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Alchenar
Apr 9, 2008

Bitter Mushroom posted:

If I enjoyed Company of Heroes multiplayer will I enjoy CC: Cross of Iron? Somehow always missed out on this series going way back, even though I've been a fan of combat mission and the like for many years.

Not really the same thing - although being a fan of combat mission is a good indicator.

The demos for the original versions of CC (ie. virtually identical to the Matrix 're-releases') are here: http://closecombat.matrixgames.com/ClassicCC/ClassicCC.html

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maev
Dec 6, 2010
Economically illiterate Tory Boy Bollocks brain.
Keep away from children
So what do I do in the first Soviet campaign mission of CM:RT except be overwhelmed by an ungodly amount of troops and wonder why the map is so ugly and flat in comparison to all the others.

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

maev posted:

So what do I do in the first Soviet campaign mission of CM:RT except be overwhelmed by an ungodly amount of troops and wonder why the map is so ugly and flat in comparison to all the others.

Slowly creep forward with your infantry. Basic infantry tactics apply, suppress the hell out of everything while scouts advance in short leaps. Be careful with your SU-76's as they're easily toasted. Still a good use of them is essential for clearing enemy bunkers. Use your mortars against known AT gun positions.

HisMajestyBOB
Oct 21, 2010


College Slice
I'm trying to figure out Allied pilot training in WitP:AE. I've read about the details on the Matrix forums as well as nifty flowcharts, and I've already set most airgroups to train at 70-80%. A few more questions:

1. Where does TRACOM come into play?
I've been moving my American Philippines pilots there (cheesy, but I justify it by saying they escaped by sub), is there a certain number I should aim for? Should TRACOM have a mix of pilot types (fighter, naval bombing...) and nationalities?

2. Saratoga just left Sydney and I discovered she's 8 fighter pilots short. I can't request a veteran, and don't want to recruit scrubs unless I don't have a choice. I have decent pilots training in carrier-capable airgroups in Eastern US, and tried sending some to Reserves, but still can't request veteran pilots. Does the Saratoga need to be in port to take on veteran pilots or something?

What's the difference between Group reserves and Reserve reserves?

3. The pilot training flowcharts are nifty, but how do you keep track of everything, like when to send these guys from torpedo attack training to naval search training? Spreadsheets? I've already created a few spreadsheets to help track supplies n scores, but there's just so many pilots and airgroups that I'm at a loss for how to organize it.

Sorry for the WitP question bombardment.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Lord Windy posted:

Don't take the lack of artwork for the fighters as an always thing, it happens to me on my PC that runs it perfectly. It may also be a bug as I didn't do an update.

So, using the latest version of Winetricks I got it working perfectly. If you guys want I can upload the application sans the data files and you just need to run the installer.

EDIT: And no I can't, it's 1.3gb even after deleting stuff. It's really easy to do it yourself.

EDIT 2:

See, told you it wasn't an everytime thing.

Let me get this straight... You're using a free, open source program to run WitP:AE on a Mac.

I'll loving kiss you if this works for me when I get home.

fuf
Sep 12, 2004

haha

gradenko_2000 posted:

I have ASL Starter Kit 1 in shipping right now headed to me.

googled this to find out what it was, found this picture of a woman playing it, complete with accusations that it can't possibly be real :v:

http://boardgamegeek.com/image/464933/advanced-squad-leader-starter-kit-1

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

fuf posted:

googled this to find out what it was, found this picture of a woman playing it, complete with accusations that it can't possibly be real :v:

http://boardgamegeek.com/image/464933/advanced-squad-leader-starter-kit-1

Just imagine a board game designed to handle literally any feasible situation in WW2, on any front, in any theater.

There's a reason the rule book is ~300 pages, for a board game.

(It's so excellent and everyone should buy Starter Kit 1, the rulebook is only 8 pages.)

dtkozl
Dec 17, 2001

ultima ratio regum
I got the original squad leader off ebay for cheap. It was ok but I really enjoy combat commander a lot more.

Sulman
Apr 29, 2003

What did you do that for?

maev posted:

So what do I do in the first Soviet campaign mission of CM:RT except be overwhelmed by an ungodly amount of troops and wonder why the map is so ugly and flat in comparison to all the others.

