PrettyDeadman
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how did i miss the fucking kikestarter for this
now i gotta wait for a sale cuz i'm a cheapskate
It's on sale right now.
how did i miss the fucking kikestarter for this
now i gotta wait for a sale cuz i'm a cheapskate
It's on sale right now.
Overload: Freespace, when ?
Yeah I know, it looks fucking weird with the outlines and cartoony shit, but actually you can turn both the outlines and the cartoon textures off, and the ships (of one faction, there are tons of ships) look like this. I made this to show a friend the other day:
why do half the ships look like potatoes with guns, a cockpit and an engine glued to it?
Fun fact for Overload: The amount of spin your weapon imparts to enemy ships doesn't just depend on the weapon/enemy stats, but where you hit them relative to their centre of gravity. Hit them right on the edge for maximum effect, and keep hitting that same side. It's a bit trickier than just going for centre mass, but it'll disrupt their aim.
Having finished Descent now I'm looking into Overload, and your review is much appreciated. I've tried the demo, and the first thing I've noticed were the smoother controls. This might actually be better played with mouse and keyboard? What are your thoughts on the auto-aim option? Is that really necessary if you are playing with a joystick?I finished playing Overload and replaying it on NG+/Insane+. It's legit the best 'pure' FPS released in the past decade.
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Having finished Descent now I'm looking into Overload, and your review is much appreciated. I've tried the demo, and the first thing I've noticed were the smoother controls. This might actually be better played with mouse and keyboard? What are your thoughts on the auto-aim option? Is that really necessary if you are playing with a joystick?
The reflex' bounce homing ability can be useful for clearing out enemies around corners or just scouting ahead, and the flak when upgraded to DX is incredibly useful for going full rip and tear up close because of how brutally that thing can stunlock everything. Impulse sadly isn't as useful later on, though it's probably the most energy-DPS efficient weapon. If only the overall energy drain for everything was a bit higher...This is the best shooter of the last 10 years hands down, maybe even more. The levels, the enemy design and AI, the difficulty, the mechanics, the controls and responsiveness, it's all just way too fucking good, holy shit. My only two points of criticism would probably be that some of the guns could be a wee bit better (impulse, reflex and flak are very meh IMO, especially reflex which seems to only be good for trick-shooting secret switches)
Bit late to the party, but can I just point out how insane it is to build video games (or any program that depends on low latency) in a language with garbage collection?My performance is flawless and smooth at 140 FPS capped, except for one thing: intermittent stutter, in the form of a hitch every 5-8 seconds. This only occurs in some Unity games for me and in no others, regardless of how graphically demanding they are.
That's where the part of your post I bolded comes in. There's a thing in computer science lingo called "garbage collection": https://en.wikipedia.org/wiki/Garbage_collection_(computer_science)
That's what the developers are talking about. Unity's handling of garbage collection is absolutely fucking hideously bad. It worsens at higher frame rates and with better graphics settings. Query "Unity garbage collection stutter" in a search engine if you care to know more.
The last few levels, I didn't like as much. No reactors to blow up. And all the enemies I'd learned to love were gone, replaced by seemingly random purples.
I didn't expect the reactor to be that far down.
Best level was Tethys Lab. That felt like the real culmination of all the regular reactor levels.I didn't expect the reactor to be that far down. On the way out I've also used a time bomb, not sure if it actually saves time, but at least it gave me more real reaction time to make it out of there.
What I primarily disliked about the last levels, particularly the one with the final boss, was bullshit artificial difficulty that kept spawning bots all around you each time you pressed a button. It felt like a cycle of savescumming to me, where you charge up a node, find yourself surrounded by 4 inviculuses, get disintegrated in a split second, reload, try to push it from a slightly safer spot.