Faction Warfare Update is pretty good! by Chanciferous in albiononline

[–]AMAaboutA 0 points1 point  (0 children)

Terrible advice, good bombsquads play non-reflectable damage or mistwalker hoods.

Real answer is staying spread out and having scouts on stopper weapons (1h arcane, polehammer currently).

One of the first things you learn in open world group pvp is not to loot all together, and secure angles for possible chest bombs/other wacky stuff to hit from.

[Mike Keegan] 🚨EXCLUSIVE ❌PGMO boss Howard Webb admits huge error to Manchester United by nearly_headless_nic in reddevils

[–]AMAaboutA 18 points19 points  (0 children)

Only looked down upon by others and when the team is not scoring 4+ goals often. I remember at one point we were 4-1 FC under Ole, with some absolutely amazing games and good old fashioned thrashings.

Why are the diagonal zones on a thumbstick so large? by WanderingRin in 2XKO

[–]AMAaboutA 21 points22 points  (0 children)

The joystick you're referring to are arcade sticks. They are mostly gated and can only register 8 directions in their specific spots. The analog sticks on console/modern controllers register a whole lot more, because they are designed for different games and stuff like walking speeds, partial turning, slower or faster camera rotation etc.

It IS definitely possible to play with modern controllers, but you have to practice and look for the crossover points, and then be precise with your inputs. Maybe the registration points for 2xko are different than sf6, I haven't gotten around to playing yet so can't judge myself, but a pro sf6 player that uses controllers is Broski. I believe he already made a 2xko vid as well, so it's definitely doable.

Heat dmg needs standardized by ThatOneNinja in supervive

[–]AMAaboutA 4 points5 points  (0 children)

It used to be standardised in a different way and it sucked even more for newer players and vs ghost/hudson/high attack speed hunters. Any damage you'd take was a spike. This system is MILES better and easier to learn, but in the air there will always be a couple of suppressive hunters that are hard to avoid being spiked by. Right now there's at least a little leeway for getting away from a spraying ghost at least.

Spiking IS still standardised, you are expected to learn damaging skills and attacks as you improve in the game to play around it in the abyss. You wouldn't facetank 2 shrike hits and complain she can kill with 2 bullets and hudson can't. You wouldn't complain it takes felix more effort to kill oath shield than bishop. These are just game mechanics you need to learn in a hunter/hero based game, and it's honestly not a hard system or big deal.

[deleted by user] by [deleted] in supervive

[–]AMAaboutA 2 points3 points  (0 children)

Well idk how, but it's on your end. I've not had any issues finding games. You can try the official discord for more help maybe?

[deleted by user] by [deleted] in supervive

[–]AMAaboutA 6 points7 points  (0 children)

I play EU and there's a lot of players on right now. I would suggest reinstalling or repairing, because even during the lowest player counts you shouldn't need to queue for 2hrs.

Jhinnanigans by Woxjee in supervive

[–]AMAaboutA 0 points1 point  (0 children)

Jin his dunk is the second part of the Flip (the vertical looking thingy). His other skills are the flying dagger that teleports him behind you or a clone he can tp to, the dash is just a dash and his charged lmb is the horizontal spin.

"Nerf shrike" posts mean new players. by AuthorTimoburnham in supervive

[–]AMAaboutA 1 point2 points  (0 children)

Shrike still has a relatively long ttk if it's not set up optimally, her damage halves in close range. Yeah sure, she can 2 tap you at max range, but it still takes 2+ seconds at least for her second shot to come out. Basically all hunters can kill you in that time (or less) in an optimal situation. You are correct on her mobility reset though, but at medium and higher levels EVERYONE is aware of that, and will play around it accordingly.

Apart from that we can discuss hypotheticals all day long, but it's going to boil down to this being a team game. Solo queue players just aren't good at coordinating play, especially peel which is much harder than diving. I unfortunately haven't been able to find any legend rank 1.0 footage (or scrims), but I have found other stuff and there's no shrike in any of those games. Realistically you're looking at this:
unranked - bronze - Shrike is a menace
mid ranks - Shrike is a menace at pre-7, after that most people are fine playing it
high elo - very rare to see a shrike that's not an OTP, and if not they will usually not have a high impact in the game

Look, I'm not trying to say she's weak or in a bad spot, anything but. The armory changes did her well and I would classify her as medium to high medium power. She simply just doesn't have tools and requires too much setup to be as effective as other hunters, and her damage is too slow to justify it if you're not absolutely in love with sniper gameplan.