I don't own RT but one criticism I will make of CMx2 releases is they offer no clues as to the difficulty of the campaigns. One of CMBN's is basically a love letter to veterans and a gently caress-you to everyone else.

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


fuf posted:

googled this to find out what it was, found this picture of a woman playing it, complete with accusations that it can't possibly be real :v:

http://boardgamegeek.com/image/464933/advanced-squad-leader-starter-kit-1

:bang:

Caconym
Feb 12, 2013

HisMajestyBOB posted:

I'm trying to figure out Allied pilot training in WitP:AE. I've read about the details on the Matrix forums as well as nifty flowcharts, and I've already set most airgroups to train at 70-80%. A few more questions:

Why not at 100%?
You're just gimping yourself training at anything but 100. Pilots not training will fly missions, and that will make training harder ref points 1 and 2 below (keep exp + number of missions flown below squadron average exp and leaders skill).
A squadron at 20-30% mission will be almost entirely ineffective at that mission anyway.
Set range to 0 to avoid fatigue and ops losses during training. (Cheesy I guess, but gently caress it)

quote:

1. Where does TRACOM come into play?
I've been moving my American Philippines pilots there (cheesy, but I justify it by saying they escaped by sub), is there a certain number I should aim for? Should TRACOM have a mix of pilot types (fighter, naval bombing...) and nationalities?

A lot of aces in TRACOM will graduate your pilots after about 10 months instead of 12. As the allies this is usually compeltely irrelevant, as you don't lack green recruits and very rarely will have to take enough out of the pools to see quality drop.

quote:

2. Saratoga just left Sydney and I discovered she's 8 fighter pilots short. I can't request a veteran, and don't want to recruit scrubs unless I don't have a choice. I have decent pilots training in carrier-capable airgroups in Eastern US, and tried sending some to Reserves, but still can't request veteran pilots. Does the Saratoga need to be in port to take on veteran pilots or something?

Yes, she'll have to be in port to draw pilots.

quote:

What's the difference between Group reserves and Reserve reserves?

The grey inactive pilots in a squadron are in group reserve. They can only be drawn by other squadrons in the same group (like 52nd BG (Bomber Group) consists of several squadrons). The other reserves are global to that "nation".

quote:

3. The pilot training flowcharts are nifty, but how do you keep track of everything, like when to send these guys from torpedo attack training to naval search training? Spreadsheets? I've already created a few spreadsheets to help track supplies n scores, but there's just so many pilots and airgroups that I'm at a loss for how to organize it.

Personally I just go through all my squadrons on the 1st of every in-game month. Also I train the entire squadron first in one skill and then change the mission to another skill instead of moving pilots around. So if at the 1st a couple pilots are at 70 torp but the rest are in the 60s I'll let the squadron train for one more month. If most are at 70+ with a couple stragglers in the high 60s I'll change the mission to NavB or NavS or something for the entire squadron.

Have you found/read the Pilot Management addendum in your \War in the Pacific Admiral's Edition\Manuals directory?
It has this to say about training:

quote:

Groups can fly normal Training missions (with a training percent) which occur in the
AM and PM air phases. These gain both skill and experience points.
Groups will also gain skill and experience (after passing a training check against the
training percent of the group) at the end of each day:
1. if the pilot’s experience is less 50 (plus pilot’s missions and kills) and less
than the overall group experience level
2. if the pilot’s experience is less 50 (plus pilot’s missions and kills) and less
than the leader’s skill
3. if pilot is in a dedicated Training group with some Instructors (adds higher
increments to accumulators)
4. if pilot is in a dedicated Training group without Instructors (higher success
and slightly higher increments than a normal group)
5. if pilot is in a group with some training percent (number of veteran pilots
(experience of 80+) increases chance of successful training)

Also there's this thing I found on the Matrix forums:


I take this to mean that the ideal training squadron has a core of a few high exp high skill pilots to get the avg exp up ref point 1, a good leader with high leadership and inspiration and preferably high skill in the relevant areas ref point 2, and that the trainees be as uniform as possible to avoid large ranges in exp and skill. In an ideal world all your trainees will be below average exp and close to each other in skill (so they reach 70 skill at about the same time).

