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Titlehardcore casual | bringing back the carebear stare…

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xcom 2 – long war 2 mod review
the 0-12 irredeemable moron
eve: rp in eve matters
ccp falcon sent riot a note?
eve: war in catch, production at home
i just fixed early access
battle brothers review
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hardcore casual bringing back the carebear stare… skip to content homeclash of clans infopve sandbox mmo design ← older posts xcom 2 – long war 2 mod review posted on january 23, 2017 by syncaine when xcom 2 originally came out i liked it, as it was more of xcom, and the first game was great. i didn’t love it as much as the original (which i played through twice, once on ironman), but i think that was a combo of it being a little too similar, and just at the time not being on a huge tbs kick like i was when xcom 1 came out. all of which is to say that xcom 2 hasn’t really been on my radar for a while. i also never played the long war mod for xcom 1, as it came out long after i was done with that game. on paper i like some of what the mod does (more stuff), but wasn’t a huge fan of its main feature: making the game long via more missions to reach the end-goal. recently the long war mod has been released for xcom 2, and it really is a total overhaul of the game. i won’t do a full list of the changes as you can get that from the mod page, but i will touch on a few of them that i’ve noticed so far and that have left an impression. first and foremost, the game even on veteran difficulty is brutally hard. the resource management part is even more difficult in terms of deciding when to spend resources and on what, and resources seem even more scare so far. upgrading the base is slow, there are more choices for research, and i don’t know if i’m ahead, behind, or on-pace in terms of the progression (i’m only about a month into it in-game). combat is also much harder, with more enemies per map, the ai being smarter, and since you have to run multiple squads at a time (more on why later), you don’t just run missions with the same 5 super-soldiers, which means how you distribute weapon upgrades and such is also more important. even when you win, if too many soldiers are injured, that will cascade down to make future missions either much harder, or basically impossible. speaking of squads, the mod increases the total size, and you can now bring up to 12 (or 10, not sure and traveling right now so can’t check), which also has a huge impact on the feel of the game. combine this with new classes, new weapons, new enemies, and new abilities, and again, long war feels almost like a new game, just using the same basics and setting. one final item i really like but that i’m having a hell of a time managing is the new infiltration system. the way this works is that when a mission comes up, rather than immediately selecting your troops and starting it, you first send your squad to infiltrate the area. the more time you spend doing this, the easier the mission will be (starting at basically impossible at 0% infiltration). missions have time limits, so you can’t go to 200% just by waiting, and other factors (squad size, the weapons you bring, weapon mods like silencers) also influence the rate. finally, you can spend intel to increase infiltration, so on an important mission where you didn’t have a lot of setup time, this might be a necessary ‘last resort’ option. with larger max squad sizes and the infiltration system, this means you use more soldiers overall than the base game, and the mod greatly increases the total roster size as well as the number of rookies you start the game with. what this accomplishes is that missions feel different not only because of all the new stuff, but also because you are using a different mix of soldiers as well. that’s huge, and a really enjoyable challenge. if you are in the mood for awesome tbs gameplay, and enjoy a challenge, grab xcom 2 and the long war mod. just know you are signing up for a rough ride, but one that feels especially rewarding when a solid plan gets executed to perfection (or the rng gods play nice and that 17% hit chance is a crit that turns the tide for you). posted in random, review | 1 comment the 0-12 irredeemable moron posted on january 20, 2017 by syncaine hello snowflake 23% p/kill, same damage as support blitz, 2.5 cs/m. 600+ games as ww. (yes, screenshots were needed because it’s gevlon, so his brilliant comment would very likely go poof once this was posted. thin-skinned closet-socials are annoying like that.) look at this great advice from the badger-hauling, tackle-titan pilot who has just under 1000 games of lol played in a few months yet is still in silver 3 (might drop to s4 again by the time you read this), all because he wouldn’t listen when people told him queue-dodging won’t get you anywhere (credit to gevlon though, he finally just figured it out on his own, and it didn’t even take him 1000+ games to do it!), that playing only one champ is holding him back, and that maybe he should focus less on tinfoil nonsense and perhaps a bit more on learning the basics of a game he has now devoted thousands of hours to. that personal goal of reaching gold is looking like it will join gevlon’s eve projects in terms of success. just kidding. keep being an ‘irredeemable moron’ and putting it on display for everyone to laugh at. that’s always been far more entertaining. posted in blogroll, league of legends, uncategorized | 5 comments eve: rp in eve matters posted on january 17, 2017 by syncaine in the most recent eve post here, n0th brought up the subject of rp in eve, and how its a major factor. i agree, and i also think the rp factor in eve is somewhat unique not just in the mmo genre, but in all of gaming. in most games, the ‘big bad’ is designed by the developers, and players have a chance to defeat it. this is obvious in single player rpgs, where usually the entire point is that final battle, but even in an mmo you have big bads like illidan or arthus, and basically everyone has a chance to beat them. in