Posts by megaRammy
It also has a grassy undertone? Gives it that subtle tartness of fruit skin, adds to the authentic flavour I think.
Probably a bit divisive though.
I don't know how to describe the flavour, mind. It's very subtle, closer to an actual fruit juice than a mango flavoured thing?
Compared to Monster's Mango Loco it is far more subdued and palatable, compared to Monster's Ultra Mango it is far more authentic tasting.
A tub of Sneak Energy's "Electric Mango" flavoured caffeinated drink powder.
For what it's worth, I think Sneak's Electric Mango flavour is Actually Pretty Damn Good and it is a shame it was discontinued. One of the biggest losses to the range outside of Sour Apple (which they thankfully returned to service)
I will appreciate this limited run return while it is with us 🧡
Crazy that there hasnt been a picture taken in this exact manner for 50 years.
How it feels looting on Outpost
#marathon
Preview of a ProtonDB listing for Screamer (2026) with advice to use the SteamDeck=1 flag to potentially fix trouble with online multiplayer on Linux PCs.
Turns out it was a fairly common flag ("SteamDeck=1").
Still proud :)
Screamer, fun anime-infused arcade racer (check it out!)
Definitely a low key release so far, so not much info around.
Game worked pretty well out the box but online matchmaking would just hang on trying to join the lobby...
Steam Deck verified, but doesn't always mean Linux friendly :)
Linux as main OS has been mostly pretty cozy, info to get stuff working that hasn't worked out the box game-wise has been pretty accessible (thanks ProtonDB), but had my first "new game, something doesn't work, niche enough ProtonDB didn't have the answer" moment today!
Commission
(There's also OS Reboot consumable and Firewall stat for some hack/mental debuffs, n other more situational sachets that give you better agility/heat, make you censored to avoid detection, let you exist in the locked down zones in Dire/Cryo, etc)
They definitely should put a Mechanics Kit tutorial in the tutorial.
All the physical debuff types do their specific thing and then give you that MCH reduced healing debuff for a while. That pink sachet consumable clears the debuffs. Hardware stat reduces the impact + length of the debuffs.
Nah, the tutorial just gives a generic "here's how you use a tactical ability, here's how you use your prime ability" tutorial, and then I guess expects you to go read what your abilities for specific shells do on the Shell Select screen
Unsure how they will handle it story wise, but it is pretty typical for the genre.
Either you are reset/replaced canonically so contract replay makes sense, or front load the new contracts and recontextualise the contracts you already completed Codex for after you have done the new ones, I imagine.
I assume you can/will replay priority contracts next wipe for faction XP, and likely new contracts added that push the story forward as it unfolds over the seasons. Not confirmed but, is how all other extraction games have handled the quests post-reset
Codex progress remains, faction upgrades and your vault wipes, gives everyone a fresh starting point, place for new players to on-board without swarms of players with top guns and upgrades etc
> questions, if they wish to/need to learn more"
Could definitely do more in game ideally, is definitely how I bounced off Destiny so hard initially without friends to fill in the knowledge gaps.
No actual evidence of it, but the vibe I have gotten from Destiny and NuMarathon era Bungie tutorialising has always struck me as "we are making very dense games and we will try our best to teach basics without being too in the way, knowing people will watch videos, talk to friends, Google their >
Destiny has tried making their version of those deep blue popups act as "I will hold you hostage and stop you doing anything else til you walk through the menu areas I am trying to explain" approach a few times in recent years and it is, the most frustrating and least effective way of handling it.
Marathon they at least put a way to bring back up the full screen tutorial pop ups with the right corner "?" button at your leisure because inevitably the first time it got in the way and was dismissed :P
They've tried that type of tutorial with Destiny too the last couple years and they are, awkward to get right it feels. Most people went into menu to do X and either glaze over it or actively ignore/dismiss it cos it's in the way.
The UI is fairly overwhelming/busy-feeling early on, but once you are familiar it is pretty nice in terms of readability. Dense To Learn is basically this game's subtitle though :P
Unrelated yeah, those map events just start on the map semi-regularly (like, not every run but most runs), announced to all players, in an area of the map marked by the dark blue waypoint.
Is just thing to do for extra loot, and extra risk of UESC Murder and Runner Encounters
Also FalloutPlay's beginners guide video covers a good amount of ground
youtu.be/wKh8T4l_Ano
TLDR for "what do" is Priority Contracts, which is your story and core progression. Grab salvage for vendor upgrades (you can mark resources you need from the upgrades screen and will highlight them as you loot). Explore the guns and shells, use free kits for now to build up some vault loot.
Profit Opportunity is map events, depends on the map what it is specifically. Generally paired with a big text pop up, always with dark blue marker on the map.
A lot of your frustration points so far (outside of "what is an extraction shooter's point") are feedback they're working on, key bindings weirdness, inventory UI being A Bit Much for a fair few folk, and longer term, a firing range :)
Basically. A lot of what you'll get on Perimeter is like, basic-ish guns, basic valuables for credits, basic salvage for vendor upgrades/vendor bartering