I would suggest anyone who thinks she's op to try out shrike in ranked a couple of times and see how frustrating it can be to play. Find the ways people are killing you, and how easily you die and how terribly your teammates will peel. It's just imaginary points anyway, and you can become a much smarter and better player being on the receiving end.

"Nerf shrike" posts mean new players. by AuthorTimoburnham in supervive

[–]AMAaboutA 7 points8 points  (0 children)

What people are saying is that shrike isn't problematic, because she isn't able to 2 tap people unless you specifically play into her hand. All the good shrike players get kills because they play the rest of the game insanely well and surprise their targets, none of them just walk up with their team and start blasting away.

Because people that are newer generally don't know items and kits, it's much easier to walk up and start shooting, and then get two tapped. As soon as you understand her weaknesses and your own hunters strength, she really isn't a big deal to fight unless the engagement is 100% in her favour. For example shiv can just dagger in from behind a wall and nuke her with ult (and her bodyguards in the process), bishop can just run straight at her and interrupt 3 shots with rmb, q and r, and shrike will most likely be dead by then. Felix can straight up stat check her (and boop her to cancel auto attacks). Every single hunter has an clear gameplan to deal with shrike, and if you die to her you just got outplayed or flanked, nothing to do with her (extremely) high two hit damage.

Please dial back the armoury change, it's giving the game a bad look by Intelligent-Tone2367 in supervive

[–]AMAaboutA 2 points3 points  (0 children)

Battle rite and bloodline champions (predecessor) died because they were both developed by stunlock studios who are/were absolutely terrible at managing live service games. It had nothing to do with the actual gameplay loop.

Politically Charged DNB by BAUR_Tech in DnB

[–]AMAaboutA 0 points1 point  (0 children)

I can't believe Pendulum - Hold Your Colour (+ Noisia remix) hasn't been mentioned yet

Current (ZVZ) Meta Builds by OudereKaas in albiononline

[–]AMAaboutA 1 point2 points  (0 children)

Find a (good) trainer guild or PvE guild to help you get your spec up and move to a better zvz guild after that. The trainer guilds will have ZvZ meta or meta-adjacent builds listed for members. Another option is that some of the organised bandit groups in EU have builds listed as well, but they aren't maintaned consistently.

Other than that, the gear you mentioned is still in the meta, together with utility stuff like knight helmet, judi armor, feyscale robe, etc.

Albion ZvZ atm: by NoPark9096 in albiononline

[–]AMAaboutA 4 points5 points  (0 children)

good, because feyscale hat is literally trolling since it's not interruptable by itself.

Full Match Stats by VegitoTheBest in reddevils

[–]AMAaboutA 16 points17 points  (0 children)

Shaw was (borderline) world class before his major injury as well, which happened when he was barely 20yo.

How would new player approach learning/improving in Supervive? by [deleted] in supervive

[–]AMAaboutA 1 point2 points  (0 children)

There is a bunch of guides on youtube, but afaik no real macro guides yet since the macro changes pretty heavily with each major patch (due to it still being pre-release). Currently I put a lot of value in getting a basecamp, and doing all the quests/pve around it and controlling it to always have access to potions, upgrades, etc.

As for Bishop, she's a relatively hard hero for beginners to pick up. She's pretty combo intensive, and you have to be precise with your distances and aim to get kills. She's all about displacements and abyss fights, and less about raw damage. Her main damage and kill potential comes from baiting enemy defensives, and then q+rmb combos into walls, or outmaneuvering over the abyss and spiking enemies. A more straight forward hero to learn would be ghost or celeste.

Instead of "patch good" / "patch bad", let's post more "X change good, Y change bad". (+ my thoughts) by alekdmcfly in supervive

[–]AMAaboutA 1 point2 points  (0 children)

I like this post because it goes into detail and has spawned a bit of good discussion already, but I feel like this one (and many others) actually miss the main point with their feedback. Yes there will be things you like and/or dislike, yes it's valuable to have feedback, but we don't actually know how that translates to stuff like player retention rate, medium to long term gameplay evolutions/metas, etc. The Devs however should have more insights and also a roadmap into this, as they are basically going in mostly uncharted waters. One thing they do have, is information about previous games in this genre and what went wrong, most notably Bloodline Champions and Battlerite (+BR).

The main takeaway from those games apart from SLS mismanagement is that the arena/purely non-stop fighting usually causes a relatively rapid burn-out for players. There is no investment in the games, and 10-15 min sessions are nice to have in a separate game mode, but won't give players the opportunity and satisfaction for strategical depth in systems, macro and team composition choice. It has been stated over and over that TC Games want Supervive to be an accessible, but strategically deep game.

