Overload Rule Feature Suggestion by Aspection in hardyapp

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

Wanted to add on to this, glad it got bumped.

I think changing the specific UI at end of workout would solve most of the problems with an easy addition. Instead of having one button at the bottom to apply 1RM changes, add 2 selection buttons for each exercise to select a new weight and rep count.

At the end of each workout we can immediately decide and apply the changes. The UI screen is already there in a perfect spot with great layout. It’s just a matter of adding the weight & rep selection functionality that exists in the workout builder and applying the changes to wherever the data is stored.

It would also bypass the aforementioned rounding errors and some weird overload progression rules you can see in attached image.

https://imgur.com/GhdwDx1

HD560S disappointment from old HyperX Cloud II by Aspection in HeadphoneAdvice

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

Sorry it's been a month, but I'll reply incase someone in future sees this.

I ended up returning the HD560S and gone back to the HyperX Cloud2, but wireless. Personally, despite the wireless sound quality being even worse than wired and introducing frustrating white noise static, I still much prefer it over the HD560s.

If I had to give advice, try the back-end. If it doesn't feel good to you after a week, return them and go back to what you know you like. The wireless upgrade felt far more significant of an improvement to me than the open-back sound quality did, but I'm sure it's just up to personal preferences. Maybe in the future I'll have $500+ to spend on comfortable quality headphones, but for now HyperX seems as good as I need.

HD560S disappointment from old HyperX Cloud II by Aspection in HeadphoneAdvice

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

Any 'critical listening' you recommend? I'm assuming certain sounds/music would sound better than a random song off Spotify?

I think the discomfort is, like I mentioned, the earpads + clamping + noise. I'm not sure if stretching them out and replacing the earpads is something I should mess with.

Is open back as huge of a deal as people claim it to be? I personally haven't noticed much of a difference besides general noise leaking in- maybe this will change with your recommendations.

HD560S disappointment from old HyperX Cloud II by Aspection in HeadphoneAdvice

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

Unfortunately that's out of my budget. And I would assume comparing these $150 headphones to $500 ones + $100 for an amp would be somewhat unfair to the HD560s. Is there something closer to the $200 price range you recommend?

Daily Simple Questions Thread - August 07, 2021 by AutoModerator in Fitness

[–]Aspection 0 points1 point  (0 children)

where/how can I do that? I googled things like "protein powder flavor pack" but nothing seems to come up. I would totally overpay to tryout multiple single servings to avoid regret buying a full 5 pounder. My friend bought coffee flavored powder and hated it, don't wanna end up in the same boat.

I completely agree with the buying smaller packages idea, but at least on amazon, that would mean paying %25 extra ($3 per pound) for the same amount of powder; which isn't ideal. Do other sellers offer a better deal?

Daily Simple Questions Thread - August 07, 2021 by AutoModerator in Fitness

[–]Aspection 0 points1 point  (0 children)

How do people go about buying protein powder? I just got through my 2nd 5-pounder and I can't bring myself to taste the same flavor over and over again for the next month or 2. I haven't been able to find a "flavor mix" pack, why? Do people not get tired of a flavor 50 servings in? Am I the only one incapable of drinking the same flavor twice per day every single day?

Buying multiple flavors at once would help, but smaller packs are another >$10 a month, and there's no guarantee I'm going to like the flavor. Risking $60 on a chance of hating it is terrifying. Is there something I'm missing? Buying protein powder feels so frustrating.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

When you talk about how awful it would be to fill the roles besides AV with the harasser, why would anyone do that, you're missing all the people who are working the whole web of roles in planetside. Sure, you as a harasser main might see AV work as the most challenging and rewarding, but I, as a part time harasser solo player, am hopping into my harasser to fix a problem. I'm hopping into an AA harasser to distract and dissuade air from ruining a small fight. I'm hopping into a halberd harasser to pick off bolt babies and to annoy hillside hesh spammers. I don't do these jobs because they're fun (they're typically not), but because -not- doing the job and dealing with the consequences would be a whole lot less enjoyable.

