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106
General Discussion / Re: Jupiter Hell 0.8.5 - Hounds of Hell - RELEASED!
« on: November 27, 2019, 11:36 »107
General Discussion / Re: Jupiter Hell 0.8.5 - Hounds of Hell - RELEASED!
« on: November 20, 2019, 18:23 »
figured i'd just rebuild the badges, why not? first run, not bad here, would have had 100% if i wasn't running too fast and accidentally went into the black site elevator. kerberos are really cool and i was lucky to survive a fast group of exalteds
Spoiler (click to show/hide)
108
Post Mortem / Re: [H|YAAM] On a roll - Strongman Diamond
« on: November 19, 2019, 06:32 »
great run, the melee ones are the most fun i think
109
General Discussion / Re: Jupiter Hell 0.8.5 - Hounds of Hell - RELEASED!
« on: November 19, 2019, 06:29 »
new update wiped my player data clean and everything is locked. is there any way i can recover it?
110
Post Mortem / Re: [0.8.4b|H|Ma|5|YASD] Is this where I post mortems?
« on: November 18, 2019, 09:44 »
callisto anomaly is tough - i actually think UV is easier than hard once you get the gameplay mechanics down
111
Bug Reports / Re: crash entering valhalla spaceport
« on: November 18, 2019, 09:44 »
great news! i had another computer freezing crash like this upon a death in callisto, i'll see how the update handles it
112
Bug Reports / Re: crash entering valhalla spaceport
« on: November 10, 2019, 06:52 »
saw this run through to the end without any further problems - the levels between callisto 2 and the spaceport played exactly the same, down to the drops from the exalteds. this was also my first run really using overkill early in the game, which is fantastically useful for taking down bots
Spoiler (click to show/hide)
113
Bug Reports / crash entering valhalla spaceport
« on: November 07, 2019, 17:25 »
went from valhalla command -> spaceport and the game totally froze my computer and i had to do a hard reboot. when i restarted the game it put me back several levels to callisto L2, where i had previously left off and started this session
end of crashlog:
00:33:26.89 [INFO ] Loading texture data/texture/fx/fire_shot_01/fire_shot_01_A_diffuse.png...
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00:33:44.70 [INFO ] Loading texture data/texture/ui/icons/ui_ammunition_556_diffuse.png...
00:33:44.77 [INFO ] Loading material mat_particles_explosion_02...
00:33:54.82 [INFO ] Loading material mat_decals_blood_01...
00:33:56.88 [INFO ] Loading texture data/texture/ui/icons/ui_kit_electronic_diffuse.png...
00:34:03.62 [DEBUG ] no gfx blueprint for id = buff_stimpack
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00:34:38.67 [INFO ] Loading texture data/texture/ui/icons/ui_weapon_ashotgun_diffuse.png...
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00:35:11.79 [INFO ] Loading texture data/texture/ui/icons/ui_tooltip_elevator_diffuse.png...
00:35:27.26 [INFO ] Picked a trait!
00:36:37.94 [INFO ] Loading texture data/texture/ui/icons/ui_armor_chest_diffuse.png...
00:36:42.22 [INFO ] Loading texture data/texture/ui/icons/ui_weapon_pistol_diffuse.png...
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end of crashlog:
00:33:26.89 [INFO ] Loading texture data/texture/fx/fire_shot_01/fire_shot_01_A_diffuse.png...
00:33:26.96 [INFO ] Loading material mat_decals_ammo_9mm_01...
00:33:27.25 [INFO ] Loading material mat_particles_explosion_mark_01...
00:33:29.36 [INFO ] Loading texture data/texture/ui/icons/ui_target_02_diffuse.png...
00:33:43.19 [INFO ] Loading material mat_particles_blood_particle_01...
00:33:44.70 [INFO ] Loading texture data/texture/ui/icons/ui_ammunition_556_diffuse.png...
00:33:44.77 [INFO ] Loading material mat_particles_explosion_02...
00:33:54.82 [INFO ] Loading material mat_decals_blood_01...
00:33:56.88 [INFO ] Loading texture data/texture/ui/icons/ui_kit_electronic_diffuse.png...
00:34:03.62 [DEBUG ] no gfx blueprint for id = buff_stimpack
00:34:03.62 [DEBUG ] no gfx blueprint for id = buff_stimpack
00:34:03.62 [INFO ] Loading material mat_particles_shapes_01_blick_01...
00:34:38.67 [INFO ] Loading texture data/texture/ui/icons/ui_weapon_ashotgun_diffuse.png...
00:34:46.52 [INFO ] Loading texture data/texture/ui/icons/ui_frame_01_diffuse.png...
00:34:54.83 [INFO ] Loading material mat_shotgun_A_barrel_01...
00:34:55.72 [INFO ] Loading texture data/texture/ui/icons/ui_weapon_shotgun_diffuse.png...
00:35:11.79 [INFO ] Loading texture data/texture/ui/icons/ui_tooltip_elevator_diffuse.png...
00:35:27.26 [INFO ] Picked a trait!
00:36:37.94 [INFO ] Loading texture data/texture/ui/icons/ui_armor_chest_diffuse.png...
00:36:42.22 [INFO ] Loading texture data/texture/ui/icons/ui_weapon_pistol_diffuse.png...
00:36:55.32 [INFO ] Loading texture data/texture/ui/icons/ui_consumable_medkit_diffuse.png...
