Shadow Warrior 2
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Drowning_witch




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PostPosted: Sat, 22nd Oct 2016 18:18    Post subject:
the loot part is yeah, but it does feel like diablo 2 on hell difficulty, where you constantly adapt yourself to changing resistances by the mobs. in that little microcosm of the game, all is fine for me. once you look for stuff beyond that, flaws are everywhere.


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h0rnyfavn
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PostPosted: Sat, 22nd Oct 2016 18:39    Post subject:
@Drowning_witch
Quote:
adapt yourself to changing resistances by the mobs



Well there is adapting and there is this:

Quote:
So i have tried insane 51+ for few hours and it seems to be quite weird.

Drops dont seems to reflect difficulty (lvl ~60-80 at ~50% story).

Enemies seems to be more dangerous (i got even 1shoted with 150 hp, possible deaths in half of second) - yet i get barely any XP so i wasnt able to lvlup even once.

Groups of enemies has unpredictably mixed immunities/resistances, which now seems to be very frustrating as i already met enemies with physical "imunity"+3 elemental immunity. Its pain to fight these groups as u can efectivly dmg only 1 enemy from whole group.


This is just stupid.


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thudo




Posts: 6309
Location: Mellonville North, Canada
PostPosted: Sat, 22nd Oct 2016 20:44    Post subject:
That from the latest patch? Currently, unpatched using ISODEMO, playing 50%+ now on second hardest skill and find it decently challenging. Loot and XP come out fine. Still floored how many different weapons there are.. jeezz.. Makes Doom4 look totally like iTard console shiet in comparison.

Btw, is there ever gonna be a real good sniper rifle so I can snipe from ~500-600m away? I tend to use my standard pistols with major upgrades to do the head shots but wished there was something more official. Twisted Evil Not sustainable using a pistol then using iron-sights to.. snipe. Neutral


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h0rnyfavn
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PostPosted: Sat, 22nd Oct 2016 21:16    Post subject:
Insane difficulty is ridiculous especially in co-op now.. And that's just tier 1 insane difficulty.

I've just played a bit in co-op and essentially 80% of mobs got a shitload of resistances + power immunity.

What's the point of skills if almost 80% of mobs are power immune? That's the most retarded way of making things "difficult". It wasn't challenging and fun.It was tedious and boring.

@thudo

Quote:
That from the latest patch?

yeah


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prudislav
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PostPosted: Sat, 22nd Oct 2016 21:33    Post subject:
Just a small thought to thing about - Insnt the point of insane difficulty to be atrually insane instead of challenging???


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h0rnyfavn
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PostPosted: Sat, 22nd Oct 2016 21:41    Post subject:
So what's past insane? They got now 3 tiers Laughing These guys just don't know how to balance things. Besides, rewards should be insane too then.. as in insanely powerful and satisfying Laughing


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Drowning_witch




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Location: Strawberry fields
PostPosted: Sat, 22nd Oct 2016 23:58    Post subject:
h0rnyfavn wrote:
@Drowning_witch
Quote:
adapt yourself to changing resistances by the mobs



Well there is adapting and there is this:

Quote:
So i have tried insane 51+ for few hours and it seems to be quite weird.

Drops dont seems to reflect difficulty (lvl ~60-80 at ~50% story).

Enemies seems to be more dangerous (i got even 1shoted with 150 hp, possible deaths in half of second) - yet i get barely any XP so i wasnt able to lvlup even once.

Groups of enemies has unpredictably mixed immunities/resistances, which now seems to be very frustrating as i already met enemies with physical "imunity"+3 elemental immunity. Its pain to fight these groups as u can efectivly dmg only 1 enemy from whole group.


This is just stupid.


well, will adress that if I experience it. so far it's not that bad for me.
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sun, 23rd Oct 2016 10:05    Post subject:
Eh, wasn't that shadow flickering said to be fixed with the last patch?
Got some extreme flickering in some cave in a mission.


Also not sure if this was the case at release too: But the view distance for many objects is pretty low. Means i constantly see things fade in when i get closer. Embarassed
Possible to fix that somehow?


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h0rnyfavn
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PostPosted: Sun, 23rd Oct 2016 10:46    Post subject:
@Bob Barnsen

performance optimization Laughing

I dunno tbh.


