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Στο φόρουμ «Counter-Strike 2 Ανταλλαγές»
0
🥇💖💰[H] 777 KNIVES & GLOVES & Skins 🖤🧡🖤 [W]🔁Trade Offers🔁
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Lana
⭐ Hi mate, I have hundreds of different Knives, Gloves, Rare Pattern items and Floats
❤ Or maybe you want 🔥AWP | Dragon Lore, 🔥M4A4 | Howl, 🔥M4A1 | Hot Rod, 🔥AK-47 | Gold Arabesque or 🔥Glock | Fade? I have what you need!

😻Just come in, choose and send a trade offer!😻

[TL]: https://steamcommunity.com/tradeoffer/new/?partner=111019208&token=fkoSlT0o

🔪Knife types:🧤Glove types:

🔪Karambit🧤Sport Gloves
🔪M9 Bayonet🧤Moto Gloves
🔪Butterfly knife🧤Specialist Gloves
🔪Classic Knife🧤Hand Wraps
🔪Stiletto Knife🧤Bloodhound Gloves
🔪Talon Knife🧤Driver Gloves
🔪Ursus Knife🧤Broken Fang Gloves
🔪Bayonet🧤Hydra Gloves
🔪Navaja Knife🔪Huntsman Knife
🔪Gut Knife🔪Flip Knife
🔪Skeleton Knife🔪Falchion Knife
🔪Bowie Knife🔪Shadow Daggers
🔪Broken Fang 🔪Kukri Knife

I have almost all skins type:
Doppler, Fade, Crimson Web, Marble Fade, Tiger Tooth, Damascus Steel, Case Hardened, Ultraviolet, Slaughter, Night, Blue Steel, Stained, Forest DDPAT, Urban Masked, Boreal Forest, Scorched, Rust Coat, Autotronic, Lore, Gamma Doppler, Bright Water, Freehand, Black Laminate, Vanilla, Safari Mesh
Charred, Snakebite, Guerrilla, Bronzed, Hedge Maze, Pandora’s Box, Vice, Omega, Amphibious, Spearmint, Superconductor, Arid, Badlands, Lunar Weave, Crimson Weave, Diamondback, Convoy, Imperial Plaid, Overtake, Racing Green, King Snake, Cobalt Skulls, Caution, Eme rald, Mangrove, Spruce DDPAT, Buckshot, Fade, Slaughter, Leather, Cobra, Rattler, Turtle, Arboreal, Transport, POW!, Polygon, Boom!, Smoke Out, 3rd Commando Company, Hand Wraps, Moto Gloves, Sport Gloves, Driver Gloves, Specialist Gloves, Hydra Gloves, Broken Fang Gloves.
💙And many-many others! 💙

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https://steamcommunity.com/tradeoffer/new/?partner=111019208&token=fkoSlT0o
19
How can I start on this game?
Μόλις τώρα
PREDATOR
Στο φόρουμ «Counter-Strike 2 Ανταλλαγές»
0
Trade
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《IC》Vovkaツ
47
5
Blood West v4.5
Μόλις τώρα
Invisibleplayer
59
Yeah....Gryphon Tough?
Μόλις τώρα
Malvolion
Αναρτήθηκε αρχικά από Jean:
Αναρτήθηκε αρχικά από HA2ARON:

I am ok with the changes. Both dodge and potions with charges.

The issue is not the mechanic, I think both these mechanics are actually good. How they are implemented around other mechanics is what is the deal breaker as you very well pointed out.

They go down this path of making boss fights with ridiculous damage so they can one shot any build pretty much, and make dodge a necessity. Then by increasing damages they try to make the potion mechanic something that you really need to work into the play rather than a means to keep you alive, its annoying. As if you have a set life for each fight. Say you are 400hp and each potion use gives 400hp, essentually meaning 1200hp for that fight and seemingly they design it with this in mind. The potions are not used however on 0hp, and sometimes even earlier. They also give life over time. So lets say 1000hp is what they aim for.

They might as well just make the fight with 1000hp at that point. Potions do not feel like they are there for mistakes to save you, they feel like they are PART of the strategy.

Ofc the better you use the other mechanics most likely you might not need to use a single potion.

And if the fight is longer then more uses more hp and again they design around this.

Again, rather annoying I would argue.

Also dodge has only 2 uses in this game. Also not a good call for a game that is trying to use a certain mechanic as a means to be the basis of combat. Also, I did not notice invulnerability with dodge, does it have any? If not, also a bad call.

