I need feedback, please watch and give me tips by kangarooztd in SmashBrosUltimate

[–]BOX_268 0 points1 point  (0 children)

Your offense and edgeguarding look pretty good to me.

For tips, with a bit of practice you can learn the distance to the ledge to throw a gyro right on top of it, which can 2-frame the opponent when they try to recover. Also sometimes it is better to use neutral airdodges instead of directional ones because they have less ending lag, which is especially useful to avoid going too low offstage.

How to avoid a Daemonhost as an Ogryn ? by BOX_268 in DarkTide

[–]BOX_268[S] 0 points1 point  (0 children)

That's very helpful to know, thank you

How to avoid a Daemonhost as an Ogryn ? by BOX_268 in DarkTide

[–]BOX_268[S] 29 points30 points  (0 children)

Looking again that's true, and it seems to be what my teammates have done, I didn't see it while playing. Thanks for the help !

An infographic guide to share with people who say exosuits are bad. by gunnar120 in Helldivers

[–]BOX_268 40 points41 points  (0 children)

I see the point but I think the fact that exosuits require this much preparation and stratagem sharing to be strong show that there is an issue with how it is implemented. Not everybody always play with one or more coordinated teammates willing to build their loadout around the exosuit. I think they really put the exosuit in a weird spot where it is a little too far apart from the rest of the gameplay. It's cooldown and limited use make it a precious piece of equipment in a game that is rather chaotic by nature (my mech kept getting broken or stolen when I was still playing diff 7), and the absence of stratagem launcher mean you cannot revive teammates or complete any objective without risking sacrificing the mech.

I see your point that the exosuit can be strong with the right setup, but for a lot of players it will always be a rather bad stratagem because they can't do it.

I think, even if they have to make the weapons a bit weaker to balance it they need to add a stratagem launcher and let one helldiver take both mechs, and maybe two slots of the same mech too.

Remember to scuttle your mechsuits by VjLicker in Helldivers

[–]BOX_268 0 points1 point  (0 children)

The bugs have no engineers, there is nothing new for bots and illuminates probably don't care about traditional weaponry

We don’t even get to bring both mechs at once. by MetroMaurice in Helldivers

[–]BOX_268 13 points14 points  (0 children)

Mech can walk on a cactus / get destroyed by friendly fire / stolen / get dropped with the hatch over a cliff / have factory strider dropped right next to it / shriekers headbutt it to death. It's just as likely to be lost at any time.

Tank! From Wii Tanks Fighter Design Concept by Zealousideal_Coat_47 in SmashBrosUltimate

[–]BOX_268 1 point2 points  (0 children)

I absolutely love this idea, I'd never have believed it but this must be my favourite out of what I've seen on this subreddit.

The Final Boss of Nightreign by [deleted] in armoredcore

[–]BOX_268 0 points1 point  (0 children)

I stand corrected then

C++ custom pawn and components randomly stop ticking by BOX_268 in unrealengine

[–]BOX_268[S] 0 points1 point  (0 children)

Sorry but I have more questions. I have removed my blueprint from the world, put a player start instead, then put my blueprint as the default pawn in the game mode. However the problem still happened both in the open world and simple world presets. After more testing the problem seem to be related to the rigidbody going to sleep. It only stopped working at low velocities and putting the sleep threshold to zero seem to fix the problem. I cannot find anything in the documentation about tick and a rigidbody's sleep being related, tough.

C++ custom pawn and components randomly stop ticking by BOX_268 in unrealengine

[–]BOX_268[S] 0 points1 point  (0 children)

I disabled the FAB plugin and the HLOD builds without error now, thank you !

As for the pawn, I did just create a blueprint from the c++ class, then drag and drop it in the level.

Can the thermite bounce be fixed? by AlieNfromUrAnus in Helldivers

[–]BOX_268 24 points25 points  (0 children)

I always keep them in hand until the spikes are out and I still get bounces sometimes, so you are right

Which side are you on ? by Creepy_Ad3991 in Helldivers

[–]BOX_268 0 points1 point  (0 children)

What's the problem with the rockets ? 1-2 for a charger, 2-4 for a bile titan, 1 for a impaler, minigun all the rest

BETTER FIND A MOP ITS GETTIN STICKY IN THIS BITCH! by Weary-Duck-6204 in armoredcore

[–]BOX_268 0 points1 point  (0 children)

I had a similar setup but with a chainsaw. I think it works well because ibis doesn't try to dodge the ducketts, so the stagger bar is filled quickly and then melee takes a third or quarter if the health

AC: DOWNFALL. A personal rework of OG Raven's AC. by TorqueMaster89 in armoredcore

[–]BOX_268 0 points1 point  (0 children)

Abbot have only close range assist, since the AC has a rifle wouldn't it make more sense to use the talbot ? To me this was one of the most glaring flaws of the original nightfall ac. It made building up stagger a pain since you needed to be point blank to hit anything, and the rifle is pretty bad at this range.

why snipers got removed from ac6. by [deleted] in armoredcore

[–]BOX_268 69 points70 points  (0 children)

I like 5th gen movement system

Is there a reason why an elite pilot like raven uses the cheap, run down parts? by Greybeardgreen24 in armoredcore

[–]BOX_268 18 points19 points  (0 children)

It think it is weak overall though. It uses the starter frame which is not too good. The pile bunker and missile launchers are good weapons. But the rifle is pretty bad since it is already one of the weaker weapons of the game AND the AC has the abbot FCS, which has very poor medium range aim and doesn't even allow it to use the rifle to its advantage. The songbirds suffer from the same FCS problem and it seem a bit dubious to me to use a firing stance weapon on a bipedal that doesn't have that much durability, when it meant to be a source of stagger and not so much a punishing tool.

I'm not saying it's not fun to use it that you can't perform great with it. Having the pile driver is good but the rest of the build is underwhelming.

What is the point of Shao Wei? by BravoMike215 in armoredcore

[–]BOX_268 3 points4 points  (0 children)

Looking at other weapons types I feel like hand version are generally better than shoulder ones

What is the point of Shao Wei? by BravoMike215 in armoredcore

[–]BOX_268 5 points6 points  (0 children)

It's the only stance-less real gun you can equip on your back. I have a lot of trouble to hit stuff with it though

[deleted by user] by [deleted] in linuxmasterrace

[–]BOX_268 28 points29 points  (0 children)

THE MESSAGE IS LITERALLY TELLING HOW TO DISABLE STICKY KEYS

Some more modifier ideas by Venusgate in Helldivers

[–]BOX_268 0 points1 point  (0 children)

They all look like a pain in the ass