehicle based, but the ranges involved in a mostly empty map mean that while you need to be an assault to deal with the vehicles, recons will kill you a lot. It's a shame because the gunplay is decent and I like stuff like the sliding/lying on your back and the new revive mechanic, but the level design's really bland and it's less open to creativity than previous games tht had more equipment (people standing on UAVs, parachuting onto roofs, C4 on quad bikes etc..). I prefer the old spotting as well. I should say I am still enjoying it (and look forward to the battle royale mode) but can't help feeling it's gone backwards.
  15. panda_t

    Battlefield V

    Yes, I quite like it (but I agree about the maps)
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