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User information for S Westberg

Real Name S Westberg   
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Nickname Flatline
Email Concealed by request
ICQ None given.
Description
Homepage http://
Signed On Feb 15, 2007, 19:09
Total Comments 2306 (Senior)
User ID 34131
 
User comment history
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News Comments > More Star Wars on GOG.com
16. Re: More Star Wars on GOG.com Jan 24, 2015, 02:39 Flatline
 
Rigs wrote on Jan 24, 2015, 00:59:
Flatline wrote on Jan 24, 2015, 00:20:
Rebellion sucked. It was a clunky galactic grand strategy/4x game that kind of failed on all accounts.

Empire at War was better. But not by a terrible lot. The ground game still sucked.

I also noticed that the original star wars RTS game that had the "metal" version of the imperial march hasn't been released yet. Probably a good thing. Unbalanced (you gained resources by doing better than your opponent in battle, which basically led to run-away victories), crappy graphics, and overall a boring game.

Christ I played all of these.

I rather liked the 'metal'-mix versions of the classic soundtrack. In fact, I have them all as mp3's on my hard drive and listen to them occasionally. Once you get over the whole 'they raped my childhood'-bit, maybe then you can relax and actually enjoy a little experimentation. It really rather fit the game somewhat and I remember reading an article with the sound designer that did the remixes and you could tell that he thought very highly of John Williams' score and had a lot of respect for him and the music. The actual game, Force Commander was...a mess, especially at launch. A bug-ridden mess that most wrote off almost immediately. The gaming review media swarmed on it like vultures and gave it a reputation I feel was undeserved. It was flawed, no doubt, but it wasn't unplayable (after being patched, anyway). And it did have some nice insight into the galactic civil war that we hadn't seen up until that point. In the movies, books and games, we knew about the war, the major turning point and the aftermath but never really got a good look at what happened DURING it. This game was meant to shed light on that.


=-Rigs-=

Force Commander that was it thank you.

Incidentally... I never criticized the soundtrack. I put "metal" in quotes because while it had guitar distortion it isn't what I'd call metal. I think I still have the soundtrack echoing around my music collection too.

The game was mediocre though. You're right it had a few interesting points to it but as a game it was meh. And I finished it.

That being said, you know what I'd love to see as a Star Wars planetary RTS? The Company of Heroes model of gameplay. It seems more suited to it than traditional base building. One side is usually entrenched and the other side attacks and is more mobile.

Anyway ground-based combat in Star Wars has always been kind of weak and uninteresting compared to the space based battles in my experience.
 
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News Comments > More Star Wars on GOG.com
11. Re: More Star Wars on GOG.com Jan 24, 2015, 00:20 Flatline
 
Rebellion sucked. It was a clunky galactic grand strategy/4x game that kind of failed on all accounts.

Empire at War was better. But not by a terrible lot. The ground game still sucked.

I also noticed that the original star wars RTS game that had the "metal" version of the imperial march hasn't been released yet. Probably a good thing. Unbalanced (you gained resources by doing better than your opponent in battle, which basically led to run-away victories), crappy graphics, and overall a boring game.

Christ I played all of these.
 
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News Comments > Morning Safety Dance
2. Re: Morning Safety Dance Jan 23, 2015, 12:42 Flatline
 
100% of data breeches are preventable. Turn the computer off and lock it in a safe.  
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
49. Re: Roberts: Star Citizen Will Jan 22, 2015, 13:39 Flatline
 
nin wrote on Jan 22, 2015, 13:02:
Orogogus wrote on Jan 22, 2015, 12:59:
There's Artemis Bridge Simulator. The way it works, as far as I can tell, is to purposely make things complicated by not giving the captain (or anyone) access to all the readouts and controls. One guy could do everything, if the game let him/her, but it doesn't so you get to LARP around with your pals asking Spock for sensor readings and Scotty for more power.

EDIT: I've wondered the same thing before, though. When I ask what people expect a claw operator to actually do when there's no clawing to be done, they assure me it would be awesome. Whatever. It's their dream, not mine.

Oh wow, I didn't know that had made it to steam. Seen a few videos of that one, and it's always cool to watch folks "play" it.


It is a lot of fun. Comms is meh but it's an interesting team building exercise.
 
