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Is anyone else playing it yet?
9 posts and 1 image reply omitted.

>>37261
It did, I appreciate it. Nice to see them start to incorporate older elements of the series again but I will probably only play it if it's loaned to me or something.

>>37250
>Is it possible some time in the future for this chibi aesthetic to have run its course?
It has been featured in 2 (two) games.

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>>37269
A Link Between Worlds used a similar one that this one evolved from. And you could argue that Wind Waker and its sequels also contributed to the evolution of this style.

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>>37271
Windwaker looks nothing like the image in OP. It looks like Mother/Earthbound.

>>37271
>A Link Between Worlds used a similar one
No? Get your eyes checked dawg. ALBW's style is clearly just a 3D version of ALTTP's style.



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Game about TOR and nonces has haxxxxor nonce dev who is gonna use his built in backdoors to fuck with your computer if you give his game a bad review. Who could've seen this one coming, lol



 

unlike yall tripleA gamers, i play REAL immersive mdickie games. and it's not bigger than 1gb

posted here because the /games/ board is dead
8 posts and 2 image replies omitted.

I never knew the guy who made Super City mobile was actually some niche game dev who likes to make weird RPG games. Thanks OP

>>37203
I'm trying on android

Is there a way to remap the controls?


>>37206
he was a lot of things. mostly a dilettante and an internet laughing stock for almost a whole decade, but trascended that after he successfully rode the mobile app boom. i've just found out he deleted all the cringe posts full of delusions of grandeur, i guess that's what happens when a delusional loser actually achieves success: they gain some valuable introspection. or something. he still has the "interview" he did with 4chan /prog/ on his website, it makes me chuckle each time i remember it

http://www.mdickie.com/q&a_interview16.htm



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Thanks to the community of modders for this, the game is unofficially in a playable state.

>to fix the broken AI

Mods including useful sound level, realistic stealth overhaul, leave no witnesses, immersive NPC recoil, simple AI merge, and navmesh overhaul will do much to fix every NPC’s combat issues. Useful sound level will allow creatures and NPCs to respond to the sound of gunfire, which means that firing guns or detonating explosives will draw the immediate attention of enemies depending on the loudness of the weapon used. Realistic stealth overhaul fixes issues with the game’s stealth mechanics and detection system. Simple AI merge provides NPCs with cover fire tactics and the ability to shoot in groups. Finally, navmesh overhaul fixes the overall in game NPC pathfinding issues by fixing all the broken in game navmeshes.

>to fix the movement

Mods including movement overhaul, true movement, and walking inertia are recommended. The first and last mods will provide more movement mechanics and implement an interpolation function for the players movement speed scalar. The second mod will give you the ability to maintain momentum when jumping while moving and the ability to change your speed when moving up or down slopes. In application, this means that you can platform areas a lot easier.

That’s all for now. Check out LowBeeBob’s mods on nexus.
1 post omitted.

>>37053
I’d also recommend permanent weapon shells, blood trails, bloodbath, weapon jamming tweaks, immersive hit reactions, enhanced blood effects, bullet trails, and ragdolls to make the combat even more violent.

>>37049
Hitman’s animations

download my NVTU Mods on New Vegas they are all lore friendly and immersive and shit ive got that 'tism brother

For the guys here interested in realism, here’s a few extra mods to make the gameplay more brutal and believable.

>penetrate and ricochete

It’s another one of lowbeebob’s mods. Uninstall any ricochet mods you had before, because this mod does as its name implies
>iron sight inertia (IS inertia)
Make sure to have v sync on if you use this mod, because it adds inertia to your viewmodel when you’re aiming. Coincidentally you should also have a mod that removes hitscan from the game, so your aim isn’t impaired by the mod.
>point that thing somewhere else
This mod was made by inthegrave, and it causes npcs to react aggressively if you shoot near them or if you point a gun at them.
>functional backpack
A recent mod by Mr Shersh, this mod adds in an animated backpack to the game that gives the player extra inventory space. To aquire this backpack in game just head to the locker at Goodspring’s red school.
>integrated backpacks
This mod gives more NPCs backpacks, which provides some semblance of realism for how each faction manages to carry around their equipment.
>legion combat armour
This mod replaces the mesh files of all legion soldiers, so each member of the legion wears pants and shirts instead of skirts and robes. This change can make the legion look more menacing and believable.
>realistic weapon damages
Post too long. Click here to view the full text.

