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Everything posted by Gorth
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I need to catch up on these when I get home. Saw the first one yesterday night, looking forward to watch the next video or two today
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The original Tomb Raider game fits your description minus the crafting, you had to scavenge for ammo instead, but at least you had to explore to find those hidden ammo caches Probably why I found the games from III and onwards disappointing compared to the original. Turned into bad 3rd person shooters instead of exploration games (don't get me started on TR - Anniversary, it was so bad I found it offensive).
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When I bought a lamp for using when painting Warhammer miniatures, I found what I was looking for at a beauty salon equipment wholesaler of all things. It's a looking glass with a fluorescent ring shaped "bulb" underneath (providing lights from all directions on the subject you are holding under the looking glass). Might not be what you are looking for, but it sure is darn handy for painting small stuff and needing daylight light conditions
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Awesome Just remember to keep if "PG" and "PC"
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Too much games being played... (who am I kidding) Episodic thread has a new release here
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Start of old thread End of old thread Playing a bit of SWTor and following Allan's Amnesia let's play (playing by proxy? ) Wouldn't mind a big budget WH40K Inquisitor based MMO. Probably never going to happen though. Smaller scale and f2p seems to be the future for this kind of game, if somebody wants to establish themselves 9and survive).
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Random numbers can be a pain in the rear. When reverse engineering level 53 prototype aim armour mods (66's) for my main guy, I only succeeded to get artifact quality result on the 21st. That was a lot of expensive material wasted I've since learned to make all level 53 mods and armours in all qualities, but the rest was considerably less ornery about giving results. So, always on the lookout for a good bargain on Beryllius on the GTN (and keeping my own guys with critical chances looking for rich/bountiful missions across all toons). As for the ongoing discussion, not sure what the fuzz is about the expansion being given away. The only titles I made effort in getting were the bounty hunter ones... for adding to my bounty hunter. Yes, games lose value fast. Most software does. That's why you can now (sometimes voluntarily, sometimes not) pay through the nose for upgrades and annual "maintenance" fees (another way of putting thumbscrews on customers). Makes sense if sale of expansion has dwindled to insignificance to throw in as marketing tool. Heck, I still think the Pret-a-Hutt (Dr. Something) was worth the pre-order, just for having a level up station at hand when far away from home. Not going to edit my previous post, but I think I called my level 35 for a marauder, he's actually a juggernaut. I just play him as a well armoured dps. Edit: (yes, the irony of it) Speaking of random numbers, did 6 henchmen yesterday. Having not met DX-3 before, I got him 5 times out of 6. Random indeed. Now I just need to find T'Rubba and take him down twice (dead and alive). Then there are still a few kingpins to go.
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The only "Roman" games I've really liked so far is Europa Universalis - Rome (I'm a bit of a Paradox fanboy), nefore that, there were two old games, 'Annals of Rome' for C64 and 'Centurion' for the Commodore Amiga. If they would just ditch the RTS part, I might actually give this game a shot.
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You get to practice a bit when you get your first converter at level 25, but you only really need that one for the last few of the standard missions. Anyway, bounty hunter week is back and my toons are all over the galaxy maxing out my weekly reputation limit. Was fortunate enough that my marauder (level 35) found a guild member at level 55 who didn't mind giving a hand with kingpins (even in some of the remote places on the maps). Key is to *not* group together before triggering the kingpin (because he scales to the highest level of the group. A group of say level 27, 22 and 19 just take an example, would be royally screwed). Solo them with a high level backup that isn't grouped with you or, very unlikely, find somebody in your level range at the same time with the same kingpin mission (yeah right).
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A bit of nostalgia from a time where the 80'es were the real 80'es and not forgotten pages in history books (ELO - Don't bring me down) http://youtu.be/QFZGXvGGcfw
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Let's Play: Baldur's Gate Trilogy - Ch26 (Mae'Var)
Gorth replied to Tigranes's topic in Computer and Console
Yes, he can't do an Eternity 'let's play' before he finishes this one -
That worked a treat. Two more attempts and I almost got all the bonuses too. Fire one torpedo at bridge, then firing off the EMP on the first pass not only takes out most of the destroyer turrets, but almost destroys the nearby frigate. A single additional missile salvo takes it out completely and leave a large open space for you to get an (besides unopposed by enemy fire) unobstructed view of the bridge for the second torpedo on the return pass. Still needed a second try though, as the bombers takes a lot of firepower to get down. Got 49 in my first attempt, but with plenty of health to spare, so in second attempt, I decided to diss safety and go in guns blazing. A lot less health left, but got all the little buggers I needed (helped by a timely second EMP blast that hit in the right spot amongst them this time). Yay, 3 down, 3 to go
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I'll give that a shot (or two as you say) when I get home from work today I used the EMP to great effect in the basic missions, popping it first and second time in mine fields, saving a lot of pew-pew'ing pesky mines.
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Yeah, I know (got all the grade 7 stuff, finally using the bucket load of fleet commendations and credits I had amassed). It's really a matter of "practicing" and learning the course so to speak. Once you find the maximum spots to use your electronic countermeasures and EMP's, it gets a bit better. Things I learned this time through was to take out the starboard batteries on the destroyer, since I had to pass next to them twice and got hammered by incoming fire both times. It becomes a balancing act between reducing incoming fire and taking out frigates until you find the sweet spot. Like the first 2 I managed, once you get familiar with it, you can do it easier each time bar the freak accident/mistake. Main thing I still need to learn for this particular mission is to conserve my missiles and use them to maximum effect (i.e. when to use blasters, when to use missiles).
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I had am math teacher at university that was so boring it was like an elemental force. I suggesting naming one of the empty slots in the periodic table after him and call it 'Tedium'. Very heavy stuff.
