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Templarfreak
Templarfreak @ Templarfreak

Uhm, uh, excuse me, what ???

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Templarfreak
Templarfreak @ Valveā€™s Gabe Newell Would Like To See Paid Mods Return

All of the points already said here are pretty much spot-on.

1. It will kill communities by dividing modders even more than they already are. A lot of outsider people don't really seem to realize it but most modders are just plain and simply not friendly with each other except with those in their own groups (in general, but obviously not everyone is like that), especially with newcomers that have yet to prove anything about themselves. This is one of the biggest reasons why I think modding is dying as a whole honestly. People come to places known for modding asking for how to do X thing or for some help and get berated or shut down completely while using public assets is considered stealing or poor quality even though that's the only thing that is available. Modding tools also becoming more and more complex and more and more like basically coding your own ******* game also does not help. (You might as well start working on your own game at some point, as the amount of effort to do either becomes more and more equal)

2. It's really not going to be profitable because not only will Valve take a cut, but so will the developers and publishers of the games being modded and then you have to divide between your team as the majority of good mods are definitely done by more than one person. (Again more of a reason to just make your own freaking game and sell it on Itchio, GOG, or maybe even through Desura? =p)

2a. Ontop of that most paid-for mods are probably not even going to be bought a whole lot as a lot of people that play mods are probably playing mods because they don't have a whole lot of money to buy a whole lot of games in the first place and thus turn to mods to expand upon or completely change the games they already have.

3. People could easily steal and upload other people's mods to Steam and make money off of them with practically 0 consequence. How are you going to enforce this? It's going to be practically impossible!

4. How could you even get every single developer and publisher to agree to the terms? What, if they don't agree then they just don't get to be on Steam? That's a pretty huge requirement.

5. It's going to make mod development even more difficult as now not only do you have to work with learning new tools and building skills but now money would even be on the line so a simple hobbyist modder could never compete. It's already very difficult to compete as a single modder because even if you have a good idea that people are excited for anyone you ask for help with will more than likely deny helping you because most modders are sitting in their own little personal circles and only want to help their friends or who they trust and thus leaves these people with little to no options to be able to really create their vision as developing skills in art, programming, game design, AND spreading the word/advertising is virtually impossible.

6. It could potentially destroy existing tightly-woven communities, groups of friends, and circles that exist solely around particular projects (and probably will) as people get petty and greedy with each other.

7. It could potentially destroy modding in general (and very well could) as most people won't go looking for mods anymore because they would have an understanding that they'd have to pay for them and as there is practically no quality control involved it would be such a risk to buy a mod.

Just from every angle there isn't a single good thing to be said about it.

(Please note that anything that seems unsubstantiated is just either my opinion, my experience, or from my own observation and in no way what I say should be taken as fact)

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Templarfreak
Templarfreak @ Technicians = $$, with Labor Camp!

But you won't normally be able to get that many technicians from selling a building right?

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Templarfreak
Templarfreak @ YRNW 18 Materials

Trained to easily mad at enemy infantry. TRAINED TO EASILY MAD AT ENEMY INFANTRY.

Are you trying to mean "Trained to easily dispose of enemy infantry" or something like that?

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Templarfreak
Templarfreak @ onlineinprogress

Nice. Is this going to be officially supported by CNCNet, or is it going to be it's own addon thing that is just using the service?

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Templarfreak
Templarfreak @ Better FX for Evolution Chamber

So this is almost like Populous 3 macro mechanics, but it takes 5 standard ants to make 1 of these guys.

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Templarfreak
Templarfreak @ Anime Fans of DBolical

This was surprisingly boring. It kind of just maintained the same melody the entire time and din't have that great of bass, then the mashup itself is just meh.

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Templarfreak
Templarfreak @ Just a dream... or was it?

(Another Jontron clip that is applicable)

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Templarfreak
Templarfreak @ A nice person

"Who is this crazy nigga and why are they talking to me I swear I'll kill 'em"

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Templarfreak
Templarfreak @ Time for laundry

EDIT: WAIT WHAT EMBEDDED VIDEOS INTO COMMENTS NOW?! WOOO

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Templarfreak
Templarfreak @ Is not Manko! it's Matako!!!

Ha ha RIP 4th wall. :D

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Templarfreak
Templarfreak @ Epsilon Nautilus

You don't necessarily have to list DPS, but damage, attack speed and number of attacks should be and aren't. There should probably be a page dedicated to IFV transformations and their various stats. Turning speed should be listed. Soylent might be nice to list (Or something along those lines) but not totally necessary. CellSpread and PercentAtMax, RadLevel, if something self heals (Like Tesla Troopers), Sight Range (though it's not as important as in some other RTS'). Given that all of this, or at least some of it, should be listed it's definitely most missing (Since this and speed, health, and range is pretty much all the stats).

