DraQ
Arcane
You made me dig up my youtube history, but I had to share it (although I saw it originally in another thread here)
It's long but it's worth it. Like my dick.
You made me dig up my youtube history, but I had to share it (although I saw it originally in another thread here)
It's long but it's worth it. Like my dick.
I'd love:When someone finally does a mod where they make System Shock in the System Shock 2 engine, let me know.
It always surprises me how people who are smart enough to appreciate underrated quality games spend countless hours proving how they didn't understand why said game was great in the first place.
Do you mean SS1 weapons with SS2's skill requirements? Cause you could just pick up any weapon in SS1 and use it. Not sure what you mean.combined in one game.
- SS1 weapon requirements ( )
- SS1 DR mechanics for enemies
- SS1 laser rapier
Such impressive game design skills. Most game designers of today would never have the audacity to have a corridor being followed by a room with only one exit.Dev here! I find that the basic kneejerk reaction I get, are mostly from people who didn't play the mod at all.
There was this kid who plays his dad's games to feel edgy, who played for 30 minutes until he got to this room whose only way outs are a door and a window, but the door cannot be open. He ragequitted and shouted me he had gotten stuck as the mod wanted to railroad him into a playstyle, but he was smarter than that.
He had not realized he could get out from the window. And that the situation was there to explain him to screw with game demands. It turns out he wasn't smarter than anybody. The moral is that end-of-the-line arguments offer security, but don't catch on the variety out there: this game was great in the first place, and after 15 years of it we tried something different with it. But if you won't take the window, it's understandable.
Yeah, and?Do you mean SS1 weapons with SS2's skill requirements? Cause you could just pick up any weapon in SS1 and use it.
SS2 had damage types and bullshit like AP rounds from normal gun being super effective against robots instead of just working (as opposed to normal bullets, which shouldn't work or should work poorly).SS2 also had DR, it just didn't tell you on the HUD about it. (Minor damage, Major damage, etc)
It also required charge. Made it much more unique than just special flavour of wrench.Other than the SS1 laser rapier doing a shit ton more damage there was no difference besides them.
Btw you forgot
- FUCK invisible mutants with a goddamn hammer jesus christ
In practice - actually not true!IRL even a moderately smart, completely untrained person should be able to pick up a pistol, shotgun, AR or even a GL and start shooting at something.
Perhaps with questionable accuracy, perhaps risking injuring themselves or damaging their weapon, but still a possibility worth considering if there is shit trying to murder you that's about to get in your face.
And in SS2 you're not an untrained person, you're supposed to be a grunt.
Given opportunity they will get it right in a few attempts.In practice - actually not true!
Unless the weapon in question has been pre-loaded with ammo, with round already put in chamber, and with safety off, a completely untrained person with just basic pop-cultural knowledge would probably fail to fire this weapon.
Why would I expect someone interested in joining the army to *not* know how to use a gun? Especially in kwanzanian culture.That is a sorta valid argument, but:
1. The game intro phase is you going through the training, where you yourself choose what skills you'd have. And if you went hardcore hacker/psi-op, why would you even expect to know how to use a gun? Your expertise lies somewhere else entirely.
Fuck RPG goodness. It's no longer good if it makes no fucking sense.C&C right here, pure RPG goodness!
It's a big stretch given that they are supposed to be helpful.2. And then your brain gets played with when some cyber-implants get illegaly installed on you. That ought to bring out some brain damage, with partial loss of acquired skills a possibility. Yeah, I knowq it's a stretch.
Your lack of perception is not game's fault.Was just figuring out what exactly you meant mang. The whole thing about the esword needing power is a moot point as I barely even noticed it happening.
Fuck RPG goodness.
Your lack of perception is not game's fault.Was just figuring out what exactly you meant mang. The whole thing about the esword needing power is a moot point as I barely even noticed it happening.
In any case:
- It makes sense that a powered weapon should consume power.
- The energy consumption rate could be set to whatever works the best.
- It's always better to have different weapons work differently rather than the same, while SS2 rapier is essentially a flavoured wrench*
- Making weapon resource dependent allows it to remain balanced even as it's made significantly more powerful than resource-less alternative
- Resource dependency also works wonders when it comes to pushing the player out of their comfort zone (I say it as someone who never really used SS2 PA because it nommed charge), in case of laser rapier it could mean that your melee weapon could run out of juice and force you to fall back to weapons that use ammo and degrade, inverting the ranged/melee use pattern somewhat. That's massive difference gameplay-wise.
Somewhat superior on paper, but only awesome against stuff you don't want to melee because it's explosive, poor against some stuff you might want to melee, and requiring insane module investments. All in all a questionable investment, while it should feel like something you've earned after sinking all those modules in NRG (and AGI) - of course, you shouldn't be forced to sink any modules into anything just to be able to swing shit around, but I digress.
Actually, laser rapier starts completely unlike wrench - it starts with 4 expensive points dumped into energy weapons, while wrench is free and can complement any skillset (so no, the rapier is never your sole fallback).I always thought the laser rapier was well balanced. Yes, the wrench is effective until you get halfway through the game, and then effective for the rest of the game (save obvious anti-melee enemies) if you invest in brawn implants, the right psi-op skills and armour (as it should be - I'm assuming that we're not talking about people with hardcore FPS skills in a FP-crpg hybrid here). The laser rapier starts out much like the wrench, but has a far longer usefulness, and requires less investment outside of energy to be useful all the way through the game. It is significantly more powerful, and the best option for someone who wants to use melee near-exclusively (far less powerful than the shard, but for a player of average twitch skill, an exotic weapons build requires you to build part-way up another weapon skill and then switch to exotic at the right time - great on a second playthrough, but tough to time correctly the first time around)..
It also fits a different niche within its weapon tree. The wrench is a decent all-rounder, in a skill that specialises in 'decent all-rounders'. The laser rapier is a powerful all-rounder in a skill that is extremely strong against some enemy types, leaves you vulnerable against others, and puts you at a much greater risk of running out of 'ammo' at inopportune moments (less risk of completely running out of ammo, but much greater risk of being caught with your pants down and no recharge station in sight). The rapier is your sole fallback when that happens.