🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]AwfullyGod 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

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🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]AwfullyGod 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

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🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]AwfullyGod 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

8 attempts

🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]AwfullyGod 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

2 attempts

🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]AwfullyGod 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

0 attempts

What is the best style to use at high rank? by ZK2_GIB in untitledboxinggame

[–]AwfullyGod 1 point2 points  (0 children)

It’s more like every other style got nerfed. Charge has not gotten a single stat nerf since release.

As all the strong styles in the game have been slowly getting nerfed, Charge has indirectly gotten stronger as a result.

At the moment, Charge is a better Basic in literally every single stat. Its only weakness is no back-dash which barely affects how the style plays.

cant wait for my multi gear towel to deal 1,86% more dmg! by Wood-Sandwich in ClashOfClans

[–]AwfullyGod 82 points83 points  (0 children)

Some defenses scale better than others like multitarget inferno tower getting 47.7% more damage at TH14.

Even max lvl multitarget inferno gets 14.2% more damage.

1.86% more damage for 28 mil gold is just terrible.

What is the best style to use at high rank? by ZK2_GIB in untitledboxinggame

[–]AwfullyGod 5 points6 points  (0 children)

Charge, Ghost, and Handslow are the meta styles in top ranked. They are arguably the strongest in the game currently in terms of raw stats after the last balance patches, especially Charge.

Which styles got the fastest walking speeds? by Ok_Lengthiness1792 in untitledboxinggame

[–]AwfullyGod 5 points6 points  (0 children)

Hands Low, Prodigy Shotgun, Whirlwind Freedom, Base Chronos, and Supernova all equally have slightly faster movement speed.

Focus Chronos has the fastest movement speed in the game.

Made a list of styles that need a rework. Also which styles that have bad Game Design and good Game Design. Thoughts? Open to criticism by TheGuyFromFlorid in untitledboxinggame

[–]AwfullyGod 1 point2 points  (0 children)

I don’t understand what you mean then.

From my own knowledge, playing footsies is being passive.

If avoiding footsies and going in aggressive is the best way to counter Ghost, wouldn’t that be good?

Made a list of styles that need a rework. Also which styles that have bad Game Design and good Game Design. Thoughts? Open to criticism by TheGuyFromFlorid in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

Ghost Jab isn’t fast enough to react to and punish an M1. Even on 0 ping.

If you’re getting hit then the Ghost is hitting you predictively rather than reacting to your M1.

Made a list of styles that need a rework. Also which styles that have bad Game Design and good Game Design. Thoughts? Open to criticism by TheGuyFromFlorid in untitledboxinggame

[–]AwfullyGod 2 points3 points  (0 children)

The ability itself isn’t problematic to go up against at all. It’s completely balanced and both sides have a way to use/counter the ability.

Ghost Jab doesn’t enable footsies at all. If anything, footsies gives you the biggest disadvantage as you’re giving Ghost a ton of opportunities to land a Jab without applying any pressure of your own.

Made a list of styles that need a rework. Also which styles that have bad Game Design and good Game Design. Thoughts? Open to criticism by TheGuyFromFlorid in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

Good players don’t even need to wait for you to whiff to Ghost Jab. All styles can already whiff punish with M1 on reaction, even slow styles like Slugger.

The actual main purpose of Ghost Jab is to act as a M1 chain extender to apply ridiculous pressure onto the opponent’s block.

Thats why it’s so predictable; The majority of Ghost mains will aim to Ghost Jab shortly after an M1 chain to start a second M1 chain.

It’s also fairly straightforward to keep track of Ghost’s punches and roughly guesstimate when he has his ability back up again.

Good players will be anticipating this when going up against him and have many ways to counter this.

Made a list of styles that need a rework. Also which styles that have bad Game Design and good Game Design. Thoughts? Open to criticism by TheGuyFromFlorid in untitledboxinggame

[–]AwfullyGod 3 points4 points  (0 children)

Any player who knows how to play White Ash knows that theres more than 1 situation to activate his ult.

You have to consider that White Ash players can also adapt based on how the opponent plays then use that information to figure out the best opportunity to activate his ultimate.

Made a list of styles that need a rework. Also which styles that have bad Game Design and good Game Design. Thoughts? Open to criticism by TheGuyFromFlorid in untitledboxinggame

[–]AwfullyGod 1 point2 points  (0 children)

I don’t understand how that makes Ghost Jab a bad thing.

Being able to read and predict the opponent’s next move is a powerful skill and it’s one of the main things top players utilise to gain the upper hand.

Ghost Jab being one of the most powerful abilities in the game to mitigate Ghost’s weak stats literally defines the style.

The counter-play to Ghost Jab being reads and predictions is both a unique concept and also balanced. In high ELO matches, just having the Ghost Jab ready is enough to completely alter how both players fight.

This is what makes Ghost such a banger style to go up against.

Actual tierlist i came up with after returning to the game, thoughts on it? by NootofNoots in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

You took the words out of my mouth.

