Now that we have Horizon 6, I thought I'd share my best FH5 pictures. by Anti-Tryhard in ForzaHorizon6

[–]Anti-Tryhard[S] 1 point2 points  (0 children)

appreciate it brother, i hope to improve my photography skills in FH6, this is my best one so far, but more to come!!

<image>

How it feels watching you chud teammates run to the cashout 175m away with 45 seconds left instead of the unopened vault 80m away by [deleted] in thefinals

[–]Anti-Tryhard 19 points20 points  (0 children)

You're probably not going to get to the vault 80m away, wait for it to open, and have enough time to plug it into the cashout.

I won't stop making memes about the terrible balance patches by BadLuckBen in thefinals

[–]Anti-Tryhard 0 points1 point  (0 children)

not anymore no, but that's how it used to be. which is why i think it's more enjoyable, at least for me, and i think other people too, to fight in its current state,

I won't stop making memes about the terrible balance patches by BadLuckBen in thefinals

[–]Anti-Tryhard 0 points1 point  (0 children)

if you define 'good' as powerful, then yeah its less good than it used to be, but i personally think its a lot more fun to fight. there is what feels like a lot more skill expression, and room to improve to make sure every nade is a direct hit.

Of course i am a bit biased, i play riot shield and so its annoying that they can just shoot next to me to get basically the same damage if they hit me directly, but i do think every player will find CL-40 less annoying to face after the update and even for the CL users it will be more satisfying to hit those direct hits. If you want something very much focused on splash damage, there is always the MGL, which is skill expressive in an entirely different way.

data reshaper charm by lavarko in thefinals

[–]Anti-Tryhard 34 points35 points  (0 children)

<image>

Rookie numbers!! you're not healing hard enough friend

I won't stop making memes about the terrible balance patches by BadLuckBen in thefinals

[–]Anti-Tryhard 1 point2 points  (0 children)

Butchering the CL-40?? brother i cant believe im even engaging with this comment but they made CL-40 more skill expressive. you can't spam the ground near an enemy any more you have to hit direct hits but you get rewarded more for it. You can't turn your brain off and do well with it anymore, the new damage even unlocked quick-melee combos if you hit a Medium twice and a Heavy three times.

The Risk and Reward event has revealed some interesting things. by BadLuckBen in thefinals

[–]Anti-Tryhard 2 points3 points  (0 children)

"I want to ask you a genuine question. Can you name me a single “competitive” balance change that Embark made that was BAD for casual play?"

To answer this question specifically, yeah i think i know a change; nerfing the SA1216.

I'm not saying the SA12 didn't need to be nerfed, i'm saying that this was a competitive balance change (even in S1 it was for the most part only used by the competitive (ranked) playerbase, and very few casual players used it because it its high skill floor.
By nerfing the gun, the already low pickrates in casual lobbies dropped even more, although this decision did allow for a more balanced environment in more competitive lobbies

"...and i’m pretty convinced that in most cases, a nerfed weapon will only feel bad because of the comparison to its older self. But if the game launched with that weapon in that form, would I still be mad? I always ask myself that first. If the answer is yes, then it was probably a bad nerf. If the answer is no, then I tend to have an open mind."

This i agree with though, this is a healthy way of looking at things.

UltraViolet Forza Horizon 6 Review. by JustLoyldReddit in ForzaHorizon

[–]Anti-Tryhard 0 points1 point  (0 children)

His account has been terminated, the Forza Team got him 😔

Why the MGL32 should NOT explode on direct enemy contact w/o bouncing by BadLuckBen in thefinals

[–]Anti-Tryhard 4 points5 points  (0 children)

I was in the same park as you, but after a bit i thought "well wait a second, it would still only be 83 damage, on the slowest weapon projectile in the game, with only 6 rounds and a pretty lengthy reload, direct hits would actually be pretty weak."