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
37. Re: Roberts: Star Citizen Will Jan 22, 2015, 12:00 Flatline
 
Creston wrote on Jan 22, 2015, 11:47:
Flatline wrote on Jan 22, 2015, 11:39:
If memory serves you could have players in turrets in your YT-2000 in x-wing alliance.

And it sucked. you're trying to shoot the bad guys and the f*cking ship is looping and spinning and you have like zero frame of reference as to what the ship is about to do.

I don't remember that being in Alliance, but I've played a few games where one guy is driving and the other is in the turret (Borderlands readily comes to mind), and it's practically impossible to hit anything.

In a destroyer type vessel, this would be mitigated since it simply can't turn that quickly, but even then it would be boring as hell to be in a turret. You could take controls of turrets in X3 and you just sit there waiting for that 2 seconds that an enemy flies into view. It's not even remotely interesting.

Exactly. It's not an ability that I particularly want because I've used it before and it's meh.

I guess you could be a damage control team in FPS, but even then "hold E to repair system" is going to be boring. Even a minigame like hacking in Bioshock is going to get old fast.

We'll see.
 
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
29. Re: Roberts: Star Citizen Will Jan 22, 2015, 11:40 Flatline
 
Creston wrote on Jan 22, 2015, 11:38:
Verno wrote on Jan 22, 2015, 11:27:
I just want to fly some crazy space destroyer with my buddies manning various stations as if we were playing some weird Star Trek/Star Wars hybrid

Yeah, exactly. It SOUNDS really cool, but what are those buddies manning various stations actually doing?

Lost in the all the cool TNG episodes was the fact that if Data wasn't an Android, he'd have been bored out of his mind sitting at that Ops station.

If they rip off Artemis Bridge Simulator that might work okay. Especially for larger ships.
 
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
28. Re: Roberts: Star Citizen Will Jan 22, 2015, 11:39 Flatline
 
SpectralMeat wrote on Jan 22, 2015, 11:21:
Creston wrote on Jan 22, 2015, 11:17:
Has any "space game" ever done multiplayer crews before? (I'm not sure if EVE has them). It's always seemed cool in theory, but when you start thinking about what people would actually be doing, it kind of falls apart quickly, I'd think.

It'll be interesting to see how that shakes out, gameplay-wise.
Not MP as in 2 person flies the same ship but groups of players in a group with different ships jumping from system to system or fighting in a coordinated attack has been done before.
Eve and before eve Earth and Beyond was another space game like that, which I've spent countless hours playing.
This multi crew stuff sounds interesting but not sure how well it will work in practice.

If memory serves you could have players in turrets in your YT-2000 in x-wing alliance.

And it sucked. you're trying to shoot the bad guys and the f*cking ship is looping and spinning and you have like zero frame of reference as to what the ship is about to do.

The spongy/latency BS of SC might actually pay off in that case. If there's a fraction of a second between input and ship response, you could put like a warning system into the HUD of the turret.
 
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
19. Re: Roberts: Star Citizen Will Jan 22, 2015, 11:14 Flatline
 
SpectralMeat wrote on Jan 22, 2015, 09:31:
Looks like 2015 is going to be a busy year for SC.
I really don't care about the MP stuff either but I am looking forward to the single player game.

By the way does Areana Commander runs smooth for everyone?
I fired it up last night and didn't get to fly around because it froze up on me on the AC selection screen but I could walk around in the hangar and it ran super slow. I must of had single digit frame rate with medium details on.
So I am just wondering if the dogfihting part of AC runs any better than the hangar?
Also had some texture loading issues, flickering etc.

I can't get AC to *download*.

Well I can, but every time it tries to patch it corrupts my entire install and I have to redownload 40+ gigs of data.

I'll see if Squadron 42 works at this point. I can't justify saturating my internet connection for 3 or 4 hours every time SC pushes an update.
 
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
18. Re: Roberts: Star Citizen Will Jan 22, 2015, 11:12 Flatline
 
jomisab wrote on Jan 22, 2015, 09:15:
It's not about the money? Uh....right.

Couldn't help notice the amount of money they raised so far is what Notch paid for his house.

What's funny is that the last major interview CR gave he basically said MOAR MONEYS WE NEED MOAR MONIES! and now he's like "Money can't buy me love".

Dude needs to get his message straight.
 