eve one of the major ‘big bads’ is the mittani, and for 99.9% of all players, they have no chance to beat him. most recently, the best the ‘good guys’ could do, all teaming up, was relocate the big bad of new eden from the north to the south end of the map, and even that had a very debatable result (delve now being the most economically active region in the game, goons aren’t exactly hurting). prior to the mittani, there was the band of brothers (bob) alliance, a super power that seemed unstoppable. before them there was moo, and there are countless other names in eve’s long history that are famous for their power and influence. it’s why someone can write a whole (fantastic) book about eve in this way, while you could never do that for another mmo at nearly the same level. plus in eve you can side with the ‘bad guys’, or start off as the good guys but somehow become what you once fought against (rifter goons fighting bob vs today’s titan-swarm goons fighting test). you can remain truly neutral (chribba), or a true third party (mc.). mercenary work is a real thing in eve, and it’s not just a bolted-on game system the devs thought would be cool. the rp factor in eve also extends to each war, with propaganda posts and images being made and put up on walls (reddit, forums) to promote and rally each side. perception matters, because you can’t win a war if your troops don’t show up, and people are far more likely to show up if they believe they are winning. it’s also why after many battles a debate rages over who really won. was it the side that got the objective, or that won the isk battle, or was it perhaps another factor? we traditionally think of rp as background or the ‘table setting’ for what we do, but in eve rp is a very powerful and important tool. when you don’t control the narrative, it can often control you. posted in eve online, goons | leave a comment ccp falcon sent riot a note? posted on january 12, 2017 by syncaine from the warwick champion rework page: “approachability is great, but you shouldn’t be able to totally master a champ in a few games.” a few games, a few dozen, maybe a few hundred after no-life playing for a thousand+ hours in a few months, what’s the difference. everyone learns at their own pace within their sometimes extremely limited abilities, and (maybe?) leaves the starter leagues (silver) eventually. unless that dastardly falcon sends another note perhaps? stay tuned everyone, the comedy continues, and the final laugh is almost here! posted in blogroll, league of legends | 6 comments eve: war in catch, production at home posted on january 10, 2017 by syncaine we are in a war again in eve, and as usual tagn will likely cover the major events far better than i will here. but war, war is always fun in eve, and we are fully deployed and kicking ass. this war is a bit of an odd one, because we are deployed to assist some allies stainwagon (russians), but our fighting force is larger than those who we are helping, so many of the battles are mostly goons vs co2+test, at least so far. the last few days it seems that the russians are mobilizing, and yesterday dropped some dreads in a winning battle. i’m deployed, but so far only have a single ship in our staging system (insta-lock svipul), one that survived the big battle of the war so far, and earned me a few last hits as well (jan 2nd f4r2 battle). i have a prot and cerb back in d-w, but those missed the move ops. luckily our market people keep our staging well-stocked, so i’m not too concerned. on a personal level, the war does interrupt the slow grind towards a super carrier, although that’s not a huge deal as i still have a few skills that need training towards that ship anyway, and i don’t want to buy the big toy before i’m able to join the appropriate group within goons, which require those skills. with my combat pilot away from home, and with delve not being safe-enough to rat in my carrier, my industry pilot has gotten more attention, and i have a full production chain cranking out t2 cargo expanders and other high-volume items, along with some pi. its decent isk, but i’m still in the “see what sells, see what makes sense to import” phase, so not much capital has been invested yet (maybe 3-5 bil?). back to the war, my main question is how long can our enemies sustain losing ships. goons, living in the most economically-active region in the entire game (in same cases beating even jita), have plenty of wealth built up and still coming in, so our srp is well-funded and line members are still able to generate income when needed. our enemies on the other hand don’t have a home and access to ratting or industry, and having just lost a blood war up north vs pl and friends, their finances are likely being pushed hard right now. there is also the fact that, should any ‘must-have’ objective come up, goons can always drop supers and titans in large numbers, while our enemies can’t without, ironically, asking for help from those who just kicked them out of the north, pl. so far pl is busy setting up their renter empire and haven’t been a major factor in the war, and its not a given that they will be. without that help, our enemies are always in a position that should a fight ever get big-enough, we can always win it. hard to outright win a war like that, unless our leadership lets it happen for :reasons: and so war is happening, while at the same time normal life in now-slightly-more-dangerous-delve also continues. good times all around. posted in eve online, goons, pvp | 5 comments i just fixed early access posted on january 6, 2017 by syncaine i have a massive love/hate relationship with early access, but i think i finally cleared the final mental hurdle with it. two primary issues bother me with ea. the first is when a game drags in ea, either because of slow patching speed (stonehearth) or because the scope of the project keeps increasing (ark). with most games i’m not here to ‘help you develop’ the game, i’m here to play it, and its hard to fully dig in sometimes knowing the ea banner still hangs over a game. this leads to half-playing, and that can result in playing a game