Philosophosphorous [comrade/them, null/void]

  • 3 Posts
  • 341 Comments
Joined 6 months ago
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Cake day: May 31st, 2024

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  • i have to use weed to cope with intrusive thoughts like that, it definitely doesn't work for everyone but it works for me so far. i have to spend a lot of effort almost all the time editing what i say because i have a lot of toxic self deprecating thoughts, especially relating to self harm and past traumatic experiences. i often struggle to focus on what people are saying to me over my own self deprecating internal monologue.


  • Philosophosphorous [comrade/them, null/void]toSlop.What?
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    edit-2
    1 day ago

    sadness-abysmal on top of all the actual death and destruction and oppression and genocide they support across the world, now the liberals are calling me ugly. are they trying to get me to do an adventure-time or what. the liberals are going to have to try just a bit harder than that to get me to fantasize about gunning them down en masse with some kind of impractically large rotary barrelled autocannon attached to a Gundam instead of smug trump voters bragging about the women they are condemning to death by banning necessary medical care and the immigrants they will send to camps.

    unlimited gayroller-2000, barbara-pit, and owned upon all fascists.

    the mech i would use to do it (found with google image search):

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  • you also don't make worthwhile art by just running a PC gaming monopoly storefront lol. i wish they used the same reasoning as HL:e3 to not release HL:A, i cannot stress how not-enjoyable that game was for me. sluggish movement, teleport-only jumps (they only added non-teleport slide movement, which i consider the minimum for VR playability in FPS games, at the last second), and annoying and slow-paced simplistic environmental 'puzzles' (with such intellectual challenges like 'plug in the cable' or 'insert the battery') and 'horror' segments that only tired out my legs with drudgery and backtracking (made all the worse with the glacial pace of movement, no sprint or anything just 1 slow-ass walking speed and a teleport-style 'jump'). the writing was mostly ok but idk how i feel about the 'insance magical alien' character, it comes across as ableist in a patronizing way imo (and also a non-patronizing way since they make him 'disgusting' by showing him eat headcrabs and play with their corpses, no other vortiguants ever do this and other human characters comment on their disgust as well). the 'pick stuff up at a distance' gloves are kinda neat at first but eventually just make every single environmental interaction identical.

    literally the half life 2 VR mod is a better game than half life: alyx imo.


  • i frankly cannot be bothered with the recent half life 2 anniversary stuff. i have spent the majority of my life waiting for 'half life 3' (or even just 'half life 2 episode 3'). the series no longer hits the same, its a dead lifeless construct to me at this point, all mystery and wonder and sense of being a living world stripped away through countless replays and mods and memes. Fuck Steam and Fuck Gabe Newell for deciding that running a shitty monopolistic storefront was more important than making even semi-meaningful art. don't even get me started on Half Life: Alyx, that game plays like an early VR tech demo more than a real game, i hate the floating hands in most VR games, i literally don't understand why more VR games aren't like Boneworks in terms of gameplay and body physics. I can hardly even play any other VR games at this point, its like going back to D-pad only controls for an FPS after using an analog stick.



  • it's pretty wild how arbitrary the shape of a gun is. this almost reminds me of those soviet ROKS-2 flamethrowers that were designed to look like a normal rifle and a normal backpack so they didn't get prioritized as targets

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    but i don't think this SMG is intentionally deceptive as much as just early in SMG development before they decided on optimal form factors, a lot of early SMGs just look like rifles with magazines sticking out the bottom or side afaik


  • (not that it matters or proves anything in a singleplayer game but) countless stalkers lie as smouldering wreckage in the wake of my MW5 Battlemaster squad with all rear armor reduced to 10 and all other armor maxed out. if nothing else the snail pace max speed makes piloting the stalker painful imo. i tried DPS builds for so long before just armormaxxing, now i literally never even lose a single point of structural limb damage on any mech any more, just armor damage to be cheaply repaired. if you play smart nothing will get behind you long enough to pierce the 10 armor points and the consistent quad M lasers + dual L arm MGs + SRM6 (sometimes SRM4 with more ammo) + occasional melee attack (i love that they added mech punching in a free update with their paid DLCs that introduced melee weapons) with plenty of ammo and heat sinks has been enough to shred enemy forces with much more tonnage than my unit. i even deploy overtonnage on easier missions and eat the deployment cost increase because i never get damaged enough to need expensive repairs or replacement weapons/ammo/mechs. as much as i like PPCs aesthetically and conceptually, every time i tried a mech with a PPC i was overheating constantly or agonizing over lethargic cooldowns during climactic fights, unless i removed most armor and weapons to put in heat sinks. the cooldown for PPCs is already so slow without having to take a 30 second break every time i get into a real fight. larger autocannons i kept running out of ammo and never had enough weight for the armor, ammo, weapons, and heat sinks i needed, and unless you use an ultra autocannon and risk jamming it, they have cooldowns just about as slow as the PPC, and are very unsatisfying to use. i wish they were all automatic like real-world autocannons, i hate the slow tank-cannon style loading times. the Banshee worked out decently but they are just so much uglier than a Battlemaster imo and not that much less time to kill against enemy mechs. I think i do better with beam weapons usually in MW5, i can kind of guide the aim-assist to specifically target the cockpit window for insta-kills with lasers, i'm often surprised when nothing but my chainfiring quad short burst M Lasers gets a bizarrely fast kill on an enemy Awesome or Mauler or Atlas, while with autocannons or LRMs i can never seem to consistently hit the same place, with the damage getting spread around multiple body parts and sets of armor and HP.

    edit: also it might be 'cheating' but i play with the optional FPS-style controls instead of the default classic tank style controls, it doesn't make sense to me to have a bipedal robot that can't easily strafe and handles identically to a very tall tank. idk exactly how that might break the default enemy AI, it definitely makes juking back and forth to avoid damage easier tho.