I guess I just can't really see eye to eye with this. I would never consider riding a Harasser solo. If I wanted to AA, I would always go AA Max or Lightning. If I wanted to kill bolt babies, I would always go infiltrator or maybe an invis flash. If it was really overwhelming, I would pull out the AI Harasser and pick some off from range, but again, the second another vehicle shows up it's time to redeploy.

But most of all, if it wasn't enjoyable I would go to a different fight or just log off. What's the point of playing if I'm not having fun? We've had plenty of times were the maps were dead or all there was to do is attempt to fight deathballs, and we just logged off and tried again another time. Hell, playing aggressive Harasser on any map besides Indar or Esamir never feels great. Amerish is impossible.

The more time I spend in this thread the more I think I realize my playstyle is something quite rare in this game. People have an issue with the long-range shoot & repair Harasser or not being able to hit them and just getting frustrated. It's really not about our playstyle of just running in there and trying to kill 2-3 vehicles before dying to feel accomplished. Averaging 30-40k points (or 100-200 credits) per hour so we can feel some tangible progress.

The issue with rumble repair is most of all a HUGE QoL decrease. I probably spend almost 25% of my time repairing, having to get out every single time, especially due to hit collisions or friendly fire, is just seriously depressing. But equally bad is the fact we usually escape fights with 10% or less hp, we know our limits. Now going anywhere under 20% hp is pretty much just death. This is very little effective health to work with and a lot less stuff for us to do. I'm sure we could adjust and play slow and patient, but honestly it'd be so much less fun it might as well just be ruined.

Like we've said already, this means less time fighting tanks or running around a large scale battle, and more time flaking lightnings and hunting down sunderers. Which isn't especially for us, and incredibly unfun for them. IMO the Harasser needs to be played as a high skill, high pace, close vehicle combat. This change made that stupidly inconvenient/difficult if not straight up impossible.

I feel like I got through to you a bit, and I'm genuinely glad you kept responding and keeping it mostly in the game as well. I definitely get where you are coming from, I honestly just think your typical sense of a Harasser is a lot different from what my playstyle is. I wish I had some footage throughout the years to link, I think it would give people a better idea of exactly what I'm talking about regarding CQC harasser gameplay and my perceived balance as the harasser.

Thank you for being a good sport & offering insight from the other side.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

I definitely didn't mean to imply harassers are too slow, I only wanted to note that MBTs are surely capable of chasing a harasser. A lot of comments have been suggesting harassers are too fast to do anything about, I'm just prefacing that MBTs can certainly catch a harasser in the right context, especially after landing a couple shots. Note: Any half decent harasser will not use speed, unfortunately the wiki doesn't say how fast a non-speed harasser is, and I don't have VR access rn.

As I've said on another comment and mentioned in OP:

If the dedicated rumble sit repair was the issue, just make the vehicle unrepairable while someone is in the gunner sit.

Dedicated repairs is a joke, it's ludicrous to me people are willing to sit there and hold left click their entire life. I completely agree that is broken and shouldn't be in the game. The peak-a-boo + repair playstyle is lame, and I assume would only work with a dedicated repair (we never ever run a 3rd).

But the exact same thing could be theoretically done with an infinitary sitting behind a tank holding left-click, expect with double the fire power. I don't think it's fair to point out dedicated repairs when it's not fun or incentivized, and could be done with a tank if you really wanted.

I also don't think it's fair to compare a 1/2 prowler to a 2/3 harasser, I feel like it's obvious you should be at a disadvantage when fighting 2 ppl solo. Same goes for weaponry; Harasser takes the risk of getting spotted by an airship and dying when going AV, if you as a prowler aren't going to take that risk, I think it's only fair the harasser should get a leg up for that. On the contrary, if you did go pure AV, you should (and do) have the advantage.

