A list of puns related to "Overhaul"
Hey fellow Interlopers, I may or may not be the only one that has always been a little disappointed with the ship identities we have available. Aside from their starting slots and stats, eventually there becomes almost no difference as to the ship type you are using aside from a cosmetic view.
So fully upgraded each ship has 48 general slots and 21 technology slots (excluding the Living Ships). It just seems a little pointless to have a ship such as the Hauler even in the game when it has the same cargo capacity as a Fighter. Even from a stats point of view there is very little once fully upgraded to differentiate each of the ship types in terms of how they feel to manoeuvre or shoot down another ship.
I would love to see some significant changes to make each ship type a unique experience to fly. An overhaul (pun not intended) of the cargo slots and tech slots to make them more in keeping with the type and also stats to really feel like each of the ships should.
Implementing something like this would really make you feel like you have more of a role to play in the universe, from traders (haulers) to bounty hunters (fighters) to scientists (explorers) and even a sort of chauffeur type role (shuttle) could be put in where you have to take different classes of npcs to different systems from the space stations.
You donβt gain their muscles. But you DO gain their height. If you want their muscles you still gotta work for βem.
And you donβt age either. You look like them until you die. (You can still gain muscle and fat however.)
Personally, I would choose Mirio. He looks pretty good overhaul (pun intended) and heβs decently tall. Or All Might, for obvious reasons.
If you've never gone to help.bungie.net, you probably will have never seen these, even for last year (Year 4). But here are the big links:
I highly recommend going completely through both articles as you can start preparing now (less than 2 months away) for those last minute things you have on your checklist before they go away. There are also Exotic Vanity items, Ships etc, that you'll no longer be able to acquire.
The Helm is getting overhauled. These are things getting removed in the posts above:
Additionally -- You should be getting ALL the well mods as they exist now. The Servitor Splicer and Wayfinder Compass are going away. Who knows how long it will be before those mods are added into the "normal circulation" of Ada's Mods (CWL / Warming Cell mods).
**Note (Thanks u/Gbrew555!)Notice that Umbral Engrams themselves aren't getting deprecated, only the Vendors (Decoder/Recaster). It's likely that Umbral Engrams will still exist, they just may have a new mechanism to use them.
These items will no longer be earn-able in their current acquisition methods (unless Bungie ties them to something new).
Vanity Item | Item Type | Current Acquisition |
---|---|---|
Shell of Gilgamesh | Ghost Shell | All the Scattered Pieces Triumph |
Zeroneiro Shell | Ghost Shell | Unpredictable Triumph |
Reefborn Warbird Ship | Exotic Ship | Devotee's Remnant Triumph |
High Gravitas Ship | Exotic Ship | Reach Rank 21 at the War Table |
The Fourth Mark Ship | Exotic Ship | Coup de GrΓ’ce Mission |
Forbidden Memory Ship | Exotic Ship | Path of the Splicer Quest |
Eternal Recurrence Sparrow | Exotic Sparrow | Wayfinder's Voyage Quest |
The following Exotic Weapons will no longer be earn-able via their original acquisition methods.
Gallery: https://imgur.com/a/6g5Hv1W
Added Clevercharff AIO per request: https://imgur.com/a/gzxs81M
Ran a quick comparison on all major texture packs. I focused on architecture because mountain, road and landscape are usually overwritten with other mods. Here are my findings.
1) 2K vs 8K has no visible difference on a 3070 with 8GB VRAM
We always tell modders to go for 2K textures, what I didn't expect is there is literally zero visible difference between the two, other than 8K textures makes my 3070 almost unplayable due to out of memory slowness. Even when I stand right next to a wall, I can't tell the difference between 2K and 8K.
If someone with a 3060 or 3090 and no VRAM limitation can compare Skyrim 2020 2K vs 8K it will be appreciated. Maybe the textures are compressed on my card so details are lost?