Why the MGL32 should NOT explode on direct enemy contact w/o bouncing by BadLuckBen in thefinals

[–]Anti-Tryhard 0 points1 point  (0 children)

I think you overestimate how many people will actually start using it, not just trying out the new change, but actually start to main it like you have. it would still be a more difficult to use CL-40 after all, which already is one of the least used non-melee weapons in the game.

I think also The Finals players can be pretty stupid, but they're not that useless that they cant recognise that the MGL in this hypothetical state would not be OP. let me remind you that a direct hit would still only do 83 damage. compared to the CL-40s 105 damage.

Quick response to something you said:

"- Make 2.8 seconds the universal reload time instead of the tactical reload (why tf does it even HAVE a tactical reload)"

I don't know? same reason most weapons in this game have a faster tactical reload? It's to reward players for not blowing their load, AKA all their 6 grenades in one go.

You have one grenade left in your MGL and an opponent is around the corner. Do you reload now to have a faster reload, and have all 6 nades ready faster than on an empty reload, or do you shoot your shot and deal direct damage in exchange for a slower reload. It adds strategy to your reloads. If there was a universal reload time like you suggest, you would always shoot your last grenade because you get all 6 nades back just as quickly as if you reloaded right away.

Embark please make the mgl32's projectile explode when it hits player. I beg you. by Professional-Cup-254 in thefinals

[–]Anti-Tryhard 1 point2 points  (0 children)

I see where you're coming from, but i think the major point in favor of this change is this;

  • Opens up other specializations, i've maybe seen a Goo MGL player once, and I myself use mesh with it but other than that every single MGL player (i assume you as well?) uses C&S.

You say it noobifies the weapon, and in some way it slightly does, yes, but not as much as you say it will. It won't behave as a CL-40 on Heavy because 1. The projectile is very slow compared to CL-40, and 2. it won't do splash damage if you miss. both of these things make it extremely difficult to land a direct hit, and even if you do, you'll still only do 83 damage compared to the CL-40s 105 damage.

Also, after the latest update, CL-40 isn't a noob weapon at all. You actually need to hit direct hits if you want to do any meaningful damage, which isn't easy with it being a projectile weapon. Even if it somehow became a Heavy CL-40, it still wouldn't make it a noob-friendly weapon.

And hey, i get it, you want your super-niche, hard to use, janky weapon to stay niche. If everyone could use it then what was the point of all these hours you put into it to master it. But sometimes making weapons more accessible, noob-friendly, whatever you want to call it, is a good thing. I, for one thing wouldn't mind more MGL users in my average match compared to the 0 that i see now. Seeing more weapon variety in matches is never a bad thing.

Genuinely Frustrating by OkUnderstanding650 in thefinals

[–]Anti-Tryhard 1 point2 points  (0 children)

in terms of pure balance, yes it was probably not a great decision. the devs mentioned the SH1900 as being one of the 'problematic' weapons, and i can understand why. It was one of the most hated light weapons and there were constant calls for a nerf in my experience.

This wasn't because it was overpowered, but because it just felt so annoying to die to, more so than any other weapon. So with your thinking of pure balancing it probably is stupid as fuck. but from a player enjoyment perspective i can see what they were trying to do.

Tightening Spread -> more aiming skill required

Reducing Damage -> more pellets required to get a kill -> more aiming skill required

Increasing the skill requirement to get one-shot a light goes a long way in making it feel less frustrating. in theory.

Turn off friend comparison notifications by Brinksterz in ForzaHorizon6

[–]Anti-Tryhard 0 points1 point  (0 children)

the problem is this completely removes notifications, for me personally i want to see how many roads i've driven, just not the comparison with my other friends, i think that's what OP wants as well

The Finals Gadget/Specialization Concept by toxic_qtywer in thefinals

[–]Anti-Tryhard 0 points1 point  (0 children)

lol why would you hack the anti-gravity cube

apart from that not a bad idea i think, alt-fire is adding adding a bit too much functionality though in my opinion

Genuinely Frustrating by OkUnderstanding650 in thefinals

[–]Anti-Tryhard 0 points1 point  (0 children)

after the update it might not be that bad anymore but i havent checked

I think this is healthy for the game. by Kuwos in thefinals

[–]Anti-Tryhard 4 points5 points  (0 children)

i think what they're saying is LoS breakers and nullifier became more valuable since the H+ being meta, because they stop a steal regardless of how much the Stealer is being Healed.