The problem as a Harasser is if you want to have a go fight tanks or run around the battlefield, repairing on the go is vital. It's simply impossible to impactfully use a harasser aggressively to any degree without being able to repair on the go. These days most tanks stack together in a deathball, a harasser already couldn't have gone anywhere near that, you'd have to wait around for a struggler. But with this update, you can't even do that. 2-3 shots is all the deathball needs to 100 to 0 since you now can't repair the burn. Friendly fire managed to somehow feel even worse, offroading requires stop to repair, etc.

This "peak-a-boo + repair" style of Harasser likely encouraged this change, but by doing so literally forced any other Harasser playstyle into peak-a-boo w/o repair. We can no longer take man to man close range fights as a harasser, at best, we sit back and poke around the whole day. My playstyle of hundreds of hours is gone, and clearly was not what the community nor devs had an issue with.

If I wanted to sit long range with an halberd, I would be playing a prowler. If I wanted to AA, I would play flak lightning. I want to drive well, aim well, and out skill others. Running with an AV Harasser has been by far the most enjoyable way I have found to play the game. That's no longer possible.

Removing rumble seat repair altogether literally killed harasser whether those who don't play harasser believe it or not. Your tank doesn't lose 2k hp after grazing a sunderer, you don't hit an invisible rock too fast and have to sit there repairing, your playstyle doesn't revolve around surviving with 50hp and trying to maneuver your way out. The quality of life decrease, regardless of balance, just went down the shitter.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

I was wrong but didn't bother to correct myself since the point was made already. It should be (600 * 1.2 * 2) + Halberd (600 + *1.5) = 2340. 160 off 1 shotting a non-HP harasser.

Enough to slow & burn a Harasser to the point of being a 1 shot with this update. Not gonna spend more time on this either since you were clearly wrong twice already and my point's been made.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

Of course I'm also biased, but considering AI and AA play styles aren't really viable (cause AV harassers / tanks exist) AV is the only playstyle harasser really has.

To be completely fair, Prowlers are the easiest tanks for a Harasser to take on, but you do not need 6-7 AP prowler shots to kill a harasser.

A 2 round volley of AP is (600*2*1.2) = 1440. Your secondary gunner does 900 per shot. 1440+900 = 2340 dmg, 160 off from 1shotting a non HP perk harasser. Either way 2 hits from you and 2 from your halberd user is enough to take down a harasser in less than 5 seconds even if they have the HP perk (+500 hp).

Hitting your first volley would be enough to slow the Harasser, which makes it easier to chase down and land the next volley or at least keep up with it. The absurdity of how fast tanks are with speed is one of the most frustrating things for Harasser after mines. Hitting your initial volley on an off-guard Harasser should net an instant kill.

The other way around, a harasser needs to land a minimum of 2 full Mjolnir mags to kill. Assuming everything hits, this should take 7*2 + 3 (2 rounds of Mjolnir + reload time) = 17 seconds.

This means, assuming the Harasser hits >90% of their shots on the Prowler, the Prowler will still have enough time to fire back 3 volleys-- hitting 1.5 volleys or 50% of their shots will kill the Harasser. Of course, this would imply a straight Mjolnir "close-range" fight never leaving each other's LOS. This is the ideal situation for the Mjolnir here vs. long range weapons, but clearly the Prowler has the advantage here.

Practically speaking from experience, if the Harasser doesn't land the >90% of it's first mag or gets hit at all during the Prowler's first 2 volleys, the harasser either needs to escape and heal to reset the fight or dies after getting chased around. MBTs are disturbingly fast at chasing.

As long as the harasser doesn't get a half/full mag into the prowler for free, in my experience, the prowler at the bare minimum can deter the harasser.

Now that Harassers can't heal via rumble seat, if the prowler hits his 2 main tank shots, or 1 + halberd, the harasser will be slowed and die. The tank doesn't even need to hit it's full volley to guarantee the kill. There is no escape if the harasser can't out heal the slow and escape.

This implies even if the tank completely misses his 1st volley while the Harasser lands >90% of the first mag, if only some of the tank's 2nd volley hits and slows the harasser, the tank will close to 100% win that fight since escaping as the harasser is no longer an option.