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Drowning_witch




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Location: Strawberry fields
PostPosted: Sun, 23rd Oct 2016 10:54    Post subject:
how do you have time no notice objects popping in? I don't have time to scratch my balls after the last patch. Very Happy

Played 2 hours last night, I think i beat 1/3 of one story mission Laughing

the challenge is real men.

swift+mighty+hardened+powers immune+1 element immune, cloaking ninja's are insane. can't run away, can't dodge unless you are Neo, can't even see them LOL


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Bob Barnsen




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PostPosted: Sun, 23rd Oct 2016 10:57    Post subject:
@Drowning_witch
The popin is not really visible in those nature landscapes.
But in the city levels, or even the mission hub, it's really noticable.


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sun, 23rd Oct 2016 11:01    Post subject:
i'll check it out, i'm in a neon city level ATM. fighting in the ZNN news station Smile


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h0rnyfavn
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PostPosted: Sun, 23rd Oct 2016 11:05    Post subject:
@Drowning_witch
Quote:
can't dodge unless you are Neo


The problem is..we were supposed to play this ninja Neo. like in the first game.. now it doesn't feel this way at all..everyone has got several resistances and almost always power immune..the fuck I spent all these points for then? To impale and chi blast trash I can one-two shot kill?


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sun, 23rd Oct 2016 14:47    Post subject:
i was able to spot your pop in bob. the only one I found. the yellow lamp dissapears and the wall behind the smoke gets swiss cheese holes Smile



Getting used to the new patch finally. leveled up twice since the patch, and I played over 5 hours since. But i can see the complaints. you really need to be a masochist to enjoy insane difficulty, and I certainly am one Very Happy


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Last edited by Drowning_witch on Sun, 23rd Oct 2016 15:35; edited 2 times in total
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sun, 23rd Oct 2016 15:24    Post subject:
@Drowning_witch
It seems you have another kind of popin. grinhurt

It's not so near for me like in your video. But instead it happens with more objects often, instead of just 1-2.
I try to make video too.


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sun, 23rd Oct 2016 15:31    Post subject:
that's strange indeed Smile

well it can't be game settings as it's maxed out on my end. i only disabled blur, dof and film grain as i like to see what's happening on screen Very Happy


btw, have you guys found the turret gem yet? it's quite awesome for larger mobs. I deploy my grenade laucher turret for distraction and then when chaos ensues I go in with melee. So Much Win


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h0rnyfavn
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PostPosted: Sun, 23rd Oct 2016 15:46    Post subject:
Drowning_witch wrote:
you really need to be a masochist to enjoy insane difficulty, and I certainly am one Very Happy



Insane alone is not that scary. Try insane 4 players co-op Laughing

@Drowning_witch
Quote:
have you guys found the turret gem yet?
I think I have but I didn't use it coz I remember reading it wasn't that good.


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Bob Barnsen




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Location: Germoney
PostPosted: Sun, 23rd Oct 2016 16:11    Post subject:
@Drowning_witch
An example of the popins i mean:


(Notice the crap on the floor and the distant orange flowers)


h0rnyfavn wrote:
@Drowning_witch
Quote:
have you guys found the turret gem yet?
I think I have but I didn't use it coz I remember reading it wasn't that good.

I used the turret gem once with a grenade launcher: Big meh.
Rarely hit moving targets, and didn't help much either. And you have to reload the weapon after its deployment too.
Maybe it's better with some Minigun type.
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dannofdawn




Posts: 2227

PostPosted: Sun, 23rd Oct 2016 16:19    Post subject:
For turret, minigun + max auto reload is the way to go. Or was to be more precise since they nerfed auto reload. You also needed a lot of crit and crit damage or the damage would be shit. Have the right build and it would deal a good chunk of damage to bosses with a 5 second down time. With that you will always do more dps than just using one weapon.
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JBeckman
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Posts: 35130
Location: Sweden
PostPosted: Sun, 23rd Oct 2016 16:59    Post subject:
That above looks like the decal draw distance, vegetation distance (And density.) can also be controlled but I don't know if the neo-vegetation counts.