Otherwise you can get into a situation where your low exp pilots are at 70 in the skill you're training (so they don't train any more, and thus don't gain any more exp) and your higher exp/lower skill pilots are then above avg squadron exp so they don't train much eighter. Then you'll pretty much have to shake things up manually.

pthighs
Jun 21, 2013

Pillbug

HisMajestyBOB posted:

I'm trying to figure out Allied pilot training in WitP:AE. I've read about the details on the Matrix forums as well as nifty flowcharts, and I've already set most airgroups to train at 70-80%. A few more questions:

1. Where does TRACOM come into play?
I've been moving my American Philippines pilots there (cheesy, but I justify it by saying they escaped by sub), is there a certain number I should aim for? Should TRACOM have a mix of pilot types (fighter, naval bombing...) and nationalities?

2. Saratoga just left Sydney and I discovered she's 8 fighter pilots short. I can't request a veteran, and don't want to recruit scrubs unless I don't have a choice. I have decent pilots training in carrier-capable airgroups in Eastern US, and tried sending some to Reserves, but still can't request veteran pilots. Does the Saratoga need to be in port to take on veteran pilots or something?

What's the difference between Group reserves and Reserve reserves?

3. The pilot training flowcharts are nifty, but how do you keep track of everything, like when to send these guys from torpedo attack training to naval search training? Spreadsheets? I've already created a few spreadsheets to help track supplies n scores, but there's just so many pilots and airgroups that I'm at a loss for how to organize it.

Sorry for the WitP question bombardment.

Having pilots in TRACOM speeds up the off-map training program. However, the trainees enter the game with the same basic experience,
you just get a little faster thoughput. So for the allies, you shouldn't bother with TRACOM, you will get more pilot trainees than you need without it.

The Reserve pool is just one large bucket of pilots waiting for assignment somewhere. When you do request a veteran you can draw a pilot from
the Reserves. Note however that when you draw from the Reserves, there is a random 1-7 day time for them to show up, reflecting travel time, so there is a bit of a delay.



Each squadron has it's own Group reserve bucket, which is just pilots with that squadron who aren't flying. You can activate them immediately.
You will see them in the list of squadron pilots grayed out.



To make things confusing, you can also look at all the pilots in any Group reserve in one big view, and you can select a veteran from another squadron's Group reserve.
That will take the random 1-7 day travel time to show up.



In practice I used the Reserve a lot, but never used the Group reserve. Note a squadron can have more pilots than aircraft, which is a good idea in squadrons seeing heavy action,
so I found I never really needed the Group reserve.


This is how I trained pilots as allies against the AI that worked fine. No spreadsheets required.

It's easier to do a subset of squadrons at a time. As an example, use USA fighters.

For fighter pilots, you want to train their Air skill up to 70, and train them in Strafe until their Def score is 70 as well. You train Air by training Escort/10000 feet,
you train Strafe/Def by training Sweep/100 feet. Make sure all training squadrons have Maximum Range=0 to avoid pilot fatigue!

Every so often pick a subset of planes (USA fighters) and do this:

1) Remove pilots who have hit their training goal

  a) Open your list of squadrons (filtered to USA and fighters) and sort by Mission

  

  b) Open each squadron listed as Training 100 (those listed as Training 0 are combat squadrons standing down).

    i) Sort the list of pilots by the stat being trained by that squadron. Move any at or above 70 to the Reserve pool

      -- NOTE: You can hit "Y" on the keyboard to accept the confirmation dialog, greatly increasing the speed at which
      you can do this. Also, you can use the "Move 5" or "Move 10" buttons as well.

  

  Example: If the squadron is training Air, remove any pilot with Air >= 70
  Example: If the squadron is training Strafe/Def, remove any pilot with Strafe >= 70 OR Def >= 70

2) Fill the training squadrons back up with new pilots who need training.

  a) Open your list of squadrons (filtered to USA and fighters) sort by Mission (just like before)

  b) Open each squadron listed as Training 100 (just like before)

    i) Add enough new pilots to match to the number of planes in the squadron.

      -- First use "Request Veteran - Reserve" and take anyone under 70 in your your general Reserve pool
      Example: For a squadron training Air, bring in any pilot in the general Reserve with Air < 70

      

      -- Once your general Reserve pool has no one undertrained, use "Get New Pilot - Replacement" to fill out with noobs fresh out of flight school.

      


That's it! Over time your Reserve pool will become full with pilots trained in the skills you need and ready for combat duty.