00:37:39.27 [INFO ] Loading material mat_automatic_A_body_01...
00:37:39.42 [INFO ] Loading material mat_automatic_A_magazine_regular_01...
00:37:39.42 [INFO ] Loading material mat_automatic_A_stock_03...
00:37:39.42 [INFO ] Loading material mat_automatic_A_grip_01...
00:37:39.42 [INFO ] Loading material mat_automatic_A_forend_01...
00:37:39.42 [INFO ] Loading material mat_automatic_A_barrel_01...
00:37:39.42 [INFO ] Loading material mat_automatic_A_receiever_01...
114
General Discussion / Re: Jupiter Hell 0.8.4 - Infernal Intellect - RELEASED!
« on: October 31, 2019, 08:14 »
i would agree that UV makes the game slightly easier when you get a feel for the mechanics and what to use on which monsters. the early big weapon drops, higher chances of mods, advs and other useful items from the exalteds, provided you can survive the first couple waves really helps. i really like this feature though, but maybe it would be offset by earlier introductions of reavers. cri bots on UV also tend to get softened up a bit by all the monster infighting, though even one with low health still can hit you super hard
115
Nightmare! / Re: [N!|AoD+AoRA|69%|YAVP] Completed my Platinum collection :)
« on: October 25, 2019, 06:17 »
incredible job as always!
116
General Discussion / Re: Jupiter Hell 0.8.4 - Infernal Intellect - RELEASED!
« on: October 20, 2019, 12:12 »
finally got a win, overall really like how challenging the new ai tweaks make the game
a few more thoughts - smoke screen is a lot less effective with fiends/reavers being able to smell you. i'm not sure if this is also the case for the scout's stealth move, but might be interesting to make gas grenades able to overpower their sense of smell, or to make the phase devices a little more common drops
a few more thoughts - smoke screen is a lot less effective with fiends/reavers being able to smell you. i'm not sure if this is also the case for the scout's stealth move, but might be interesting to make gas grenades able to overpower their sense of smell, or to make the phase devices a little more common drops
Spoiler (click to show/hide)
117
General Discussion / Re: Jupiter Hell 0.8.4 - Infernal Intellect - RELEASED!
« on: October 19, 2019, 07:30 »
getting closer - probably would have won if i didn't do something incredibly stupid on the arena (trying to fight multiple siege ravagers instead of just smoke screening away)
some more thoughts:
- grenades, especially gas and smoke, are a lot more useful with the ai upgrade. blocking LOS from ambushing/flanking enemies helps a lot
- likewise rockets become much more practical to use as the primary weapon in the mid-late game due to enemies tending to congregate around doors approaching you
- p-mod nerfing makes the plasma rifle a lot less powerful and about on par with the chaingun in the lategame if powered up, or less powerful if the chaingun is powered up. useful for ammo conservation but not the clear upgrade it once was
- uv enemy accuracy drop sounds on paper like it would balance out the 10% drop in cover but enemies still hit a lot more it seems, especially those with big rapid fire guns
- new adv system is really cool and does help out with weapon balance in the early to mid game
some more thoughts:
- grenades, especially gas and smoke, are a lot more useful with the ai upgrade. blocking LOS from ambushing/flanking enemies helps a lot
- likewise rockets become much more practical to use as the primary weapon in the mid-late game due to enemies tending to congregate around doors approaching you
- p-mod nerfing makes the plasma rifle a lot less powerful and about on par with the chaingun in the lategame if powered up, or less powerful if the chaingun is powered up. useful for ammo conservation but not the clear upgrade it once was
- uv enemy accuracy drop sounds on paper like it would balance out the 10% drop in cover but enemies still hit a lot more it seems, especially those with big rapid fire guns
- new adv system is really cool and does help out with weapon balance in the early to mid game
Spoiler (click to show/hide)
118
General Discussion / Re: Jupiter Hell 0.8.4 - Infernal Intellect - RELEASED!
« on: October 15, 2019, 18:44 »
new AI is definitely very hard - made it to europa only once in about a dozen runs. getting flanked by enemies or snuck up on from rooms you'd thought had been cleared is an extra challenge, and i'll have to think more strategically about room/exit placement going forward
119
General Discussion / Re: Jupiter Hell 0.8.4 - Infernal Intellect - RELEASED!
« on: October 14, 2019, 17:47 »
loving the more aggressive fiends - here is a yasd of me not getting away from a few exalteds early on. however, i did get a chaingun on callisto L2, not sure if vaults/exalteds were taken into account with the drops?
Spoiler (click to show/hide)
120
Post Mortem / Re: Almost there: YASD Tech/Medium
« on: October 13, 2019, 05:51 »
nice run, the endgame kind of forces you to lock into rockets, 7.62 and plasma
scavenger activates automatically - just pick up an ammo and it will convert to whatever type the gun you're holding takes, except on rockets and plasma
i haven't encountered any unique 45 rifles, but would make a good addition if there isnt one there. typically i ditch my rifle for a rocket launcher as a long range weapon
scavenger activates automatically - just pick up an ammo and it will convert to whatever type the gun you're holding takes, except on rockets and plasma
i haven't encountered any unique 45 rifles, but would make a good addition if there isnt one there. typically i ditch my rifle for a rocket launcher as a long range weapon