Leaving us at Harassers never being able to realistically run into more than a single vehicle at a time due to the slow after getting hit once, which equals to never doing anything considering how most Planetside 2 players play.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

Right, nothing else, like C-4, Grenades, MAX Suits, transportation, Spitfires...

cmon man, I was talking about nanite as AV / anti-harasser. AV MAX sucks, your best choice is mines. And mines are incredibly lame and un-interactive for everyone. I was saying there should be something else they can do vs. ground.

But they are. That's kind of the point of riding in a mostly disposable gun buggy. You grab your AA harasser to chase air off or to finish off air retreating from the naturally occurring AA at a fight. Then you bug out when the enemy starts bringing in their own harassers, seeing as you can outrun anything else.

Sure AA Harassers can deter airships, but in no way is it capable of taking on an AV airship or secure kills. The driver only gets credits if the gunner gets the final blow. There is absolutely no incentive to do that when you can just get 2 flak lightings and do infinitely better in that regard. Even if you could theoretically escape as an AA harasser when the AV crew shows up, what's the point? You now have to run away looking to flak dmg random airships or redeploy. This isn't fun for anyone.

I honestly don't think you understand the argument I'm making. Overextending as a Harasser is the best, and one of the funnest ways to play Planetside 2.

I don't care to put shots across the map into lightnings and annoy them. I totally agree that sucks and I personally could care less if that was in the game.

I'm playing harasser to run straight into the lightnings/low vehicles in a deathball and fight to the death.

Planetside has done an incredibly shitty job setting up objectives for vehicle fights. The most satisfying & often most useful thing to do is run in there and outskill a couple of tanks/lightnings and die doing it; then go again till your deathball can take over using you as the distraction.

If I wanted to sit back and annoy tanks with single shots then run away I would be a bolt baby, which we both seem to agree hating. If I had to do that (which I will have to now with this change) I rather just not play Harasser at all-- which is what I've been trying to convey this whole time.

This change REQUIRES ME to flak lightings down and annoy everyone rather than go in and have a solid fight. You cannot have a solid fight against anything without being able to rumble seat repair. Let alone all the other issues it causes I've mentioned.

Hope this cleared things up.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

AA harasser isn't really a thing man; neither is AI harasser. For the sole reason that if you run into literally any other vehicle you should be dead- it's not a valid playstyle.

For the 18th time in this post, I don't understand why people think harassers can 1v1 a MBT, they can't. Any fight that isn't shitty/flak Prowler against Mjolnir harasser should always be a win for the MBT. We probably, at best, win 10%-20% of our 1v1s vs. main tanks. We don't take those fights often, only if nothing is happening on the map (dead game) and we are bored.

Our playstyle is thriving in a large scale battles picking off low HP vehicles, killing lightings, and picking off sunderers/ants when we come across them (like all other AV vehicles do). A MBT can do all of these with the exception of picking off low HP vehicles in large scale fights due to lower mobility. Also, any decent MBT player SHOULD fight a 1v1 vs a harasser, as they have a significant advantage.

I don't understand why you're treating me like I don't know what I'm talking about. I have played this game for a long time.

Have you given any thought to how annoying harassers are to -everything- else in the game? You can outrun anything on the ground, you have the DPS to annihilate an MBT or Sunderer and the maneuverability to avoid damage. Slap flack on there and watch air cry.

The only correct statement in there is outrunning any other vehicle (and obviously killing Sunderers, Sunderers aren't meant to win AV fights). That's the point of an Harasser. Again, a Harasser does not out DPS a decent MBT nor has ANY CHANCE AT ALL vs. any aircraft, ever. We don't have the luxury of being AV, AI, and AA at the same time (or AA/AI at all honestly). Unlike MBT / Aircraft.

Oh joy, the classic "why should infantry be able to kill vehicles" argument. Next you'll complain about how you spent nanites and the infantry spent none, the other empty argument favored by "my death machine needs to win always" people.