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>patrolling south Vegas
>fiends wearing bandanas and rucksacks respawn and start shooting at NCR riflemen
>all of these fiends have marksmen carbines and assault carbines
>they start shooting at me at god knows how many meters away
>more come in after hearing gunfire due to my mod, and this results in me fighting like five of these assholes at once
>cover behind some rubble
>start shooting back and cover to reload
>literally a single hit takes out 30% of my HP even with having combat armour on
>one of them throws a fucking nade at me where I’m taking cover
>get blown the fuck up and die
Yeah, New Vegas with realism mods is peak.



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My dog has cancer :(




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Tabletop Games / Traditional Games
Wargames, Roleplaying Games, Board Games, Card Games, Drinking Games, and so on and so on.
What are you playing/running/home-brewing? What do you have to recommend or criticize?
158 posts and 40 image replies omitted.

>>34932
What's the hook? What sets it apart from other TTRPGs?

>the creator Steve Jackson isn't a reactionary twat

no but his games tend to have some galaxy brain logic in the mechanics to facilitate making things more proprietary.
>running it theater of the mind is possible but annoying because the game references hexes (or "megahexes") for distance rather than actual distance
case in point lol
Sounds like a job for homebrew. If hexes are a consistent size it shouldn't be that hard to convert to distance (and maybe angle). If the abstraction is more important, then a "zone" system might be a better alternative. Knowing what solution is best would require familiarity with the whole system though.
>The game, like GURPS, is lethal
>finding ways to give players a way to feel more powerful is hard even being generous with XP
Playstyle preference tbh. Games like this are less of a straight power fantasy and more about trying to be clever.
>this all stems from the aforementioned "realistic fantasy" stance that makes simply the idea of adventurers stupid, as well as questioning how a D&D-esque setting could exist at all with such scrawny humanoids not being wiped out by bigger monsters
Adventurers make sense as long as the rewards are worth the risks. IRL you have a long history of grave robbing and hunting big game. Going back further, stone age people were exploring caves and killing ice age megafauna. The only unrealistic part is maybe how people didn't manage to kill all the monsters before reaching a medieval tech level. Another Steve Jackson galaxy brain moment.

>>34936
>What's the hook? What sets it apart from other TTRPGs?
Tactical combat, flexible and simple character creation that can cover many possible concepts, ease of play.

Trying to find info about a dice based tabletop game - Haywire. It's supposed to have strong political themes. Anyone heard of it?

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>>36261
Search is turning up nothing but https://boardgamegeek.com/boardgame/302307/haywire which doesn't match the description. You probably got the name wrong and strong political themes is pretty vague. Maybe Paranoia (Cyber-McCarthyism) fits the bill?

I wanna run a oneshot (or a short chronicle) about the Spanish Civil War in WtA. Problem is, I dunno which edition is better, since I never played/dmed Werewolf before. Is it Second or Revised? I kinda want to utilize Wod Combat rules, so Second Edition makes sense. Am I right?



