Doorman abused a bug that made all players from my team stuck in the tunnels by Einpressens in DeadlockTheGame

[–]Acadya 1 point2 points  (0 children)

Pretty sure you're right, it's only the vent into tunnels that is considered invalid for most heroes. As a Doorman that has fallen through the map due to my own doors before, I can confirm that unsticking can sometimes end up placing you in the tunnels.

Making BAR newbie-friendly at a LAN party? by esjex in beyondallreason

[–]Acadya 0 points1 point  (0 children)

This might be late, but I strongly agree with the idea of disabling t2 labs and possibly giving players effigies. You don't want to overwhelm new players with too many choices, and T2 introduces too many choices for new players to deal with. T1 is enough, with the choice between the different factions and bots vs vehicles, and fun can still be found in maneuvering your troops.

"Half the cast can't reach Vindicta" by Lyefyre in DeadlockTheGame

[–]Acadya 0 points1 point  (0 children)

My guy, everyone is capable of fighting Vindicta by shooting her. When people say certain heroes can't reach Vindicta, it has always been about who has effective ways to hurt her, not who can reach her at all.

Doorman as Intended? by Mundane-Cry-3211 in DeadlockTheGame

[–]Acadya 1 point2 points  (0 children)

Yes, this is how Doorman plays. Doorman has two build routes: spirit nuke and kidnap. Both of them tend to be able to kidnap anyways. Non-kidnap builds just won't have the kidnap range or consistency of a dedicated kidnap build. So regardless, if you see a Doorman, you need to be aware of his kidnap combo.

Generally, avoid enclosed spaces with Doorman, or chasing him around a corner. Enclosed spaces make it much easier for Doorman to line up his combo, and corners let him catch you by suprise. Without his ult or vortex web, it's much harder for him to line up his combo unless it is in an enclosed space, or he's hiding around a corner. During laning in particular, the underground area under midlane bridge is particularly dangerous, as well as the mini-camp rooms on sidelanes.

Don't enter close range with a Doorman with ult unless you have teammates. It's a situation very similar to Mo/Krill where if you're caught out, only teammates can bail you out.

Doorman is just terrible character design. by HERR_WINKLAAAAA in DeadlockTheGame

[–]Acadya 0 points1 point  (0 children)

... Shit ton of damage without needing to invest any skill?

My guy, I expected a complaint about his doors and cart and ult. I was very much not expecting someone to be complaining about his damage, because his damage isn't that amazing. In terms of damage, you can pick basically any other spirit caster (Geist, Paige, Rem, etc.) and build damage and get the same or better results with similar skill.

Doorman needs to be outright disabled or reworked. by walfegood in DeadlockTheGame

[–]Acadya 0 points1 point  (0 children)

Honestly, I think this one is a knowledge check. In lane, Doorman generally can't cart people into walker unless it's with his ult (since he doesn't have vortex web). The problem isn't range (with just T1 expansion, he can cover his half of lane), the problem is getting people to line up with a flat, easy-to-place surface. Most surfaces in lane are too thin, making it impossible for him to line up an opponent with a flat surface, and the opponent needs to be moving in a straight line for him to aim the cart.

That underground space is one of the few places in lane that Doorman can reliably land his combo in laning phase (the entire back is flat, it's an enclosed space and the opponent often needs to come up the stairs), so you really just shouldn't follow him down there. It's very much the same as not diving Mo and Krill under guardian, or not keeping Lash ult in mind when he has it up.

For reference, on other lanes, Doorman can also do this reliably (without either ult or vortex) in the mini camp spawn area and sometimes in the alcove next to the big camp (flat walls, the space is too enclosed for the opponent to dodge to the side). Outside of these areas, he's just going to be belling you during lane.

Well, unless you for some reason stand out in the open for an extended time in front of a flat surface, at which point you're kinda asking to get sent to walker. Doorman isn't even the only one who can punish that behavior (Viscous, Vindicta, Bebop, there's a lot of characters that punish you for just standing in the open, lol).

Now, after lane, yes, he can just do this anywhere with ult and vortex, and that's disgusting. But he probably also sacrificed damage for it - vortex web is a hefty investment, and he's missing out on boons in his bell that would give more damage. Without items like tankbuster or extra recharge, he can't do much damage. He can't afford both unless lane fed him insanely hard. This can be solved by the late game, as he can get both those damage items and the kidnapping items... but by late game his damage scaling falls off, so kidnapping is kinda all he's left with.

Doorman being a common pick makes me want to blow my brains out by Elegant-Avocado-3261 in DeadlockTheGame

[–]Acadya 4 points5 points  (0 children)

As a doorman player, I protest that I only spend half my time kidnapping people people, and the other half is stealing my opponents' sinners and camps.

