PenguinTD

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[–] [email protected] 1 points 6 months ago (2 children)

Stellar Blade: It's actually quite nice action play wise after I played the demo. And you get some eye candy + Nier style story plot I assume.

Starship Troopers: Extermination: The new 0.7 update gives something interesting to play with multiple classes, and ways to bring weapon to different class. I am having fun with it even though the overall jank/bug/balance and issues. Grinding class unlock only take about maybe 7-10 matches depending on your class of choice and game mode. And support class are actually quite important, missions success or fail pretty much relies on the classes to do their job. I wish they have more maps and game mode + more bug types to come before I got bore with it again.

[–] [email protected] 8 points 6 months ago

the creations are really small if I remember correctly, they are like kilobytes or things put together in a container. (there are maximum objects limits for the creation as well. ) I don't know the max amount of favorite you can keep though, haven't played the ps3 ones for quite a while.

[–] [email protected] 1 points 7 months ago (1 children)

if you mean the dive then just standing medium kick with proper spacing, if you are on emu you can snap shot the match or add more token and just practice anti air if it jump and dive from mid distance.

Source : https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Ken

[–] [email protected] 2 points 7 months ago* (last edited 7 months ago) (3 children)

If you only play old games for story mode, the CPU read inputs so you are gonna have a bad time anyway if you don't exploit their tendencies. Don't spam fire ball cause I think by the 2nd or 3rd match you start to getting jumped on. In fact, if you know how to do anti air(couch heavy punch from Ken) with proper timing you can beat the run pretty easily except char with command grab.

Like for CPU don't even try complex input, read on internet for most basic punish(like empty jump in and then throw against zoner) cause throw is really high damage & strong in SF2. If you push them to wall then you do the light punch fireball with some distance to bait them to jump over then do your punish.

[–] [email protected] 4 points 7 months ago (5 children)

well, I am not good but consider I can usually finish all the combo trainings 100% so my execution is quite okay. (I quit fighting game cause the button tapping is quite noisy, so no more fighting game after my son was born. )

  • street fighter have a couple arch type, ryu/ken is shoto and they have actually different play style even though their basics looks similar.
  • for any fighting game the distance that your opponent's attack can reach is very important. a good player can simply whiff punish you and throw jabbing you because you don't understand the +/- etc after a blocked/whiffed attack.
  • hit confirm is also important, which means a simple combo that you can start when you have advantage, but not too "negative" when it's blocked. (training mode can show these info) Where the first 2~3 hit of your combo is safe and once you get better and landing those 2~3 hit combo, pick something that allows you to cancel into special moves, knock down or throw(which is also a down). All the more fancy complex combo is not really useful if you can't even land a 2~3 hit combo on opponent.
  • punishing specific match up's bad move, ie. a fireball at wrong distance allows opponent to jump in and lands full combo out of it. you have to do training mode a lot and study your match up.
  • and finally, study the neutral game, where both side starts from distance that all normal attacks are out of range, what can you do from that point of space and what opponent's char can do from their space. If you keep getting beat by opponent's certain move, rewatch the replay, check their input, record that input to a training dummy, and find what you can do as counter.

It's a huge time sink and there are also cheaters(on pc specifically), so good luck.

[–] [email protected] 4 points 7 months ago* (last edited 7 months ago)

Merge needs some stomp, yeah, mine stomp yours.

edit: note, this is a good thing, cause then we both have unlimited supply of tickets.

[–] [email protected] 5 points 7 months ago (1 children)

thanks lemmy and now I know what it is and doesn't have to watch. ;)

[–] [email protected] 3 points 7 months ago

which is really odd consider that they just released a console HDR patch and says they are working toward releasing FSR3.1 for both console and PC "soon".

[–] [email protected] 1 points 7 months ago

ST:E servers also crash at times so it's not HD2 only feature. XD

I just want them to get MORE bugs(like way more, I know it's more than what HD2 currently sustains, but with dedicated server they should be able to do more), MORE player support(>16, preferably have 32/64 players missions), and if bugs can fucking pile up like in movie I'd buy whatever cosmetic they have in store post launch.

If bug spawn is scalable to player count in the mission that would help as well, like a L4D AI director that spawns enemies depending on the difficulty slider and how well they are doing. We will see after today's update.

[–] [email protected] 3 points 7 months ago

I go look up and woah, Squad is almost 10 years old, next year would be it if including EA time. seems received quite okay with recent reviews on steam. DLC seems to be cosmetics only, I guess they need those extra cash from community haha. I don't remember the mod drama, but if that's the case the modder can just sue them for sure. (I do know they bought the Australian faction from modder if remembered correctly. )

I do think the ST:E xp wipe is justified and they do manage to keep career xp/level. If not I'd settle with some unique title or decal that only EA people get before 0.7 for their contribution. I mean EA player are basically paying alpha/beta customers that are willing to tolerate big changes/crashes/issues if it's better for the future release. I think ST:E and Helldivers 2 are fundamentally different games and ST:E is just really rough on the mechanics side(since it was a squad mod originally), I have hope as it's always one of my fantasy to shoot waves of bug and climb over their bodies since the movie. And just 4 players with orbital strikes doesn't really fit that scenario of squads getting thrown into meat grinder. (yes, I also wish they can support more > 16 players ) It would be fucking insane if we can play 100 players against thousands of bugs. Actually, I'd settle with 64 as the game mechanism and enemy spawn now can't sustain that many players doing coop and many player would get nothing to shoot with. well, man can dream, :P

[–] [email protected] 2 points 7 months ago (2 children)

care to expand on this more? I do know Squad seems to have a quite community split update but since I don't focus heavy on milsim so I just take whatever youtuber presented and said. ST:E is still EA and judging from the last live stream they seem to bite the bullet hard upgrading to UE5, but engine upgrade is always hard but should pay dividends later down the road. Especially for a EA game, I think the general expectation for game to just blow up fro EA is really odd. Look at say BG3 or Hades during EA, they don't have that high player count as well even though they are made by more well know devs than Offworld.

[–] [email protected] 1 points 7 months ago

Yeah, but at the same time, people are "NOT" going to pay for it won't pay for it anyway. You might as well establish your player/fan base. Like even if you give me say, Suicide Squad for free I still won't add it to my library.

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