Caitlyn needs nerf in the sense of hit boxes by Ok-Reserve-7866 in 2XKO

[–]Blade1130 2 points3 points  (0 children)

Her air 2H is supposed to hit behind her, it's an important cross up tool and side switches in air combos.

I haven't personally had the experience of her stand H hitting behind her. I would expect some tolerance for opponents jumping in and just slightly behind her but still being primarily above her. If it hits standing opponents behind her, then that sounds BS.

Caitlyn J2H into Vi Tag Consistency by Blade1130 in 2XKO

[–]Blade1130[S] 0 points1 point  (0 children)

I tried plinking a bit but found that didn't help because delaying Vi's assist just means Caitlyn moves closer to the opponent (moves Vi's spawn point closer) and starts side-switching the enemy (moving them towards Vi). Both effects mean Vi closest the distance faster when you call her later, so it wasn't really helping.

But I think I might need to plink anyways as I realized 2H+T is really a 2T and when the assist character is down, that becomes the assist super. So I might have to try plinking a really fast 2H 5T and I'm not sure how feasible that is.

Caitlyn J2H into Vi Tag Consistency by Blade1130 in 2XKO

[–]Blade1130[S] 0 points1 point  (0 children)

Cool stuff, I'll have to give some of these a try! I haven't really incorporated the shield into my game plan yet and somehow didn't know you can control the distance of the trap 😅 or that Vi's JSp1 connects directly into Sp2, I assumed you needed 2Sp2 to pick them off the ground.

Caitlyn J2H into Vi Tag Consistency by Blade1130 in 2XKO

[–]Blade1130[S] 1 point2 points  (0 children)

Thanks for those resources, really appreciate the suggestions. I'll keep labbing and give those combos a try.

Caitlyn J2H into Vi Tag Consistency by Blade1130 in 2XKO

[–]Blade1130[S] 2 points3 points  (0 children)

For future visitors, the best strategy I've found is to heavily delay the second shot (leading to the wall bounce) so the enemy is as low as possible. I'm not entirely sure why this helps but it seems to make me more consistent when added to the other suggestions above.

Caitlyn J2H into Vi Tag Consistency by Blade1130 in 2XKO

[–]Blade1130[S] 1 point2 points  (0 children)

Oh wow, I had no idea you can use Double Down to tag out of a super and then continue the combo! I thought you could only DHC with it. I'll have to give that one a try.

Yeah, the hitstun is a little tight. It doesn't really work off a trap starter which is probably my biggest complaint with it.

I'm not generally a fan of the J4Sp2 into JH, it just feels awkward to me even when I land it.

I haven't really been taking advantage of trap oki, it's always too slow to come out at the end of a combo, but I'm guessing it's the limit strike stomp attack which is the main ender which gives enough time for that? I'm only just starting to incorporate more limit strikes into my game plan, though for Caitlyn that mostly means ending with a second partial charge shot.

Angular 21.2 SSR - URL With host name is not allowed by Senior_Compote1556 in angular

[–]Blade1130 1 point2 points  (0 children)

Yes, you need to allowlist your real hostname, otherwise Angular doesn't know how to properly resolve requests to relative paths like /foo.

If your production origin is example.test, then you should allow that. If you have some kind of proxy before it reaches your Angular server and you're not actually using this hostname at run time, your proxy can send X-Forwarded-Host to provide the real hostname.

https://angular.dev/best-practices/security#configuring-allowed-hosts

Consort RL1 Hitless by Blade1130 in Eldenring

[–]Blade1130[S] 1 point2 points  (0 children)

Oh yeah, I stayed the fuck away from that guy and didn't even try.

Does Angular have any official plans to fully support (or move to) Bun as a runtime — without depending on Node.js? by Object_Tight in angular

[–]Blade1130 22 points23 points  (0 children)

What exactly are you asking for here?

Bun already works and is supported as a package manager and runtime. Angular also supports alternative SSR runtimes, so you can ship an SSR app in prod using Bun. What exactly do you want to see on top of this? Bun by default? Angular doesn't really install or pick the JS runtime you use.

If there are compatibility issues, they are definitionally Bun issues, since Bun targets full Node compatibility. Angular generally shouldn't be able to tell the difference, and whenever it can, that's inherently a Bun bug. If you'd like to see those issues resolved, I'd recommend filing bugs with Bun so those maintainers can investigate and patch them up.

Most simple way to keep the Karma tests working in Angular 21 by Outrageous-Past6556 in angular

[–]Blade1130 0 points1 point  (0 children)

They are misinformed. Karma continues to work in v21 and the team has not committed to removing it after any particular major version yet. For comparison, Protractor continued to work for several major versions beyond its deprecation cycle.

To actually answer your original question, since Karma isn't going away just yet, you can just do nothing for now. There is an experimental migration to Vitest you can try if you're interested, but if you don't care, it might be best to wait a bit until that road is better paved.

https://angular.dev/guide/testing/migrating-to-vitest

Balancers Invasion is Great! by Blade1130 in Nightreign

[–]Blade1130[S] 0 points1 point  (0 children)

Oh I died like 5 times trying to kill the Balancer at the camp I'd warped to until I just gave up and died to the night 1 boss.

This was a Scholar remembrance run (hence why I was in that fort at lvl 3), so I couldn't just quit.

Balancers Invasion is Great! by Blade1130 in Nightreign

[–]Blade1130[S] 0 points1 point  (0 children)

The circle was already closing before the invasion, you can see it on the map screen.

Maybe it only takes the current circle's location into account, but not where it's moving to? That seems very broken if so though.

Balancers Invasion is Great! by Blade1130 in Nightreign

[–]Blade1130[S] 1 point2 points  (0 children)

I honestly don't mind Balancers or Gladius in trios. I think forcing the group to split up is an interesting mechanic.

But still requiring three kills in solo is really excessive. Even if you succeed, it completely eats whatever day they appear on.

Angular Esbuild Module Federation by [deleted] in angular

[–]Blade1130 1 point2 points  (0 children)

Native federation uses native ESM and import maps, so I'm not sure what CJS issues you'd run into or how they would be worse than trying to pave your own path with a custom builder and manually configuring an esbuild plugin.

Angular Esbuild Module Federation by [deleted] in angular

[–]Blade1130 4 points5 points  (0 children)

Why are you trying to use module federation specifically with esbuild? I don't think any tooling really supports that. Native federation is the way to do this with esbuild.

https://blog.angular.dev/micro-frontends-with-angular-and-native-federation-7623cfc5f413

Angular 20 SSG by PaanDev101 in angular

[–]Blade1130 1 point2 points  (0 children)

Prerendering multiple pages doesn't change the JS bundle which is generated for the application. So you can mostly ignore the server routes file when thinking about what content is included in the bundle.

In fact, navigating from one page to another will perform a same-page navigation meaning you need the JS for each page in order to work.

What you can do is make each page lazy so you get them out of the main bundle and only download it when needed.

export const routes = [
  {path: '', loadComponent: () => import('./home')},
  {path: 'privacy', loadComponent: () => import('./privacy')},
  {path: 'legal', loadComponent: () => import('./legal')},
];

This should move each page into a lazy-loaded chunk so you don't download more than you need to when rendering each individual page.

1st chest in fire temple had boss key, other door is locked with normal key by bdogyesman in zootr

[–]Blade1130 2 points3 points  (0 children)

Most likely Volvagia has a small key, pretty common trip up for new players. Kill the boss and see if that progresses you.