It's true. Mass Effect has the worst fans. Read the comments if you have any doubt about that. I have some disdain for the intro that it seems weapon heavy, with the emphasis on the gun and the hard light sword. Is that just me? Mass Effect's gameplay is largely built around combat, but no one's buying Mass Effect for the gameplay; they buy it for the story and universe. If they bottle up a couple of guys and put them on an experimental mission to Andromeda before all of the Reaper shit goes down, that seems to undercut the universe angle a bit while sidestepping the story issue. I mean that in a good way. How do you resolve an ending that players themselves decided individually. Not doing it seems the wisest option until you're wise enough to find a way to do it.
You know I love Skryim. It's getting old though. My final sendoff is a game that finishes everything in Skryim. Everything. The high elf Dovahkiin Kate McKinnon is traveling every population center in Skryim and killing everything that ain't already killed with nothing more than an inventory full of baskets. She is a vampire to facilitate lethal encounters. Derek is accompanying me on most of this trek.
Kirk is allowed to have flaws, and Derek better get on this fuckin' train before we hit the movies. And of course, take a shot as we have the military/not-military discussion again. Somehow, Batman Begins actually was 10 years ago. Lucky guess.
Whether it's for nostalgia or novelty, Wednesdays are the days that I put up old Battletech house rules I created nigh on 10 years ago. For those of you who aren't familiar with the (in)famous, addictive board game of armored combat, I'll add some context, but know that you should abandon all non-courier fonts, ye who enter here.
Inner Sphere Streak LRMs For some reason, the Clans have Inner Sphere-sized streak LRM launchers, but the Inner Sphere doesn't have obnoxiously-sized streak launchers of their own. Inner Sphere versus Clan streak systems are strange. Clan units are twice the size of their non-streak counterparts while Inner Sphere systems are only 50% larger. For those of you not familiar with any of this, streak systems never fire unless they hit and when they hit, all of their missiles hit. This is in sharp contract to standard systems which always fire and even when they hit, they only hit with an average of 66% of their payload.
So this episode is bad, but it's not bad-bad, y'know? We...this fight scene is really good. Better than modern fight scenes. I don't care what Derek says; I love Sulu's omnidirectional enthusiasm. Also, more messed-up sex stuff with women. Y'know, from now on I'll just tell you when there isn't any an an episode. TW: Copious jokes about how stupid it was to throw a rapist into the middle of this story which do ultimately come across as rape jokes.
Whether it's for nostalgia or novelty, Wednesdays are the days that I put up old Battletech house rules I created nigh on 10 years ago. For those of you who aren't familiar with the (in)famous, addictive board game of armored combat, I'll add some context, but know that you should abandon all non-courier fonts, ye who enter here.
ATM systems are a favorite of mine. Despite being a versatile platform with myriad tactical possibilities, the three flavors of ammo for it are disappointing. Multiple Target Approach MTA missiles are designed to by pass
anti-missile systems by avoiding a straight-line path to their
target. Instead, the munitions take flight at a preset angle from
their target. As they close on it, a secondary, high-powered guidance
system activates and turns the missile back towards the unit. This
spreads the missiles and fools anti-missile systems designed to
confront only head-on approaches. Unfortunately, the addition of the
secondary guidance package and new aerodynamic qualities of the
missile require that the firepower of the warhead be drastically
diminished. MTA munitions are available in two types: Standard and
HE.
Rules Std MTA munitions Damage: 1/Msl, C2
Range: (4)5/10/15 HE MTA munitions Damage: 2/Msl, C3
Range: 3/6/9
The effect of enemy anti-missile systems on MTA
munitions is reduced by 2(Giving a -2 penalty on the missile hits
table instead of a -4. The effect of AMS may not be reduced above
0.)