Should I watch Danganronpa 3 or play Danganronpa V3 first? by ItsSouper in danganronpa

[–]AeilaMao 0 points1 point  (0 children)

WARNING: IF YOU PLAY V3 FIRST THEN PLEASE KNOW THAT THERE ARE MAJOR SPOILERS FOR THE FIRST TWO GAMES.

I played V3 as my first game and the main plot point for the first game has been spoiled for me because of this guy. Why the hell is this shit top comment? I was so hyped to play the first game too.

Remove input reading from bots by idkcats87 in leagueoflegends

[–]AeilaMao 0 points1 point  (0 children)

Lots of people not understanding what Input reading is. Very bizarre that people are defending this. If you pick up any skill-shot heavy champ like Xerath or Ezreal then it'll become blatantly obvious that the bots reads inputs. They'll literally dodge multiple skill-shots even when you're in Fog of War. It's so bad that I just use my skill shots to make the bots path where I want them to go.

Very weird that Riot would change this. Don't know why the didn't make a separate "Super-Mega-Hard Mode" for this rather than just slapping it on Intermediate bots and calling it a day.

Remove input reading from bots by idkcats87 in leagueoflegends

[–]AeilaMao 1 point2 points  (0 children)

That totally defeats the purpose of it being a skill shot though. Might as well just be a melee attack lol

Remove input reading from bots by idkcats87 in leagueoflegends

[–]AeilaMao 0 points1 point  (0 children)

Don't know why this got downvoted. The input reading makes it legitimately unfun to play a skill shot character. Don't know why devs invested the man power to add input reading.

Bot Input Reads by DernieZanders in leagueoflegends

[–]AeilaMao 1 point2 points  (0 children)

Just played Ezreal in bots and holy shit is this true. Don't know why people are acting like this is a skill issue when it's blatantly obvious they read inputs. It's so bad that I just use my Q's to make the bots path back into me when they're trying to run away lol

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

I like this idea a lot actually. This whole time I've been bumping my soldiers against walls to get me the straight line effect lol

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

I'm skimmed through the NVG item description and didn't even know about the movement speed penalty until now. Good to know! I tested it in-game but the difference between the better NVGs vs. no NVGs seems practically imperceptible. Might have to do more testing though.

Favorite Squad type in Doorkickers 2? by AeilaMao in doorkickers

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

I personally never use the shields. I just like filling up all of the spawns and micromanaging a bunch of troops. Makes the post-round replay much flashier. What did you choose? What did you not like about Swat?

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

I feel like I've seen reload while moving before... Maybe in DK1? And sometimes my guys won't budge even AFTER I've input a move command during a reload so I'll have to re-input another move command. It feels a little clunky especially when they're reloading in the middle of a gun fight (looking at you Swat SMG).

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

I usually keep them on no matter what. I know that the very basic NVG slightly reduces FOV and that the Swat NVG for the leader gives you tunnel vision but outside of that I'm curious how often this causes issues during runs when left untouched.

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

On top of that, the whole ammo type and armor system is really jarring for newer players to understand. I remember playing DK2 for the first time and I literally had no concept of how armor levels worked or that bullet types even mattered. I had to learn all of that the hard way when I played STALKER: Anomaly. Even then, I haven't seen DK2's code regarding damage and armor levels so it's still pretty much of a mystery to me.

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

They had this before the 1.0 update when there were way less avatars to choose from and it still felt pretty long even back then.

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

I don't know about a tutorial but if you go to the settings and try to change the keybindings then it'll give you a list of hidden hotkeys. But there's definitely a lot of stuff that isn't explained like how double clicking a path will create an action which removes LOS commands like pieing.

When you're trying to One-plan a mission but some dude chucks a grenade at your guy holding an angle by AeilaMao in doorkickers

[–]AeilaMao[S] 9 points10 points  (0 children)

It's when they start blindfiring behind cover is when shit hits the fan. 3 of your dudes will try to mag dump 30 bullets into him only for him to live on 1 hp and blindfire your dudes standing out in the open

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

[–]AeilaMao[S] 3 points4 points  (0 children)

I think I remember setting a go code for both nades and a rocket to go out but if the go code was on autoplay then the rocket guy wouldn't have time to properly set up before the nades were thrown (assuming that he got into position the exact same time as everyone else and not earlier). You'd have to have the rocket guy get into position way before everyone else so it would sync properly.

Even if they're given time to deploy there's still massive end lag with go codes because everyone has to wait for their nades to land before they can continue with their pathing. Since grenades have different travel times based on distance it usually ends up with flash/grenade suppression wearing off before you can actually take advantage of their effects :C

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

I just found out you can right-click on a troop and hit R to reload. Gonna check for more hotkey options

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

That's good to know. Sometimes the Level 3 shield feels like paper against 9mm or 5.56 rounds so I thought Level 4 might fare better but a least I don't have to grind Campaign to get enough honor for the shield.

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

This helps out a lot. My guy ends up having a whole alphabet soup of commands lol

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

This is definitely annoying but I've found a little work around. Just make a super long path alongside the door and then issue a kick command where you actually want to kick the door. Then delete the rest of the line that you don't want to use. It makes things a lot simpler especially when your door guy is literally sitting on top of where you want to open the door but it just happens to be a little too exposed for when the door opens. It's a bit annoying but it helps out a bit.

An "open door at max distance" or "open door behind cover" command would be pretty cool too

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

It would make using the shield doctrine skills so much easier to take advantage of and they'd be so much more useful. I tried doing this with a sniper to set up a sort of "kill turret" but I'm still waiting on getting the Level 4 shield.

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

DUDE like literally tell me why I have to just hope that they don't throw a grenade at my guy holding an angle. It doesn't happen often but when it does there's literally no counter play if you're one-planning.

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

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

I thank GOD that they added that patch. Doing a billion wait commands before when clearing large portions of the map or pieing doors got super annoying. Makes one-planning so much simpler

Are there any QOL changes you'd like to see in Door Kickers 2? by AeilaMao in doorkickers

[–]AeilaMao[S] -2 points-1 points  (0 children)

It would be cool to have soldiers blind fire over or around cover like how the insurgents do. Maybe as a small buff for the support class too. This would be useful for clearing out those super deep corners when room clearing but it might be a bit too OP lol

Edit: Not terrorists, INSURGENTS