For RADLevel, it could just say be listed under the Desolator's Additional Information like

"* Deploys to apply 500 levels of radiation in an X.X area"

Instead of listing RADLevel and Cellspread in their actual stats.

DPS is important to know. Even if there's multiple Armor Types that increase or decrease the damage, it's still good to know to give a basic idea of how much damage a unit will be doing. If you wanted to get really crazy, you could average together the damage it would be doing against all armor types to give an average DPS but that isn't a necessity. Warheads could have a dedicated page to listing what damage vs what Armor Types they do, then every unit could just list their Warhead. A link to the Warheads page could go directly underneath Stolen Tech & Neutral Structures and every unit's Warhead listing could bookmark to their Warhead on that page.

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Templarfreak
Templarfreak @ What if Yuri controlled Yuri

That happens multiple times throughout the video, actually. The Mind Controlled Yuri Clone is Mind Controlled successfully, but their own victim is freed. (This is why you hear the mind control liberation sound a bunch in the video)

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Templarfreak
Templarfreak @ Epsilon Nautilus

Potential for that. I don't really know a whole lot about the capabilities of the Foehn's navy. I haven't looked directly at their stats and the website is no help, either. Most stats are missing. (Such as DPS... Something as basic and important to know as DPS is not listed on a single unit)

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Templarfreak
Templarfreak @ Epsilon Nautilus

It should. It costs an unbelievable amount of tech. But that doesn't mean it's going to be better at that than Piranhas or Squids. And it potentially would still have trouble at it because the Subs will be initially submerged, not visible. The Piranhas will have significantly less of a problem because there will just be so many of them.

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Templarfreak
Templarfreak @ Tiberian Sun Client 5.30 Released

What of those CnCNet Github hacks are applied to the client's version of TS? I would imagine all the ones CnCNet actually uses right? Also, how do you use EXE commands with the launcher? (As in "path to exe" -command)

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Templarfreak
Templarfreak @ Epsilon Nautilus

I have some first impression thoughts about this unit. I feel like it may not really have a place anywhere in your navy as an Epsilon player for several reasons. Squids and Piranhas are a very stable navy force on their own that cover a lot of necessities. It feels like it's trying to be a Battleship? Or a secondary siege unit? Either way, I can't really see it being used. Unless cost-for-cost it out-matches the Piranha in every way except in speed and AA capabilities it seems like it wouldn't be a good choice (Which it may since it's gated by so much tech).

I get the feeling this is meant to be a similar unit to the Allied Battleship, it's suppose to deal with the heavier targets such as the Aircraft Carrier, other Battleships, Dreadnoughts, and Akulas. However, I'm not totally sure if this is really necessary for Epsilon as the Piranha is already very good at that as long as it's either out-numbering the opposing navy (Which given it's cheap cost and fast production compared to the other MBNaval units of the other sides, it can do that quite well) or catching those heavier ships off guard with no protection from the MBNavals. The Allied Battleship and the Allied Destroyer have a unique relationship in that the Battleships are needed to fight the Dreadnoughts and Aircraft Carriers while the Destroyers keep subs and Squids away from them but directly engaging with the Destroyers isn't necessarily a viable option because being caught off guard can see your entire Destroyer force get... Destroyed, heh.

Given this, I don't really see Piranhas + Nautilus forming the same relationship because Piranhas are too cheap to fill a similar role to Destroyers or Battleships while this would maybe fill the role of a Battleship (I'm assuming it's suppose to be like that, as it's ridiculously tech expensive so it must be designed as a heavy tech unit with lots of health and damage and such). There may be some synergy with Squids but that would only because Squids synergize with anything because Squids are generally a good unit that is basically going to be the main force of your navy anyway, especially against Soviets (No unit like the Dolphin to shew the Squids off your navy).

With the description, this is all I can get off of it. The unit itself doesn't really seem to fit anywhere, as the basic Piranha + Squid is such a good standing naval force already while the Reseph provides the sweet shoreline siege. It can't replace the Piranha or Squid, because it's too tech-heavy. It's not really needed to fill the role of a Battleship, because one of the advantages of Submerged units is that they can sneak up on other naval units relatively easily and catch them off guard. It would be redundant to make it a siege unit. It's not really going to be needed to fight Battleships, in fact it may even end up being countered by it. You most-certainly wouldn't need it against Dreadnoughts, because Typhoons very-well would be guarding those and it would probably get torn to bits by them. It would be better to use Squids or maybe Piranhas. Epsilon already has options to use against Aircraft Carriers again such as the Squid. So I just don't know what this unit would be useful for.