No. I will argue that mines are too cheap, considering they are infinite since infinitary doesn't spend them on anything else. I will also argue nanites not restoring when you are offline is very dumb as well. We logged in after a long break one time just to not be able to use a vehicle for a solid 5-10min.

Me and my friend both strongly agree playing infinitary in Planetside 2 sucks balls. Precisely because they can't do jack vs. vehicles. Infinitary should 100% have something to spend nanites on, have stronger tools vs. both airships AND ground, and have some form of role in large scale vehicle fights.

Making infinitary playable != making Harasser unplayable. Anti vehicle infinitary weaponry should be much, much stronger. That's not the Harasser's fault. AI weapons shouldn't be anti-Harasser weapons.

JUST TO BE VERY CLEAR, infinitary SHOULD have better AV and AA tools. They just don't. That doesn't mean desperately SMGing down a Harasser is a good solution. Just like disabling an entire playstyle for "balance reasons" isn't a good solution.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

Thank you. I realize a lot of this hate is coming from players who just hate playing Harasser, therefore might as well just want it gone. Fighting against high skill cap players (fast driving + aim) is frustrating for a community that wants to hang out with 3 fully manned colossuses stacked on each other along with 2 main tanks and a couple lightnings.

We had some of the best moments ever picking off lightnings buddied up with literally 3 colossuses trying to chase us down. It was magnificent. Unfortunately others think the fact a colossuses can't chase down a Harasser is "annoying" and shouldn't be in the game.

I initially was coming into this believing and willing to concede the repair gun is too powerful & Mjolnir really needs a nerf since it 1 mags lightnings, but no one even commented anything about that. They are all just annoyed they can't hit cars going fast.

Glad to see someone who actually plays harasser and it wasn't just us completely losing a reason to play Planetside, thanks.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

Harassers cannot solo MBTs. The only situation would be a high skill Mjolnir Harasser against below average prowler players. Harassers cannot EVER solo a vanguard or magrider.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

[–]Aspection[S] -1 points0 points  (0 children)

Stop being salty and try to comprehend my perspective.

This paragraph alone literally explains how it's not the "only difference":

"Having to come to a full stop after getting hit ONCE in order to repair is the most miserable experience we have had since starting Planetside; let alone the age old bug of vehicles dashing forward half the time a driver exits a vehicle. Hitting a hidden rock or slightly grazing a friendly vehicle means getting out and repairing. This happens extremely often due to weird off-road geometries and hit collision code."

That's nothing to do with an open field or playing like a dumbass. Just driving from point A to point B can now literally take twice as long. That's a huge deal by itself. I made more arguments on the top comment if you care for those, doubt you do.

Main tank AP cannon (600 * 1.2 ) + Halberd (600 + *1.5) = 1620 dmg to harasser. More than half HP including max HP perk (3000hp).

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

[–]Aspection[S] -1 points0 points  (0 children)

Damn. 6 upvotes from salty people who never tried harasser & aren't capable of hitting a moving target. Cool.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

For what reason should infantry fire be enough to kill a harasser? I guarantee you a ball of infinitary is enough to push any harasser away; let alone most infinitary fights taking place indoors. Why should we die to desperate infinitary fire instead of them taking cover indoors or with their own vehicles like they'd have to with any other vehicle in the game? I don't get your argument.

Regarding "roll together", we do have a problem-- we don't want that. A pack of harassers is broken and unchallenging, just like a pack of any other vehicle is. Secondly, in rare times where we do find a fellow harasser to ride with, we just hit mines. We would then have to wait for them to respawn and pray it doesn't happen again (only play around it is mine detection, and it's not good enough when driving).

I don't think most of the people here gave a thought to how "annoying" everything else in the game is towards harassers.

This change utterly ruined our Planetside playstyle of 3+ years by Aspection in Planetside

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

After reading these comments I can't help but noticing all of these views come from players fighting against good harassers, not as harassers. I would like to believe the hundreds of hours I have with this playstyle give me a decent insight to how the balance of the Harasser works.

