Currently studying CS and some other stuff. Best known for previously being top 50 (OCE) in LoL, expert RoN modder, and creator of RoN:EE’s community patch (CBP).
(header photo by Brian Maffitt)
Happy stomping!
On the modding side there are differing opinions on how much to change. I stuck with mostly the QoL and performance-improvement stuff, but there are mods to do things like add additional mission variety and improve AI. I’m hesitant to provide many recommendations for specific mods because the last time I was playing was before the most recent couple of DLCs, and I don’t know if the mods I used back then are still current / updated. An example that I think still works fine would be QOL Upgrades 2 - Thermals and Headlights - small things like headlights imo should just be in the base game but aren’t.
DLC-wise I’ve only played half of them (waiting on sales for the rest!), but for example Legend of the Kestrel Lancers gives you a self-contained storyline of maybe a dozen missions or so. The main thing about those missions for me personally is that the maps are unique (and not just rehashed procgen) and there’s supporting dialogue with some cinematics etc. So the gameplay overall is mostly pretty similar if you drill down to it, but the window dressing on top of it largely addressed the lifeless feeling of all the procgen missions (again, at least for me!).
It looks like both The Dragon’s Gambit and Rise of Rasalhague are similar in that they add a set of new once-off missions, but I’ve yet to play them personally. I guess you could try watching a bit of gameplay from a let’s play of them or something to see if it tickles your fancy. The reviews on the DLCs hovers around 70% on Steam, so it’s not as though they were universally well-liked and to be honest they might not be enough for you if you weren’t at least lukewarm on the base game already.
??? Why the hell did my link get turned into a link back to Fedia lmao
Yeah, she seems to hang around with HolostarsEN a bunch
I thought their hand-crafted missions in some of the DLCs were much improved, and that handcrafted style (instead of their procgen missions which were very lifeless) is what they’re doing for the Clans campaign. Perhaps still a little lacking in depth, but at least had some life in it. Even still, it took years of updates, DLC, and mods (by unpaid modders!) to make MW5 “good” imo. It wouldn’t surprise me if Clans is weak out of the gate and similarly improves with time (and unpaid modding work…).
I guess it’s inevitable that there’ll be differences in preference regarding level of sim vs “arcade” style simplification for Battletech games. You’re obviously more on the sim side, and the other extreme would probably be the old Mech Assault games which barely resembled Battletech “gameplay” but still used the IP. I’m personally pretty happy in the middle ground, dipping my toes a little bit into the extremes but mostly sticking with the semi-streamlined stuff in the vein of MW4/MW5 and HBS’ Battletech game. If how I feel about the MA games is how you feel about the “modern” MW games in terms of simplification I can definitely see how that’d be disappointing though 😅
Probably a quirk of having different software. I’m on Fedia which runs on mbin, as does kbin.run which MBM is on. You’re on lemmy, so I guess something was just handled differently for you (and most users!) vs kbin/mbin users.
FYI if you’re one of the people who just sees an image, the original includes a link to this:
Bummer. It’d be cool if there was customization available on how exactly the sorting parameters work. I imagine, for example, if the weighting for a user’s own sorting could be adjusted at their end, you could get Scaled (or something like it) to get you what you’re after. Probably a pretty niche thing compared to just making sure most users are happy with the sorting most of the time though.
Have you tried “Scaled” sorting? It was added to lemmy a couple (?) months ago and tries to solve the problem you’ve described of big communities drowning out the smaller ones in a subscription feed.
SO comments are already CC-BY licensed (granted not -NC licensed, but still), but it doesn’t seem to have helped much.
Rise of Nations (originally released back in 2003) had/has some interesting ideas to reduce some of the busywork:
For the most part, none of the implemented options are strictly better than micromanaging them yourself:
But the options are there when you need them, which I think is a a nice design. It doesn’t completely remove best-in-class players being rewarded for their speed as a player, but does raise the “speed floor”, allowing slower players to get more bang for their buck APM-wise, and compete a bit more on the strategy/tactics side of the game instead.
There are types of time management which I think can still be interesting. For example, are you able to afford – in the resources of time and attention – optimally micro’ing this important fight? Or are you going to have to yolo it a bit so that you can do multi-task economic tasks at the same time?
Some (much?) of the problem is that (for better or worse) skilled players can and will squeeze the game to optimality in terms of win rate, and that tends to collapse viable tactical and strategic choices. Once those choices have been optimised (the game is largely “solved”), the main way to get better is by being faster, not by being smarter.
It’s normally negative, yeah, hence the “reverse review bombing” implying that they’re positive reviews.
I’m not sure it qualifies as “reverse review bombing” if the recent review +/- percentage matches the all-time percentage. There’s just more reviews because of the shutdown, the ratio of positive vs negative hasn’t meaningfully changed (97% positive overall, 97% positive recently).
My quote is not the only content of the video; I’ve just included most of the introduction. The 13:23 long video has the following chapter markers:
00:00 Introduction 00:50 How was DOOM originally described? 02:20 DOOM clones 04:33 Quake Killers 6:06 A hypothetical question 12:05 Conclusion
Only the first half of the video is accurately described by your suggested title. The video as a whole is described by the existing title with reasonable accuracy. It’s not a bait-and-switch: the video also discusses what genre DOOM is, not only what genre DOOM was.
It seems that you (and many others) have used a heuristic of “clickbait-y sounding titles don’t accurately describe the contents of videos” and left corresponding comments. Although often accurate, that heuristic has failed in this instance.
Then let’s transcribe part of the opening:
I know what you’re thinking – it’s a stupid question, it’s an FPS. It’s the definitive FPS. And it’s a fair point. DOOM ticks all the boxes required for a reasonable definition of a first person shooter. It’s presented from a first-person perspective, and shooting the bad guys is a key part of it. But the FPS genre didn’t exist when DOOM was released. The term “first person shooter” wasn’t common until a few years later.
So what genre was DOOM? How was it originally described?
Edit I’ve now understood that quoting most of the video’s opening salvo has unfortunately misrepresented the video’s contents to the people who are still trying to leave comments without actually watching it. It’s a video about what DOOM’s genre is and what DOOM’s genre was, not only the latter. The title looks clickbait-y but is honestly pretty accurate regarding the subject of the video.
Maybe the title was changed post-publication?
That is indeed the very first criteria listed in the sidebar, despite you being showered in downvotes for saying it.
I thought Frozen Synapse’s ability to let you simulate your opponent’s moves was super cool - surprised I didn’t end up seeing it in more strategy games (obviously not so much applicable to the normal real-time stuff though!).