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Screenshot thread

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Do not remove memory card.

Jeez, what do these people think. We're not console peasants to turn off our systems in the middle of the game.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
y2n9Wu0.jpg

Does combat in this game get any better? So far I've just button mashed my way into victory.

Also, I wish I could enable some SH-esque film noise to hide the fugly graphics.
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,313
Location
Terra da Garoa
Time for some fucking incline!

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:yeah:

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Much tactics.

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The battle art is really cool.

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The crafting & store system are more complex than Recettear, but you can't haggle prices... I liked doing that.

Recettear4.png

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Note the "Undress I" skill.

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Ma waifus. They are tottaly 100% original characters and personalities, as I bet you can tell just from looking at this image.

Anyway, is definitely way better than Agarest.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
y2n9Wu0.jpg

Does combat in this game get any better? So far I've just button mashed my way into victory.

Also, I wish I could enable some SH-esque film noise to hide the fugly graphics.


Why did you kill him :o And yes you will get buttfucked later on should you simply keep on button smashing
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,357
Resident Evil - Pantsu Edition

RS2z4KB.jpg


:troll:

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Emergent gameplay!

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:oops:

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Reunion time!

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:bro:

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A BROmance ended abruptly

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Link reaches the Fire Temple!

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I bet the key to the Boss Room is inside this chest!

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:troll:

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DAT location design...

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Chillin' with my wifu

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:hmmm:
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,064
Disciples 3

Undead not hissing in dialogues is ghey.
I tried Disciples 3 Reincarnation and even after all the expansions I thought it's still bad. Simple example, you're inundated with useless trinkets that give +1 str or +1 dex, like who cares? In Disciples 2, you found very few of them each map and they all had meaningful stats and choices to offer. Half the battles are completely stupid easy too, campaign maps are filled with pointless combat and quests that don't yield anything. Miss rates are too high, forcing a lot of reloads. Just a bad game from a design point of view, sad. I grew a lot of appreciation for how everything just fit perfectly in Disciples 2.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,357
X-COM - Gaiden

tBUr9ID.jpg


1st UFO downed.

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Only minor damage in 1st mission? :roll:

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Leaving the transport like pros.

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Micmu has no chances against a Russian hobo with a shotgun.

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Closing on 1st UFO.

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Our negro-shieldmaid opens the door.

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And survives 3 blasts without a scratch. This boy has moves!

:dance:

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I hoped for a nice spread damage, but shotguns aren't as good as I expected.

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Machine guns are different story.
3 enemies suppressed - the rest is easy:

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:smug:

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:salute:

Questions to profags:

1) Can I has some quick skills explanation? What are the "usefulness thresholds" - should I get rid of units with AP<50, for example? How do level-ups work? Are they 100% automated?
2) Where can I check labrats/mechanics/soldiers arrival time (after ordering them in the base). Both room and craft interface has this info:

W6cpB3w.jpg


But I can't find the unit info...

3) Shotguns look useless when compared to rifles (range, only one mode), at least in open areas. Thoughts?

Undead Phoenix Ulminati
 
Joined
May 22, 2010
Messages
2,608
Location
Airstrip One
Questions to profags:

1) Can I has some quick skills explanation? What are the "usefulness thresholds" - should I get rid of units with AP<50, for example? How do level-ups work? Are they 100% automated?
2) Where can I check labrats/mechanics/soldiers arrival time (after ordering them in the base). Both room and craft interface has this info:
3) Shotguns look useless when compared to rifles (range, only one mode), at least in open areas. Thoughts?

Undead Phoenix Ulminati

1) Random rolls I think at the end of every mission. TUnits are possibly the easiest skill to train and aren't that important for largely static guys like your machine gunner and sniper.

2) Doesn't show. Arrival time is always the same though, so you could find out no problem. Probably 72 hours.

3) Shotguns are very good, but also the most limited of weapons. Personally, I would take 1 for every 5 men in the squad.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
spekkio
What Phoenix said. Shotguns are extremely deadly at point blank range. Their main use is on a guy with ok accuracy and very high TU. After you flashbang/HMG and everyone inside the UFO is suppressed, the shotgun guy runs up to a range of 1-3 tiles and executes them.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,357
XCOM - Lite

The game is nice and sweet so far. 3 missions, 0 casualties. Only weak aliens, though.
Business as usual:

1) Watch out when leaving the ride.
2) Advance slowly.
3) Find UFO.
4) Move in, using a shieldfag:

q6xQ37G.jpg


5) Flashbang anything that moves:

pCt1X7F.jpg


6) Move in with the heavyfags:

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6) Profit!

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Snipers are p. useful as well, esp. for making ambushes:

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Where was I? Oh - first undamaged UFO...

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+M

Black power:

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Two more bases should make things much quicker:

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:smug:

Another lacking feature - no detailed info about thingies which arrived at the base (same info for aircraft, soldiers, scientists, engineers):

qmmVYKw.jpg


:(

Still, :5/5: so far, would bang.
 

Kirkpatrick

Cipher
Joined
Apr 16, 2013
Messages
773
Top top mission, literally too.

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:cool:

And just a few from the start of Precious Cargo. Fog here looks much better than in Life of the Party, fits the atmosphere well along with rain. Also, we won't be spending a lot of time outside.

bOkBeSm.png


awlmV0D.png


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Fogging off...

2Wxbpeu.jpg
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,357
Enjoy your prosperity till you can.

KxceYjK.jpg


:nocountryforshitposters:

First reload evar. With glorious outcome:

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Fucking commies - 2 kills in 1st mission:

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Bros, is it possible to research 2 thingies at once? ATM I'm only able to assign maximal number of scientists:

xIm3TpG.jpg

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So, 15/15 isn't possible.

:negative:

The moment I sent one of my Interceptors to the new base (to make room for V2), aliens went apeshit:

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Thank god for autoresolve - a single fighter was able to shot down two small ufos:

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:incline:

Time to take out the trash, using both teams at once:

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:dance:
 

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