And melee as per usual is again the weakest choice in these battles. Say the Gryphon for example. There is a delay for the large dive bomb attack. The distance from the Gryphon helps see it to dodge properly when you must. With melee you are right in front, shorter distance, more abrupt when it happens. Moving away is also slow. Possibly if you have 2 charges dodge 2 times, once to get away and again when the attack happens. Otherwise you have to sit there and really learn the delay how long it is.

People call this skill. It isn't skill, its knowledge checks. Learning patterns.

Say for example you know that as soon as the blue circle on the ground appears its 4 seconds till the attack. You just count to 3 and then dodge, giving enough time for the initial count till you notice it to also give you more than enough space for the counter in your mind.

Again, not skill, but obnoxious mechanics.

Also in TQ2 the attack UI has no indication like other games of going red before an attack for example to indicate danger. Sometimes the blue UI is not even much visible. It should be used to get you ready, instead its just there and you really need to learn the attacks of each encounter to properly dodge.

I also don't like this kind of telegraphing period if I am being honest, you are spending more time looking at UI than the enemy, but in many games is neccesary.

Example, in PoE2 there is this ape/gorilla thing with a pole mini boss fight. Everything is telegraphed from the enemy animation and is much more immersive.

I personally dislike the hard on with Dark Souls approaches. Has nothing to do with "get with the times".... Back in the day all the platformers we played were the same thing. Learning tight enemy attack patterns and things flying around the screen. And we had no continues then, no saves, nothing. You dead, you start again. So I don't want to hear the rubbish "git gud" some people say. We have, 100 times already, these are not skill based games they are learning patterns. Like memory games at this point.

Sure you need some reflexes, but whoop dee doo its not that hard.

So I agree with a lot of this, but not with the mechanics themselves being bad.

Dodge should be a good viable option for a defensive strategy added to the fight, not the base requirement, give you options on how to counter, not be the single way to counter.

Potions should be a save you from death situation, not a constant calculation to the difficulty relying on you to use them all the time because the game has been scaled in a manner that your life is simply not enough, dodges not enough, and you WILL get hit. They should also be a means for melee classes to stay close and prologue their life somewhat, but the heavier armour choice should already prepare for this to mitigate enough damage otherwise what is the point? We can just go range and be done with it if it doesn't work correctly.

However they build the game around these mechanics in the wrong way, add obnoxious damage to attacks that can one shot, limit your options, and then say "git gud"... And once you figure out the pattern not only its not skill, for me it feels like a flacid achievement. I feel nothing gained from it, I just learned a pattern.

Take good fighting games for example. Different genre for sure, but so is Dark Souls so if we are going to limit what we take ideas from then why take ideas from Dark Souls at all then?

Good fighting games have options, offensive and defensive. Its based on different ways to counter an attack, some better some not, to open with attacks, and also to punish the enemy. These simple concepts can be taken into an ARPG as well. Just as they found ways to weasel in there DS styled approaches they can do the same with Fighting Game approaches.

Clearly it will be different in application, but that is what good developers do. They find ways to incorporate things into their game that work through means and mechanics that make sense for the game. Just like they did for dodge for example.

I could even give ideas on this, but why do the work for free? I think I rambled on long enough on the matter.

This direction is sucking the joy out of aRPGs if you ask me. Not the base mechanics, the direction and other mechanics around them in tandem. I grew up with obnoxious game design. Now its back and people are so defensive of it they just say "git gud" without even knowing what they are saying.

When they do a Q3 rocket jump + strafe jump run like back in the day, then they can talk about git gud. As long as they are just sitting there learning 3 attacks from a single monster and how to press one button to counter them their git gud sounds like hilarious reaching.

The time spent writing this could have been spent actually learning to play the game. Potions recharge on damage done. There is no one shots. Dodges charges can be upgraded from the moment you get your first mastery points and they are totally optional to tank builds. You can grind an extra level or two with no issue. As far as I can tell the gryphon doesn't even do its dive bomb except for that one scripted time at the beginning as long as you facetank it.

The game isn't built around Dodges and the proof is that there's about 10-20 different ways to mitigate damage. Just *walk* away. Get more armor. Get another level. Get 50% slow on your basic attack, probably reduced effect but whatever. If you're slow just spec the barrier appropriately. I could go on a long time with this.

People want to play a game, not to spend hours on theorycrafting. This is not a RL job.
27
зависает на spawning world
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Aposto ver. 0.19
448
Quartero's Curios
Μόλις τώρα
дэко
27
зависает на spawning world
Μόλις τώρα
Aposto ver. 0.19
Στο φόρουμ «Counter-Strike 2 Ανταλλαγές»
0
Looking for knife
Μόλις τώρα
Saucellentities
59
2
"Just open secure boot, it is easy!!!"
Μόλις τώρα
Juna-Tah
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