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News Comments > Star Citizen Public Test Universe for All Backers
41. Re: Star Citizen Public Test Universe for All Backers Jan 21, 2015, 19:13 Flatline
 
SpectralMeat wrote on Jan 21, 2015, 18:31:
Parias wrote on Jan 21, 2015, 17:34:
What's the problem?
There is no problem, I just didn't understand the reason why you need alpha test patches for an alpha software.

Well considering that the Persistent Universe is a specific thing in Star Citizen they could have picked better language for their pre-alpha build server.

At least one person in the thread was mislead.
 
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News Comments > Heroes of the Storm Beta Access with Founder's Pack
7. Re: Heroes of the Storm Beta Access with Founder's Pack Jan 20, 2015, 23:11 Flatline
 
TIL:

Apparently Warcraft, Starcraft, and Diablo are all in the same multiverse?

Yay?

I might come back to WoW if I get to play a protoss zealot.

"MY LIFE FOR THE HORDE"
 
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News Comments > LucasArts Wave II on GOG.com
14. Re: LucasArts Wave II on GOG.com Jan 20, 2015, 14:18 Flatline
 
nin wrote on Jan 20, 2015, 13:56:
Pigeon wrote on Jan 20, 2015, 13:50:
I've not played Alliance, so I can't comment on how it compares. Hopefully just as good but with better graphics.

Oh, you get to meet Claptrap's ancestor!


Oh man I LOL'd

would LOL again.
 
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News Comments > Middle-earth: Shadow of Mordor Postmortem
16. Re: Middle-earth: Shadow of Mordor Postmortem Jan 20, 2015, 14:12 Flatline
 
InBlack wrote on Jan 20, 2015, 09:24:
Selfcongratulation and flattelation galore. Meh.

The postmortem series of articles is my favorite part of Gamasutra. They're usually a really good and insightful read.
 
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News Comments > Middle-earth: Shadow of Mordor Postmortem
15. Re: Middle-earth: Shadow of Mordor Postmortem Jan 20, 2015, 14:10 Flatline
 
nin wrote on Jan 20, 2015, 12:14:
HorrorScope wrote on Jan 20, 2015, 11:37:
One thing that may need some polish on it was the Nemisis system in terms of player death.

If I'm not mistaken, the less you die the Chiefs don't level up and they remain a lower level. If you die, aka having more difficulty with the game, the chiefs level up making the game even more difficult.

This is correct.

HorrorScope wrote on Jan 20, 2015, 11:37:
I think this explained where some thought the game was too easy, while others found it to hard.

Yeah, it's weird, people almost seemed split 50/50 on it. Some folks said it was a breeze, and others had difficulty in parts (I did, but I'm not the most agile player, when it comes to button prompts).


Yup pretty much this.

When I finished my first playthrough I had dominated the *entire* uruk captain screen. They were all mine. Once I got the ability to kill uruks as an instant from chains the game went to easy mode for me and I think I died like twice after that. After I got to insta-brand after a long enough combo the game got silly. I'd dive into a hoard of uruks and just counter/attack until I could turn a baddie with a shield. Then I'd counter/attack and claim another. And another. And another. By the time the fight was finished I'd have like 8 or 9 uruks on my side.

That being said, it seems like the next logical step is to apply the nemesis system to the protagonist. The ability to build up his personality through just remembering shit that's happened to him and that he's done would go a long way to make the character interesting.
 
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News Comments > Dragon Age: Inquisitions Patch to Fix Awkward Silences
14. Re: Dragon Age: Inquisitions Patch to Fix Awkward Silences Jan 20, 2015, 14:02 Flatline
 
I guess my hope to get the PC to walk to the loot pile when I click on it to open it up is too much to hope for then.

You have like a 12-inch radius around you that you can pick shit up in and if you don't have that you have to strafe and run around until you get just within the goddamn tiny radius of pick-up.

This is shit that's been solved already. Like, even in Mass Effect it's been solved. It shouldn't be a thing. I shouldn't feel aggravated *looting* something.

At least walking will let me be more precise so I won't overshoot the 12 inch loot zone when I sprint/strafe. Probably.
 
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News Comments > LucasArts Wave II on GOG.com
6. Re: LucasArts Wave II on GOG.com Jan 20, 2015, 13:19 Flatline
 
nin wrote on Jan 20, 2015, 12:11:
Creston wrote on Jan 20, 2015, 12:04:
X-Wing Alliance. WOOOOO!

