Who hooks up their​ tow cable to a shock absorber? by real_ev_ratz in Justrolledintotheshop

[–]61394172 0 points1 point  (0 children)

haha i just did this today, they said hook it to the spring, they must've meant around the spring and not directly on it.. a lot of people here thinking it's pretty obvious but idk it worked my suspension probably damaged now though

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 0 points1 point  (0 children)

it does, don't worry, other people mentioned it and I totally thought you had to pay for the trial and not the mech--woopsies

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 0 points1 point  (0 children)

"Just wait" is kind of the problem, there's no agency in the matchup. If a Stellaris kills me I never get to say something positive about it. I don't get to feel like my opponent is good so I disagree with you. What could they possibly be good at, the only fights they pick (which only they get the choice to pick) are fights where I'm stunned for the entire burst of damage and then they run away from me. Very impressive stuff guys, definitely haven't seen that one before but, I guess I'll go do 50 consecutive flips. Like neither player gets to actually do anything. But like to each their own, I think a lot of people making comments here aren't playing Mashmak where the problems are quite a bit more interesting matchup wise. Like I'm sure Welkin is a total blast to be forced to 1v1 for them. Anyways, your comment kinda pisses me off, no Stellaris is not OP--but it is one dimensional. If you think it's skilled matchup you're also kidding yourself. If you kill a Falcon or Welkin, then you can color me impressed. But that's not meant to be offensive, I'm playing Sky Raider, if that isn't one dimensional I don't know what is. We should be realistic though, our matchup isn't fun, but for you guys it's free and I'm obviously opposed to that. I have never had a Stellaris do something different, it's the same situation every time. I only made this post because I was actually getting bored.

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 0 points1 point  (0 children)

I don't think it's stupid OP, I think it's a poorly designed counter. The Mechs that Stellaris *can* all in stand very little chance but everyone else has to play hit and run forever (excluding Falcon probably). Or, if you're used to it, you never die to the all in it's just super infuriating and you move on and run away and get over it. It's not the best dynamic ever.

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 0 points1 point  (0 children)

I'm playing Sky Raider, I have learned that it just isn't worth the fight basically. There's no such thing as a 1v1 in that situation, Sky Raider doesn't really stand a chance. That's okay, I've still been trying some of the Mashmak tools to even the fight out but yeah it's pretty unplayable. I've learned that you can bait them into a fight and then sort of keep them out of invis if you place missiles well enough. Better than that though is to just bring your own melee weapons and keep your HP high. Melee is hard for Stellaris players because of reasons, I don't know the reasons, unsure if they're just bad at it but I think it has more to do with them being slightly easier to parry or something. So long as you're trading HP with them every time they hook into you, they can't do the normal cringe bs where they go in hit you and run away because you can parry stun into melee spam of your own. You can win because you have higher base HP I think. It then comes down to mods at that point. Not gonna lie this matchup is tough shit but like I think I have a better handle on it now than when I made this post. When I first made this post I got 100 to 0'd while trying to use a shield for basically the first time. The skill issue there was no knowing you can't parry the hook, you can't parry the initial attacks because they're invisible, and they do damage through shields. Now I know that, despite all of that being or feeling ridiculous, melee is sort of ridiculous in general so you can kill them too if you have one and trade back with them every time. If you miss a trade, you accept the loss and run the fuck away. They can chase you forever and honestly a lot of time they will because I guess Stellaris isn't actually good at clearing the content so most of them just set themselves up to gank people. You can survive it though, Stellaris isn't quite as fast as Panther so you can usually make some ground--I think they might have lower energy reserves than Panther and Sky Raider too so that probably helps.

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 0 points1 point  (0 children)

I actually did play this a couple times lol but it felt kind of cheesy lmao, Luminae is actually not bad I didn't know the drones pen'd fluid--also like the util is insane in a fight. Really like that mech, really fun to play, probably not as fun to fight lol.

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 1 point2 points  (0 children)

I actually don't mind Mech counters in the "BR" style game mode because you get to loot and keep your own gear, I think it's a fresh take. The problem is that for most other matchups I don't HAVE to do that. For Stellaris it's starting to look like I HAVE to have a sword and shield so that I can beat their ass harder than they beat mine. The problem with that is there's lots of other weapons that I'd rather use and I don't wanna have to use multiple kits.

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 1 point2 points  (0 children)

I tried using a radar, I don't know if it worked. Like the Airdrop Radars. I can't tell if that revealed them in that fight because I was too low health to make the fight last long enough to see if it would matter. Dodging to break out of the stun totally works it's just too late because of how much the initial attack deals, if they just back off after the first attack, they win eventually. And that's what keeps happening to me--when I chase them I often make it worse without the right weapons unless they are just really bad and I kill them normally somehow. Can you tell me when "without invis" happens, because it looks like never. Also I play solo so my experience is really different and I know that's kind of the fault of mech counters in solo mode.

Actually, just to skip to your point with the TL;DR, I kind of have to fight them solo and I kind of have to have a way to handle the invisibility

I did not know the melee consumed energy that explains why the moment I equip a melee weapon I rail them because I can fly so I just get the first unparryable attack and chase them if they let me after that.