Now, how do you decide what mission to set each of your squadrons to? All pilots should be trained in 2-4 skills, but one of them is
always primary (Air for fighter pilots, GroundBombing for USA bomber pilots, NavB for Navy and USMC bomber pilots, etc.) At the
beginning of the game I only train the in the primary skills, and then once I get a baseline of pilots in the Reserve pool at 70 in the primary
skill I start changing some squadrons to train the secondary skills. You can adjust as you go based on what you need, so it doesn't take
meticulous planning.

I do recommend doing small subsets (like USMC fighters, or British bombers) at a time to keep your sanity. The beauty of this method
is you can check in on the training squadrons for a given subset as often or rarely as you feel you need. In practice after the first few
months of the war, as the allies you can check a given squadron every few months and be totally fine. You could check them every day
if you were crazy.

pthighs fucked around with this message at 20:44 on Feb 10, 2015

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Anyone have opinions on Battle Academy 1/2? I like the look of the scale/style, but I'm not sure if it's supposed to be any good.

EDIT: Also, Lock and Load Heroes of Stalingrad?

Fintilgin fucked around with this message at 21:13 on Feb 10, 2015

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell

Fintilgin posted:

Anyone have opinions on Battle Academy 1/2? I like the look of the scale/style, but I'm not sure if it's supposed to be any good.

There's a demo for the first one at least. It was bit too abstract for my taste.

Pornographic Memory
Dec 17, 2008
Battle Academy is really board gamey. It's decently fun and the first one is pretty polished.

maev
Dec 6, 2010
Economically illiterate Tory Boy Bollocks brain.
Keep away from children
Battle Academy 2 is really fun, quite devilishly difficult but rather simple. Despite that has a great amount of vehicles / unit types and the tactics are quite good.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I'm looking for something a little more board gamey and abstract, so I'll have to investigate more. Thanks. :)

GOOD TIMES ON METH
Mar 17, 2006

Fun Shoe
I think I am going to pick up Civil War 2. Any tips for new players? The Steam reviews mention a steep learning curve but they might say that for all grog games.

Dirt Worshipper
Apr 2, 2007

Paralithodes Californiensis
Learn to use combat stances conservatively or you'll end up like my friend in our MP game and lose 80,000 men at Fredericksburg

dublish
Oct 31, 2011


How many people have Civil War 2? A PBEM LP with a couple people on each side controlling a theater and another in charge might be a fun/interesting thing to do.

dtkozl
Dec 17, 2001

ultima ratio regum
Battle Academy 2 is the one to get. It has the random scenario generator so your not limited to the same 5 or 6 missions.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

dtkozl posted:

Battle Academy 2 is the one to get. It has the random scenario generator so your not limited to the same 5 or 6 missions.

Yeah, that was definitely a big selling point.

EDIT: Then I found out it was on Steam, and I went from 'hmmm... maybe', to 'hell why not'. Matrix is all grown up now. :3:

dtkozl
Dec 17, 2001

ultima ratio regum
Is Civil War 2 as robust a game as 1? I mean did they dumb it down at all or are people waiting for a new patch or dlc to get the full campaign w/ kentucky.

dtkozl
Dec 17, 2001

ultima ratio regum
Also I've decided there are too many green nations in our at game.

http://www.dailymotion.com/video/x1ee465_copy-of-simpsons-soviet-union_fun

Chump Farts
May 9, 2009

There is no Coordinator but Narduzzi, and Shilique is his Prophet.

dtkozl posted:

Battle Academy 2 is the one to get. It has the random scenario generator so your not limited to the same 5 or 6 missions.

Seconding this. Skirmish mode is great for MP. One of the reasons I like Pike and Shot too. I've barely played the scenarios.

dublish
Oct 31, 2011


dtkozl posted:

Is Civil War 2 as robust a game as 1? I mean did they dumb it down at all or are people waiting for a new patch or dlc to get the full campaign w/ kentucky.

Kentucky is locked at the start of the campaign, and both sides get options to invade in late 1861 at the cost of national morale. If neither side invades, it automatically picks a side.

I think.