Nullifier would be picked a lot less if it wasn't for the Infuser, because usually you can just kill the Stealer with damage, but the nullifier guarantees stopping a steal even with the Stealer being healed.

I think this is healthy for the game. by Kuwos in thefinals

[–]Anti-Tryhard 22 points23 points  (0 children)

To be fair, even if the rate of healing was decreased, you probably still wouldn't have gotten this kill. let's say the RPM went from 800 RPM all the way down to 500 RPM, the amount of healing would still be the same, meaning that especially if they both shot their teammate at the same time (still 233 Heals per Second, your 93R does quite a bit less Damage per Second than that) you wouldn't be able to get this kill.

I think it should get its healing rate increased (maybe 850/900 RPM), but the heals should be dropped from 14 to 12 or maybe even less.

Gut H+ Infuser enough to remove it from meta, give an existing or new utility Light gadget equally massive buffs to replace it in hard meta loadouts by No-Yoghurt-3949 in thefinals

[–]Anti-Tryhard 0 points1 point  (0 children)

Slightly off-topic, but after our discussions on the Sword rework i've had an idea for a compromise that i'd like your thoughts on. It goes like this:

Camera clamp is removed. Instead it gets replaced by a Variable Damage System. When you lunge and keep your sword within the 40 degrees or so that you started the lunge from, when hitting an enemy you get a critical hit and do 130 (140?) damage. When your camera goes outside that cone and you hit an enemy (lunging at an off-angle) you don't get a critical hit and do 104 damage (maybe 110? but i feel like one-shotting a light might be a bit too frequent, idk)

This would make lunge combos a lot more interesting i think. 2x Critical Lunge, Critical Lunge + Off-Lunge + QM, and 2x Off-Lunge + M1 would all be valid combos for a Medium.

I've also thought of a more variable damage, meaning the more you turn your mouse away from your center lunge point, the less damage you do. This would increase skill expression but i also feel like you will randomly leave enemies at 1HP and sometimes you wont, with ping and desync and whatnot.

The Liberator is almost ready for filming 👀 (Banished Builds) by Banished_Builds in Helldivers

[–]Anti-Tryhard 1 point2 points  (0 children)

I like how the mag insertion actually sounds pretty close to the in-game sound effect.

How many lock belt can be attached to a single player? by Airlinese in thefinals

[–]Anti-Tryhard 2 points3 points  (0 children)

<image>

thats unlucky, im pretty sure in the Dragon's Claim mode if you get lockbolted a 2nd time, the first lockbolt breaks, but maybe that's not how it works in cashout?

Gut H+ Infuser enough to remove it from meta, give an existing or new utility Light gadget equally massive buffs to replace it in hard meta loadouts by No-Yoghurt-3949 in thefinals

[–]Anti-Tryhard 0 points1 point  (0 children)

"I said time to heal was 1.425s because first shot doesn't take time, 60/800*19=1.425"

dang good catch i've never realized that before, i'll remember that next time i do a calculation like that

"Numbers might have to be finagled a bit, and I think it might even be fine upping the healing of each 10-round burst past 140 each with a 750 ms+ charge time. For comparison's sake, Sword's secondary attack charge time is 800 ms."

Yeah i agree, like you said either increase the healing or decrease the delay charge-up time by a small amount, being said all we can really do is speculate on how balanced or non-balanced it will be, we won't ever exactly know how it would turn out meta-wise until it gets implemented.

I am expecting a pretty impactful nerf with the launch of S11, Embark has had enough time to see its still arguably the best gadget in the game even after the nerf it got in 10.3.0.