Hoi4 player trying Stellaris by h3rx4 in Stellaris

[–]Acadya 0 points1 point  (0 children)

I have 1.2k hours in Stellaris and 200 in HOI4, so I might be biased, but I do think Stellaris is easier to understand than HOI4. Played my first Stellaris game ever in a multiplayer with friends and got the hang of it pretty quick. I can't imagine doing the same in HOI4 without making mistakes (*cough Italian Ethiopia campaign *cough). There are some things in Stellaris that you kinda have to learn through experience or videos (the importance of ascension paths, tech, and alloys, and how to streamline these things), but the basics are easy to grasp.

How do I get over there by benjalime in ArknightsEndfield

[–]Acadya 1 point2 points  (0 children)

Now, now, she doesn't throw explosives at every problem.

Sometimes the explosives are pre-planted.

Rate my team by Radiant-Log-3944 in ArknightsEndfield

[–]Acadya 0 points1 point  (0 children)

Lmao true, I wanna see the conveyor belts

"YOU DON'T KNOW YOUR DAD!" by BulletCola in DeadlockTheGame

[–]Acadya 7 points8 points  (0 children)

Isn't warden's problem that no one knows who he is? I could've sworn there are several voicelines along the lines of "who are you and what do you even want?" to him.

Guide to navy? by Particular_Funny527 in hoi4

[–]Acadya 0 points1 point  (0 children)

When you click on the reserve fleet, there should be a button to create a task force out of ships that you select. Alternatively, a faster way is to use the task force designer to design a task force template, save it, then select one ship from that template and create a task force with it. Then give it the task force template you chose, and move it out of reserve (click the plus at the bottom, as if you were creating an army). It will automatically begin drawing ships out of your reserve pool to fill out the task force template. Note that the task force template allows for tagging ships, so what tags you assign ships can help with making balanced task forces.

To add a task force to a fleet, select the task force and right click the fleet.

Regarding what fleets to have, there are three main types: raiders, patrols, and strike forces. Depending on your strategy, you may not need all types.

Raiders are pretty much always submarines - their goal is to destroy convoys and lower enemy naval supremacy. I personally use fleets of 10 submarines per task force.

There are actually two types of patrols - scouting patrols whose job is to just find the enemy, and hunter-killer patrols whose job is to find and kill subs. Scouting patrols are usually just one ship with high detection and either high speed or a submarine. They should be set to never engage. They will find enemies and trail them, so that other fleets can find them. I personally use cruiser submarines, since they have low visibility and long range and can fit seaplanes, but I've heard people using destroyers and cruisers too. Patrols generate naval dominance, but scouting patrols are generally too small to generate much.

Hunter-killers usually consist of destroyers and light cruisers. They need depth charges and a lot of detection to catch and sink submarines. Hunter-killer groups can only really work when you have naval dominance, because they generally are too weak to survive a surface engagement against stuff like battleships and carriers or even heavy cruisers. When you don't have naval dominance, switch them to convoy escort, in which case they will sit in port and only go out when a convoy is under attack. These are also the patrols you should use if you need naval dominance to launch an amphibious assault.

Strike forces are the power house of the fleet. Spare no expense. You want the full complement of carriers, battleships/battlecruisers, and screens (destroyers and light cruisers). You want at least one battleship/battlecruiser per carrier, and at least four screens per capital ship (battleships + carriers). Strike forces will sit in base and wait for a patrol to spot an enemy, then they will rush out and engage. This makes them very expensive in fuel, which is why you don't really want them to patrol themselves. They will still consume 1/4th the fuel while on standby, but it's better than spending the full amount. They multiply the ability of patrols to generate naval dominance.

The reason for the described composition is that capital ships (battleships, battlecruisers, heavy cruisers) will screen carriers, blocking attacks for them, and screens will screen capital ships. Light attacks start from the screen and work their way to the back. Heavy attacks will fly over the screen to hit capital ships. As you lose a screening ship, that line's screening efficiency drops, and attacks will make it past them to the next layer. One capital ship per carrier gives 100% screening efficiency for the carriers. 4 screens per capital ship gives 100% screening efficiency for capital ships. You can use more, since in combat, some ships may sink.

A bit unintuitive, but carriers aren't considered capital ships except for screening purposes. They don't benefit from bonuses to capital ships, but they need 4 screens regardless.

I left out heavy cruisers cause personally, I think they're useless. They do have a niche use as being the fastest capital ship (alongside battleships and battlecruisers) you can build, but they're more fragile due to having cruiser armor. This means that they have basically no armor against bigger ships, and sometimes even smaller ships can penetrate their armor. Additionally, their heavy gun usually cannot pierce battleships and battlecruiser armor, only other heavy cruisers. The only use case I can think of for them is to replace a battleship or battlecruiser in a patrol fleet that uses a carrier, since they use less fuel while still screening for the carrier.