Did I hallucinate there was a mod somewhere allowing you to run the XWing and TIE-fighter missions in the Alliance engine, thus getting a sharper (3d) graphical experience?

Also cool Galactic Battlegrounds made it, that was AOE crossed with SW, and it was fun.

Man, I love gog!


I'm pretty sure someone somewhere ported the XvT missions. They're unconnected and can probably be replicated in the mission designer that was released once upon a time.

Still, Alliance was good. Very good. The Endor missions where you got to fly the Falcon (yeah it's not canon but it was awesome) was a lot of fun, and the furball where you had to kill like 125 TIE fighters or something like that was insane fun.

Still not as hard as the original X-wing. Few games are though.
 
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News Comments > Sid Meier's Starships Announced
17. Re: Sid Meier's Starships Announced Jan 19, 2015, 14:29 Flatline
 
Krovven wrote on Jan 19, 2015, 14:14:
I'm willing to bet this is more like Sid Meier's Ace Patrol. A smaller mobile focused game.

I played the demo for Ace Patrol and it seemed pretty good. I just never bothered to buy it on my phone (I never seem to play games on my phone more than 1-3 times) and have other things to play on PC.


I played both the WW1 and WW2 versions. They were okay up until this point where attrition f*cks the hell out of you. Originally the first one was microtransaction and you could heal or rescue your pilots for a buck or two, and I'm relatively certain that the game was designed with that in mind. Once it ported over to the PC without those microtransactions, it became kind of ass.

Still, for the first 20 missions or so it's kind of fun.
 
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News Comments > Battlefleet Gothic: Armada Announced
7. Re: Battlefleet Gothic: Armada Announced Jan 17, 2015, 16:09 Flatline
 
Deepjay wrote on Jan 17, 2015, 04:52:
I'm a bit suss that they dont specifically say Warhammer 40k anywhere. They named some of the races but it sounds almost like fanfic, if you know what i mean.

You typed out... like.. 30 words.

But you couldn't google "battlefleet gothic" to see if it was a 40k product or not?

http://lmgtfy.com/?q=battlefleet+gothic
 
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News Comments > H1Z1 Airdrop Explanation/Apology
16. Re: H1Z1 Airdrop Explanation/Apology Jan 17, 2015, 15:48 Flatline
 
Man talk about totally tone deaf.  
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News Comments > Spaceship Ahoy - Elite: Dangerous
640. Re: Spaceship Ahoy - Elite: Dangerous Jan 16, 2015, 17:06 Flatline
 
Vall Forran wrote on Jan 16, 2015, 13:33:
Mr. Tact wrote on Jan 16, 2015, 11:53:
So, is there a consensus on the pros and cons of Viper vs Corba as a fighting ship?

Viper
Pros - Fastest ship (currently) in the game. Good hardpoint locations. Very strong shields. Cheap to repair. Sounds like an angry cat. Small ship, you can fly sideways through the mail slot.

Cons - Limited utility slots and internal space. You have to 'specialize' your ship. You can always change it up, but you need to do so at a station. Jump range is terrible until you get the 'A' frameshift upgrade, then it's decent but you're never going to be an explorer.

Cobra
Pros - Versatile. With upgrades can have a great 20+ ly jump range, a capable fighter, and it has a good amount of internals/utilities to equip discovery or bounty hunter stuff. Can also be outfitted to be a trader. Most people use this ship to bridge from a hauler to a type-6. During beta I fought and traded almost exclusively with this ship.

Cons - Without upgrades the handling of this ship is bad. You need to spend on thruster upgrades and power distribution. Two of the weapon hardpoints are on the wings, which mean you need to put gimbaled or turret style weapons there. Fixed weapons will never converge on your target unless they are 10m in front of you. The subsystems are probably the easiest of any ship to hit. An assassin with railguns who knows what he's doing can zap your power system twice and you explode before you know what happened.

Cobra's convergence points on the wings are ATROCIOUS. Namely because they don't converge. Why they don't toe the damn hardpoints to converge at say 3km is beyond me. Most other "paired" hard points I've come across in the game have convergence points.

 
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2306 Comments. 116 pages. Viewing page 4.
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