BBAlpert's forum posts

#1 Edited by BBAlpert (1811 posts) -

I started playing yesterday and ran into a dilemma. Do I play as the character that's been my favorite since I was a kid, but has a playstyle that doesn't seem particularly exciting to me (Colossus)? Or do I play as a character that seems like he has more interesting skills, but is (in my opinion) a super lame character (Hawkeye). Or go with a middle ground option that I think is so-so as a character and looks like he has some maybe interesting options (Cyclops).

OR just say "fuck it", pay a few bucks, and rock out as Squirrel Girl?

Colossus is so cool, but his skills are so boring! Like, one of his starting skills is "punch". 10 or 15 levels later, he learns "some other punch that calculates damage using a different stat". At 30 or whatever, he learns a third punch that uses some third stat. Beyond that, he's got a tackle and a ground pound or something, but nothing fun like "12% of your arrows will shoot poison gas or lightning or whatever"

*edit: Apparently Colossus learns that sick "HUAAAARGGHH" explosion thing he does in the old X-Men arcade game at level 30! I know it's a terrible reason to pick a character, but it might be what tips it for me...

#2 Posted by BBAlpert (1811 posts) -

One thing that might help people wrap their heads around the navball a little easier is to note that you can think of it as the rocket's point of view. If you superglued a GoPro to the nosecone of your rocket, the navball is what you would be seeing. The blue hemisphere is sky, the orange is the ground. The line where orange and blue meet is the horizon.

So when you're sitting on the launchpad, the ball is entirely blue because you're facing straight up at the sky. If the ball is entirely orange, that means you're pointed directly at the planet/ground/whatever you're orbiting.

One of the bigger implications of this (when you're taking off, especially) is that it's one of a few ways to quickly tell whether you're rising or falling. If your velocity vector is in the blue, you're going up (or away from the planet). If it's in the orange, you're falling.

I don't know how much of this is obvious or explained in tutorials, but I know I had a really hard time grasping a lot of this initially, so it wouldn't hurt to share some tips.

#3 Posted by BBAlpert (1811 posts) -

I went down a rabbit hole of woodworking videos a year or two ago, and these 2 guys are pretty cool.

Frank Howarth: Occasionally does some awesome stop-motion animation videos of his projects.

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Steve Carmichael: He does some fun, unique projects and has a pretty solid knack for comic timing.

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#4 Edited by BBAlpert (1811 posts) -

Nintendo

  • Reggie, Miyamoto, Iwata, and Bill Trinen will keep being absolutely adorable
#5 Edited by BBAlpert (1811 posts) -

@veektarius said:

How about Ray Wise vs. Kirkhope?

I think you know damn well what the answer to that one is.

(Maybe sort of spoilers for Twin Peaks season 1, but not really. Just erring on the side of caution)

*edit: I guess embedded videos don't work in spoiler blocks. Oh well, I tried.

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#6 Posted by BBAlpert (1811 posts) -

@thunderstorm101: @machofantastico: Regarding the keyboard controls and camera orientation, in general you want to do everything based on the navball. It's way easier, since you never have to factor in the camera's orientation. Pressing left always moves the ball to the left or up will always move the navball the same way. It does take a little getting used to, but it's definitely worth it.

For really detailed maneuvers, you can hit caps lock (by default) to toggle "precision" mode. This makes your controls a LOT less sensitive, allowing you to make small adjustments without swinging around wildly. You can tell that precision mode is on if your pitch/yaw/roll meter is blue instead of orange.

And yeah, 70 km is the edge of the atmosphere. At or above 70 km, drag is not a factor. But once you dip down to 69.999 km, you're losing speed to atmospheric drag until you pull back up about 70. This can be used to your advantage (look up aerobraking), but the main thing to remember is that if you dip into the atmosphere at any one point during an orbit, you WILL eventually fall out of orbit. It might take a while, but it will happen.

#7 Posted by BBAlpert (1811 posts) -

@csl316 said:

Witcher 2 made it worth doing. And making weapons in Vagrant Story was pretty rad.

Yeah, I came in to say that The Witcher makes potions really important.

#8 Posted by BBAlpert (1811 posts) -

For a good long while, it was Orcs Must Die! for me. Get in there, plop down some tar traps, some springs, maybe a swinging mace, and go to town on some greenskins. Gosh, that game is a lot of fun.

Recently, I've been turning to Cities: Skylines for when I want to play something without thinking (which leads to some very poorly organized cities, but whatever).

PICROSS 3D

Very good choice.

#9 Edited by BBAlpert (1811 posts) -

@ntm said:

After P.T. I'm not sure I want to go digital anymore. That may be a unique instance, but I don't know.

I definitely agree with you, although I could also imagine getting to a point where an unsupported game won't work even if you HAVE the disc. It might be a boxed game that needs to check in with a server that's no longer running. Or it could be a situation where the software on the game disc DEPENDS on a Day 1 patch to run properly.

#10 Edited by BBAlpert (1811 posts) -

My phone's Google "Cards" or whatever just showed me a headline that got me really excited until I realized it was referring to something that happened in 2012.

The headline was "F1 Spanish Grand Prix: Maldonado win shows 'why you never give up'"

I should have assumed they weren't talking about this year, considering that the Spanish GP hasn't even happened yet (unless I'm horribly mistaken, which is always possible).