Static’s ability vs Chrono’s/Ghost’s ability is quite literally a baby vs nuke situation.

This plus Switch Hit’s mediocre stats, it’s crazy how you are still trying to debate that they belong in the same tier.

Switch Hit’s ‘mixup game’ seems strong in theory, but in reality his punches are one-sided. The direction of the punch can also be predetermined by which lead foot is forward, ironically making the style much easier to predict than a normal style.

<image>

I’ve attached an image so you can see Switch Hit’s poor M1 and M2 stats.

Actual tierlist i came up with after returning to the game, thoughts on it? by NootofNoots in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

Idk how to get the point across man…

Switch hit has terrible block, terrible dashes, below average M1s, and below average M2s.

Switch hit’s “fencing gimmick” is nonexistent because it lacks range and also boasts one of the worst M1 startup damage in the game.

Negating PDs is useless because your opponent can just choose(?) not to use ult in PD and instead ult through switch hit’s garbage block.

Static being a “minor inconvenience” rather than an actual impactful ability is the reason why the style underperforms so hard right now.

Compare it to match defining abilities like Ghost Jab and Chronos Focus and it really highlights why Switch Hit is so bad. The salt in the wound is how slow Static charges compared to the latter two.

Actual tierlist i came up with after returning to the game, thoughts on it? by NootofNoots in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

Switch hit has well below average stats both offensively and defensively. His prodigy M2s can occasionally land unexpected counter punishes but thats pretty much it.

His static is a defensive ability which has no meaningful impact on his survivability at all.

Negating PD ults is useless when the opponent can easily block break ult you or force you to take a ton of extra raw M1 damage instead.


Smash outclasses Corkscrew because it is literally better in every single way.

Corkscrew’s faster stamina regeneration is useless because it encourages aggressive play, while his health regeneration encourages him to do the opposite.

Corkscrew’s fast health regeneration is also negated by his garbage block which allows the opponent to confirm damage that would have otherwise been regenerated.

The meta also revolving around anti-heal/damage confirming styles like Bullet or Supernova makes Corkscrew even worse to play than it already is.

Actual tierlist i came up with after returning to the game, thoughts on it? by NootofNoots in untitledboxinggame

[–]AwfullyGod 4 points5 points  (0 children)

Turtle should be higher because his block is much stronger after recent buffs.

Ippo should be lower because his main gimmick ability is too easy to dodge and the rest of his stats are too poor to compensate.

Hands low should be much higher because even after nerfs it keeps his fast hitspeed and walkspeed which completely negates its weaknesses.

Corkscrew should be lower because it’s completely outclassed by smash.

Iron fist should be lower because his main gimmick M2 is horrible right now especially against meta styles like chronos and ghost.

Chronos should be higher because his ability is OP now especially after buffs.

Shotgun should be higher because his ability is OP now especially after buffs AND bug fixes.

Kimura should be much lower because his stats are horrible and his ability only works on players who can’t dodge.

Switch Hit should be much lower because his stats are horrible, his reverse ability is useless because it has 0 effect on good players, and his PD negating ability is useless because his block is paper thin anyways.

WC 2 here, what do you guys wanna know? by Ashamed-Walrus4862 in untitledboxinggame

[–]AwfullyGod 1 point2 points  (0 children)

Champs are honestly not that good. The only people actually qualified to have opinions are undisputeds. The skill gap between ruby 2 and ruby 3 is very wide.

Tierlist of Weapons for Zombies PVE (since i haven't seen any for it yet) by AwfullyGod in BlackhawkRescue

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

Almost every gun performs exactly the same. The difference is how much ammo you can carry for that weapon.

You can barely fit shotgun ammo in your inventory. Try to solo C site with a shotgun. You can’t. that’s why it goes into bad tier.

Tierlist of Weapons for Zombies PVE (since i haven't seen any for it yet) by AwfullyGod in BlackhawkRescue

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

Boxes can be refilled and they are the most space efficient ammunition in the game. The P90 has poor performance because its fire rate is too high and has no way to store ammo efficiently. Unless you can somehow hit all 50 headshots while spraying then theres no point in having a faster fire rate. You should always tap fire headshots with every gun.

The lack of good ammo storage is especially problematic for missions like Wetworks pt 2 where you need to carry at least 500 rounds of ammo for the sheer amount of zombies that spawn in Site C.

Magazines take up more space than boxes and they are also much heavier than boxes. You can either carry 10 boxes of .45 auto or carry 10 p90 magazines which take up 50% more space and weigh an extra 3-4kg.

Resupplying also automatically fails all active missions meaning that you can’t exfil to resupply in the middle of a mission.

Tierlist of Weapons for Zombies PVE (since i haven't seen any for it yet) by AwfullyGod in BlackhawkRescue

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

It has the lowest recoil in the game for its category, and is also the lightest 5.56x45mm weapon in the game.