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)

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Joined 1 year ago
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Cake day: June 17th, 2023

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  • 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.









  • 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 😅












  • Rise of Nations (originally released back in 2003) had/has some interesting ideas to reduce some of the busywork:

    • Worker units will automatically try to gather/build nearby after a short (configurable) delay if they’re not doing anything.
    • Cities (the main worker-producing structure) has a rally point option that’s essentially “all nearby empty resource gathering”, so you can queue a dozen workers and they’ll distribute themselves as they’re created.
    • Production buildings can be set to loop over their current queue, letting you build continually without intervention as long as you maintain enough resources each time the queue “restocks”.
    • Units that engage in combat without being given an explicit target will try (with modest success) to aim for nearby units which they counter.

    For the most part, none of the implemented options are strictly better than micromanaging them yourself:

    • You will always spend less time idling workers if you micromanage them yourself.
    • The auto-rally-point doesn’t always prioritize the resources that you would if you did it yourself.
    • Queueing additional units is slightly less resource-efficient than only building one thing at a time.
    • Total DPS is higher if you manually micro effectively.

    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.





  • 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.


  • MHLoppy@fedia.iotoGames@sh.itjust.works[Ahoy] What genre is DOOM?
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    2 months ago

    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.