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 Post subject: Dead Rising 2: Case 0
PostPosted: Tue Aug 31, 2010 10:10 am  
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Attention Whore
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.....dear god....so good, nothing like taking a propane tank and some nails makin a IED and then tossing into a crowd of zombies and pickin it off w/ a sniper rifle.

SERIOUSLY IT'S 400 MS POINTS, and a must pick up.

also: Face i made after making spiked baseball bat and Drill Helmet.

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Engi-nerd
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 Post subject:
PostPosted: Tue Aug 31, 2010 10:57 am  
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Querulous Quidnunc
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Question about Dead Rising 2....how good is it?

I did enjoy the first dead rising, but I'll tell you what I fucking hated.

The save system....SO FRUSTRATING. Did they change the save system at all? If they didn't...eff that I'm not getting the game...if they did...then I will definitely consider it.


Azelma

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 Post subject:
PostPosted: Tue Aug 31, 2010 12:59 pm  
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Stupid Schlemiel
Joined: Mon Jul 23, 2007 10:39 pm
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Dead Rising: Case Zero is the prequel to Dead Rising 2.

I ASKED HOW HOW IT WAS AND YOU DIDN'T RESPOND TO ME ASSFACE.

I think I'm gonna buy both games.


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 Post subject:
PostPosted: Tue Aug 31, 2010 2:31 pm  
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i have the 1st one, it's fun but the shooting mechanic is terrble and considering all boss fights require you to use guns.....IT BAD

#2 comes out in september, but so far from case zero, i reeeeally wanna get it.


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 Post subject:
PostPosted: Tue Aug 31, 2010 3:34 pm  
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Querulous Quidnunc
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No one has answered my save function question :*(

Is it still annoying as shit to run all the way back through the mall, etc etc, just to save? or have they put more save points in?


Azelma

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 Post subject:
PostPosted: Tue Aug 31, 2010 3:49 pm  
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Azelma wrote:
No one has answered my save function question :*(

Is it still annoying as shit to run all the way back through the mall, etc etc, just to save? or have they put more save points in?


Well in case zero you can still save after completing every case, and in bathrooms.

However in the 1st one, yeah you can only save in bathrooms/benches. (which is part of the reason why i still have yet to complete it)

IN OTHER NEWS:

YOU SHOULD SPEND THE REST OF THAT 20 DOLLA POINTS CARD ON MONDAY NIGHT COMBAT.

cuz luci bought it but he never plays any more and also because with 2 weeks into the games release the developers are already balancing the game (Considering the game was made by 15 people over 2 years) and due to it being an Arcade Title they couldn't do an actual Beta for the game, yet it's amazingly fun.

and Monday Night Combat Fixes:


Quote:
Connectivity and Multiplayer:

Reworked the way we handle parties in the pregame lobby to avoid splitting them up.
Fixed several issues where host migration would fail immediately.
Decreased wait time after a successful host migration.
Lobbies will now host migrate and not kick you back to the main menu.
If the host leaves during the end of match sequence, the host will migrate and players will return back to the lobby and not the main menu.
Optimized the time it takes to migrate hosts, shortening the time to migrate.
Improved weapon hit detection in high lag situations.
Fixed endorsements being incorrect after a host migration.
Fixed getting into private matches without an invite.
General Gameplay:

Fixed players being able to damage the Moneyball’s shields.
Fixed visual effects staying on the player after the effect has worn off.
Reduced the amount of increased damage the Moneyball takes in Overtime, thus reducing the effectiveness of “Juice rushing”.
Fixed Ringouts, Headshots and Grapple Kills not giving the proper amount of money. Balanced Ringout money to reflect the change. Message now displays correct total amount of money earned.
New “You Win!”/”You Lose!” UI for the end of a match.
Fixed juice benefits ending early if the player grapples during juice.
Fixed juice bar getting stuck full.
Fixed deploying on or near active jump pads.
Fixed controller sensitivity of 10 not saving.
Fixed messaging for kill streaks. Ultra and Uber streaks will now be named properly when popping up above your cursor.
Fixed an instance of the player’s skill pick UI going away unexpectedly.
Fixed an issue with bots walking by enemy turrets and bots without engaging them.
Fixed upgrading a turret that has been hacked to the opposing team.
Fixed turret collision not going away after being destroyed.
Normalized time between a grapple miss and the ability to grapple again for all grapples. The biggest change is the Assassin not having as big of a penalty for a missed grapple.
Fixed the “Team Leader” and “Team Player” highlights from being reversed.
Fixed players being able to mute themselves.
Fixed idle kicking when standing still but still looking around and/or shooting.
Fixed players who cheat and hack their profiles from being able to apply multiple gold endorsements.
Optimized main menu ticker for players with large friends lists.
Fixed HUD showing Moneyball shields as up during over time even though they are down.
Reduced announcer talking for kill streaks to help reduce the repetition of announcements.
Various performance optimizations.
Support:

Reworked Support’s bot aura so that it doesn’t make the Jackbot appear overhealed.
Fixed Support’s Firebase skill from recharging while the Support is dead but the Firebase skill exists.
Fixed being able to use the Heal/Hurt gun while taunting.
Fixed some instances of the Support’s Firebase not appearing when thrown.
Fixed Heal/Hurt gun not being affected by rate of fire endorsements and reduced it’s overall healing/hurting ability to compensate for the change.
Fixed Supports being able to use their Hack skill through walls.
Fixed Supports being able to throw their Firebases through the wall.
Fixed Air Strikes sometimes damaging enemies under cover.
Supports can now only Hack enemy turrets at Hack level 3.
Increased the time to Hack enemy turrets.
Decreased duration of Hack on a turret for levels 1 and 2.
Assassin:

Fixed Assassins from being able to get permanent sprint and super speed.
Fixed Assassins getting a double smoke bomb allowing them to jump higher than intended.
Fixed Assassins being able to cloak during a grapple.
Fixed Assassins from being able to use her smoke bomb during a lunge.
Retuned damage done by dagger after a lunge.
Tank:

Tank’s Jet Gun alternate fire damage is now reduced depending on the percentage of ammo left in the clip. Increased the full clip damage to compensate.
Assault:

Fixed an exploit involving the Assault’s Fly.
Fixed Assault’s bomb audio lingering after bomb is gone.
Monday Night Combat Live Update System:

Pregame Lobby is now 45 seconds.
Min Number of Players to start Crossfire is now 6.
Increased player bot spawing from 5 seconds to 10 seconds.


Also they plan on doing 4 DLC's for the game and the 1st one is free.


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 Post subject:
PostPosted: Tue Aug 31, 2010 4:19 pm  
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Stupid Schlemiel
Joined: Mon Jul 23, 2007 10:39 pm
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I'll play MNC with you but you don't log on when I'm on :[


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 Post subject:
PostPosted: Tue Aug 31, 2010 4:29 pm  
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Attention Whore
Joined: Sun Feb 03, 2008 2:36 am
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bro i just seen you log on right now.


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 Post subject:
PostPosted: Tue Aug 31, 2010 4:30 pm  
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Stupid Schlemiel
Joined: Mon Jul 23, 2007 10:39 pm
Posts: 1942
Location: California
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I'm in class right now.
It's probably my room mate.


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