#it's a team based tactical shooter
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xenodile · 9 months ago
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"Helldivers 2 is a rogue-like" is the stupidest thing I've heard in a while.
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filehulk · 2 months ago
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Counter Strike
Counter-Strike 1.6 is a legendary modification of the popular FPS game Half-Life 1, which quickly achieved worldwide success as one of the most popular online games ever. Originally created by a small group of modders and programmers, this team-based tactical shooter grew into a massive phenomenon, receiving multiple upgrades, expansions, e-sports support, complete rebuilds in new engines, and…
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irithylldancer · 7 months ago
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hungamagames · 1 year ago
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luna-rainbow · 1 year ago
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Rewatched CATWS on my unexpected day off. I guess I've watched it enough that I am noticing things more in the background XD
I'm noticing more details about CEvans' acting this time around. Steve seems to have this sense of...brittleness, and maybe a little anger, during the first half of the film. The smiles seem just a little forced and his interactions a little distant, until he figures out Hydra was there the whole time and suddenly he's got direction.
The circumstances around Fury's "death" caught my eye. After Fury was shot, Sharon busts in the door and introduces herself as Agent 13 sent to "protect" Steve on Fury's orders. This is...an interesting assertion, given that Steve is shown to be incredibly capable, not just physically but also intellectually, to protect himself, and Sharon isn't shown to give Steve the emotional safety that he was craving in the beginning of the movie, nor was she ever demonstrated to be physically competent enough to protect Steve (unlike, say, Nat). It would seem - and that does seem to be Steve's belief too based on his response - that she was sent to watch him, not to protect him. I still think there’s enough in canon to make Sharon either good or bad right from the start.
Anyway, then this exchange happens:
Sharon (on radio): Foxtrot is down, I need EMTs. Person on other end: Do we have a 20 on the shooter? Steve: Tell him I'm in pursuit.
How did the other person know there was a shooter? Was it someone who was listening in to the bugged apartment, or did Sharon have time to tell them before going into Steve's apartment, or did they know because they were part of the team that sent the sniper?
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I feel like I've mentioned this before (I can't remember half the things I write so anyway, here it is again) but I feel like Steve's response here suggests that he's already starting to clue in on who the Soldier might be. When he's chasing the shadow across the roof, his expression was furious, urgent and determined -- but that all changed when the Soldier caught the shield (picture 1) and made meaningful eye contact tossed it back (picture 2). Steve just looks...surprised and uncertain and, shall we say, a little vulnerable?
Also I didn’t notice this before, but the Strike team were there to watch Fury’s operation as well, so no wonder Fury had to go the whole way including fooling Nat and Steve.
Right before the infamous elevator fight starts, Rumlow gets in the elevator and they have this exchange:
Rumlow: Evidence team found some fibres on the roof they want us to see, you want me to get the tac team ready? Steve: No, let's wait and see what it is first.
Obviously during this time Steve is also very distracted by what Fury has told him and what Pierce has tried to entice him with, so it could just be Steve trying to shelve that thought for later -- but he was also very interested in what Nat could tell him about the Winter Soldier (she used that information to stop him being angry at her), so I wonder if it's a little bit of a cover tactic as well, i.e. he didn't trust the Strike team and didn't want them to get close to this mystery assassin's identity.
I remember there was a meta about how well CATWS established competency, and I just love watching that all over again. Not just for Steve and Nat obviously, but even for the Strike team — they are shown to be incredibly capable and in sync during the Lumerian Star sequence, which is why the stakes of the movie felt so real.
Steve donning the last uniform Bucky saw before he fell off the train is an underrated romantic trope 😂
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samcurrentlywriting · 6 months ago
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"It's just a scratch"
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Summary: The Clone Wars is still raging, and the Bad Batch has a new member. Echo is adjusting to this new squad as much as they are adjusting to him. One day, on a mission, he gets injured and realizes how protective of him Crosshair has become.
Word count: 1096
Prompt: "It's just a scratch." (main prompt)
Notes: Just a very short story, mostly just brother fluff. I have this headcanon that Crosshair and Echo would be super close, but we just never really got to see it because Crosshair was separated from the rest of the Bad Batch so early in the series. Anyway, enjoy! (banners and dividers by @summer-of-bad-batch)
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The smell of hot dust fills the air. From a distance, Crosshair can hear the sound of explosions and blaster fire. Tech, Hunter and Wrecker’s diversion is going well. Him and Echo are walking in utmost silence, approaching the separatist base from the back. 
They don’t talk, but again, they never really do. Crosshair isn’t really good at conversation, and Echo isn’t the kind of person to start and fuel a conversation. But, somehow, they do end up spending a lot of time together. Neither of them likes to be alone. Neither of them minds the silence. 
Hunter, ever so watchful, noticed, and had them working together on a few missions. They made a good team. The sniper and the ARC trooper. Echo liked that Crosshair didn’t pity him. He was compassionate, in his own silent way, but he never gave him empty words of reassurance. He never acted like nothing had happened either. 
They move in closer to the base, both of them counting the droids. Crosshair uses the scope attached to his helmet and analyzes the situation. 
“What do we have here?” He says with a smile. “A tactical droid, with no obstacle in the way.”
“Hit it in the neck, just below the head. I can extract the data from its memory banks.”
Crosshair nods and gets in position to shoot. Echo gets ready to run and attack the rest of the droids not dispatched in the front. The younger clone takes the shot, sending the droid head flying. 
“Good shot!” Echo compliments, giving him a kind pat on the back. 
They both run to the base. The few droids left to guard that side are quickly overwhelmed, and they make it inside in no time, ready to grab the tactical droid’s head, plant a few bombs and get out of here. Crosshair suddenly hears a noise he hates. 
“Commando droids.” He grunts to Echo. 
Four of them enter the corridor in front of them, and start blasting. Though Crosshair is a long-range shooter, he is never too out of his depth in close quarter combat. That is, against droids at least. The few times he has tried fist-fighting Hunter haven’t turned out too well for him. Echo, on the other hand, is in his element. 
Working with him has changed Crosshair’s view on the regs, though he would never admit to it. The way Echo fights, the way he moves during combat, Crosshair has to admit he’s a good fighter. 
“Get the head, I’ll hold them off.” Crosshair shouts. 
Echo nods and makes his way to the command room, followed only by one commando droid, leaving Crosshair to handle the three others. He finally manages to shoot one and plants a mirror on the wall. He waits for the droid to move, then takes the shot. The closest one is hit, but the other one manages to avoid the shot. Crosshair grunts. Just as he is about to try and shoot the droid again, it falls to the ground, hit in the back. Echo stands behind it, a smirk on his face. 
“I had him.” Crosshair snarls, as a matter of principle. 
From the corner of his sight, he sees movement, and shouts, too late:
“Echo, watch out!”
Not completely deactivated, the droid tried a last attack against the clone. Crosshair shoots the commando droid multiple times, before running to Echo. 
“Are you alright?”
“Don’t worry, it’s just a scratch.”
Crosshair frowns. Echo is bleeding, red liquid dripping from his arm, already forming a small pool on the floor. 
“Ah, look at me, I’ve had worse.” 
