Does anyone know of a way of turning off or at least toning down the fart gas/fog in unreal engine games?
check if the engine.ini is encrypted. if not you can change graphic settings to your hearts contend. of course it depends how it's used ingame, but looking up "engine.ini" + "fog" should do the trick (iirc the setting has outright fog in the name, but can't remember if it has any special values).
In TF1, satchel charges and AT weapons could badly damage a titan. Given the base-kit electric smoke, I'm under the impression that TF2 Titans are stronger and more noob-friendly.
I feel like hurting Titans in TF1 is easier than in TF2 if you could express your skill in getting near them or positioning yourself.
yes and no. the main difference is how it works between games. in tf1 is was pure attrition (pun intended), you could duke it out but the more evenly players are matched in skill the more boths sides will suffer hull damage in the end - even if you win, it doesn't take much for someone else to finish your titan off. this also added a bit of strategic element when and where to get rid of your titan. there was some order to the chaos, but e-sport fags hate that unpredictable element with a passion (same reason burn cards got removed)
however problem is with randoms it will always comes down to "which team has less idiots", there is no fix. the only thing you can do it at least make it fun while losing. shitting on an almost dead titan with an AT at least gave you some satisfaction, and the maps somewhat supported the david vs goliath gameplay compared to the 3-lane moba design in tf2.
so when people whined about MUH LATEGAME where one team is doing better inevitably, respawn's solution was to.. add more mechanics, because apparently that makes it more accessible. what happens now is a better player will still roll you, or some teammate will rodeo you, turning your titan into wet paper while at the same time the enemy will not only take less damage themselves but also buff their titan back up. how this is supposed to make snowballing less severe fucking you over even harder when playing against a coordinated stack is anyone's guess.
it's also no secret that titanfall's gameplay in general is more of an acquired taste, they tried to nerf some aspects (like MUH ATTACK VECTORS getting killed from above and people moving too fast to track, so maps and abilities got nerfed) while adding more shit that in the end does the opposite. new mechanics like the battery shit, new movement options, fucking grapple etc.
none of that makes it more "accessible" for the mainstream crowd they were aiming for that just wants to w+m1 like the average cod match.
I'd like to compare it to counterstrike, a game that is great in it's simplicity. but now imagine you got some secondary fags who never really played cs or even liked it, out to "improve" it for a sequel, and suddenly you got ADS, prone, leaning, hitscan, abilities with cooldowns and all the other fancy shit a "modern gamer wants" and it turns into a game wearing a cs skinsuit.
Against my better judgement I'm jumping back into Elder Scrolls Online next. I love playing the game like a single player entry in the franchise, just questing and taking my time. Going to try an Arcanist for the first time as I hear they're a bit broken in what they can solo.
think they got nerfed by now, but are still strong. the new feature this year is subclassing, taking skill lines from other classes. that will probably lead to some new clusterfuck.
ESO is one of the few games where the "community" is extremely chill (lot of boomers, maybe that's why), which makes some casual group play feel more like the days of old. but there's still room to get sweaty ofc.
depending where you stopped this might get you hyped. word of warning tho, it includes some spoilers (like the elsweyr cutscenes, which are pretty goat).