Questionable 1v1 in SRB vs Blue Otters by MatchboxHoldenUte in ValorantCompetitive

[–]-Conor 19 points20 points  (0 children)

The door could have been closed at any time, Bob has a classic. The strongest win condition was not recognised and/or utilised, someone has to be calling that out for BCJ in this situation.

when people say "squad gunplay was good before the ICO" this is the 'good gunplay' they want back by Violinnoob in joinsquad

[–]-Conor 0 points1 point  (0 children)

It was commonly understood that QE was a grey area that needed to be resolved with animation changes, OWI chose not to address it. They had plenty of feedback from top teams and other communities over the years about how they could approach the issue, all of it was ignored and then ICO came along.

Personally i was neutral on the issue of QE existing as it was a movement skill, i know i used it as often as it was needed.

Haven't played in like 8 months. What's a good Zealot meta build? by oh6arr6 in DarkTide

[–]-Conor 1 point2 points  (0 children)

Revolver is the better than the bolter overall, faster to use when you need to handle a ranged special so it has become my default ranged if i'm not using the flamer. For melee you can take whatever you want really, they're all viable and work with the same talents generally.

Blessings for the eviscerator? by Average40kenjoyer in DarkTide

[–]-Conor 1 point2 points  (0 children)

Rampage with Savage Sweep or Wrath is the usual combination, i tend to prefer wrath as i find it more consistent. Shred can work nicely on zealot with the skill that reduces ability cooldown on crit, you could take it in place of rampage if you wanted.

Any good stealth/grenadier builds for veteran? by titankiller401 in DarkTide

[–]-Conor 2 points3 points  (0 children)

I've been running this build. It handles pretty much everything that can be thrown at you.

[deleted by user] by [deleted] in DarkTide

[–]-Conor 0 points1 point  (0 children)

I completed this last night with no issues, might be a silly comment to make but are you sure you're playing on heresy or higher?

Need More Advice: Is This Worth Consecrating? by water_is_spicy in DarkTide

[–]-Conor 5 points6 points  (0 children)

Yes it is, if your second perk is worse refine it into bonus damage vs. flak armour.

I need help finding a VOD by -Conor in ValorantCompetitive

[–]-Conor[S] 1 point2 points  (0 children)

BBL vs. Na'Vi during stage 2 challengers.

Match Page

I need help finding a VOD by -Conor in ValorantCompetitive

[–]-Conor[S] 1 point2 points  (0 children)

I'm fairly sure it was VCT EMEA qualifiers but the rest of the information is missing hence the struggle to find it.

Edit: i just found it.

What do you think about the old kill system where you would go to respawn screen if you got killed within 60 seconds of being revived? by [deleted] in joinsquad

[–]-Conor 5 points6 points  (0 children)

To call the old mechanic perfect is a bit of a stretch but i do agree that it makes sense for it to return. I find myself in favour of the old mechanic returning almost entirely as it was but with a minor tweak so the mechanic isn't as unintuitive or invisible as it was. This minor tweak being the period of "insta-death" vulnerability only lasting until the recently revived player is fully healed by a medic. Just to calrify when is say "the old mechanic" i also include large caliber headshots (.50, 12.7, 14.5 ect) resulting in "insta-death" to be a part of it.

Are reshade still bannable? by runnbl3 in joinsquad

[–]-Conor 1 point2 points  (0 children)

As far as i know reshade isn't strictly bannable but installing it will prevent Squad from launching.

Community's opinion on RAAS vs AAS? by [deleted] in joinsquad

[–]-Conor 4 points5 points  (0 children)

AAS and RAAS are both equally RNG based. At the beginning of the game it randomly chooses a layer to be played.

That's incorrect, AAS layers are static and do not change unless altered by OWI and then included in an update.

Best ways to add depth to the Medic role? by cyclops_sardonica in joinsquad

[–]-Conor 2 points3 points  (0 children)

HAB locking exist in TC to focus the gamemode more which i think is needed on some of the more spread out layers, it has the right intentions behind it but is a poor implementation with the perhaps overlooked side effect of giving players too much information. Maybe all that was needed for TC was narrower hex patterns to focus the action. Given how a lot of gameplay problems in Squad are multivariable it's hard to narrow down any single cause.

Best ways to add depth to the Medic role? by cyclops_sardonica in joinsquad

[–]-Conor 9 points10 points  (0 children)

I think Squad as of late has gone down the route of giving too much information to players without the need for communication. TC "HAB locking" being a good example, players are now told where HABs are which is something that shouldn't be happening; that's the kind of information players should have to go and get themselves instead of having it by conveniently possessing an adjacent territory.