He’s still smiling, but he somehow is paler than usual. Crosshair activates his comm and contacts the other three:
“We have the droid head, but Echo is injured. You need to pick him up while I’ll plant the bombs to destroy that base.
None of them have time to respond before Echo interjects:
“I’m fine, no change of plans, we meet at the rendezvous point.”
And he stops the comm. With a sigh, he detaches the piece of fabric hanging from his waist, and asks Crosshair to use it as a bandage on the wound. 
“A scratch doesn’t need a bandage.” Crosshair whispers, tying the fabric tightly to quench the bleeding. 
“It’s a big scratch.” 
Echo shrugs, grabs a bomb, and throws it to the ceiling. It attaches and starts blinking. Crosshair grunts but says nothing. Quickly, they plant all the bombs they have, and make their escape via the front of the base, where the fight is still raging. 
“You are late.” Tech says in the comm channel. 
“Yeah well, you know, it’s not easy deciding where to put the bombs, you have to pick the right place for maximum effect…” Echo replies. 
Crosshair can almost see Hunter rolling his eyes under his helmet. 
“Ok, lads, we’re done here, now let’s blow this base.”
Crosshair, inexplicably in a good mood despite being worried about Echo, throws the detonator to Wrecker. He’s only half wearing his helmet, so Crosshair can see how his face lights up. They run in the direction of their ship and once they’re in the sky, Wrecker presses the button. The whole base blows up, flames rising towards the sky. 
“Yeah, haha !”
The Marauder jumps to hyperspace, and Crosshair turns to Echo. He hasn’t gained much color on his skin in his time with the Bad Batch, and it’s hard to say if he’s sick or not. They walk to the end of the ship, where Crosshair grabs a medkit. Slowly, he helps Echo remove the makeshift bandage. The wound is deep, but the bleeding has receded. 
“I told you it was just a scratch.”
“Mmh.”
Crosshair disinfects the zone before applying a fast-heal bandage. 
“Thanks.”
They sit in silence as Crosshair packs up the medkit. 
“You know you don’t need to protect me like that?” Echo eventually asks. 
Crosshair pouts briefly but doesn’t find anything to retort. The truth is, he does feel the need to protect Echo. Which is stupid, because Echo is older, and an ARC trooper. But he is also the newest member of the Bad Batch. For a long time, Crosshair was the youngest. Though they all felt the same age, he still was the youngest. But now, Echo was the new one and his addition to the team had triggered a protective instinct in Crosshair. 
Echo chuckles and pats him gently on the back.
“I’m glad I get to fight by your side, Crosshair.”
Crosshair smiles. He is glad to have Echo by his side too. 
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wifflum · 8 months ago
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Video games that suck and why they suck
Dark Souls spawned a wonderful genre with an excellent, new (besides Demon's Souls), combat system that has been improved to have everything you could think of asking for, by games like Stellar Blade. Dark Souls, even though it was first, however, sucks. Here's why it sucks.
Dark Souls was made by a self-proclaimed masochist who said, about the game, "these are ways I would like to die," and then set the entire game design team to the objective of killing the player at every opportunity. It's like hostile architecture as a video game. The game is trying to kill you at almost every step, but it had this amazing new combat system, so that was tolerated. Now the blind sheep that are the masses worship it.
Elden Ring and Sekiro, on the other hand, did not have this incredibly sadistic touch to them, and are far more fun to actually play. And these trainwrecks who love Dark Souls would say it's a skill issue, to not enjoy crawling your way to the next death spot like it's progression in Final Fantasy XIV raids only through a fu**ing level, let alone the boss fights, and would blame the victim of literal and admitted game design sadism.
Red Dead Redemption, Spiderman, God of War, and also Grand Theft Auto (at least the campaign) and Uncharted-- all of these games also suck. This is because they are not made with gameplay in mind, because the target audience hardly gives a sh** about gameplay and just wants an interactive movie. They are, as a popular and often contrarian video game critic put it, "ghost train rides". They are theme park attractions that are purely there to entertain from a distance, and not really to be interacted with like you would expect from a video game. Gameplay is secondary, and it's often almost tertiary it's so far from being considered important. That is why these games suck.
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Another somewhat extensive area for video games to suck in, is the Fallout and Elder Scrolls type of games. These games, instead of making story so fu**ing primary that gameplay, the whole point of video games existing at all, is ignored, do the exact same thing with their open-worlds and RPG mechanics. Just imagine a turn-based game like Final Fantasy 7, only the gameplay that can actually kind of stand on its own is actually gameplay that sucks co** and could never stand on its own.
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I play video games for combat. To have fun and display skill. Everything else is set dressing for that one primary thing, and games that suck either intentionally obstruct fun combat, like Dark Souls does, or might as well not even include it it's so bad.
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Some other games that suck are fighting games, because in order to get your ration of 3 seconds of neutral game per match, which might be pretty good but in my experience isn't anything to write to my girlfriend in jail about, you have to spend 8 million hours mastering filler moves that waste both players time and just drop the health bars to what they might as well be at the start, which is 3 hits until death.
Tactical RPGs are not that bad, I don't think, but dear God are they stressful sometimes. It's also slow and can get tiresome unless you personally are slow and tired and prefer that pace over action games.
First Person Shooters need defense options other than fu**ing sprint or better offense (throwing a flashbang is an offense action, as is laying a mine) for every situation, which Remnant: From the Ashes really put in sharp relief.
MOBAs, like League of Legends, need to be done differently rather than copying a game that had a barely passing grade on its combat system (DOTA 1 on Warcraft 3) because it took it from an strategy game where you're supposed to be spending 3/4 of your time managing your base and resources and only fighting a small portion of the time. Battleborn actually showed what MOBAs are capable of to some degree, although it didn't have dodges or anything, but got overshadowed by Overwatch which everyone either immediately regretted or regrets now since Overwatch is agony to play.
One game that largely sucked but did not entirely suck, contrary to what everyone and their goldfish will tell you, was Anthem. At one point it had a triple jump, triple dodge, comboing melee character that could frontflip into sniping something in the head or spraying it with submachine gun fire. Yes, that was motherfu**ing Anthem that had that, in the Interceptor Javelin, though the people in the other Javelins did not look to be having much fun.
The last games that suck, which I think everyone largely knows they suck, are Ubisoft games. Now Far Cry isn't that bad, because it still has a reasonable focus on gameplay, but Assassin's Creed games have combat that is almost as ass as Rockstar games' gameplay.
Just, all you have to do, lol, is take some reasonable approximation of soulslike combat, with an actual functional deflect if you include one, unlike Rise of the Ronin, and do whatever your little gimmick is on top of that. People will fall over themselves saying how amazing it is. Just make ACCEPTABLE gameplay with whatever your horsesh** is that your audience of nitwits loves, and it will be something as if from an advanced society in the future.
Although, I personally think the window for that is closing and it wouldn't be jaw-dropping anymore, with soulslikes branching out so much. All we really need now is a soulslike MMO and that'll be the kitchen sink, and I think it's rapidly approaching. All I would ask of someone doing that is that you model the PvP after Guild Wars 1 Random Arenas, and you'd have to study that pretty extensively because there's a lot of nuance that made it so good, but it was namely an extreme difficulty to combat, like you'd get from a PvE game set to Insanity difficulty, somehow enveloping the PvP experience.