EDIT: This one perhaps?
r_lod_screen_area_skinned_decal
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sun, 23rd Oct 2016 17:06    Post subject:
h0rnyfavn wrote:
Drowning_witch wrote:
you really need to be a masochist to enjoy insane difficulty, and I certainly am one Very Happy



Insane alone is not that scary. Try insane 4 players co-op Laughing


you mean solo against 4 player mobs? yeah i bet that can be quite insane Very Happy
Bob Barnsen wrote:
@Drowning_witch
An example of the popins i mean:
(Notice the crap on the floor and the distant orange flowers)



yeah, that's pretty aggressive for a non open world game.


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Bob Barnsen




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PostPosted: Sun, 23rd Oct 2016 17:33    Post subject:
Well, finished now after 17h with 100% completed and level 30.

Compared to the previous game this here felt more like a quick and dirty job. None of the new features felt really fleshed out to me.
For example the countless crap upgrades, or no text-chat / no ping shown / no server sorting-feature in multiplayer, or the often same looking missions.

For combat i mostly rolled with a melee weapon with ice/freezing enchantments. Was so fucking satisfying to slow or shatter enemies. Very Happy
Used a shotgun once in a while. 80% of the other weapons i rarely or never touched.


Overall i'm rather disappointed in this.
6.2/10
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thudo




Posts: 6309
Location: Mellonville North, Canada
PostPosted: Sun, 23rd Oct 2016 18:14    Post subject:
Melee does decent damage but come off it some of the larger Rocket Launchers do INSANE splash damage so I usually fire one into a crowd while their on patrol to easily soften their ranks up then for quick kills use Plasma Nade launchers, Gauss Rifle (good lord!) or some of the enhanced shotguns. Dayum! Surprised Shocked Melee is ok but I'd rather not always get into close combat when I can dispatch from med-long range. Wink Loving projectile weapons mostly especially the "enhanced" pistols for headshots!


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Bob Barnsen




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PostPosted: Sun, 23rd Oct 2016 18:45    Post subject:
@thudo
Dashing in and out with for example Sting charged up does the trick.
Or using charged upped Force Slashes.
Or pushing enemies to the ground.
Or impaling them.
Or using Vanish first before one of the above.

As you see, i really had no problem doing mostly melee. Very Happy

I found the Rocket Launcher and Gaus Rifle rather lacking. Even with their upgrade ~800 and ~500 damage and even after using the Charge upgrade for both. For the time the charging up and and reloading took, i could have killed the enemies already two times with other weapons.
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Drowning_witch




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Location: Strawberry fields
PostPosted: Sun, 23rd Oct 2016 18:53    Post subject:
what difficulty did you play at bobolina?


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h0rnyfavn
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PostPosted: Sun, 23rd Oct 2016 19:05    Post subject:
I finished the game playing on hard difficulty and using almost exclusively melee.Insane (pre-patch, I dunno how it is now) wasn't that different from hard.

Vortex sucks tbh so I used mostly Sting.


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Bob Barnsen




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Location: Germoney
PostPosted: Sun, 23rd Oct 2016 19:07    Post subject:
@Drowning_witch
The third one.

Wanted a more classic-style gameplay experience, instead of bulletsponge enemies. Smile



@h0rnyfavn
Vortex was a strange skill for me.
Sometimes even charged up the damage was very low. Then other times it nearly onehitted large enemies.
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h0rnyfavn
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PostPosted: Sun, 23rd Oct 2016 19:11    Post subject:
@Bob Barnsen

I think there is something wrong with its hitbox. SW1 vortex was much more accurate.


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thudo




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Location: Mellonville North, Canada
PostPosted: Sun, 23rd Oct 2016 19:11    Post subject:
Why kill at risk of damage at close range when you can mass-injure/soften-up from afar? All the weapons seem to do the trick especially large rocket platforms as enemies are on-patrol they don't remotely notice the ordnance inbound to them before its too late. Mr. Green

However, I agreed.. early on I REALLY loved the Warsaaw and dual-blade kills but with so many more great ranged weapons I prefer to kill at range.


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h0rnyfavn
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PostPosted: Sun, 23rd Oct 2016 19:12    Post subject:
@thudo
Quote:
at risk of damage at close range


Because it's fun in this particular game? Very Happy


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