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User information for Paul

Real Name Paul   
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Nickname Creston
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Signed On Dec 23, 2002, 22:32
Total Comments 27457 (Jedi)
User ID 15604
 
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News Comments > Morning Tech Bits
1. Re: Morning Tech Bits Feb 10, 2016, 09:48 Creston
 
:-shrug-:
 
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News Comments > Evening Legal Briefs
2. Re: Evening Legal Briefs Feb 10, 2016, 00:10 Creston
 
Burn, Shkreli, Burn. Shkreli inferno! Burn Shkreli burn.
 
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News Comments > David Gaider Joins Beamdog
2. Re: David Gaider Joins Beamdog Feb 10, 2016, 00:09 Creston
 
He clearly feels Beamdog is around to stay, otherwise he wouldn't have left his cush job at Bioware.

Having him on board with a potential BG3 is welcome news.
 
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News Comments > Star Citizen Split Details
22. Re: Star Citizen Split Details Feb 9, 2016, 14:58 Creston
 
Dagnamit wrote on Feb 9, 2016, 14:44:
jdreyer wrote on Feb 9, 2016, 14:38:
Creston wrote on Feb 9, 2016, 12:11:
Oh yeah, if this means that SQ42 will at least get released, then woooot.
I dunno. The script and acting of what we've seen so far have not inspired confidence that it will be good.

A video game with bad acting and a horrible script? Say it ain't so!

Yeah, I mean, did you SEE Wing Commander 3?
As long as the game part is good.
 
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News Comments > Star Citizen Split Details
10. Re: Star Citizen Split Details Feb 9, 2016, 12:11 Creston
 
Oh yeah, if this means that SQ42 will at least get released, then woooot.  
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News Comments > Star Citizen Split Details
1. Re: Star Citizen Split Details Feb 9, 2016, 10:02 Creston
 
This whole thing screams of a "BUY NOW! BUY NOW!!!!" desperation attempt to get more money to me.  
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News Comments > etc.
2. Re: etc. Feb 9, 2016, 09:53 Creston
 
Yeah they had good reviews, but I really never went to their site for anything.

Such is life.
 
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News Comments > Steam Top 10 - XCOM 2 Edition
59. Re: Steam Top 10 - XCOM 2 Edition Feb 8, 2016, 16:45 Creston
 
CJ_Parker wrote on Feb 8, 2016, 15:06:
It's not my cup of tea at all and I'll definitely be giving XCom 2 a pass after reading this thread.

There are several mods that either completely get rid of them, or that give you a larger amount of turns. If you don't want to play with them, you don't have to.
 
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News Comments > Steam Top 10 - XCOM 2 Edition
56. Re: Steam Top 10 - XCOM 2 Edition Feb 8, 2016, 12:40 Creston
 
Yifes wrote on Feb 8, 2016, 12:21:
I think XCOM2 is MUCH fairer with the RNG than the first one was, as Enemy Unknown/Enemy Within just plain cheated. It's just that your weapons do less damage and most of the enemies have a ton more health, so you take more shots at them, and thus miss more of them.

All things considered, I'd rather the game cheat in my favor than the aliens.

As for the mission timers, I'm playing on Commander and I don't find them to be that bad. I can still take my time to position my troops properly without taking too many risks. It's really the VIP escort missions that do not give you much room for error, as you constantly have to advance towards a set extraction point.

Yeah, I mean, clearly people are finishing the game with them in place, I just don't like playing that way. It also really doesn't make much sense. You're a guerilla force, and guerilla forces do not just make shit up and throw people away at will.

To me they really don't add anything, but of course that's just me. I'm sure lots of people enjoy the added time pressure / difficulty. I'm just glad we can mod it away if we want to.

 
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News Comments > Steam Top 10 - XCOM 2 Edition
53. Re: Steam Top 10 - XCOM 2 Edition Feb 8, 2016, 11:06 Creston
 
PHJF wrote on Feb 8, 2016, 10:08:
Yeah, they're brutal. My Grenadiers have Shred solely and alone to deal with these bastards. 2 armor is super OP against assault rifles... And that Lockdown ability is just...