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On an unrelated note Made 4 attempts at the next heroic space mission in SWTor (defend the station type thing)... 3 objectives, torpedoing the destroyer bridge, destroy 3 frigates and down 50 bombers. First one was a trial run, got me blasted out of the sky with minutes to spare. Second run, I missed one of the frigates, only blowing up 2 of 3 (you have 4 to chose from, so I made a mistake in spreading my missiles too thin) Third run, I only got 49 out of 50 bombers (wasting too many missiles on the frigates) Fourth run, I got them all, but died with 30 seconds left (and then you don't get credited with a win) Arghhh!... Infuriating >_
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Rising through the ranks... well done (and congratulations)
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I find it scary how much enjoyment you derive from frying people over open fire in PVP Not kidding. I suppose I just suck at trying to get my PT to fit what I wanted to do with that particular set of objectives, my natural inclination being more towards playing ball rather than beating up the opposition (which I've done with great enthusiasm in other warzones). As it is, for me it felt like putting square pegs in triangular holes or however that saying goes in English. Hence my "wish" for being a bit more selective with which toon goes to which types of encounter, similar to the group finder for flash points (i.e. all or some scenarios, no commendations if whimping out on some etc.). I know, a good PVP'er can probably get the most out of any class in any scenario, but I'm not one of them unfortunately.
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Oh, nice Since I mostly play class story/pve stuff, I found it useful to pull the odd guy off my healer (Mako) on those occasions where I miss someone with the taunts. Managed to solo some heroics 4+ for level 47. A lot of work, but the loot drop was nice. That TT-17 Hydra Armour seems to sell for some hefty prices on the GTN. I might just see if I can get a complete set and mail to an alt. 2 heroic space missions down, I'm feeling belligerent now. Might try a third and see if I can get the mechanics of that one down too, to complete it "comfortably". They give a nice amount of commendations. Having acquired the 3 schematics for grade 7 starship equipment for crafting (those schematics sold by the fleet vendor), I guess I have to start hunting for materials now. Got two toons who are approaching level 50 fast (Commando and Sniper).
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Vanguard tank is sort of the mirror image of Powertech tank, isn't it? Never saw the point in the harpoon/lasso trick other than pulling the odd goon away from the ball carrier. An opposing side powertech once scored an own goal by grabbing me and pulling me back over his own line (hadn't noticed that I suddenly was ball carrier) My Shadow is uniquely suited for the that type of game though, if I use his strengths. Go invisible, force speed to a good catch position. Stun any opponents nearby, receive thrown ball, force speed over finishing line. Rinse and repeat. In my (limited) experience, the side with most assassins/shadows has the advantage. "Sniper" types are good for guarding objectives and melee tanks good for assaulting objectives. Hutt Ball is special though, as it's all the "devious" skills that gives you an advantage.
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Your reputation on certain gaming forums would be irrelevant, all I would care about is your work ethic and can you code successfully Two things are key when working in a project based organisation. Individual skills and team skills. You can be the greatest something in the world, but it doesn't matter if you can't work together as a team (and vice versa). Public reputation is irrelevant (within reason) if you don't have a client facing function.
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Good luck
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A DPS Powertech is not offering much in Huttball. No fast movement, no spectacular resilience, Single 6 second stun, single stun break with 60 second CD. No long range fire power worth writing home about. All in my humble opinion of course. Now that he's specced as a tank, he at least has the equivalent of a force jump (still no push or shock wave to move pesky people out of the way). My trooper has a 60 second stun, which if removed with a stun breaker still leaves another electrocute to fire shortly afterwards (not to mention shock wave which has the effect of a dozer blade when trying to go somewhere less opposed). And that's a healer spec, not really made for fighting I've tried it with Shadows, Snipers, Juggernauts and a Gunslinger besides. My Shadow was hands down the one I had an easiest time to contribute to the objective with (i.e. actually getting the ball over the line), followed by my Commando. For sheer violence warzones, I probably preferred my Sniper/Gunslinger (good dps output and stealth detection, the latter being a nasty surprise for many a sneaky git). It's about the right tool for the right job I suppose. Best "all rounder" for my own pvp play style seemed to be my Juggernaut. Decent damage and decent resilience. As said, I might revisit it some day in the future. -- I didn't mind the ops leader set it to master. In fact, if you got a decent lead (which we did this time, otherwise people would probably have quit after the first boss), it seemed to work better with those interested just doing the /roll thing and the rest saying pass. Of course, with random groups you wont know that until the target is down and too late to back out. Seen it too many times, even in mid level flashpoints that people just roll 'need' for everything (besides being hopeless team mates) they just think the drop looks good and want it for a companion or worse, have no idea of the meaning 'primary attribute' (nevermind that they have team mates who genuinely needs it for themselves). On the other hand, it sort of balances out with some weird and wacky people you sometimes end up with. Like those cartel packs, it's a gamble. Sometimes you have fun, sometimes you don't. Living in this time zone, you can't be too picky, because the servers are almost completely depopulated when we are awake
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When your build isn't "suited" for Huttball, it sucks drawing it randomly 3 times in a row. If I could pick and chose, it's entirely possibly I would revisit it with a toon with a better skill set for that particular game. Alas, random map allocation puts a stop to that (at the moment at least). ...and as I recently discovered, you don't need a mod station for armour mods. 6 months of cursing and swearing at the piss poor fleet design putting mod stations and supply stores at opposite ends for nothing. Tried something new today. Got invited into an "ops" group (in quotation marks because we didn't do ops). Was fun being up to 13 people taking on some of the other world bosses (as in those you can't really solo, Belsavis, Section X etc.). Nobody seemed to mind the noob tank learning how to work in a larger group either.
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Really? I thought that was for display purposes, so you could quickly check what mods you had on a piece. I'll have to try that (as in actually dragging something in or out of it)