enough to get kinda bored, but not enough to complete it or play through fully. the second issue is playing an ea game too much, and then when changes happen not going back to play the better version. this happened to me with darkest dungeon. when i first bought it i loved it, and played it a lot. i hit a point where it wasn’t all that fun anymore, and stopped playing. the game continued to be updated, and was made much better. when i went back to play it however, too much of it still felt the same, and while i could see and appreciate the new stuff, it just wasn’t enough. that’s frustrating because ultimately i like darkest enough to want to beat it, but can’t commit to getting through the middle phase anymore to actually do it (luckily in the case of darkest, the next update adds a ‘faster progression’ mode, which i’m very interested in). so what grand revelation have i come to with ea? the moment you buy an ea title, that’s the moment the game has left ea for you. everything after is post-release patching or free (hopefully free… ark) expansions/dlc. if you buy a game and it still feels off after less than 2hrs, use the steam refund policy, its quick and easy. if you see enough there to actually play it, congrats on your purchase, but pretend the game is no longer in ea, and don’t play it with that mindset. that mindset also helps mitigate disappointment when scope is cut short or delivery is delayed. the moment you bought it was the moment ea ended, so any promises about future stuff are just hopes, not guarantees. the only thing you should feel owed is what the game is right now, and again if that isn’t up to par move on. posted in beta, rant, steam stuff | 4 comments battle brothers review posted on december 31, 2016 by syncaine battle brothers is one of those “how f’n hard is this game?” types that i love. it’s not unfair hard, and its not ‘super hard to learn’ hard either. the difficulty is that every little decision before and during battle matters, and that combined with some healthy rng can result in a battle, and ultimately your campaign, going south quickly. let me back up a bit. battle brothers is like a scaled down version of mount and blade on the world map; you travel around, other parties travel as well, there are towns and villages where you can buy, recruit, and heal, and you complete tasks for lords and villages for gold and reputation. once combat starts however the game is turn-based on a hex grid (think fantasy xcom, minus the terrain destruction). the setting is very low fantasy, though you do face orcs, goblins, and the undead. the graphics have a somewhat unique style, with really great attention to detail: each piece of armor is visible, and when damages it shows. same for characters, when injured they show it, and each injury has a different look. the music is good, the sound effects give you a good idea of what is happening, and i’ve yet to have the game crash or bug out on me. the game is designed to be played multiple times, and the world map is randomly created at the start, which is pretty amazing for replayability. a lot of other things are also randomized, like your starting guys, what recruits you see, and what missions you can pick up from all of the different towns. i’ve now started a half dozen games and they do really feel different. the game is early access, but i think leaving that soon. the next patch is also going to be a big one, giving the game a system to retire, a major event system, and a few other big changes. if you don’t have to play something fun now, wait for that, though even in its state right now its a ton of fun. going back to the difficulty and why its fun, combat is pretty brutal. armor acts like a second hp bar, and each style of weapon (sword, axe, hammer, etc) has different abilities associated to them. creating a good mix in your company is important, but is also somewhat dictated by what you find or what you can buy. funds are almost always tight, and even when you win, sometimes you ‘lose’ because you have lost key characters or simply taken so much damage to your gear and guys that the cost of recovery is higher than the reward you will get. i like that, because it rewards not just winning, but winning while limiting damage. it also means retreating from a tough encounter, even perhaps one you might win, is a viable strategy, and an important thing to do when playing on ironman (which is an option, but is honestly the way the game is designed to be played, as save scumming kinda ruins the whole thing). there are multiple difficulty levels as well, with easy giving you bonus gold, while hard limits it. at $16 right now (steam sale), i think its a great buy for anyone who likes strategy titles with a bit of bite to them. posted in random, review ← older posts contact the author syncaine at yahoo dot com recent posts xcom 2 – long war 2 mod review the 0-12 irredeemable moron eve: rp in eve matters ccp falcon sent riot a note? eve: war in catch, production at home i just fixed early access battle brothers review bb down, cr and coc way up! recent comments thf on xcom 2 – long war 2 mod… syncaine on the 0-12 irredeemable mor… esteban on the 0-12 irredeemable mor… syncaine on the 0-12 irredeemable mor… esteban on the 0-12 irredeemable mor… shilgrod on the 0-12 irredeemable mor… syncaine on ccp falcon sent riot a no… esteban on ccp falcon sent riot a no… raelyf on ccp falcon sent riot a no… syncaine on eve: war in catch, production… top posts the 0-12 irredeemable moron xcom 2 - long war 2 mod review coc: th8.5 strategy writeup eve: the skill plan trap eve: carrier has arrived eve: farming blood raiders, big and bigger versions league of legends lets you see how much cash you have spent ark: base building trial and error, and the patching frenzy what’s a man to a king, what’s a king to a god, what’s a god to a non-believer? eve: wormhole space, and how it can be used blogroll bio break jester's trek keen and graev's blog kill ten rats mind bending puzzles pθtshθt psychochild's blog random average the ancient gaming noob tobold's mmo blog 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