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By around m42 there are a few characteristics of war in the imperium of man.
>the only important fighters are the PDF and the arbites
The sheer number of PDF forces and arbites officers throughout the empire alone makes them the only forces that matters to the entire security situation of the IOM. The inquisition, sisters, astartes, mechanicus forces, custodes, and more are only used for highly niche purposes. Otherwise, most fights are almost entirely composed of the arbiters and PDF against most aliens and traitors.
>most fights aren’t particularly densely violent
The sheer amount of violence in most conflicts fought in the IOM is explicitly tied to the scale of each conflict being fought. Most battles faced are unamed and consist mainly of firefights between human soldiers against terrorists and mutants using auto guns, lasguns and some light machinery. The fights on each world resemble the battles fought in MENA today. These battles may occasionally have a nuke or a series of air strikes, but most battles will consist entirely of gunfights. Soldiers rely primarily on cheap weapons and equipment. They find themselves dying and coming out of battles that will be forgotten about if they were even remembered.
However, these small battles also comprise most of the deaths faced by war in the IOM due to the sheer number of them present throughout the galaxy. Its not the tyrannic wars or interstellar invasions that fucked up the empire, but the dozens of thousands of planetary and continental scale battles that collectively have pushed much of the galaxy into a near constant state of disrepair.
>space is cold and dark and big
Most PDF and Arbites officers fight in dimly lit or pitch black conditions throughout the imperium. The amount of light that reaches the vast expanses of cold and distant worlds is only barely enough to keep most worlds illuminated enough to be hospital enough for settlements and armed conflict. The danger of warp travel also puts limits on logistics networks throughout the galaxy. Many soldiers may spend years to decades entirely on spacecrafts travelling between worlds and systems before they’ll ever begin their mission. Additionally, the availability of vehicles to transport military equipment throughout each world varies between nonexistent and semi effective. Many soldiers within the empire must march on foot Post too long. Click here to view the full text.
2 posts omitted.

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Oh yeah one more thing; every fight is a fucking bullet storm. In lore and in some models, the PDF and guardsmen carry slings and many cartridges worth of ammunition. The same principles apply for most other factions. As a result, you can expect that most gunfights turn out to being magdumping sprees, because nearly all fighters involved have the firepower capacity to unload an absolutely disgusting amount of rounds. Maybe the 40k timeline even has the same bullet to kill ratio as the Korean War…

A PDF is outfitted from an entire planet's industrial capacity and population. They should be as competent and as well equipped (or moreso) than any human army today. They'd probably look like soldiers do in Russia and Ukraine if they are fighting. Most planets would have multiple wars going on at the same time due to their class society where the contradictions are laid bare. I think mostly these would look like counterinsurgency wars / genocides. it would be interesting though to portray the normal PDF generals as competent like they should be, and they follow COINTEL tactics to fight revolutionaries that almost certainly have popular support. These revolutions would be wierd, I can imagine a lot overthrowing the entire government on a planet but then still remaining part of the Imperium of Man just with a socialist economic system (It's impossible for communism without everyone else being communist though). Revolutionaries would probably be able to use drones to great efficiency. 40k does portray the ubiquotus revolutions well. But I think a mistake was made with the handling of the Imperial Guard. They should be much more elite, after all they are the best of a planet's PDF and the good equipment goes to them. The imperial guard should look a lot more like the tempestus scions in their training and equipment. They wouldn't be fighting in the dark because they would have better night vision than we do today. They shouldn't have as much supply line issues as they do in universe either. Every spaceship is so big and seems to have so little fuel that there is great space for factories on every vessel. When they enter a system they can build an outpost and make ammunition there, this should be the first thing any imperial fleet does the moment they warp into a star system and renders any issues with supply lines basically irrelevent. Small warp capable ships can just tp to and from any fronts in the system to the outpost factory supplying everyone. Obviously it could take a decade to conquer a whole planet and a century for a whole system with people living on every asteroid and moon if they don't surrender, so the Imperial Guard should be very good at image and propoganda. The most important part of any fight where you're not going to exterminatus them is the actual people and their morale. Also if the fight is taking such a long time they can build new warships and train new crews in the system. But maybe the Imperial Guard would be so powerful humans wouPost too long. Click here to view the full text.

