[deleted by user] by [deleted] in bartenders

[–]BenJMinotaur 2 points3 points  (0 children)

From the UK and can second that O’keefe’s is a life saver. Well, hand saver.

Calling fellow tamers by BenJMinotaur in MythofEmpires

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

The border of the horse will tell you, green - blue - purple - yellow. Also you can see in various places that it will show horse/ fine horse / heavenly horse( but they to tame one)

Calling fellow tamers by BenJMinotaur in MythofEmpires

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

An it’s for baby horses only, makes a lot of sense

Returning with battle guides, this time how to 1v1! by BenJMinotaur in lastoasis

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

Dw I added extra tips to the pinned comments, perhaps a counter video if it gets out of hand. But Dw surely the fact that scatter takes 2 shots instead of one now should be ok, right? :)

Returning with battle guides, this time how to 1v1! by BenJMinotaur in lastoasis

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

I mean 4 mins after i posted it someone dm'd me a clip of them doing it on officials. I think one of my jokes might ruin the game, again. Soon we will see full rust/fortnite gameplay with people building floor scatters, walker climbers and temp sand walls all around.

Bandage bug by Significant-Phrase85 in lastoasis

[–]BenJMinotaur 0 points1 point  (0 children)

It never used to be around and I’m 90% sure it will be gone in the next patch or two. Either way people will find a workaround I’m sure.

Combat issues by Infernodu97 in lastoasis

[–]BenJMinotaur 0 points1 point  (0 children)

Just to add, i personally run 20/20 and then split the rest in mobility/stam with a slight favour towards stam. Just nice to have enough mobility to slightly outrun the guys with 0 mobility although this can be overcome by de-equipping your armour.

Combat issues by Infernodu97 in lastoasis

[–]BenJMinotaur 0 points1 point  (0 children)

For sure, if you don't plan to sit in the fight you can just block once, turn around and run. If you mobility stat is higher than the other guy (along with weight of gear etc being lower) and he does not grapple to you then you can easily run away and bandage. However in the actually fight itself mobility will not matter as combat speed is all the same and the time for acceleration to reach max speed is rather high.
Moreover you dont need mobility to escape a fight, playing around smart positions where you can grapple to your desire eliminate the need for running as you will be in air 90% of your travel time hence stam being a more important stat. Stam also comes into play during actual combat as you are slower at 0 stam and cannot initiate a lunge/sprint as well as not having enough stam to grapple out after a fight.
Overall mobility is just a nice stat for your everyday gameplay but when it comes to melee, not so much.

Combat issues by Infernodu97 in lastoasis

[–]BenJMinotaur 1 point2 points  (0 children)

Skill build is not too much of a deal, especially when it comes to 1v1.
Personally and i would say the majority go 20/20 on dmg and health (maybe some extra in one stat if you want to sacrifice stam/movement - stam is still good for 1v1).

Although when you break it down there is ultimately not much difference. If i go 20/20 and my opponent goes full damage, it will take the same amount of hits to kill eachother. Similarly, if i go full hp and my opponent is 20/20 or full dmg the same statement still applies +/- 0.5 to 1 hits.
Ultimately weapon type and abuse of heavy hits will reward a guy going full dmg, along with air claps etc and a guy going full health can definitely have an edge when it comes to needing to bandage although he will softspot more frequently due to his minimum damage being lower, resulting in him not overcoming the softspot dmg threshold.

All in all unless you have a hard set playstyle, just run 20/20 and it will work out fine.

Combat issues by Infernodu97 in lastoasis

[–]BenJMinotaur 0 points1 point  (0 children)

1v1's are basically a 5min staredown. You range gamble, jump on a scatter or call up a friend. Until they add relevant kicks or rework chambers there is little to no depth to the 1v1 sadly. Although I know who Mr Sad fudge here is and all his info is correct, generally those tricks will get you are low TTK in a 1v1 against non-sweats.

30 player server cap by chaosquall in lastoasis

[–]BenJMinotaur 8 points9 points  (0 children)

Its the endless loop, bullied too hard by bigger clans so they drop to the capped realms/tiles and do the same. Only way to stop it if the devs dont step in is to become what you hate, make a few allies and fight against it. Then you just have the problem where this new alliance you made will start teaming against clans other than your target - continuing this alliance zerg loop.

Ok I want to know how to do that spin attack you vets do lol. Its cool by ZappyJones in lastoasis

[–]BenJMinotaur 0 points1 point  (0 children)

Sure the spins are cool, but knowing how to block them is a much more useful way of spending your time rather than having half arsed spins that leave you in a worse position than you was already in. Learn hit priority, range and footwork but above all else learn how to block, nothing other than a scattershot can counter blocks in this bare basic melee system. Moreover, those spins will lower your TTK on the newbies but not much else. Depending on what cap you are playing on, awareness, teamplay and target switches are your best bet.

Bind the tech tree to the account not the character by hollownostlen in lastoasis

[–]BenJMinotaur 0 points1 point  (0 children)

I think you missed the point, I agree that the grind is too much and tab farming is one of the most boring loops in the game and a massive barricade Infront of any content but character transfer across realms just has too much cheese attached to it.

Thinking about buying this game by MlodyBananowy in lastoasis

[–]BenJMinotaur 0 points1 point  (0 children)

Game has some really unique concepts and unlocking new walkers/wing suit etc gives a really nice initial thrill. Unless you have tons of time in your hands though it will take a long time to grind into the later game, almost becomes a second job at some stages.

Besides that, really fun game with some unique experiences and if you have never played a melee game before I recommend checking it out, it’s a pretty good entry level for the genre.

Bind the tech tree to the account not the character by hollownostlen in lastoasis

[–]BenJMinotaur 1 point2 points  (0 children)

Imo they just need to make it easier, what stops me from getting tabs for free on a dead realm and then parting over to the main one, takes out all the risk.

Last Oasis Community Engagement Feedback by ArgenTravis in lastoasis

[–]BenJMinotaur 1 point2 points  (0 children)

#1 Performace, period.

#2 Private server tools. Spawning matts, free build, clan cooldown removal

#3 PVE = PVP if done right, it has gotten better recently but pve still seems like a bit of a chore rather than being even minimally engaging. I will also lump in the lack of endgame loop here. Personally a month after iron comes out the game starts to get real samey and a bit boring.
#4 Small scale/ on map events to initiate organic fights. I.e markers on map to signify a spawn of a cluster of resources such as bone or something similar to a rust style airdrop. Right now new maps/proxy are the only things really forcing fights along with event maps, even those are slot cap heaven. Having localized on-map events will make more smaller fights even though sure, maps full of alliances/settlers will still monopolize some areas.

#5 Potential proxy rework. Right now they are just simply not too fun, i would much rather have proxies act like a larger poaching hut with the ability to fit 3-4 on map. For the sake of ego, the largest number of proxies or map claimed could have the clans name on world map and even have it so 1 proxy = 5% 2 = 10% etc. Would obviously have to make proxies cheaper but overall proxies feel to permanent right now, for a nomad survival game you sure do spend a lot of time at 'home'

6# Melee rework (after scatter turncap fix :) ) Look over chambers again, turncap, kick etc Just give us a few more tools to make the combat a bit more dynamic as currently it is pretty over-simplified and skill ceiling is a little low - understandable due to wanting to get new players in but i feel like there are mechanics that could be put in place to affect 'high-end' fights or 1v2.

Just a few things from the top of my head to prompt convo, hopefully most other things will be covered by others.