  • the Atlas is basically too slow (48 km/h or so) to be useful in mechwarrior 5 imo, you get better performance if you take a Battlemaster (about 64 km/h) and move all its rear armor to the front. set the 4 medium lasers in the chest to chainfire instead of all at once and you will have excellent damage output without a risk of overheating, while your left arm MGs blast away with negligible heat buildup and your shoulder SRM can be saved to finish off damaged enemies. (LRMs are heavy and useless against lighter/faster enemies since they will close to within your minimum range, they don't even do great damage ime at their optimal range unless your entire AI squad is LRM carriers and you are their spotter)

    also i hate the transparent cockpit designs on battletech mechs, they should either have remote operated camera pods or tank-style periscopes unless they are particularly lightweight imo. the setting makes the mechs out to be ancient storied machines that no one knows how to build anymore, passed down through generations of space feudalism and kept barely functional, but they all look like freshly mass produced clean 1980's angular space robots. they should have like clan banners and family names and engravings and retrofit low-tech parts and stuff if the lore is meant to be at all meaningful.


  • i can't watch the video thru this link but from what i gather its like the boston dynamics robodog but with wheels for feet. adding wheels to robot legs is probably the Coolest design choice possible. it's ingenious really, you need something to be the 'foot', and that something might as well have built-in shock absorption and also spin to provide a traversal option that circumvents the major disadvantage of legged vehicles, speed on flat ground, without removing the capacity to use the legs to traverse more complicated terrain. skating quadruped robots might even handle terrain at speed that a car or traditional UGV might not ever be able to handle, using the agility provided by legs to position wheels. i want my car to be an oversized one of these so badly. i can't wait until someone makes a useable larger bipedal version of this, xi-plz make my skating mecha dreams come true!

    frankly tho i would just put the wheels on the main chassis separate from the legs for simplicity's sake, used with legs folded more like a traditional wheeled craft, so the wheels are still useable if the legs break and you don't have to put electric motors or wiring or whatever in inconvenient places through the legs. it would lose a little agility without 'mech skating' but i think it might be worth it for reliability/ease of manufacture/repair.



  • it is a 'design' that spits in the face of aero-and hydro- dynamics, it invokes the wrath of the very elements if not the gods themselves. it is not 'designed' as much as 'not designed' as in: 'the cybertruck is not designed to withstand a pressure washing' or 'the cybertruck is not designed to be safely handled by unprotected human hands' or 'the cybertruck is not designed to cross even shallow water without failing'






  • in certain scenarios you need multipurpose robots, if you have severe weight restrictions or something for example. i don't think humanoid robots can or should replace specialized robots or vehicles or humans, i just think they do have a place in certain tasks. i was basically shitposting with the same dismissive energy as OP tbh. i did mostly focus on the biologicial aspect of humans over robots in general in my previoius post, but in terms of mechanical design humanoid robots are especially well suited for navigating complex environments without the energy requirements of flight or specialized infrastructure, and they can use and operate pre-existing equipment (tools, flashlights, computers, vehicles, etc.) and infrastructure (scaffolding, stairs, ladders, etc.) designed for humans. they can put a mechanical manipulator (that may or may not be holding any kind of tool without a bunch of setup) wherever you might need one, regardless of most infrastructure availability or terrain scenarios. they would be especially ideal for search and rescue and other emergency scenarios, or construction or other tasks in extreme or remote terrain, especially in conjunction with humans and other kinds of robots and vehicles.


  • gonna have to agree to disagree, humanoid robots are cool AF, even when they aren't huge and piloted by an angsty fleshbag. robot arms like that only really work in controlled, clean environments like factories, and are about as exciting as a pencil imo. just try farming with a treaded arm platform or wheeled autonomous vehicle or whatever here:

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    bonus controversial take: The Human Body is the best multipurpose (omnipurpose?) machine possible, at least for now. despite all of our flaws, there are very few computers for example that have lifespans nearly as long as us, nothing has the combination of intelligence and self-healing that humans do, not yet anyway. maybe a simplistic machine like an oil pump or a car from the 80's might outlive a person with a lot of care and maintenance, but anything as multifunction and complex and with as many moving parts as us would break down so fast if we tried to make it artificially, even if it might be 'more efficient' in several senses in the short-term.


  • although i think a traditional robot (arm or autonomous vehicle style) would still be better for almost all agricultural and industrial purposes, humanoid robots do have some advantages. they can cross almost any kind of difficult terrain, they can use tools, infrastructure, and other equipment that are designed for human use without any modification, and they can essentially perform any task that a human could perform. additionally the human size and form factor can result in a relatively lightweight 'machine' that might be necessary for tasks in places with a weight limit (such as bridges, scaffolding, unstable terrain, etc.) If you can only have 1 kind of robot (either due to weight concerns like on a space or sea craft, or to simplify logistics by only building 1 kind of robot) you basically need it to be humanoid for it to be of any use outside of a single specialized industrial task. instead of needing a different robot arm or a different vehicle or a refit in a workshop for every task, you can have the 1 humanoid robot perform any task you need (albeit perhaps slower and less efficiently than a specialized design) by having it simply pick up the appropriate tools. the only real criticism i have of most sci fi humanoid robots is that the arms and legs are never a quick-replace interchangeable design. we design tires to be easy to repair and replace, we should design robot limbs that are multifunction (able to be used as an arm or a leg interchangeably) and quick to replace as well. also robots with limbs expected to work outside of clean factories should have 'clothes' or fabric covers to protect their joints and other sensitive parts from dust, water, etc.