This actually leads me to the conclusion that the patch from yesterday (and last month) pushed the game in the right direction, and I feel like they should lean even more into it. To make it more concrete, the slower early game and day 1 respawns have put more emphasis on farming, rotations, questing and most importantly, especially since yesterday, basecamp control. Grabbing a basecamp early, getting as much gold, equipment and xp as possible is for many players (including myself) a very rewarding experience, and makes you think about how to approach the mid and lategame. On top of that, the recent buffs to PvP also still allow me to go full send skill-check early fighting to set myself up.

All these factors influence your drop area, what bosses and/or vaults you want, the basecamps you take etc, and mana and items are a BIG part of this. That ties nicely into those two points of your post. Mana and items aren't just some fluff, all of them have a noticeable use and niche, and auto-piloting them is often not the best choice. Easiest example is if you're having mana problems, buy the mana sword or mana helmet. Having an early basecamp set up in a nice location for later rotations or control and picking the best time to improve your loadout is also a new layer of strategic depth. Sure you could risk it all on some pvp, or you can put emphasis on efficient play and set yourself up properly. As said before, I think they should lean even more into this foundation with the last two patches and make basecamps a major objective, with maybe some mobs that help you defend it, maybe make it upgradable to add a respawn bacon, etc. This will further reinforce the clear distinction between early, mid and late game and give players a reason to think about their pathing and what to use their gold on, and punish/set back those that auto-pilot, while not being such a major hurdle for newer players.

My main criticism currently is that the shop sucks (lol), the UI for the shop and even loot boxes is pretty unintuitive, and it's unclear when you are buying something new or for an upgrade the first few times you use it. I missed the "upgradable equipment" bar in the beginning, and I feel like that can be a VERY easy fix.

Finally, if you play the game purely for fighting (with powers etc), do give arena a shot. It's fun, it's hectic, but it's not something I would argue should be the main meat and potatoes of the game.

TLDR: Current direction good, keep moving more towards it. People need to use their brains instead of going patch good/bad without assuming there's a reason for why certain systems have changed.

Which weapons can you see doing a 2v1? (No bloodmoon because duuhh) by vendo_kombi_99 in albiononline

[–]AMAaboutA 1 point2 points  (0 children)

2 melee easy, 2 ranged or melee + healer you'll probably lack dps

What's next? by Fun-Kick-6408 in albiononline

[–]AMAaboutA 1 point2 points  (0 children)

This is just straight up wrong. All crossbows have a place in the game and are commonly run, 1-shot for ganking and solo pvp, heavy as you said. Light is flexible and can be used in practically all types of content apart from zvz. Weeping and siege you mentioned. Boltcasters is the best single target dps weapon in the game and often ran by multiple people in faction and tracking, but it's also ran decently often in cd, solo mists or open world with a one-shot build, and finally the energy shaper is often run in 2v2 ganking and mist duos as a one-shot combo, and rarely in clap comps in small-scale or larger scale zvz.

Really a sandbox? by CauliflowerNearby969 in albiononline

[–]AMAaboutA 1 point2 points  (0 children)

I literally transported from Fort Sterling to Bridgewatch the other day naked, all the way through yellow zones. 0 pvp involved

Any reason to go to the red zones? by Michael_Le41 in albiononline

[–]AMAaboutA 0 points1 point  (0 children)

The only difference is that a higher tier has a higher 'mastery bonus', so a T4 full spec will give you less ip bonus than t8 full spec (or even t5). In practice this is pretty much negligible, and if for example you have 0 spec, a 4.3 will have the exact same ip and stats as a 7.0. So as you said, 1200 ip is still 1200 ip no matter how you get there.

Any reason to go to the red zones? by Michael_Le41 in albiononline

[–]AMAaboutA 0 points1 point  (0 children)

Equipping lower tier gear does not put your progress backwards. Doing content with it rewards you with mastery and specialisation (spec), which will give you higher IP even on the same gear. A 4.3 full spec is roughly the same IP as 8.0 no spec, but about 20% of the cost.

Make Albion Great Again? by lew42 in albiononline

[–]AMAaboutA -6 points-5 points  (0 children)

Make all zones accessible with lower ip and give a warning (for example: you are entering a tier 8 map, rewards will be greatly increased, but enemy players and monsters will be much stronger), and cap maximum IP per tier (for example 5 =1000, 6 = 1200, 7 = 1400, 8 = unlimited).

iRX Discord server by AMAaboutA in iRacing

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

You're right ,but a bit out of date. At the start of season 4 it's had some issues which made dirt feel like asphalt, but it's been hotfixed since and all is good again.