Death is the Best Crowd Control

I’m having a bit of a problem with Warframe lately. There’s no reason to crowd control things. Like, ever. Well, maybe sometimes. But 90% of the time, it’s easier to just murder everything in sight, whether you’re doing a spy mission or an inteception or a survival mission. In fact, in a mission type like Defense, you do way, way more killing than actual defending. You really have to because each wave won’t end until everything is dead. Crowd control is only good from stopping the defense target (either a dumb operative or a stationary object) from being damaged, but… [Continue Reading]

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On Requiring Guns for Bosses

Assassination missions in Warframe fall into three categories: bosses that have invulnerability phases, bosses that die to a stiff breeze once their time-gating phases are over and the Sergeant. For example, Lt. Lech Kril, the boss on Mars, forces you to shoot little pipes when he does specific animations, being invulnerable until he does said animations. Once you get rid of his magic shield, he has normal health and dies pretty quickly. Or how about Captain Vor? You shoot him, he goes invulnerable and regains his health, then you shoot him again. Grineer bosses mostly work the same way. Corpus… [Continue Reading]

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A Blaze Restrained – Ember and Chroma Nerfs and an Opinion

In the recent Shrines of the Eidolon update, there was a ton of buffs to both weapons and Warframes. There were also some nerfs though. Mainly in the form of Chroma and Ember, two rather popular Warframes, one of which is due a Primed frame and one of which is currently unvaulted for a short period of time. Chroma’s nerf changed the way he used his buffs. Basically, the way his abilities worked, he would multiply both his armour and his damage by a certain amount (based on how much shield and health damage he’d taken) and this multiplication would… [Continue Reading]

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Counter Triangle Counter Square

Woo boy, it’s been a long time since I wrote a Team Fortress 2 article, but even though I hardly play any more, there’s something to be said about the unusual balance in TF2. Team Fortress 2 has always been a circle of classes and class counters. This counters that. That counters something else. Really, you have two kinds of counters. The counter triangle and the counter square. It’s all to do with how classes counter each other. The Counter Square is somewhat obvious and obscure at the same time. You know how a Pyro counters a Spy, right? Well… [Continue Reading]

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A Weird Lack of Cooldowns

People don’t tend to notice things until they don’t have them any more. You don’t realise how much you miss someone or something until it’s gone. Alternatively, you don’t notice how annoying  something can be until it suddenly hits you. Like cooldowns in video games. You know what I mean. You’ve got this awesome power, you want to use it. You save it up for the perfect moment. You use it. Now you’ve got to wait until you use it again. How long that is depends on the ability and the game. For example, the cooldown on Unrelenting Force, everyone’s… [Continue Reading]

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My Proposed Sniper Rebalances

Well, since Valve is talking about rebalances, I’m going to make a list of Sniper changes that I have in mind. By that, I mean a series of Sniper nerfs that’ll make the game better, mostly for me. So yes, if you’re expecting some nice, thought-out balance changes for the Sniper, get out. Why would you expect a guy that mainly talk about cosmetics to know anything about game balance anyway. 1. Inverse damage falloff for Sniper Rifles For ranges that are shorter than half the length of the 2Fort bridge, the Sniper Rifle will have inverse damage falloff. At… [Continue Reading]

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Balance Changes – TF2 Blog Post 20-06-2017

Oh my fucking Bahrag, there’s a Team Fortress 2 update and it’s a balance update rather than yet another fucking crate and key update. Oh my god what’s happening? Is this reality? Is this Valve putting the space left over from SPUF’s destruction to good use? Of course not. It’s a bunch of insane, crazy changes. But at least Valve are saying WHY these changes are being made. A lot of the changes seem to be nerfs, particularly the Scout items. Seriously, these changes are all fucking insane. Yes, the Dangershield is getting nerfed, but holy fuck now it has… [Continue Reading]

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MeeMs Thoughts on Difficulty… Again…

So recently, I’ve been thinking about what exactly makes games hard. And, unlike my previous discussion on the matter I’ve been thinking more about this problem from a developer perspective. Particularly the notion that if you make a game too easy people will skip over it, too hard and people will ragequit (before someone mentions it, Dark Souls and similar don’t count – they’re meant to be hard). I was thinking more along the lines of simple, progression-orientated fighting games. In many games to be found there is always a few constant elements to keep said game interesting and fun… [Continue Reading]

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The Problems with Pyro, and a Few Potential Fixes

In honor of the incoming Pyro rework, I’d like to discuss the shortcomings of the class, and the shortcomings of Valve’s previous attempts to “fix” him. Oh, Pyro. You’ve been a mediocre class from launch, and nobody at Valve ever really took the time to fix you. From the lowest levels of “I just installed yesterday” pubs, all the way up to invite play, few would debate the statement that “Pyro is a broken, poorly balanced class”. Fewer still could (or would care to) describe exactly why Pyro is broken to begin with. SECTION 1: WHY PYRO BREAKS PUBS At… [Continue Reading]

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Malicious Multiplayer

Rainbow Six Siege is a game I picked up on the promise of tactical, slow-paced gameplay and then I sold it for lying. But I’ll save my quarrels with its gameplay for another time, because instead I wanted to focus on a few things that curse multiplayer titles in general, and Siege is the perfect scapegoat for demonstrating those points. So without further ado~ Player Visibility and Colour Simply put, a player should NEVER fade into the environment. They should pop against their background, but with more games leaning towards the duller, realistic washed out colour palettes, this becomes an… [Continue Reading]

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