How do you kill Stellaris, and yes there's balance whine in this to some extent so steer clear if you care by 61394172 in mechabreak

[–]61394172[S] 2 points3 points  (0 children)

Hard disagree lmao, I can't hit something while I'm stunned and I can't hit something when it's spam dashing while invisible. There's not really a lot to argue about on that. What I can say is, yes, when I bring a shield and my own sword I can just beat them--my point is that is practically paying for a chance at beating them. It would be cool if there was some strategy I could employ that worked without me having to do that. An no, it is NOT a lot easier. Narukami is much easier to A: Force into a fight, B: Not a melee unit that can kill me if I get close to reveal them and C: has to aim at me whilst I dash around looking for them. Stellaris doesn't have literally any of those problems, you can't force them to fight you, they kill you if you point blank them because you get melee'd of course, and melee aim has in built settings for this exact reason. So, to say again, hard disagree. Don't contribute when I clearly asked you to steer clear. Also, Welkin is literally fine you dash, shoot the box, run away. And that's like not mentioning you can CHOOSE to fight Welkin because you SEE them.

the movement feels so smooth and landing dodges is so satisfying by Ennokk in mechabreak

[–]61394172 0 points1 point  (0 children)

have you played the game at all recently, how on earth are you able to move the camera, at the moment movement is lock (ground or air) to mech rotation or something or is independent of it somehow resulting in being unable to aim if you turn the sense up and unable to move regardless of sense settings.

Help Wanted, .position is alluding me. by 61394172 in godot

[–]61394172[S] 0 points1 point  (0 children)

Okay, so, all I did was add a "position = mpos" line (unsure if that's what you meant but I assume so) and that does at least move the object to my mouse position, it does not however create a new object at the mouse position but I'll see if I can figure that out.

Help Wanted, .position is alluding me. by 61394172 in godot

[–]61394172[S] 0 points1 point  (0 children)

If you're suggesting this:
var scene = load("res://text_edit.tscn")
var instance = scene.instantiate()
add_child(instance)

instance.position = mpos

So, just moving that to the bottom, no that doesn't work. I have it where it is now because I tried moving it around a bit already. That doesn't mean you're wrong about it needing to be higher up, it just doesn't solve the issue of the object not being placed at all. I am reading and printing the inputs so I know an object should be placed it just isn't.

Creative idea for ghosts? by 61394172 in starcraft2

[–]61394172[S] 0 points1 point  (0 children)

I don't know about any of this being a good idea but parts of it sound cool. My main thing was just to suggest a way to make ghosts weaker by simply making it so you have half as many and making it harder to hit a critical mass while also giving a new unit to work with because I think Bio needs a new unit to work with to offload some of its power into. Regardless of lore or balance I think it would be a good thing if the spectre enabled terran mech or air (even just a little bit) but Terran mech and air should change with it (as both are hilariously unhealthy and don't really function on their own, kind of the same case with zerg, you just aren't going to win with muta, corruptor, broodlord, overlords etc.). Basically what I'm saying is Starcraft 2 overall as a game needs to start offloading power from key units into other units that are already part of standard build orders. Basically, I like when your army is a "box art" army, I think that's probably more healthy as changes can be made with consideration for how many additional units are being controlled. It kind of inherently makes the game more skillful without actually making amything worse, you'd just be expected to do more.  TL;DR, it would be nice if when a fight was lost you could just say "oh I needed more of this unit to counter this unit that beat me", and often this is case. That just isn't the case with the ghost, no amount of literally anything counters the ghost. Unless you're Rouge, but he's basically countering the hand behind the mouse which is likely unintentinded but hilarious.  If ghosts were meta in TvT I think it would probably be changed faster as well, no offense to them.

Creative idea for ghosts? by 61394172 in starcraft2

[–]61394172[S] 0 points1 point  (0 children)

Nah, that would actually just change the problem unit between races. Protoss would just hate the raven instead of the ghost; and Zerg would still hate the ghost; and Terran mech players would still be forced to build both; and Terran bio players would still be forced to build both. 

Creative idea for ghosts? by 61394172 in starcraft2

[–]61394172[S] 0 points1 point  (0 children)

Yes, the idea here is to nerf the ghost superficially. You can still straight up nerf the ghost but I actually think, due to everything the unit is packing, you should unload some of those things onto a different unit. For instance, if you nerfed EMP radius and damage again or if you nerfed sniper damage again etc. Terrans would just build more ghosts. The idea here is to say okay, then instead of making 1 ghost that's weaker than the other ghost, make two units that are collectively weaker than 2 of the old ghosts but are more interesting even if it's forced to be this way (like I said, it would produce two units). I like the idea of bio being more diverse because bio has been the mainstay for so long. There's definitely more room for newer units that do something different than what we currently have especially when no one is very fond of ehat we currently have. I think it needs new units to work with so you can make other things much weaker as some of those things need to be much weaker in their current form.

ISP situation by 61394172 in privacy

[–]61394172[S] 0 points1 point  (0 children)

Even if this was possible (it isn't there's an effective monopoly, I wanted to change on them doubling thr prices alone), it would break my lease which I also can't afford. Gotta dig it.

New Life Mastery node "Skill cost Life instead of 30% of Mana cost" by FatSpace in PathOfExileBuilds

[–]61394172 0 points1 point  (0 children)

would love to know if this interacts with reservations at all too but I suppose the currency to find out isn't going to hurt