2) Project Clarity is an upgrade over vanilla textures
If you zoom in, the AI upscaling process definitely adds some extra details to the Whiterun bricks not in the original image. Rudy uses cloud texture from this pack for his Cathedral ENB so it is definitely legit! The sharpening and filtering it does also makes everything more clear, as the mod name implies.
3) Vanilla actually looks good
I think a lot of the before/after showcases are unmodded vanilla texture vs Rudy Cathedral with a boat load of other mods. If you look at just vanilla it is actually super competitive. I don't see a major advantage from Noble, SRO and Skyland. In fact SRO doesn't seem to do much for Whiterun and College of Winterhold, it is very much vanilla+ with higher resolution but Project Clarity is just as good.
My favorite of the bunch is definitely 2020! Noble and SRO were great for their time, but they look a bit dated now, it is hard to beat a GOAT level texture artist like Pfucher, working an extra four years. Download 2020 2K and you won't be disappointed! Skyland's forte is definitely on landscape but with so many super high quality landscape packs out there, I don't see much reason unless you really like their style.
Other Comparisons:
Weather/ENB:
https://www.reddit.com/r/skyrimmods/comments/salxpx/weatherenb_combo_comparison_2022_the_winner_is/
Architecture:
[https://www.reddit.com/r/skyrimmods/comments/sctjrb/texture_comparison_noble_vs_2020_vs\
... keep reading on reddit β‘Eastern side of the map is completely empty. On the western side thereβs some loot but thatβs nothing to what Lighthouse has to offer. Even the resort seems lackluster and is more of a βhigh-risk-meh-rewardβ area compared to water treatment plant on lighthouse. It doesnβt have to be on par with lighthouse in terms of loot quality and quantity but please just give us SOMETHING. No matter where you are on lighthouse thereβs always something to loot next to you which keeps the map fresh, but on shoreline you have to go to the same 10% of the map again and again and again. Please give it the woods treatment BSG!
Lovin the wipe so far tho, great changes!
I saw a post asking what people think the worst writing decision in the story was, which got me thinking about the Overhaul arc and how controversial it was at the time where people either loved it or hated it. As people are starting to turn against the current story, I felt like bringing back up a lot of the issues that were controversial while the Overhaul arc was happening because I feel like you could clearly see the trends that Horikoshi's writing was going at that point. The only real difference back then was that people still assumed Horikoshi would loop back around and cover his tracks, whereas now they're not so hopeful (imo).
So just some of the general issues that have been brought up after the war:
Before addressing the elephant in the room, I just have to remind people. I feel like its been lost to time that while Overhaul did all this talk about how quirks are a disease that he wants to eradicate... Horikoshi randomly decided to add to Overhaul's plan near the end of the arc and have him also create the antidote to his own bullets. Suddenly his plan was no longer to destroy quirks, but to destroy quirks and then sell the heroes the antidote for money... which doesn't really make sense for a guy who thinks they're a disease. So now that he's shot Mirio we're told already that it won't really be permanent since an antidote exists. Honestly I'm not even sure that Horikoshi himself remembers that an antidote exists and was in Shigaraki's possession at the end of the arc. So Mirio would eventually be fine.
For the elephant in the room, Infinite 100 Percent. It's legitimately the type of plot you would expect at the end of an anime movie. The hero with his back against the wall gets the temporary ability to use all of his power years before mastering it, before walking away without a single scratch. Pure fan service and no logic. Except it's canon and just took out the second strongest villain to date. Not just "oh you took less damage then we thought you would take" like the war. He literally walks out without a scratch. It took what should have been Izuku's greatest fight probably in the whole story (before or after) and turned it into a clip show. Also his "wishing energy" defied Nighteye's fate of watching him be killed by Overhaul,
... keep reading on reddit β‘I learned python this year, and after a while finally felt competent to begin to tackle The Sims 4. I've been a vocal critic, so I felt it was right to try to shape some things based on how I felt as a long term player.