I tried to hack one, but the odds are awful. 50% chance to stun, or 20% chance to takeover (temporarily). Hackers have this nebulous "tech level" and it hasn't been explained to me how to increase it.

No idea. I thought it went up with level, but maybe not. Eraser's suggestions seem pretty likely.

My hack skill for a mech is at 67% to shut them down, which is a pretty decent chance.
 
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News Comments > DOOM in May
58. Re: DOOM in May Feb 8, 2016, 10:05 Creston
 
PHJF wrote on Feb 5, 2016, 16:52:
Missles were the weapon of choice for Revenants. Resurrection was something Arch-viles did; their primary weapon was immolation.

Oops, you're right. My bad! My doom knowledge is sorely lacking, it seems... Embarrassed
 
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News Comments > Steam Top 10 - XCOM 2 Edition
50. Re: Steam Top 10 - XCOM 2 Edition Feb 8, 2016, 09:56 Creston
 
PHJF wrote on Feb 8, 2016, 09:50:
Sectoids are a non issue, they seem to prioritize reanimation in my game, which is essentially just them wasting a turn. I think a sectoid has only actually fired on my squad once in ten missions. I had a ranger get panicked, run up to full cover, shotgun a trooper in the face, then get fired on by a turret which missed him.

Oh, I didn't even know they could fire.
The panic is the worst ability they throw on you. I don't like it when my squad members suddenly run out of their multiple covered firing zones into God knows where, sitting there to get murdered. Even worse is that the sectoids can apparently do this from literally anywhere, I don't think they even need line of sight. I hate them far more than most other units I've found so far. I can deal with damage, I have enough heals, and the recovery time is a worry for later. I cannot deal (or rather, I hate dealing) with troops who suddenly no longer do what I tell them to.

MEC troopers, on the other hand... they seem to like running right past my front units to lob grenades across the map onto my rooftop-mounted snipers.

Yeah, they're brutal. My Grenadiers have Shred solely and alone to deal with these bastards. 2 armor is super OP against assault rifles... And that Lockdown ability is just...

This comment was edited on Feb 8, 2016, 10:01.
 
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News Comments > Steam Top 10 - XCOM 2 Edition
49. Re: Steam Top 10 - XCOM 2 Edition Feb 8, 2016, 09:52 Creston
 
Maniac wrote on Feb 8, 2016, 03:55:
For me after I got got the magnetic weapons the game started to crash quite often. Before it (and I did a restart after ca 5-6h) there was not issues. I deleted my game profile (kept savegames), but still problems continue. Annoying as hell. Only thing I changed was initial squad size from 4 to 6 (so total of 8 in the end) and enabled the mods that came with launch.

I read some people saying the game crashed for them with that mod that allowed you to take 8 people, so I'd disable that and start a new game and see if that fixes the issue.
 
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News Comments > Steam Top 10 - XCOM 2 Edition
41. Re: XCOM... Feb 8, 2016, 00:15 Creston
 
PHJF wrote on Feb 7, 2016, 23:56:
The problem with grenades is that most enemies pods seem to be three enemies who, when spotted, immediately spread out. I have a tough time getting the nade to hit more than one guy, and doing three damage to one unit isn't worth using an action. Whereas you could fine-tune grenade impacts in EU, now grenades have a much more rigid path.

Don't think of it as doing 3 damage to a unit. Think of it as

- A guaranteed way to kill an alien at 3 health, even if it's in full cover.
- A way to remove cover from an alien with much more than 3 health remaining, so the rest of your squad gets easy flanking shots.

It's rare when you can hit multiple enemies with a single grenade, but if there's a sectoid in full cover, my first action is a grenade that busts his cover and does him 3 damage, so a flank shot with an assault rifle has a great chance of killing him.

So sure, the first action "only" did 3 damage, but if all goes well, that's a dead sectoid in 2 actions. That's really not too shabby.

I love using grenades for enemies that aggro while inside a building. Because typically they'll take full cover behind several walls, and since there's a sectoid, they can make my life miserable, while I'd have to run someone in there to try to kill them.