>>37151
You forgot to mention the fact that the sheer amount of violence created by the political problems and the violently high availability of military resources ends up producing the perfect conditions for feudalist societies to form. There’s a reason for why the IoM is described as a feudal theocracy. Most ‘normal’ people on these planets are going straight for the nearest hive city or mega city that’ll offer the most amount of protection against aliens, heretics, revolutionaries, insurgents, fascists, zealots, and more. Even if socialist states form, they ultimately become Stalinist or outright fully feudal in nature, because each planet is legitimately too dangerous to permit enough freedom of movement for people to live away from their oppressors. Don’t forget, people in the feudal Africa and Europe didn’t just become serfs for the sake of it, they became serfs to protect themselves against other lords, barbarians, and militias.

>>37153
You're misunderstanding feudalism. It wasn't a voluntary contract from the peseants, it was imposed top down under threat of violence since the very beginning when late Roman coloniae were made serfs against their will. The Imperium isn't feudalist and this is a very common mistake 40k fans make when describing it. Feudalism was / is a particular stage in history and only exists in semifeudal colonies nowadays which isn't the same as historic feudalism. If it was feudal it wouldn't have industry because that threatens feudal power which is in their land. The Imperium isn't feudal, it is entirely fascist since its foundations. Or maybe a better term is 'barbarism' as in socialism or barbarism, where capitalism has led to a more evil system. Hive cities aren't based on feudalism they are based on 19th century industrial capitalism. Lots of crypto reactionary 40k fans don't want to accept it because it means they have to face the fact that they think the Ecclesiarchy, Inquisition and Astartes are cool when all three are completely fascist.

Anyway I don't care if this is true but in my head cannon everyone lives lives high quality by todays standards (but they are getting exploited even worse since they still have to work 4 hour days despite unspeakable automation in their work) because otherwise I struggle to suspend my disbelief. Also 'Stalinism' is like as far away from feudalism as you can get, Stalin completely erradicated feudalism. Don't put them in the same sentence.

>>37157
Nah it’s pretty feudal. People only become rouge traders out of luck or out of inheritance over what was left from the DAOT. Otherwise, most imperial citizens are stuck living on whatever colonies are under the authority of some random noble or lord and must obey whatever command that leader has to ensure the colony’s survival and the leader’s fortune. If they don’t, risking exile or persecution from the inquisition is what’s left. There are obviously elements of fascism present on these worlds: total subordination to the state, sort of enforced class divide (this is to account for the class violence experienced between the inquisition and all the leaders), militarism (depends on the planet), and police states (also dependent on the planet). However, the conditions for how these worlds fundamentally function paired with the reality that the IoM doesn’t have that much authority over most of the worlds it has or were colonized by the old empire both ensure that the IoM is more feudal than fascist.



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If there’s a similarity that Star Wars battlefront, helldivers 2,, starship troopers: extermination, every fallout game, space marine 2, Halo, duke nukem, GTA, even COD all share, it’s that none of the guns featured in these games have slings. Historically, the use of belts, bags, and slings by foot-soldiers is a recent phenomenon.
I don’t know what caused this, but most modern infantry use that shit to make transporting their supplies, equipment, and weapon(s) around a shitload easier. It’s such a subtle change too. You don’t notice how much the other aspects of human violence have changed outside of the tech used until you notice that soldiers literally hold rifles differently compared to a century ago and in more positions for increased coverage and mobility.
I don’t even think the devs of actual military simulators like arma and squad caught onto a change this drastic yet subtle…
1 post omitted.

>>37119
Very little payoff, too. most players wouldn't notice or care, except to complain

>>37119
You sure you can’t just attach cloth physics to that shit?

>>37121
well you 'could' do a lot of things but development is on a deadline

>>37121
Cloth physics takes more computation to render, and you would need to have it prepared for lots of complex interactions. It would also clash with the trend toward fast, responsive animations. If you have to put the sling over your shoulder every time you pick up a weapon (and also take it off if swapping from a previous weapon), that takes more time and is more clunky. Especially since games tend to involve weapon swapping as a major feature, even in terms of practical utility, the sling is more of an impediment than a benefit.

Another Editor Anon effortpost.