I have worked nearly every day on the project. It started as a mod to add difficulty but began to grow into more. I've done a lot to fix player annoyances, taken in feedback from here and elsewhere, and made many changes to the game. There is still much work to be done but I'm very happy with all I accomplished and look forward to when the holidays are over and I can resume the project. Here is a huge list of everything I've incorporated into my mod.
Thing handles like a wheelbarrow and gets stuck on EVERYTHING and flips over way too easily, in addition to having the problems every vehicle in this game except the Wasp and Ghost have in that they are made of tissue paper and blow up the moment someone with anything other than a sidekick equipped looks at you funny. You know this thing is ass when even the enemy AI in campaign can't figure out how to drive it, I always see brutes in it just come at me in straight lines then I strafe around them and they awkwardly try to reverse and turn around while they get shot in the back. And the fact it doesn't properly insta-kill other vehicles with the boost is a massive shame. I don't really get how it could have ended up like this, the Halo 3 Chopper was excellent, it had little issue with small terrain features and while it did have a wide turn radius, it turned smoothly and handled like a dream compared to the unyieldy hunk of metal that is the Halo Infinite Chopper.
Tl;dr, fix the steering on the Chopper, buff its health, make it stop getting stuck on everything and flipping over constantly, and for the love of god let it insta-kill a freaking Warthog with a boosted ram, that was everyone's favorite bit about it in Halo 3.
New world gets a lot right but it also gets a lot wrong. One of the biggest flaws in my opinion is the rewards and loot you get from end game bosses/elites.
The end game bosses in this game need to have more unique drops when it comes to armour and weapons. Right now BOP weapons from expeditions are basically the equivalent of βGod rollsβ from crafting. A good example is the Lazarus bow (letβs assume itβs not bugged and actually has +30 dex), sure itβs a great bow with godly rolls that arenβt obtainable via crafting but how unique is it actually? I would personally argue that a 600gs crafted bow with keenly jagged or keenly empowered is as good if not better than enchanted on the Lazarus bow.
I think a reward system like destiny is much better and makes the player feel like they actually got something unique and powerful.
In destiny you can have generic weapons that roll randomly from regular mobs or when you buy them from vendors (new worlds crafting substitute if you will).
But the bread and butter of destinyβs loot is the exotic (legendary) drops which are unique in their own way. I always refer back to the Gjallarhorn rocket launcher back when destiny was new, on a regular rocket launcher you could roll tracking (missile tracks your target) and cluster bombs (rocket splits into tiny bombs on impact that deal more damage), now rolling both of those perks was a rare occurrence in of its self but if you got it, you had a solid rocket launcher with respectable dps numbers. Now how was the Gjallarhorn Unique? The Gjallarhorn along with other exotic weapons all had unique perks only obtainable on them. In the case of Gjallarhorn it had tracking as well, but it also had Wolfpack rounds instead of cluster bomb. Wolf pack rounds are the steroid version of cluster bombs because unlike the latter they also tracked their target which basically means you almost never lose out on any dps.
This concept needs to come to new world, imagine if gravity well was a perk instead of an ability that could only be obtained via a great axe drop from an end game boss. This would make weapons feel more special and I personally think it will increase the interest in the game.
What do yβall think?
Battlefield 2042 truly has so much potential; more so than possibly any Battlefield to date. Those "Battlefield Moments" really do happen more so than in another of Battlefield I've played. When it works, it works phenomenally. The disappointing part is that it could be so so much more.
All-Out-Warfare (conquest and such) has been Battlefield's staple game type as a franchise. This is what most people should be playing for the core experience. Hazard Zone is meant to be a special mode that changes the formula up a bit. While Portal is meant to be a custom games type of mode for Battlefield (which is actually amazing and hope it grows massively in time).
This post will focus mainly on All-Out-Warfare, and a very little bit on Hazard Zone in relation to the changes I suggest in All-Out-Warfare. Hazard Zone and Portal are already pretty well off. Although they could use more content but that will come later down the line.