OR, alternatively, one of my grenadiers simply blows out the wall they're hiding behind, and I get 4 (or 5) free shots at enemies in the open, usually flanked.

To each their own, of course, but once I learned how to use grenades properly, the combat starting becoming much, much easier, especially on classic and impossible. (though impossible is a bitch, because every unit then has 4 health minimum, ie, a grenade won't kill it. Fuckers.)

 
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News Comments > Steam Top 10 - XCOM 2 Edition
37. Re: Steam Top 10 - XCOM 2 Edition Feb 7, 2016, 23:10 Creston
 
Yifes wrote on Feb 7, 2016, 22:20:
eRe4s3r wrote on Feb 7, 2016, 22:14:
Hit chance is only showing you the real value on Classic Anything below that, you get hit bonus, Veteran 10% afaik, easy 25% afaik and oh yeah.. enemies get negative bonus obviously, only on Classic it's "all fair and square" and that is really brutally difficult.

Where did you read that?

XCOM 1 did no such thing and I doubt they would changed it for XCOM 2.

The player actually gets to hit bonuses on all difficulties except Legendary (Impossible), according to people who have dug through all the ini files.

I think XCOM2 is MUCH fairer with the RNG than the first one was, as Enemy Unknown/Enemy Within just plain cheated. It's just that your weapons do less damage and most of the enemies have a ton more health, so you take more shots at them, and thus miss more of them.

Here's a helpful tip: Use grenades. A LOT. In fact, any missions where you come back with any grenades left and where people got wounded, you didn't use your grenades enough.

2 enemies in cover? Grenade their cover away. A fat heavy enemy at 3 health? Grenade the shit out of him. So what if his loot blows up / body can't be recovered? Your guys stay alive, which is literally the only thing that matters.

I typically bring 2 grenadiers, both of whom can fire 3 grenades. Every enemy group I 'unlock' which immediately ducks into full cover quickly gets that full cover blown the hell away so the rest of my squads get nice, easy flanking shots.

But, again, I play with more turns per mission so I DON'T have to just run like a fucking idiot at my target and wind up aggro'ing 9 enemies at once. The 8 turn timer is just bullshit. "Well, we can't make a challenging AI, so let's just put a bullshit timer in place to make things difficult."

Ah well, they made it moddable, so whatevs.
 
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News Comments > Out of the Blue
16. Re: Out of the Blue Feb 7, 2016, 21:59 Creston
 
415th 3rd and out. It is the shittiest QB performance of all time. He's worse than Rex Grossman was in the Superbowl.
 
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News Comments > Out of the Blue
15. Re: Out of the Blue Feb 7, 2016, 21:51 Creston
 
Peyton is shitting the bed in truly fucking EPIC fashion. They will talk about how unbelievably fucking god-awful he was a hundred years from now.

I think he just had his 414th 3rd and out of the game.

Poor Denver's defense has been on the field for 7000 out of the 40 minutes played so far.

Edit : Spelling.

This comment was edited on Feb 7, 2016, 21:59.
 
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News Comments > XCOM 2 Invades
54. Re: XCOM 2 Invades Feb 7, 2016, 20:18 Creston
 
I've just modded all the values myself. It's pretty easy to find all the interesting stuff in the .ini files, as all options are very specifically named. I think I found everything I wanted in like 30 minutes or so.
 
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News Comments > Out of the Blue
9. Re: Out of the Blue Feb 7, 2016, 19:43 Creston
 
If Peyton keeps going 3 and out in 12 seconds every time he gets the ball, his defense is going to be dead by the third quarter.  
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News Comments > Steam Top 10 - XCOM 2 Edition
24. Re: Steam Top 10 - XCOM 2 Edition Feb 7, 2016, 19:16 Creston
 
I have no trouble with the turn-based parts, I rarely get injured (admittedly, I gave myself four more turns in each mission, which helps.)

It was the geomap that just drove me insane. Fifteen thousand things all wanting your attention at the same time, and everything takes ten years to complete.

All gone now, though. Woot being able to mod stuff the way you want it.

This comment was edited on Feb 7, 2016, 19:30.
 
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