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Anyway, that's how video games of today almost all suck. And it's because they're not really video games; they're either like a simulation of something, traveling or getting stronger, or just straight-up a movie, with video gameyness slapped onto the side like a sticker, with about as much effort put into the application. The games that are good, as video games and not interactive media, which is what a lot of these things should be distinguished as, ask the user to display skill and they make that display enjoyable and varied. There's a million ways to screw up the execution of that design or to excel at it, but only a few games even set that objective of good combat as an actual goal.
But, if it makes makes money it's fine how it is, fu** foresight and artistic integrity, and we must all keep churning out pig slop to the pigs.
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t-u-i-t-c · 4 months ago
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About Genba (Episodes 1-25)
Some notes, quotes, and general information learned about Genba in the first half of Bakuage Sentai BoonBoomger
Notes that Taiya really knows how to customize - Episode 1
Procurer - Episode 2
Paid by Taiya - Episode 2
Delivers a bike to Mira upon Taiya’s request - Episode 3
Is able to enter the base and is paid by Taiya - Episode 3
Calls for the BoonBoomgers to be delivered to the scene where a Kurumaju is attacking - Episode 4
Delivers Jou his Changer and Change Axe - Episode 5
Delivers Bun Red a line of defense against Madrex - Episode 6
Taiya tailor-made his Changer and Change Axe for him - Episode 7
Has had prior conversations with Taiya rejecting a position as a BoonBoomger - Episode 7
Procurement and observing the BoonBoomgers’ growth is what makes him happy - Episode 7
Taiya tells him that he’d be better off in a front row seat with eyes on all the action as a fellow BoonBoomger, as the team is growing fast and Genba may not be able to keep up with them - Episode 7
After being unable to keep up with the BoonBoomgers, he declares that Taiya has made his point and accepts the position of Bun Orange - Episode 7
Jou excitedly shows him around the base with Mira welcoming him - Episode 7
Ishiro tells him that if he can’t keep up he’ll be left behind - Episode 7
Genba says he has something worth fighting for, but won’t say what it is when Taiya asks what it is - Episode 7
Is a fan of the mascot Belora, finding her cute (Bundorio is also a fan) - Episode 7
Rushes to Taiya when he is injured and passes out after Taiya fights Madrex - Episode 8
Knew about Taiya and Bundorio’s dream - Episode 9
Questioned if Taiya had told Mira and Jou about his dream - Episode 9
Says that Ishiro is too soft on Taiya - Episode 9
Calls Ishiro childish - Episode 9
Tells Taiya that he won’t give up his front-row seat - Episode 9
Refers to Ishiro as “Chasshiro” - Episode 9
Gets excited about a Belora CD that Ishiro presents Bundorio on Shirabe’s behalf - Episode 9
Refers to Belora as his "beloved Belora" - Episode 9
Taiya vouched for him to the ISA as a deliveryman - Episode 10
Mira notes that Genba is acting more motivated than usual when he's making a delivery for the ISA- Episode 10
Mira says that she believes Genba is trying hard to understand the team and that she will help him seriously bc he is being serious about understanding them- Episode 10
Says that to deceive your enemies, you gotta fool your comrades - Episode 10
Likes helping people who are serious about a task, but doesn’t really know what he takes seriously - Episode 10
^ Why he took up a delivery mission that the others tend to get fired up about - Episode 10
Prefers smooth Kashiwa Mochi - Episode 10
Says that Mira was a great help in deceiving the enemies bc she didn’t know what was going on - Episode 10
Tells Taiya that being a deliveryman was more fun than he expected it to be- Episode 10
Is called “Procurement” by Ishiro - Episode 11
Notes that Bun Blue is a sharp shooter - Episode 11
Says that the team is shaping up nicely - Episode 13
Genba is shown to value money (was also shown in previous episodes as he shows joy in recieving payments for his work) - Episode 13
Genba pretends to be on the Hashiliens’ side to manipulate their tactic of cranking down the BoonBoomgers and utilize it against them - Episode 13
When Taiya cannot find him, the entire team heads out in search of him - Episode 13
No matter how cranked down he is, Genba is going to procure anything to crank up his friends - Episode 13
Genba refers to the other BoonBoomgers as his friends - Episode 13
BoonBoom Safari likes how Genba was sneaky/clever with his attack, like a wild animal, and accepts him - Episode 13
Mira suggests to Ishiro that he should ask Genba for help with getting Marine to accept him, as Genba was accepted by Safari - Episode 14
Genba is praised by Jou and Taiya earning Safari’s acceptance - Episode 14
Genba proposes the strategy of splitting the team into 2 groups - Episode 14
Provides a key to a warehouse for Jou and Keitaro to stay the night - Episode 15
Does a fake-out where he seems to go to hit Jou but is really just teasing as he gives Jou the key - Episode 15
Key that he gives Jou has a Belora keychain - Episode 15
Shows up with the rest of the team to comfort Jou after Keitaro's demise - Episode 15
“Nothing’s more serious than your dreams. That’s a bit of cosmic truth.” - Episode 16
Sakito tells him that his checkered flag has flown - Episode 16
Sakito manages to procure something before Genba - Sticky pickle of a situation (as noted by Genba) - Episode 16
Genba can bartend and Mira notes that it suits him - Episode 17
Each drink he makes is catered to the taste of the person he’s making it for - Episode 17
Wears an outfit suitable for a bartender - Episode 17
“If there’s no cost, I don’t see the harm.” - Genba referring to Sakito offering a one-time free clean-up for the BoonBoomgers - Taiya is against this - Episode 17
Procures the stolen trading card from the Hashiliens for Sakito - Episode 18
^ Implies that Genba is good at pick-pocketing as he manages to pick-pocket Itasha, who is noted to be one of the best pick-pockets in the universe - Episode 18
Genba agrees with Ishiro on Taiya needing to leave due to his wealth when the Kurumaju weighed people down based on the weight of their assets - Episode 19
Genba notes that even he couldn’t have procured a set of wings like Byun D’s - Episode 19
Genba wishes for there to be no more troublemakers from space for Tanabata - Episode 19
Genba notes “another day another shift” when Mira returns from work - Episode 20
During an investigation of spontaneous fires, Genba takes on the identity of a “Candy Detective” – Episode 21
When interviewing witnesses, he gives them lollipops as thanks for their cooperation - Episode 21
Wears his detective look over his usual outfit - Episode 21
Genba is able to deduce the cause of the fires by listening to witness accounts and noting how things said at the time of the fires related to fire - Episode 21
Genba protects a civilian along with Jou before her apartment sets on fire - Episode 21
Deduction: “With the aid of priceless companions… All dreams may one day come true.” - Episode 21
Procured a control chip for independent AI based off of Safari and Marine’s data with an upgraded algorithm installed for Leo Rescue - Episode 22
Catcher position on the Bakuage Baseball Sentai Boonboomger team - Episode 23
Uniform number: 12 - Episode 23
Wears a long sleeve shirt under his uniform and his cap backwards - Episode 23
Says that a catcher is the linchpin of defense - Episode 23
Notes that their team winning was a 9th inning miracle - Episode 23
Can perform magic tricks - Episode 24
Is happy to help out with the children after school with Taiya and the others - Episode 24
^ Performs tricks for them and plays soccer with them - Episode 24
Shows great concern when Taiya gets hit and put to sleep - Episode 24
^ Tries to wake him through calling his name and through the use of musical instruments that he procures - Episode 24
Happily sings along with the others - Episode 24
Facilities and staff at satellite network bought by Taiya were procured by him - Episode 25
Wears a yukata to the fireworks show with a bracelet that matches with the others' bracelets, and carries a fan - Episode 25
Procured games and food for the event, with the food being procured from food stalls - Episode 25
Personally gave Ishiro the candied apples he asked for - Episode 25
Is seen holding multiple chocolate covered bananas and laughing while enjoying the fireworks - Episode 25
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thecompetitiveedgeblog · 18 days ago
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Overwatch 1 vs. Overwatch 2: Evolution or Departure?