I haven't played the game in at least a year, so I may be misremembering.

dtkozl
Dec 17, 2001

ultima ratio regum
Sorry I didn't specifically mean kentucky I was more wondering if 2 is on the same path 1 was: they release a game and then several years later after many patches we get a working one with great complexity and a wonderful civil war scenario like the kentucky one. I am asking how it compares to 1, specifically if it is as rich and complex a game as 1 currently is or whether they just make the ui a little cleaner.

HisMajestyBOB
Oct 21, 2010


College Slice
pthighs and Caconym, you guys are my heroes. Thanks!
That really clarifies things and makes it seem less daunting, if slightly tedious.

I assume that Japan is pretty similar, just with fewer squadrons to work with and crappier replacements?

Caconym posted:

Why not at 100%?
I figured it would increase accident rate/fatigue if they were at 100%.
How high should I set percentages on combat missions, then?

dublish
Oct 31, 2011


dtkozl posted:

Sorry I didn't specifically mean kentucky I was more wondering if 2 is on the same path 1 was: they release a game and then several years later after many patches we get a working one with great complexity and a wonderful civil war scenario like the kentucky one. I am asking how it compares to 1, specifically if it is as rich and complex a game as 1 currently is or whether they just make the ui a little cleaner.

Well, it's AGEOD, so patches years later is a given.

It's better than 1. I didn't think it was $40 better than 1 when I bought it, but $20 seems fair. They took 1 in its finished state and improved it. They added in a lot of the improvements from games made between 1 and 2, so it's got the newer unit construction and replacements, decision cards like in Pride of Nations, and so on. Plus the map that extends to the Rockies/Mexico.

pthighs
Jun 21, 2013

Pillbug

HisMajestyBOB posted:

pthighs and Caconym, you guys are my heroes. Thanks!
That really clarifies things and makes it seem less daunting, if slightly tedious.

I assume that Japan is pretty similar, just with fewer squadrons to work with and crappier replacements?

I figured it would increase accident rate/fatigue if they were at 100%.
How high should I set percentages on combat missions, then?

It is tedious! I haven't played as Japan, but I assume using TRACOM and being more attentive are important due to the lack of overwhelming numbers of pilots.

Fatigue is heavily dependent on the max range of a mission. Training and range zero CAP can usually be 100%. Long range fighter escort late war from Iwo Jima to Tokyo may require standing down every couple of days.

If you are unsure, resting 20% is a good starting point. Check in on the pilot (and plane!) fatigue and adjust as necessary. You will get a feel for it with some experience.

Also remember you can have more pilots than planes in a squadron!

Alchenar
Apr 9, 2008

My advice remains: 'don't spend money on an AGEOD game'.

Riso
Oct 11, 2008

by merry exmarx
Commander the Great War updated itself on Steam and I was excited for the final 1.6 patch.
Alas it was just Steam dumping me new copies of the redistributables I had deleted. :/

Dark_Swordmaster
Oct 31, 2011
So last night I had a dream that I had been employed at Giant Bomb and I was doing a live show alongside Drew Scanlon to introduce people to grog games and show them what it was like. Except they didn't work and I was getting frustrated and we spent an hour streaming tech support for shittily designed and programmed and broken grog games before I finally got frustrated and just shot myself on air.


I literally woke myself up by groaning and mumbling out, "gently caress this game! I'm just going to shoot myself in the head!"

Drone
Aug 22, 2003

Incredible machine
:smug:


Dark_Swordmaster posted:

So last night I had a dream that I had been employed at Giant Bomb and I was doing a live show alongside Drew Scanlon to introduce people to grog games and show them what it was like. Except they didn't work and I was getting frustrated and we spent an hour streaming tech support for shittily designed and programmed and broken grog games before I finally got frustrated and just shot myself on air.


I literally woke myself up by groaning and mumbling out, "gently caress this game! I'm just going to shoot myself in the head!"

Of any of the Giantbomb guys, Drew Scanlon would be the one most likely to be receptive to grognard games.

Which still means not at all receptive, but I love Giantbomb anyway.

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

Dark_Swordmaster posted:

So last night I had a dream that I had been employed at Giant Bomb and I was doing a live show alongside Drew Scanlon to introduce people to grog games and show them what it was like. Except they didn't work and I was getting frustrated and we spent an hour streaming tech support for shittily designed and programmed and broken grog games before I finally got frustrated and just shot myself on air.


