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Brother_Sazerac

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Brother_Sazerac

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Only watched the 1st episode so far, but didn't find it to be very good.

The main problem for me was that they seemed to be trying way too hard to have a joke for every. single. second. of air time. And most the jokes themselves weren't really funny, whether it be the delivery or the joke itself.

When 90% of the jokes fall flat, it tends to diminish the humor of the other 10% that you manage to get through the non-stop ramblings that aren't really directed at anything in particular on screen other than "boy this Danish movie is really bad, amiright?"

I'll continue watching them if I have absolutely nothing else to do since, imo, the very early original MST3k's were kind of garbage until the writers to found their rhythm.

@bartok said:

I've only seen two episodes and it's alright. Compared to the Riff Trax Live of Samurai Cop I saw Thursday it was just night and day how much better Mike, Bill, and Kevin are at riffing than dozens of famous comedy writers and alt-comedians.

And this as well. I think Kevin Murphy and Mike Nelson's comedic writing/timing set the bar really high for this kind of thing and that's what I've come to expect.

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Brother_Sazerac

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I've got a bit of crow to eat. I played the closed and open betas and i wasn't really impressed by what i saw but i thought there was potential there. i went ahead and picked it up anyways with gamestop store credit. First, everyone who says the writing and the voice acting is bad is right most of the time. There's a few lines and quips here and there that aren't terrible but overall it's bad. The game does itself a huge disservice with the way it opens. It feeds you some of the most bland environments and missions up front and practically shoves the online co-op down your throat as if to compensate for the weak first area you are in. Almost all the subsequent areas i've been to have had interesting landmarks, interesting story missions, and more opportunities for emergent gameplay.

That said, i feel like there's a right and a wrong way to play this game. The wrong way to play it is to treat it like a GTA clone, leaving the difficulty down let your AI squadmates mow down everyone as you spin donuts in front of every objective. The right way is to play it like a tactical shooter with open world elements to it. Plan your attacks, advance strategically, and potentially crank up the difficulty a notch or 2 because the default enemies are largely a pushover on the default difficulty. That and co-op is fantastic even with friendly strangers. Last night i played for an couple hours with random people and even something as mundane and repeatable like the hijacking the convoy missions were a blast with other people.

I feel like the game best suits people who are interested in a co-op far cry, people who like the open world aspects of MGS 5 particularly the recon and outpost capturing, and anyone who's ever thought the idea of an ARMA for the less hardcore would be a good idea.

i'm playing on PC. My Uplay is "OldManLight" if you'd like to play together.

Saved me the time posting this, and I'm totally down for some tactikewl co-op.

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Brother_Sazerac

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Eh, you could still throw it a second time and have it sticking out the target until your next turn to summon it back for that round. Just think of doing a giant over head throw with a claymore that was made "Light" with the Imagination path. Risk/reward and all that. And it makes for a pretty cool visual heh.

Anyway, GLHB :)

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#4  Edited By Brother_Sazerac

@starvinggamer said:

@brother_sazerac: You may be right although I do worry that one ranged attack per turn max might be too limiting since no other class would be under that sort of restriction.

You could still attack twice with it being a bonus action, you would just have to decide if you want to burn it on being range focused for that round, and not get to use it for anything else. As long as there's some pool you're drawing from that prevents you from multi tasking too much, it all balances out usually. Extra attacks are just for when you use your action "as" an attack. Attacks as bonus actions usually only come in play when duel wielding.

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Brother_Sazerac

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Weapons that have a blink/returning property on them are pretty rare and desirable by themselves, and when it works without cost in conjunction with the extra attack at 5th and the Unerring throw at 6th (barring any feats from the expanded list, if you guys are using that) it read as if it could get a little spammy at range if you use the Imagination Path + Magnified Weapon on a weapon that does more than 1d8 by default, essentially giving you a damage (and ostensibly crit range from my admittedly cursory look at the stat blocks) that surpasses most ranged weapons for other classes. Though, I probably missed something, and that may be the whole idea for the class heh. I read it more as a tank with the +2 AC with the shaper steel etc etc.

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#6  Edited By Brother_Sazerac

Without getting into the number crunching, I feel as if you should better clarify why the shaper steel doesn't count as magical for "detect magic" and "dispel magic" when it is clearly magical in it's creation and use, such as "Vortex of Steel." :) As an example; if your party enters some sort of DM invented anti-magic alarm/field/area and other arcane spells or items no longer work, yet the shaper steel is unaffected, that seems a little iffy. Maybe work those immunities into later level perks if you're married to them.

Also being able to summon back the steel not unlike a Blink enchantment or "X of Returning" from 1st level without a cost associated with it is a little much imo. I would at least have that use a bonus action. Just a suggestion.

I'm running a large table right now with 3 custom classes, and from my experience, they can create a sense of unwelcome toxicity to the table since the other players might feel as if they're being cheated by the player, and the DM for allowing it. Talk at length with the DM about it, be willing to make changes as you play if it's becoming apparent that it's OP, and try not to incorporate traits so nebulous that only you understand how they work with the rules. I've had to pump the breaks numerous times on a home brew Witcher at our table and it's been a little taxing, as it can distract from the actual adventure and narrative when I have to refamiliarize myself with his 10 pages of class ability descriptions AND alchemy buffs AND monster trophy mutagen buffs and blahb-blah-bBLAH.

All in all though, pretty interesting concept. Very MacGuyver. I dig it.

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#7  Edited By Brother_Sazerac

Being from the area of both games, I look forward to the compare and contrast between Mafia 3 and Master P's game. I'm sure neither will be hilariously over-stylized and make relevant, intelligent talking points without perpetuating popular stereotypes. Video games.