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Tf fucked up reasons made these guns preferable to slug-throwers (it’s the Star Wars equivalent of an ordinary gunpowdered rifle.) This thing won’t kill anything that isn’t a point blank at that point. No wonder the empire is such a mess when such a trash piece of equipment is the primary weapon used by most of its armies. Who knows how much worse their mechanized divisions are…
4 posts omitted.

>>37048
Another lore reason is that blasters have much better armor penetration. People meme about how stormtrooper armor doesn't stop shit but it's actually meant to stop slug throwers, not blasters. Also, most modern rifles only have an effective range of 300-600m, so the blasters aren't that much worse in that regard.

>>37045
blasters have no recoil or bullet drop so you're going to be ridiculously more accurate with them for targets within their max range. i'd take that tradeoff.

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>>37118
That’s the lethal range, the effective firing range for most firearms is often a couple to several kilometres
>>37122
Not really. The drop can often be helpful when shooting someone indirectly from behind cover. Something like that would be useful in… idk within a trench on a barren planet.

>>37123
You can't hit someone in a trench with a rifle, it's not an artillery cannon.

>>37124
You can on a mountain while covering behind a rock, also people did do that and still do—in the same way you’d fire shots at someone by abusing the trajectory of a projectile being shot at a high height.



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Thanks to the guy that recommended revelation space to me, because I wouldn’t have realized just how ‘earth like’ most planets feel like in warhammer games compared to the books. The books share similarities to revelation space, because the authors put shitloads of effort into creating vivid descriptions of the dark coldness that encompasses the vastness of space. Planets in books like rebel winter and fifteen hours actually are described the way a real planet would feel like.
Space marine 2 doesn’t do justice to the legacy the authors of the franchise gave the setting. The planets, ships, and cities all make the game feel more like a fantasy shooter than a sci fi focused on the worlds beyond earth.


>2nd pic is drawn by Alastair Reynolds
15 posts and 1 image reply omitted.

I just beat the main campaign last night. It wasn't bad but I think chaos sucks dick and kind of ruins the story. Like, it's not enough that you have to save hundreds of billions of people from getting devoured by space bugs, now you've got to deal with retardmarines that burst into confetti when you kill them.

I dunno. I was expecting the story to be about fighting the tyranids, and you do for a little while until you get sidetracked by martian tech bullshit and faggy chaos shit AGAIN. And the Necrons are RIGHT THERE if you need a surprise third act villain, so why retread old ground with warp dwelling failsons?

Maybe it's my fault for getting hyped about fighting the Nids and reading about all the fucked up horror aspects involved. I thought at some point a genestealer cult would be involved, and there's a point where it seems like that's about to pop off, but no surprise it's just tzeench chaostard bullshit again.

Oh well, glad I didn't pay for it.

>>37055
>hundreds of billions
It’s literally some random hive world. The population is probably closer to earth’s. As for the rest, it’s likely that they couldn’t add in necrons, because the entire game would be entirely one-sided to them. The corrupted eldar could’ve been a candidate given Titus’ history, the tau are too strange to fit in Titus’ story, and the devs couldn’t do orks because they already did orks.

>>37056
I guess the hive fleet is just a splinter instead of part of a major invasion fleet, but then why not make it a major invasion fleet? Make the world a major hive world and make the ultramarines have to pull out all the stops to save it. Instead they're defeated by killing the load-bearing nid and then they all just die of broken hearts, oh and here are some chaos short bus seat warmers to shoot.

>>37056
>it’s likely that they couldn’t add in necrons, because the entire game would be entirely one-sided to them
No, just Geedubs being too touchy with their IP
https://www.reddit.com/r/40kLore/comments/1fhosxw/spoilers_space_marine_2_lore_answers_from_sabers/

>>37101
>they also don't allow the use of certain major characters like the primarchs and, funnily enough, "Trazyn the Infinite very specifically"
40k end times two, roboskelly reboot boogaloo.



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