Once known as the definitive team-based shooter, and 2016 game of the year, Overwatch captivated millions with its dynamic cast of heroes and revolutionary mechanics in FPS games. But with Overwatch 2’s release in 2022, players are left asking, did the sequel honor its original legacy or break it entirely?
Context and Backgrounds
Released in 2016, Overwatch became an instant phenomenon, that overall redefined the landscape of team-based shooters as we know it. It introduced players to a diverse roster of heroes, each with unique abilities, ethnicities, and personalities, and emphasized teamwork and strategy over pure shooting skills, which was a new take on FPS games. With its colorful, optimistic art style and easy-to-get-used-to mechanics, Overwatch carved out a place not only in casual gaming circles but also in the competitive esports world altogether.
Over the years of Overwatch's existence, Blizzard Entertainment, the game’s developer, maintained the game with updates, seasonal events, and new characters to keep players engaged in the game as time went on, to ensure it didn’t get stale or boring. I personally started playing in late 2016, specializing in the tank role, which is a role crucial to Overwatch’s tactical gameplay when playing. Playing as an off-tank in Overwatch 1 felt like a specialized task, as off-tank heroes like D.Va and Zarya weren't just responsible for taking hits but were focused on "peeling", or protecting the supports and enabling the main tank to secure space on the map. This role synergy made the gameplay feel very deeply strategic, especially when playing in a structured environment like the Console Gaming League (CGL), where I competed on a team called Kinetix. Together, we were one of the top teams on Xbox, winning eight tournaments and establishing a reputation in the community of console Overwatch.
However, as the gaming landscape evolved over the years, Blizzard announced a sequel, Overwatch 2, which aimed to refresh the franchise with new content and mechanics while keeping the core Overwatch experience intact. Overwatch 2 was introduced in 2019 at Blizzcon, a large-scale event where Blizzard showcases what's new in their games and community. Players' initial reactions to Overwatch 2 were mostly positive, as the promise of Overwatch 2 and its new and fresh content stirred excitement but also raised questions about whether a true sequel could be made out of an ongoing game with such a loyal community, and if Blizzard could fulfill their promise to the Overwatch community in the first place.
The Changes from Overwatch 1 to Overwatch 2
Blizzard’s vision for Overwatch 2 involved several significant changes that would reshape gameplay and the overall experience, including a fully-fledged PvE experience that was infinitely replayable. Some of the most notable changes that made it through and were implemented fully include:
Gameplay Mechanics: One of the most controversial adjustments, especially for the community was the shift from 6v6 to 5v5 gameplay, which changed the way the gameplay worked. By removing one tank role from each team, Blizzard aimed to reduce the game’s complexity and make matches faster-paced, as well as reduce the match queue times. However, this change significantly altered team dynamics and forced players to adapt to a more streamlined, yet arguably more chaotic, playstyle. The 5v5 format places greater emphasis on individual performance and roles, particularly on the tank player, whose role becomes even more central to each team. For someone like me, who had grown used to playing off-tank, this change was jarring and also hard to adapt to at first. In Overwatch 1, playing tank was a team-centered experience, with main and off-tanks working in tandem together to win the game and help their team the best they can. Transitioning to a single-tank system meant adapting to a much more aggressive playstyle, as all tank heroes received buffs to make them more self-sufficient. Initially, I found the change exciting, which finally gave me a chance to be the central playmaker for the team I was on, with no other tank to worry about with other responsibilities. However, the complexity and strategic depth I loved about playing off-tank were gone, replaced by a faster, more individualistic game, and in the end, it felt as if a layer of teamwork had been stripped away. 2. Graphics and UI: Overwatch 2 brought a lot of visual updates that gave the game a polished, modern look that definitely improved the way the game looked in the long run. Character models, environments, and animations were revamped, which improved overall aesthetics without sacrificing the original charm that Overwatch once gave. The user interface also saw a complete redesign, aiming for a cleaner, more efficient layout to help players new and old access key information quickly during matches, which also aligned more with the colors and polish of Overwatch 2. However, some fans felt that while the game looked visually impressive, these updates did not justify a full sequel, and it was a waste of time and effort. 3. Progression System: One of the biggest overhauls came with the new progression and reward systems which was one of the key new features and grabs of Overwatch 2. Where Overwatch 1 focused on loot boxes and event-based skins, Overwatch 2 introduced a battle pass system, along with a massive shop update and rehaul, following trends in other multiplayer games in the modern age. This shift, which involved monetizing certain cosmetics and content, whether it be too much or not, sparked many mixed reactions. While some players appreciated the straightforwardness of battle passes, others saw it as a move away from the more accessible reward structure of Overwatch 1, where players could earn skins and items more freely. Most of the recent collaborations that Overwatch has done, such as My Hero Academia, all introduced new skins for multiple heroes, all of which cost real-world money to obtain.
Community Reactions
The community’s response to Overwatch 2 has been complex and often divided, especially as of later 2024. Many long-term players expressed frustration, more specifically regarding the changes to core gameplay mechanics. The shift to 5v5 received mixed reactions, with some appreciating the faster pace but others felt it disrupted the balance and teamwork dynamics that had previously defined Overwatch as a game.
Discussions across social media platforms and online forums like Reddit highlighted several recurring criticisms, especially concerning Blizzard’s decision to monetize more heavily through battle passes and paid skins in the shop. Fans who had invested years in Overwatch 1 felt the switch to a more monetized system deteriorated the inclusivity and accessibility that had previously characterized the game.
Despite the backlash, some parts of the community have embraced the new format, welcoming all the fresh content, faster match times, and graphical updates as a whole. For some players, the changes to heroes and maps provided new challenges and an opportunity to relearn and master the game all over again, capturing some of the magic Overwatch 1 gave them.
Personally, I’ve missed the old 6v6 format. In Overwatch 2, it often feels like the burden falls entirely on me, the single tank, making the game more intense but also more isolating and so dependent on me. The connection I felt when coordinating with another tank in Overwatch 1 just isn't there anymore, and it makes me sad. I still find enjoyment in the game, but Overwatch 2's structure makes me feel more like an individual player in a solo experience than part of a larger, cohesive team overall. Interestingly, Blizzard seems to be listening to these kinds of concerns, as they are currently testing an optional 6v6 mode to see if it could be reintroduced, which shows how divided the community still is over the switch to 5v5, even two years after Overwatch 2’s release in 2022. Players have had a long time to access where their mindsets are about Overwatch 2’s 5v5 format, and Blizzard is taking action.