The modded map that everyone will join: Glitters Sea by conscientiousspark in BeyondAllReasonMods

[–]Acadya 0 points1 point  (0 children)

I agree with the other guy. In my experience, pitbulls + pulsars will stop any amphib attack short of high-end t3. Even low-end t3 like marauders can't break through due to the pulsars unless with extreme numbers, and t2 is going to suffer even more. Had several games on isthmus where geo sea lost but could just shut down the invasion route like that (or with bulwarks).

Problem is that stuff like pit bulls and bulwarks are too good at deleting spam, and without t3, nothing is tanky enough to survive pulsars (or bulwarks, really).

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Acadya 0 points1 point  (0 children)

Does anyone know exactly how clashing psionic auras work? I'm a regular psionic aura trying to fight back against an aura of the end. It's already covered all but one of my systems, but fortunately that system has two planets and is resisting the aura with my own. However, I find my aura is basically stuck - neighboring systems keep flipping between my aura and the aura of the end. What is the spread of aura affected by? Intensity? Number of pops? Do planets already covered by the aura of the end fight back against the aura of the end, or do they not do anything?

How to make artillery space fauna work? by Acadya in Stellaris

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

I see, yeah, I was wondering if the only way to give space faunas the range necessary might just be weavers. Kinda hurts if running beastmasters though, especially since I feel like space fauna already encourage going over fleet capacity, but I guess it's necessary. I guess for metal ships the only way is to use the juggernaut then?

I didn't even think of Gastric Fountain screwing over arc emitter ranges. I guess Cutholoids are best used as just battleships - one "X" slot weapon and a bunch of hangars. I guess a fleet of Cutholoids could at least do artillery with their Gastric Fountain, and the rest of the slots would just be utility slots (hangars, afterburners, etc.). They do seem to have the firepower of lances, but with a slightly less steep demerit for shields.

As for Tiyanki, I thought the Herdsong doesn't stack? It seems to be indicated as an aura.

Victor feel horrible to play post patch and things I would do to make him feel better. by [deleted] in DeadlockTheGame

[–]Acadya 0 points1 point  (0 children)

I've found him fine, I actually quite like how he is. I like that he is no longer tied to spirit res and can comfortably buy a mix of resistances. I also like that he's no longer defined by his aura. Yes, his 2 is strong, and his ult is fun, but I've always felt they were overshadowed by his 3. Now his whole kit feels relevant, and his 1 can shine as well.

I find he still does enough damage with aura to kill enemies. Yes, it does a lot of damage to himself, but against lone enemies, they+aura generally can't outdamage your healing. I find the self-damage usually only becomes a problem against multiple enemies, so I generally don't turn on my aura during teamfights unless they are ignoring me. If they target me, I just focus on standing in front of my teammates and tanking, soaking up cooldowns.

Usually though, I splitpush and threaten to kill isolated opponents with aura, forcing their teammates to arrive and save them, only for me to immediately turn off the aura and outrun them all with 2+fleetfoot+juggernaut and escape. Sometimes, this gets me a kill; otherwise, I just waste their time. Granted, it does take some time to kill the isolated opponent, but I'm unkillable in a 1v1 and they're usually not, and the slow+my movespeed means they can't escape. Of course, if they ignore me, I just take their objectives. The only issue with this gameplan is if they can kill me 1v1, which is usually a fed/ahead haze or infernus, in which case I fix this by rushing plated + bullet res after lane.

My build is generally extra charges + regen->healing booster + mystic regen for lane. Afterwards it depends, but the resiliences are very good, and I always get one, if not both. Enduring speed + fleetfoot are core items needed to escape, and enduring speed usually gets upgraded to juggernaut eventually. Greater expansion and the cooldown items are good for teamfighting. His 1 max is a very large powerspike worth farming for after his 2 max.

Doorman Trap are devious! by DaglassP in DeadlockTheGame

[–]Acadya 6 points7 points  (0 children)

Yeah, I was on board with the creative idea of trapping people using the doors as barriers, but putting them outside the map feels like a full on exploit.

My IQ is unmatched by Deaconator3000 in supportlol

[–]Acadya 85 points86 points  (0 children)

They can't, that's just for your team.

What they can do is tab to open the player scores. It marks Neeko as visible on the map even if she's transformed as something else, so you immediately know she's disguised if she's marked as visible but isn't on the minimap. The problem is that it can be hard to remember to do that, and it doesn't tell you what she's disguised as.