The post will focus on converting the Specialist System of all out Warfare to the Class System of older games, while still maintaining its uniqueness specialists brought and differences in Hazard Zone. It will offer 3 suggestions on the system which will differ slightly in their own
Classes have been a staple in the Battlefield series since the start. The class system essentially divided the weapons, gadgets and gear (amongst other things) into 4-7 roles depending on the game. This allowed for many things. For one, it helped balance the game. Making sure that certain weapon types couldnβt be used with certain gadgets helped ensure a balanced experience. You wouldnβt want a sniper with an ammo crate because theyβd never relocate to get ammo.
In BF2042, we have a new system utilizing Specialists. Many already know what the Specialists are but they are essentially Hero type classes, each with their own unique ability and special gadget. Sundance has a wingsuit and a special grenade while Dozer has a shield and takes less blast damage. This system does allow for overall more freedom to the game, but that comes with its own cost and cons that frankly, I believe are worse for the Battlefield formula as a whole.
For starters, there is very little sense of balance and role identity. As mentioned before, it doesnβt matter what weapon you run as you can still run whatever gadget you want. This essenti
... keep reading on reddit β‘Like sheesh, no wonder you got rid of it in multiplayer, this shit SUCKS.
Having to press a button just to open a submenu to press a button AGAIN to change grenades is a death sentence mid fight, especially with how hard to see the grenade/equipment's corresponding direction on the pad is and how the menu GOES AWAY if you dont press the direction right away. Its such a clunky and unintuitive system.
Why even have the submenu? Just let me tap to shuffle through the options like in the previous games. Or even better, let us custom keybind the equipment for immediate usage or rapid swapping.
Don't get me wrong, I do wish to have birds and they would be an amazing addition to the game, but before that, I came up with this idea: A huge update revamping exhibits which also might come in handy for adding aviaries.
It would be as follows:
- Adds the ability of making big terrariums, linking up to four exhibits to create a big one.
- Adds more animations (or even free roaming) to the exhibit animals
- Adds more interactions with the keepers (maybe even a small door for them to get into the terrarium and kinda clean it more realistically)
- Adds smaller exhibits. There are quite small exhibit animals that would fit much better in small exhibits. And that would give a lot of creative freedom too.
And finally, it would come with an animal pack of one classic habitat animal and seven exhibit animals, but revamped exhibit animals not the ones like we have. I'm mainly thinking of small mammals that would be too small for habitats such as jerboas or reptiles like the exhibit ones we already have
What do you think?
Iβm a real fan of ESO. Iβm often talking to friends of mine, who also previously played it, or discussing the game online about the pros and cons of the design. Invariably, there is a common conclusion that always ends the conversation: wouldnβt it be amazing if they fixed the combatβ¦ then we could all go back.
I canβt count the times Iβve read this in various places - websites like massivelyop.com, mmorpg, forums, Reddit, etc. Itβs like all lovers of MMOs out there who have all tried the game but left, all come away with the same reservation. βI love the game, but that combatβ¦β
It feels like there is a massive, potential fanbase of ESO which would be eager to return to the game if the floaty animation, mandatory cancelling, and spammy abilities were overhauled. Itβs in so many other ways one of the best MMOs on the market.
I just wanted to keep the high priority issues, um, high. Immersive musical scoring has come to be synonymous with modern Battlefield experiences. Let's make sure the devs don't forget that.
Personally, I'd love the return of fully orchestral underpinnings, perhaps with a contemporary twist mixed in. But I appreciate we all have different tastes in this area, so I'd keep an open mind. To an extent cough.
Given the current discourse around workerβs rights movements, do you believe in the Netherlands (and perhaps extending throughout the EU) itβs time to work less hours than we have been doing based βtraditionβ?
If so: How many hours a week do you feel should be considered full-time? Please feel free to elaborate via comments.
Edit: Fulltime in some industries is considered 36 hours and beyond.* But on average, 38 hours is standard.
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