Overall Evaluation
Overwatch 2 feels like both an expansion and a downgrade from the original game. Blizzard at first aimed to refresh the experience and bring the game into a more modern gaming environment, but this ambition came with many different challenges that were faced. The adjustments in team structure and monetization sparked debates about whether the new Overwatch truly retains the magic of the original, and most people agree that the sequel failed to do that. As someone who has been with the franchise for 8 years, Overwatch 2 captures some of what made the original game special but lacks the collaborative spirit I cherished from the first game. The changes were very bold and overall, I often feel like they have come at the cost of the teamwork and strategic depth that defined the Overwatch experience for me in the earlier days.
Conclusion
Overwatch 2 represents Blizzard’s attempt to modernize a beloved franchise, but it remains a controversial transformation for many longtime players of the game. While the graphical updates, new heroes, and reworked progression systems may attract a new audience, which it did successfully, the move to 5v5 has left some seasoned fans nostalgic for the days of 6v6 and the synergy that two tanks brought to each match. With the recent announcement of a potential return to the 6v6 mode, it’s clear Blizzard is still navigating the balance between innovation and tradition for the game. For fans like me, Overwatch 2 is a fresh yet bittersweet experience and a game that, while it’s thrilling in its own right, feels like it has traded some of its soul for a faster, more accessible format. Whether Overwatch 2 ultimately succeeds in re-energizing the series or falls short will depend on how Blizzard continues to respond to its community’s voices, both old and new. The rest of 2024 will remain a crucial time for Blizzard, as the Overwatch 2 format remains unclear.
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pineappleciders · 2 years ago
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hihi!! could i ask an omori headcannon with an gn reader that loves videogames?? if you already do, could ya do with an reader that loves the stars?? SORRY IF I'M BROTHRJRGTIGN YOU SKDLVJSKL
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MIKU DANCING BTW
RW OMORI gang with a reader who loves video games
includes: SUNNY, AUBREY, KEL, HERO, MARI, and BASIL
A/N: i have not done this so!!i also might do the stars request sometime :3 and you aren't bothering anyone i promise🫶 it has come to my attention after writing this that i mentioned wii's and controllers a lot. i grew up a console gamer and since omori kinda takes place in like the 2000's there isn't much pc stuff oops🤫
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☆ ☆ ☆
SUNNY
i just KNOW he loves video games. he locks himself in his room and plays games on his puter for like 8 hours straight
his favorite games are RPGs and shooters!!! he really likes the old-school super mario bros games, and he likes smash bros sometimes but rages too hard at it
he can coach you in shooters so you absolutely DESTROY the competition. like he has a little mic in ur ear telling you what to do like you're playing sports
he also LOVES when you teach him game tactics, like his eyes are sparkling when you show him a sick combo in smash bros or an animation cancel. he thinks you're so cool for knowing that
he is always daydreaming about games and games actually affect a lot of stuff in headspace for him!!!! like a bunch of boss fights are based off of bosses in his fav childhood games
as a kid he always took his gameboy everywhere, and you always watch him play and cheer him on. and he lets you play with it too!!
AUBREY
video games are more of a nostalgic thing for her, like for her they're childhood memories of playing mario on kel's wii and getting super competitive with him
she likes to watch you play!! like if you're stuck in a certain part of a game she'll brainstorm and try to help you out. she's also very impressed that your brain can comprehend it all, for her it all just melts together
honestly i think she'd kinda suck at a lot of games but give her a controller on a FPS shooter and she's like. laughing maniacally and going on a killing spree
she definitely has some. errrr . rage issues. you might wanna take your controller back before she can throw it at the wall. she doesn't say ez or anything but if her teammates are trash-talking her she gets BRUTAL and bullies the shit out of them
she likes RPGs for awhile but when she gets stuck or lost she gets angry and gives up LMFAO. huffs and thanks you if you help her out but still might not play the game out of spite
KEL
he played more games in his childhood, but he's always been a tryhard!!!!
he doesn't rage, but he gets really competitive and tries REALLY hard. esp if he's against aubrey. he was more of a sore loser as a kid, now he's a better sport. still super sweaty though
lots of playing mario kart!!! the only other big game lover in the group is sunny so you three end up playing games on kel's wii together. kel prefers to play it himself but if you wanna take a turn he's all for watching you play!
he cheers you on and tells you to absolutely demolish the enemy team. like he's hovering over you and shouting like "HE's RIGHT THERE HE'S RIGHT THERE"
hero ends up telling u all to get outside and play when u end up sitting on the couch for hours. you groan but reluctantly comply
he appreciates it if you coach him in a game,, he's really great at fighting games like mortal kombat but he kinda sucks ass at FPS shooters. RPGs he just doesn't find entertaining and usually gets distracted
i can see him liking GTA but never being allowed to play it, so if you have it he'd play it at your house (u two giggle together when he enters the strip club) (and hero yells at you both for it)
HERO
hero never really played many games, only as a small child on his gameboy. sometimes he'd watch kel play games but other than that he isn't experienced
honestly. he goes into a game saying he doesn't know how to play and is gonna get his shit rocked and he sucks sooo bad and then he is GODLY at the game.
like he picks up the controller and his thumbs just start moving even if he has no idea what's going on. it kinda pisses u off LMFAO
he's great at gaming but doesn't find much interest in it, he'd love to watch you play though!! he thinks it's so cool how you understand everything that's going on on the screen
probably gets you an old-school gaming device like a gameboy or nintendo DS as a gift,, he thinks you'd appreciate it because it's 'vintage', and buys cartridges of games from his childhood so you can experience it with him!!
MARI
she doesn't game often (at all) but when she does she's AMAZING AT IT. like you introduce her to a game expecting to absolutely roll her and so ur about to go easy on her and you get DESTROYED
and she'll get all smug and act innocent about it too. like "oh haha i haven't played this in so long i'm surprised i'm still good at it!😊😊" all while literally wiping the floor with you
she claps for you and tells you she's proud of you if you beat a certain level or level up or something. she'll like make you a special treat too even if it's something small (she's very proud!!)
always insisting that you and sunny 1v1 or play together. she thinks it'd be so cute to have you to share something you both love!!!!
she never rages or anything, but i can see her getting really dirty sometimes with trash-talk. like if someones being mean to you in vc or match chat she's angrily typing the worst things imaginable and telling you not to look
BASIL
like aubrey, games are more nostalgic childhood things for him. like he remembers always watching sunny play on his gameboy and cheering on sunny and kel when they played games on saturdays
he's okay at gaming, like he's not bad but he's not good. he's okay at FPS games and shooters but he prefers RPGs and cute games like minecraft and stardew valley. indie games and games like OMORI r stuff i think he'd like too
loves to watch you play, and if you ask him if he wants to try he might hesitate but agrees and starts SHREDDING. idk i feel like he'd he really good at cod zombies even if he thinks he sucks. like he literally is so good at it it's annoying
very encouraging. he is your #1 cheerleader when playing
when he's in the store and sees like merch of games or figurines he always thinks of you like 'oh Y/N would like that!!' and if he can afford it then he gives it to you all casually
"yeah i saw this $300 figurine at the store, it made me think of you! ... do you not like it? i can bring it back !!!!"
