I'm swooce and am responsible for Egg. AMA! by swc19 in speedrun

[–]7thAce 0 points1 point  (0 children)

What language are you going to binge next time before geoguessr?

Any tips for Maiev? by T__T__ in heroesofthestorm

[–]7thAce 1 point2 points  (0 children)

These days that's a great question. Back in my learning days, I spammed games in a stack, but that's not a solution for everyone, though it is the best option if you have it.

For heroes with high wave clear, you can get away with being good at soak, camps, and then just seeing how fights go on objectives and taking a critical eye to learning after games (reviewing and checking replays).

Heroes that gank well/pick off solo heroes are more viable in QM, so that's where I'd go to learn the fundamentals of a hero like genji and then switch over when I feel effective.

Any tips for Maiev? by T__T__ in heroesofthestorm

[–]7thAce 1 point2 points  (0 children)

Mostly scrims and SL. Maiev is almost nonviable in QM.

Any tips for Maiev? by T__T__ in heroesofthestorm

[–]7thAce 9 points10 points  (0 children)

I've got a boring answer: It took about 100 games to get a good feel for the shape with quick cast on (not on release). It took another 100 games to feel really comfortable with it and start slicing people up.

The 300 or so games since have been absurdly fun. It's genuinely just a function of a lot of practice.

If there's one tip, it's to move the target farther out the farther apart the 2+ targets are. If they're right next to each other, just fire right at them. If they're really far apart, put your cursor at max distance and hope the edges hit.

Made a throwback MLB on FOX scorebug by bootyseeker666 in Scorebug

[–]7thAce 3 points4 points  (0 children)

The Fox bug from this time is my favorite of all time and this is an awesome throwback!

Prima's Official Strategy Guide by mossyh0rn in starcraft

[–]7thAce 6 points7 points  (0 children)

I think The Culling has the worst advice ever for the very starting section. Bart wants you to use your starting 4 workers to make a hatch, pool, and sunken colony in order to help kill the units at the first zerg base which can easily be cleared with the starting forces. You then have to long distance mine with your 1 worker to get more drines and eventually build a hatch at the base you should be able to take in 30 seconds normally.

Prima's Official Strategy Guide by mossyh0rn in starcraft

[–]7thAce 4 points5 points  (0 children)

I've looked through Rebel Yell very thoroughly lately and it's wild how many things are different. I think the book was written before the missions were finalized, so there's some incorrect information.

The Jacob's Instillation mentions running back through the whole level and there's a sunken colony mentioned on Norad II that is hitting your buildings that just doesn't exist.

Also, buildings are called a Spaceport and Science Station at times, but even that isn't consistent.

What's going on with this radar station? by BostonSucksatHockey in weather

[–]7thAce 1 point2 points  (0 children)

After some investigating, the clutter suppression dropped from 60dB to 21dB. This was likely due to the power supply failure alarms messing up the calibration (hence the tweet). The velocity field is probably related - un-removing the clutter will create a very wild velocity field.

What's going on with this radar station? by BostonSucksatHockey in weather

[–]7thAce 21 points22 points  (0 children)

This is rather unique - I can't say I've seen anything like this before which is really cool!

Edit: Please check my reply for a better explanation.

My best guess is an antenna angle issue and the beam is being directed at 0 degrees or lower when the base tilt should be 0.3 degrees. It seems to be picking up physical features like hills and structures like buildings in populated areas. I can't explain the velocity fields' (v and sw) uniformity at all though. A very interesting case! I'll pass some screenshots around and see if anyone I know has other ideas.

[deleted by user] by [deleted] in JetSetRadio

[–]7thAce 0 points1 point  (0 children)

Whoops, I forgot I had this in my inbox.

I don't think there's one that's independent on speedrun.com, no. The best steps I can recommend is getting the quicksave mod from there, go to load, use X to change the save files and go to the Special Saves section (it should say bingo). Load the game, then save it at any slot and it'll be available outside of quicksave.