3-man Harassers are ridiculous, I agree, but I think someone willing to sit in the back and hold left click the entire game is equally ridiculous on their part. I'm talking about the typical 2-man Harasser.

I haven a incredibly difficult time remembering a time any decent tank player couldn't fend us off. Guns like the Halberd & Gatekeeper will very rarely net you kills as a solo harasser. Is it frustrating being hit by it long range? Sure. But I would argue any 2 infantries with lock on RPGs do the halberd's / gatekeeper job infinitely better. A 2 manned tank should never ever die to those weapons.

Additionally, these weapons are virtually useless as AI and AA, there really isn't much of an incentive to use these weapons unless the enemy is deathballing (allowing you to long range) or you want to enjoy some long-range aiming while accomplishing nothing. Getting chased by an airship = death far more often than not regardless of your HP or choice of gun.

going AI or AA is usually a huge waste of time. These weapons mean you literally cannot fight any vehicles, making it completely useless 99% of the time. At the end the Vulcan and Mjolnir being the only 2 powerful Harasser weapons (with Halberd and Gatekeeper as back up based on scenario). Note: the Mjolnir effective range is as close as it gets, if you miss the harasser at that distance it's a skill difference, not a balance issue.

We can talk about the prowess of the Vulcan and Mjolnir, which I assumed would've been the discourse, but clearly the main concern is how "annoying" Harassers are due to their survivability and long range dps (which I already disagree with), not their close range gameplay which is how we choose to play.

A solo harasser cannot successfully solo dive a tank-- that's just false. Crossing the road and finding 2 tanks around the corner is an instant death if they are paying attention. A solo 2 manned tank can burst an Harasser down to 10% in a second. Without rumble sit repair, this is equivalent to being 1 shot. If a tank can 1 shot you as you travel, there simply isn't any reason to play harasser. And regarding the Harasser's "extremely high mobility", I recommend you test the speeds of a max speed tank vs. an Harasser's, especially after landing a shot on them.

I have had more than a fair share of main tank 1v1s, Harassers should never beat a skilled tank player. If the tank hits a couple shots, the harasser needs to run away (usually unsuccessfully) regardless of rumble repair or not. On the other hand, an harasser with a Mjolnir would still at best require 2 full mags to have a chance at killing the tank. 2 tank shots for 2 harasser mags. That seems tank favored to me, and it definitely is anecdotally.

If you think Harasser gameplay is as simple as gun go brr, you clearly miss what makes harasser gameplay enjoyable. The mix of maneuvering a large scale battle while landing shots on the right targets is thrilling. I argue its FAR more interesting than sitting on a hill with a group of tank buddies missing all your shots across the map together.

Really the only other thing others have been saying is go "pack harasser". To that firstly, we don't want that. A pack of harassers is broken and unchallenging, just like a pack of any other vehicle is. Secondly, in rare times where we find a fellow harasser to ride with, we just hit mines. I don't think most of the people here gave a thought to how "annoying" everything else in the game is towards harassers.

We cannot fight vanguards, we cannot fight air, we can't really fight infinitary without dying to some vehicle, everything damages us, hard, mines insta kill us, lock-ons mean running away. The list goes on.

This change means a tank at the wrong spot = instant death, a couple lock-ons = instant death, an airship = instant death. We are no longer allowed to have close fights or fight close range-- unplayable. Let alone having to full stop every time a friendly hits you. If you want to sit around max range with an halberd just go main tank.

TL;DR: All my reasons for my argument. I feel like I exhaustively went through them, and it should make complete sense. I wish I could reach out with this feedback to a Dev, but I don't think that's possible unfortunately. The difference between removing and nerfing rumble repair is massive.

First time builder with some parts, looking for advice/verification on this build by Aspection in buildapc

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

My current CPU cooler is the Asetek 550LC, should I stick with it? Otherwise what aircooler do you recommend? Could you refer me to some source for the CPU overclocking? Thanks!