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bestio-game · 3 months ago
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5 Must-Play IO Games You Need to Check Out
5 Must-Play IO Games You Need to Check Out
If you’re into quick, fun games that you can play right in your browser, then IO games are probably already on your radar. They’re easy to get into, no downloads required, and they’re perfect for those times when you just want to jump in and play. But with so many out there, which ones are really worth your time? Don’t worry, we’ve got you covered! Here’s a list of five awesome IO games that you should definitely try out. These gems were made by some brilliant developers we’re just here to help you discover them!
1. Bloxd.io
If you’re a fan of block-building games like Minecraft, then Bloxd.io is going to be right up your alley. It’s all about parkour, building, and racing through obstacles, but with that classic blocky aesthetic we all love. Whether you’re racing against the clock or trying to outbuild your competition, Bloxd.io is packed with creativity and fun. You can really let your imagination run wild while navigating tricky courses.
2. Lolshot.io
Ready for some shooting action? Lolshot.io is a fast-paced first-person shooter that doesn’t hold back on the fun. The colorful, cartoon-like graphics make it feel lighthearted, but don’t let that fool you—this game is competitive! Whether you prefer to snipe from a distance or jump right into the fray, Lolshot.io is perfect for quick matches packed with energy and chaos. It’s easy to pick up, but there’s plenty of depth for those who want to master it.
3. Zombs.io
If you’re into strategy games, then Zombs.io is a must-play. It’s a mix of tower defense and resource management you’ll be gathering materials, building up your base, and defending it from waves of relentless zombies. It’s all about planning and making sure your defenses are strong enough to withstand the increasingly tough enemies. Whether you’re playing solo or with friends, Zombs.io is addictive and packed with strategic fun.
4. Ev.io
For those who love futuristic shooters, Ev.io is where it’s at. This game delivers a smooth FPS experience, right in your browser, with sci-fi weapons, abilities, and beautifully designed maps. It’s a great blend of fast-paced action and sleek, modern visuals. The best part? It’s easy to jump into, but mastering the different weapons and tactics will keep you coming back for more. If you’re into competitive shooters, you’ve got to give Ev.io a try.
5. Stug.io
Tanks! If you’ve ever wanted to control a tank in an intense multiplayer battle, Stug.io is your game. It’s all about teamwork and strategy as you control a tank and fight it out with other players. The game is simple to get into, but the real challenge comes in how you move and work with your team to take down the enemy. It’s a fresh take on tank warfare that’s fun, fast-paced, and surprisingly strategic.
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viktorviolettaenterprises · 2 years ago
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Czechslovakia Armaments
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@ts4-poses​ @ts4-poses-masterlist​
DOWNLOAD!!!!!!!!!!
Privet Tovarisch And Happy New Year For Everyone. Greetings and Salutation for us All, and hope you guys still stay with us and trusting us for your Defense Needs.
This time Around We'll Covering the Finest Weapons From Czechoslovakia (Now Czech and Slovakia). former Warsaw Pacts member who shine a bright with their breakthrough inventions, that carried until post Soviet States. the Rising Star for the west. And Sorry For Delayed Post.. We're Planning to add another Segment For VVE in format of E-Magazines. for improvement of our Bureau. for now.. stay Tuned
Pistols The CZ 75 The Member Of Famous "The Wonder 9" Is Here CZ75 is a semi-automatic pistol made by Česká zbrojovka Uherský Brod (CZUB) in the Czech Republic. First introduced in 1975, it is one of the original "wonder nines" featuring a staggered-column magazine, all-steel construction, and a hammer forged barrel. It has a good reputation amongst pistol shooters for quality and versatility at a reasonable price, and is widely distributed throughout the world. It is also the most common gun in the Czech Republic.
We Covering 4 Famous Version of this Gun which are CZ75B (Second-generation CZ 75 with internal firing pin safety, squared and serrated trigger guard, and ring hammer. which fire in Semi Auto Mode), CZ75A (The Machine Pistol Version of CZ75, That Popularized by Grand Theft Auto 4:The Lost And Damned & Counter Strike:Global Offensive), CZ SP01 (New generation of CZ 75 SP-01 pistol especially adapted according to  suggestions as proposed by users from Law Enforcement, Military and  Police communities worldwide, with an additional input from the Team CZ  shooters Angus Hobdell and Adam Tyc. Based on the SP-01, it has no  firing pin block resulting in improved trigger travel. It also features a  slightly reshaped grip and safety, a “weaker” recoil spring for easier  loading, and fiber optic front sight and tactical “Novak style” rear sight.) & CZ P-07 (The CZ P-07 DUTY is a compact, polymer-framed CZ 75 variant notable for  having a redesigned trigger mechanism.  The redesign has reduced the  number of parts as well as improved the trigger pull.  Chambered in 9mm  Luger and .40 S&W, the CZ P-07 DUTY also includes the ability to  change the manual safety to a decocking lever and vice versa through an  exchange of parts.)
ASSAULT Rifles 1.SA Vz-58  Assault Rifle The Samopal vzor 1958 (submachine gun, model of 1958) was the  standard assault rifle of the Czechoslovak army from the late 1950s and until the dissolution of the Socialist Republic Of Czechslovakia in the 1993. At the present time the  SA Vz.58 is still used by the Czech and Slovak armies, as well as sold  for export in some quantities. The SA Vz.58 saw not much of real combat,  so it is hard to judge how it stakes up against the most known  contemporary rivals, like the Soviet / Russian AK-47 or the US M16.  But the overall quality, fit and finish of this rifle is excellent.  This rifle had been designed by the Czech arms designer Jiří Čermák,  under the project codename "KOŠTĚ", or "Broom", in English. Development  began in January 1956, and the rifle was adopted for service only 2  years later, in 1958. The rifle was manufactured by the state-owned arms  factory "Česká zbrojovka", located in the town of Uherský Brod (CZ-UB).
The Czech army planned to replace the SA Vz.58 with the newest CZ-2000 and the CZ-805 rifle system, chambered for 5.56mm NATO ammunition, but the financial difficulties severely slowed down this process.