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Templarfreak
Templarfreak @ Epsilon Nautilus

Exactly this. Boomer was too much wrapped into one for little to no real investment and was useful all-around because it nearly had the range of a Dreadnought or an Aircraft Carrier. From my knowledge this was more-so done due to time constraints, like a lot of reasons why Yuri's faction feels so incomplete or poorly designed.

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Templarfreak
Templarfreak @ Nuwa Cannon

Comparatively to the rest of the body it's small, but if we're to believe the in-game scaling is meant to be accurate size then this thing is still absolutely ******* ginormous and so is it's cannon.

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Templarfreak
Templarfreak @ What if Yuri controlled Yuri

This seems like it would be one hell of a minigame. Although with that many clones in that close of proximity to each other I don't think it would be possible to actually win, at least in a reasonable time frame.

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Templarfreak
Templarfreak @ "Chrono" miner

Loooool that's so OP.

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Templarfreak
Templarfreak @ Samurai Jack Season 5 Trailer!

Gotta get back. Back to the past. Samurai Jack.

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Templarfreak
Templarfreak @ Over Powered Mod

Looks like this is going to be one of those crazy and experimental mods? I like that. Following. :D

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Templarfreak
Templarfreak @ Rocket Barrage Preserved!

JUSTICE RAINS FROM ABOVE

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Templarfreak
Templarfreak @ Soul Harvesting

Something so technologically advanced that you can't understand it is indistinguishable from magic.

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Templarfreak
Templarfreak @ Bounty Hunt!

Yes, the upgrades can only be applied one time as it's just a boolean flag like "hasXupgrade = true" iirc

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Templarfreak
Templarfreak @ v5 preview

What's going to functionally be different on the everyday-site-use perspective? There is a lot that can be improved upon for normal use of the site (Comments, notifications, Google Notification integration, better Forums, better moderation, much more information being displayed on a user's and a mod/game's profile such as games/mods, a separate bar for videos, files, and addons like there is with images, and much more) even if that means visually it doesn't change. But that seems to be the only aim of this update, to make visual changes.

I've never had problems with the sites on mobile (Although I am very rarely on mobile so I guess my opinion here isn't too important) except buttons can be pretty small which for the most part that can be fixed by simply turning the phone sideways, especially on bigger screens with higher resolutions and better zooming.

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Templarfreak
Templarfreak @ StarCraft: V - Version 0.01.21

K, finally got to it:

-Windowed Mode does not work.
-Hatchery does not spawn creep unless there is creep already touching them. (Probably has something to do with them not having any creep at all underneath them when they finish construction)
-Consequently, Hatcheries cannot spawn Larva if there is no creep for them to spawn on.
-Building a Creep Colony crashes the game.
-Optical Flare crashes the game. It looks like it might be the explosion animation causing it (When it hits a target)?
-Carriers cannot attack.
-Had a random crash when as Protoss when a Dragoon attacked an Arbiter. No crash prompt or error displayed. Froze for a few seconds then immediately crashed to Desktop. Can't recreate it.
-Game occasionally randomly crashes in general with no identifiable reason.

Please change gas returns back to 8. It is an objectively bad change in SC2 and you (Nor anyone else) should not follow it (Unless you are completely redesigning the economy and the cost of units, which you are not). Puts too many extra workers into your economy (Upwards of 3 more per base) which has a significantly larger impact then you'd think on unit counts. On top of that, all BW maps are rendered pretty much unplayable because of half the gas income.

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Templarfreak
Templarfreak @ Your Waifu Doesn't Love You

THE CRINGE. OH GOD. HOLY ****. LOL.

Also who made this?

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Templarfreak
Templarfreak @ Pricing a Roguelike

This seems like a rather large amount of effort to explain a really simple concept.

You put effort into something. People want that something, so you should be payed for your work. Balancing what you want and what people are willing to pay for what they want is the key. Often times just finding a median or average between the two will work. (Say people would prefer 15 dollars and you want to sell for 40, you settle on a price of around 27 dollars)

The game seems far too complicated and the visuals too clusterfucky for me at this point (even though I've been following this game for years now I think), so I can't really judge a 30 dollar price as I'm well beyond your target audience from what I can tell.

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