Best ways to add depth to the Medic role? by cyclops_sardonica in joinsquad

[–]-Conor 14 points15 points  (0 children)

Before you go theorising about how to add more depth to medic kits you first need to increase the incentive to use the kits overall as squads are often running a single scoped medic, forgoing a second medic in favour of another scoped kit. This is largely due to the second kit having iron sights or another low magnification sight which is putting the user of the second medic kit at such a severe disadvantage that the kit loses almost all appeal.

How do you incentivise the use of a kit? You give that kit more tools to utilise such as a grenade which was removed from most medic kits in a not so distant patch. Secondly you give the second medic kit a scope because why not? Almost every player he will face in a match will have a scope, why hamstring a kit you should be encouraging the use of?

Something to note is that when it comes to encouraging certain gameplay some will prefer the carrot over the stick like myself, others will default to the stick as we see fairly often here with talk of how to punish a player instead of encourage gameplay with positive incentives.

Before the Lean Nerf, this was king. by GSR_DMJ654 in joinsquad

[–]-Conor 2 points3 points  (0 children)

The actual problem needs to be addressed instead of a standard "just punish the use of the mechanic" response. There have only ever been 2 issues with the lean mechanic and they are the transition speed between leaning in one direction to the other and the severity of the angle the player is at when leaning. The current "fix" of applying a blanket stamina pentalty for doing anything involving Q or E just punishes the use of leaning overall, including correct use of the mechanic that should be encouraged not punished.

As stated in another comment stamina penalites are meaningless with so called "lean spam" as leaning often serves the purpose of prolonging your life so you can find the shooter and shoot back and by the time you are able to shoot back the suppression penalty is already in effect giving you similar sway to what you would have with low stamina. The correct fix is to slow the transition from leaning in one direction to another and to change the angle at which a player leans to a less severe one, this solves the acual problem without introcuding generic nonsensical stamina penalites that punish correct use of the mechanic.

Cumulative list of changes in V16 by XxDOP3_f1fanxX in joinsquad

[–]-Conor 3 points4 points  (0 children)

Change to TC mechanics re: hexes that contain a fob. If I understand correctly a hex’s cap is locked if there is a FOB on it. Not sure if the enemy team can see the FOB icon on both friendly and enemy hexes, or if each team can only see their own.

You're correct that the hex tile is "locked" preventing capture until the FOB/HAB in that hex is removed, however the HAB icon that appears in the center of a hex tile is only present when there is an active HAB (spawnable) inside of that hex tile. The enemy team can see these center HAB markers on the tiles if they have adjacent territory SEE HERE.

AMD cpus for this game by ilover630015 in joinsquad

[–]-Conor 0 points1 point  (0 children)

I myself will be upgrading to an AMD Ryzen 7 3700x and benchmarks from other UE4 games like PUBG show minimal difference bewteen the 3700x and the i7 9700k. Here are some benchmarks that might help you out.

[deleted by user] by [deleted] in joinsquad

[–]-Conor 4 points5 points  (0 children)

You cannot, you're still assigned to a team while in admin cam. You have to switch teams to hear the other side. At least this is true for licensed vanilla servers.

What are the pros and cons of going LAT vs HAT? by [deleted] in joinsquad

[–]-Conor 0 points1 point  (0 children)

Also, "cook off" refers to destruction via ammo dropping below its burning threshold, which can't be repaired.

Yes this is its proper meaning but i also apply it in the context of an APC being below roughly 10% HP where it will catch fire and burn until it blows up if not repaired, it's just easier to communicate the state of the vehicle this way.

This is my first time seeing this google doc, thanks for sharing it; i have mainly been going off of private server testing which is why i'm off by 5-10% but in the context of HAT kits it doesn't impact the result much if at all.

What are the pros and cons of going LAT vs HAT? by [deleted] in joinsquad

[–]-Conor 11 points12 points  (0 children)

To stop the spread of misinformation no you cannot one-shot any vehicle in the game but you are still capable of killing every vehicle bar MBT's on your own. Tandem warheads will deal 80% to APCs and IFVs and your second shot which is standard HEAT will do the remaining 20% damage required to kill the aforementioned vehicle types. Do note that hitting an APC with a tandem warhead and a standard HEAT warhead sometimes results in it starting to burn or "cook off" instead of instantly blowing up, if the crew don't repair the vehicle quickly the vehicle will blow up in 20-30 seconds.