While  SA Vz.58 strongly resembles externally the famous Kalashnikov AK-47 assault rifle, but internally it is entirely different and of original and well-thought out design. We Covering 2 Famous Version of this Gun which are Vz. 58 P which is Standard fixed stock (casually called "pádlo" (paddle) by Czech soldiers) & Vz. 58 V: Metal folding stock version for vehicle crew and airborne units. (casually called "kosa" (scythe) by Czech soldiers) 1.CZ-805 BREN Assault Rifle The CZ 805 assault rifle was first introduced to the public in 2009, as a possible future replacement for aged SA Vz-58 assault rifles still in use by Czech Armed Forces. According to the recent news, early in 2010 the CZ 805 was selected as a next standard military rifle for Czech armed forces, with production contract issued to the famous Czech arms factory CZ-UB in the city of Uhersky Brod. The CZ 805 assault rifle is of modular, multi-caliber design, with  aluminum alloy upper receiver and polymer lower receiver / fire control  unit. The magazine housing is a separate detachable unit, which can be  replaced in the field in the course of caliber change. CZ 805 also  features quick-change barrels, allowing to change calibers and barrel  lengths according to the mission profile (in each caliber there there  are short carbine barrel, standard barrel and long "marksman" or "squad  automatic" barrel). The basic action uses fairy common piston-operated  gas action with manual gas regulator, and a rotating bolt locking. For  each proposed caliber, there is a separate bolt with appropriate  dimensions. Fire control unit includes ambidextrous safety/fire selector switch,  which permits single shots, 2-round bursts and full automatic fire.  Charging handle can be installed on either side of the gun, depending on  user preferences. Feed is from detachable box magazines, which are inserted into  detachable magazine housing. In standard configuration, the CZ 805 will  use proprietary 5.56x45 caliber 30-round magazines made of translucent  polymer. Other magazine housings will allow use of Standard STANAG AR Magazine or H&K G36 5.56mm magazines, as well as various 7.62X39 Soviet M43 and 6.8x43 magazines. CZ 805 assault rifle is fitted with integral Picatinny rail on the top  of receiver, with additional rails running on the sides and the bottom  of the forend. Rifle will be issued with folding iron sights, and will  also accept a wide variety of additional sighting equipment (red-dot or  telescope day sights, night sights, lasers etc.). Rifle is equipped with  side-folding buttstock, which is adjustable for length of pull, and can  be completely removed if maximum compactness is required. Additional  equipment also includes new, specially designed 40mm underbarrel grenade  launcher CZ G 805 and also a new knife-bayonet. Sub Machine Guns 1.SA VZ.23 The CZ Model 25 (properly, Sa 25 or Sa vz. 48b/samopal vz. 48b – samopal vzor 48 výsadkový, "submachine gun model year 1948 para") was perhaps the best known of a series of Czechoslovak designed submachine guns introduced in 1948. There were four generally very similar submachine  guns in this series: the Sa 23, Sa 24, Sa 25, and Sa 26. The primary  designer was Jaroslav Holeček (September, 15 1923–October, 12 1997), chief engineer of the Česká zbrojovka Uherský Brod arms factory. Despite The Weapon was SA.26 which fired 7.62×25mm Tokarev. it basically still a same gun despends on Storytelling 2.Škorpion vz. 61 The Škorpion vz. 61 is a Czechoslovak 7.65 mm submachine gun developed in 1959 by Miroslav Rybář (1924–1970) and produced under the official designation Samopal vzor 61 ("submachine gun model 1961") by the Česká zbrojovka arms factory in Uherský Brod. Although it was developed for use with security forces and special forces, the weapon was also accepted into service with the Czechoslovak Army, as a personal sidearm for lower-ranking army staff, vehicle drivers, armored vehicle personnel and special forces. We Covering 2 Famous Version of this Gun which are Famous Vz. 61 which chambered in .32 ACP & Vz. 68  Which Chambered with more popular 9mm Cartridge, despite the First was more popular than former. 3.Scorpion EVO 3 is a 9mm submachine gun manufactured by Česká zbrojovka Uherský Brod. The EVO 3 designation denotes that the firearm is a third generation of CZ's line of small submachine guns started by the Škorpion vz. 61.  Skorpion Evo 3 evolved from a Slovakian prototype submachine gun called the Laugo. Chambered in 9×19mm Parabellum, the Scorpion EVO 3 is a light weight, compact submachine gun designed to be easily maneuvered in constrained spaces. The A1 variant features a select fire switch, giving the operator the choice of 'safe,' semi-automatic, three-round burst, or fully automatic fire, while the S1's switch only features 'safe' and semi-automatic fire. The standard version comes equipped with a folding, adjustable and fully removable stock for easy transport. The hand guard is lined with multiple Picatinny Rails for the addition of attachments such as grips, sights, flashlights and lasers. MISC CAA Roni +CZ P-09 Carbine Version of CZ P-09 Which combined by CAA Roni Pistol Carbine Conversion Kit.
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terriedirewolf · 1 year ago
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Wasteland 3 was on sale a little while back and I've been wanting to play that since I saw it existed. Most people don't know this game series existed. Those who do, know it from fallout, and probably never touched the games before. Those who know it from fallout know it from old fallout. Back when they was 2d and played like a point and click that threw the simple item puzzles into the sun and decided to dungeon master a dnd game but with guns and robots. Plus, the original game is archaic and has graphics that more resemble a board game than a video game, and the second game came out like 20 years later. I mean I'm all over ancient and archaic games, and I only have managed to ever scrape my way through half of that thing. I even used a guide. I beat zelda nes without pulling a guide out until that teleport maze in the final dungeon.
So anyway, wasteland 3 is now my favorite rpg, and I've been reevaluating a few of my projects because of it. I have a number of games that can be loosely crammed into the definitions of RPG. And I missed something crutial with my party based one: specialization. Now I missed wasteland 2, but my previous favorite rpg was fallout 1. And that game only let you directly control and stat manage one character. You could get companions, but they didn't factor into things the same way. Wasteland, having always been a game where you control a team of post nuclear idealists with government issued integrity, does not let you make a god teir character like in fallout. The third game makes you make a team. This team can and will be more effective than any single player rpg protagonist for a number of reasons, and it is very hard to fuck it up. I love the shit out of how well they get this across. Like, I could go into depth about how wasteland 3's opening bit is one of the best tutorials ever crafted. Rides a real nice balence of understanding what players might expect going into that, making them rethink their approach, and showing off just how fun and rewarding that all can be. Sort of un-hack-and-slashing the rpg system, while also making sure to be as brutal and rediculous as possible.
Funny thing is, I already kind of understood the importance of this kind of specialization when designing concepts for a real-time tactical third person shooter. Trying to lean into the mmo tank, healer, hitter trio that seems so inexcapable. Healers and tanks are tricky, if possible to do in wasteland 3 though, and that's what I think is really facinating. As far as I can tell, you can't do that without fundementally changing how these kinds of games function, but this does it pretty well, at least early on, and I'm trying to work out exactly how? Healers are somewhat negated by the fact that it's hard to play that kind of support role. Meaning every character that would be put in risky situations frequently, has to be capable of healing themselves. Tanks are less viable cause the combat relies a lot on cover and damage mitigation by default, meaning everyone again, kind of has to do all of that themselves. I think what's going on is what happens outside of combat.