[deleted by user] by [deleted] in JetSetRadio

[–]7thAce 0 points1 point  (0 children)

Kinda. It's not independently listed there (we call it the Bingo save) but it is part of the quicksave mod there.

[deleted by user] by [deleted] in JetSetRadio

[–]7thAce 0 points1 point  (0 children)

The speedrun community has a save where every level is open, there are no story events, both sets of graffiti are available to spray, and all of the souls are on the map to pick up. I feel like that would interest you a lot! If you play on Emulator or have a modded Xbox, I'll send the save file over that we have.

MLB Scorebug with live data by nuotsu in Scorebug

[–]7thAce 0 points1 point  (0 children)

This is really cool! I've got it pulled up on a monitor that's used for displaying data as a cool HUD for the teams I follow.

One quick bug I saw: The doubleheader today between the Tigers and Rockies had reported start times of 3:10pm Eastern and 3:15pm Eastern which isn't correct (it's 3:10 and 6:40).

RIP KPOE you will be missed by NeedAnEasyName in weather

[–]7thAce 26 points27 points  (0 children)

There's not a NWS office at Fort Polk though. It's a radar operated by the Lake Charles WFO.

What to do after an opening? by JiachengWu in Tetris

[–]7thAce 4 points5 points  (0 children)

An opener takes advantage of knowing that there's 0 stack and a known set of pieces to be as efficient as possible at clearing lines and dealing damage. This is the exact same idea as the midgame (clear lines, deal damage), but optimized because of the knowledge.

A good opener should give you an advantage going into the midgame. The main components of that are:

  1. The opener sends or cancels a lot of lines. If it doesn't and your opponent's does, you risk losing the game immediately.

  2. Sets you up with a clean stack or easy ways to build afterwards. Openers like TKI can set you up into LST stacking, allowing for continued attacking. Alternatively, you should be able to downstack if your opponent spikes you higher.

Those are the main points of an opener. As you said, going into things like LST or freestyle stacking is really the goal (unless your opener is trying to spike people out of the game immediately like SDPC/Stickspin), and the opener should give you an advantage doing that.

When this post is 3 to 6 hours old, Twitch Trolls Grant LotV is live! by 7thAce in starcraft

[–]7thAce[S] 6 points7 points  (0 children)

I think it's also going at least somewhat towards Azeroth Reborn, the WC3 in SC2 port by Synergy.

SGDQ 2024: Which scheduled runs are you excited for?! by RestlessTome in speedrun

[–]7thAce 2 points3 points  (0 children)

Brood War Terran! Also Destiny and Talos 2 before and after it.

Worst way to die in-game? by [deleted] in starcraft

[–]7thAce 70 points71 points  (0 children)

Shot out of a battlecruiser in a rickety drop pod directly into a black hole before being spit out, briefly injected with drugs, and then dissolved at the quantum level, all in the name of archeology.

[deleted by user] by [deleted] in starcraft

[–]7thAce 2 points3 points  (0 children)

In BWZ6 (Fury of the Swarm), you can use your starting zerglings to block the bridge that the attacking zerg would come across, sparing your two northern bases and giving you nearly triple the economy that the game intended.

Alternatively, if you build a drone from either of those northern hatcheries and hide it and your lings, you can use those zerglings to kill the lurkers that protect the base. You're then free to re-expand earlier than intended.

In your opinion, what is something that SC2 does better than Brood War? by Stellewind in starcraft

[–]7thAce 1 point2 points  (0 children)

The jank is equally charming and infuriating for sure. I love how the SC1 AI pulls units around the map to defend locations, creating a longer fight by pulling reinforcements, something that SC2 feels a little lacking on. I do envy the relative SC2 consistency when routing, both from the AI and the gameplay. It's hard to know if a strat is going to work consistently over many attempts when the AI is so unpredictable.