I literally woke myself up by groaning and mumbling out, "gently caress this game! I'm just going to shoot myself in the head!"

The Something Awful Forums > Discussion > Games > Grognard Games Megathread - gently caress this game! I'm just going to shoot myself in the head!

EDIT:
Not sure how grognardy this is, but here is my review of Navy Field 2.

Spoiler alert: It sucks.

Myoclonic Jerk fucked around with this message at 16:34 on Feb 11, 2015

BulletHole
Aug 20, 2003
"I own this fat j-bag, oh yes i do." Sehnsucht
More WITP!

I'm in mid-February 1942 in my current (sorta first) Allies game, and things are going really well: stalemate in the Phillipines with the IJA unable to even contest Manilla without getting thrown out, 2k AV resting in Palembang (though I forgot to bring along any CD units so the airfield keeps getting blown up by cruisers :argh:), stalemate in Moulmein, and I've got American and Australian regiments deployed to Milne, Guadalcanal, and Luganville and they're rapidly turning into viable bases. However, one big blunder I think I've made has been to forward deploy my four American CVs out of Sydney. I've had some luck with them slowing down IJ advance into New Guinea, but I'm rapidly realizing I can't supply Australia with enough fuel to keep them going.

After some reading on Matrix, I've got about 40-50 slow AKs running fuel from East Coast to Cape Town, and then TKs doing Cape to Perth. This is in addition to a couple TK task forces moving fuel from LA to Sydney. It seems like it might take a few months for this to start to catch up to the fuel I've already burned operating just two of my CVs (Saratoga and Yorktown have just sat in Sydney since arriving there, with Enterprise and Lexington doing all the work) and a number of Cruiser-escorted troop convoys (which I'd like to keep going, troops are continuing to pile up in Sydney and Brisbane faster than I can safely get them to my forward bases).

Is it reasonable to split the American CVs in the early war? I thought it would be beneficial to keep them close together, in case of running into the IJN CVs, though my understanding is that the best response for American CVs running into KB in 1942 is to run. How should CVs based out of Pearl be used? Is harrassing the IJ island chains north of the Allied shipping routes viable? I figured with all the LBA the risk/reward on that would be pretty low. I have plenty of fuel in the Indian Ocean out of Ceylon and Bombay, but wouldn't think the carriers would have too many targets without, again, getting dangerously mixed up in areas covered by Betties and Nells.

Pharnakes
Aug 14, 2009
Unescorted Nells and Betties will get ripped to shreds by even the shitiest of fighters, your wildcats and buffaloes will have no problems protecting a couple of carriers for raids into the Marshalls. Remember the ore carriers you send the safer it is since the Japanese planes will split their attentions and you have more fighters for your cap. On the other hand if you do bump into the KB you might loose everything, but loosing everything is only a temporary problem for the allies.

GOOD TIMES ON METH
Mar 17, 2006

Fun Shoe

Dark_Swordmaster posted:

So last night I had a dream that I had been employed at Giant Bomb and I was doing a live show alongside Drew Scanlon to introduce people to grog games and show them what it was like. Except they didn't work and I was getting frustrated and we spent an hour streaming tech support for shittily designed and programmed and broken grog games before I finally got frustrated and just shot myself on air.


I literally woke myself up by groaning and mumbling out, "gently caress this game! I'm just going to shoot myself in the head!"

https://www.youtube.com/watch?v=huVi6rdPE4I

Dark_Swordmaster
Oct 31, 2011

I love the Flight Club so much. I'm fairly certain I've thought previously, as Drone said, if anyone would do this it'd be Drew and that's why it was him. I fuzzily remember he was so nonchalant about it to, just like, "This is what happens and why we didn't attempt this feature before."

Adbot
ADBOT LOVES YOU

dublish
Oct 31, 2011


Dark_Swordmaster posted:

So last night I had a dream that I had been employed at Giant Bomb and I was doing a live show alongside Drew Scanlon to introduce people to grog games and show them what it was like. Except they didn't work and I was getting frustrated and we spent an hour streaming tech support for shittily designed and programmed and broken grog games before I finally got frustrated and just shot myself on air.


I literally woke myself up by groaning and mumbling out, "gently caress this game! I'm just going to shoot myself in the head!"

Streaming tech support for grog games? Quite literally in your dreams.

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