Wasteland stats are funny, cause they were a fucking mess in the 80s game. You had to roll the damn characters, then tag a number of skills. And it was not clear what all of them did. And half of them might not actually do anything. Fallout used a similar system, with atributes and skills, but in a much more coherent way. The details of the SPECIAL system has been praised before, just know it used to be significantly more in depth than the nonsense in fallout 3 and onwards. Wasteland 3, and from what I can tell, 2 as well, uses a similar system, this time spelling CLASSIC cause tradition at this point. Comes complete with perks and backgrounds to further customize your rangers with little tweeks like doing more damage in exchange for getting hit for more damage, or getting more action points when you kill an enemy. The long winded point I was getting to is that the vast majority of skills are not combat skills, but exploration skills. Arguably, the only reason combat skills are seperated out so much is to keep everyone using different ammo pools. If you want a good balenced squad, you want one, maybe two combat skills per char, and the rest going into stuff like the speech and trading skills, repair and computers. Maybe some weapons experts or power armor mechanics. Cause these let you avoid fights. Or at least help getting better gear and the jump on things you have to fight.
Game isn't perfect, but it's by far one of the best designed crpg's I've ever touched, and very fun in a lot of ways. Almost makes me actually enjoy math. That's hard to do. I only math when I need to, and it takes all the energy my two brain cells can squeeze out.
And like, drawings here later maybe. I keep not drawing as much as I want to. There's a ton of cool stuff I'd like to show off, but I didn't get around to sketching the mf's out yet. Hopefully I get around to doing that and whoever's here can look at more than my badly structured ramblings.
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slightly-gay-pogohammer · 8 months ago
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I think Captain Laserhawk is pretty enjoyable if you see it simply as an AU type of story which I believe is the intention.
It’s not a direct adaptation of Ubisoft games and if you go into it under that idea you won’t have a good time. For example there’s this Power Rangers team that that’s based off Military tactic shooter Rainbow 6. These two things could not be anymore different.
Don’t get me wrong I would love to see an accurate animated adaptation of Rayman and other characters for sure but this is a fun what-if.
OH no of course!!! Like the AU thing isnt a problem at all, i find it very intriguing!!!!
Im mostly tired of shows that are like "what if.......character funny........but has sex on screen and kills people 🫣🤣😝🤪" kind of adaptation </3
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goodvein · 8 months ago
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Fallout Tactics: The Brotherhood of Steel
Fallout 1 and 2 are two of the games that made the wide open sandbox a thing. But, like every other game that does this, they allow you to do many things, but none of them very well. But, of all of them, Fallout 1 and 2 allow you to do them better than pretty much any other. And Fallout was released in 1997.
One of the things that Fallout did terribly was companions. Not in personality, but in gameplay. That and the hex grid. You cannot have your companions carry anything for you. You give it to them, and if you want it back, you have to steal it. Any people would literally take up the Steal skill for the primary reason of "robbing" their companions. If you give them something, it's theirs now, and you have zero control over them.
One of the companions, as short lived as your time together was, had an AI that had him run behind you, and shoot his submachine gun through you at the enemy.
The other big problem is that the Brotherhood of Steel were failing at their primary mandate. The point of the Brotherhood of Steel was to help society rebuild, and in 1 and 2, all they do is hoard their technology.
And the answer to this is Fallout Tactics: The Brotherhood of Steel.
The controversial game, because it limits your focus, but fantastically improves your combat abilities. It also introduces an active time turn based system better than any other I've ever seen. And Tactics was released in 2001. This is before we actually had twin-stick shooters.
Now, don't get me wrong, there were a LOT of problems with the game, the problems were with the limitations of the hardware. And the hex grid.
This is because 99% of the game uses the Fallout 1/2 engine. For those who didn't play any of the first 3, your three upgraded skills provide you 2% for every point put into it instead of 1%. Later games added a flat bonus. Come early-mid game, the old system would have provided significantly more benefits, as it frees up skill points to use elsewhere.
And for those that didn't play the original 3, every weapon had multiple fire options. Weapons are:
Single-Shot: Weapons that require something other than pulling the trigger. These weapons have no burst mode.
Repetition: Weapons that only require you to pull the trigger. These have a double/triple tap.
Automatic: You can only attack on automatic.
Select-Fire: You can attack with a single shot, or an automatic burst.
Every single other attack can also make a called shot. You get an accuracy penalty for a bonus effect. The way accuracy works in Fallout is that effectively you have only have 99% accuracy, but any increase passed 99% compensates for any accuracy penalties. This means that late game, you can make a headshot with every shot with 99% accuracy, in the dark, against a prone opponent.
This is also what makes Assault Rifles so powerful. Assault Rifles are plentiful, (AK-47's are literally your main currency, as the Brotherhood uses Script, while everyone else uses Ringpulls). Ammunition is plentiful. At low-level missed shots won't kill you, while at high level, automatic bursts can rip through enemies.
In Tactics, you control your 6-man team, and I do mean control. You can set them to standing/crouching/prone, you can have them stealth, you can have them move where you want, you can have them ACTUALLY HEAL someone. You control the level up for your team.
The Brotherhood of Steel had an internal debate. They had a faction that... actually wanted to rebuild society. They were expelled, nominally on a scouting mission, but in truth on a get-the-fuck-out-of-here mission. Over the rockies. The airship crashes, leaving this Brotherhood stranded. They now have no choice, they have to make deals with the local tribes. You give us men and food, and we give you an incredibly well trained and equipped armour to protect you.
You play one of the new tribal recruits. The others are tribal recruits, but, depending on your decisions, can include Ghouls, Super Mutants, Robots, and even Deathclaws. And you control the development of each and every one.
And as I said, the game includes a real-time-ish turn-based mode. In turn-based, Agility determines how many Ability Points you regenerate every turn. In real-time(ish) this determines how quickly they regenerate. You can set your team members to automatically watch an arc, attacking anyone that walks through it.
It included everything I wanted in Fallout. Including tanks.
The problem is that people liked the bumbling-around-the-wasteland with shitty companion AI Fallout.
To this day, it is one of the best Tactics games every created. One of the two games that made Tactics a genre.
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shadeops21 · 9 months ago
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Cosplay Project - Ready or Not
Been a little radio silent lately, so I’m touching base with what I’ve been working on for the past couple of months.
More deets under the cut!
I’ve partnered up with my friend from the previous cosplay I posted (MW: Ghost & Price, my friend was Price) alongside a few more people to put together a group cosplay for Ready or Not.
For the unaware, Ready or Not is a tactical FPS in which you play as the leader of a SWAT team responding to a series of high risk calls, ranging from warrant services, active shooters, counter-terrorism activities, robberies, etc. While you do get points for clearing and neutralising all threats, you get more points and better ranks & rewards for not employing lethal force (by using pepper spray, tasers, gas, and other non/less lethal means available in the game)
Here’s a few pics of everything I have put together thus far:
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Some helmets, to be worn by myself (right) and one of the team (left)
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Body armour, in the form of a Crye AVS (for me) and Crye JPC (other team member)
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Ballistic entry shield
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Mirrorgun (this is what I am most proud of, being a fully homemade prop using PVC pipe, and 3d printed components including parts taken from the in-game model)
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Weapons: a representation of a beanbag “less lethal) shotgun (to be carried by another person in our squad) and a Mk 18 Mod 0 CQBR (carried by me)
Can’t wait to share pics of our team from Gold Coast Supanova 2024. We will be there on Saturday, attending the showcase.
For any of my followers who happen to be attending, if you happen to be attending as well and you see me and/or my team, don’t be afraid to come say hi! I won’t bite (can’t speak for the rest of the team though).
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