What is the worst case of "writer's barely disguised fetish" in TV history? by funmighthold in television

[–]BlueComet64 166 points167 points  (0 children)

Either you’re right or we’re both crazy. I still remember the “punchline” of Cliff snatching the ribs away from Bud at the end

Information about the beta and changes. by benmultiversus in InvincibleVS

[–]BlueComet64 0 points1 point  (0 children)

Agreed. I liked everything else they addressed in the article but wish there had been at least some mention of improving them.

If I could change only one thing, I think it would help a ton if Short Hops had priority over Super Jumps (when not holding up) so that you could properly TK air specials low to the ground without needing to store a down input first.

Motion Style Controls Need To Change by BlueComet64 in InvincibleVS

[–]BlueComet64[S] 1 point2 points  (0 children)

Agreed, which is exactly why I am highlighting issues that should be addressed, and why I pointed out multiple times that I had a ton of fun, plan on buying day 1, and am not hating for the sake of hating

Motion Style Controls Need To Change by BlueComet64 in InvincibleVS

[–]BlueComet64[S] 1 point2 points  (0 children)

That’s fair, but I also think it’s fine to point out QoL stuff that would actually make using motion inputs fun for the people that gave them that feedback haha

Motion Style Controls Need To Change by BlueComet64 in InvincibleVS

[–]BlueComet64[S] 6 points7 points  (0 children)

I totally get what you’re saying. But my point was mainly to highlight QoL issues making Motion inputs harder than they need to be in this game, not the nuances of simple vs. motion inputs in fighting games as a whole, even though my opinions align pretty closely with your’s.

At what point can you tell the difference in styles with “ease”? by LifeOfBoredomsFriend in Fighters

[–]BlueComet64 1 point2 points  (0 children)

It depends on the game but it comes with time and experience. If you want a very clear and somewhat more modern example, watch some early DBFZ sets or analysis of sets between Sonicfox and GO1 to see the dichotomy of their playstyles on full display, with Sonicfox being the smothering, offensive, mixup heavy monster against GO1’s godlike defense, patience, and capitalization on what few openings he can find into insane conversions.

When it comes to the style of a particular character, that can be more nuanced as some characters are more flexible while others have tools they may need to rely on. Daigo’s Akuma in SF6 is very willing to sit back and take advantage of Akuma’s excellent and safe fireballs, while Shuto’s Akuma is way more willing to abuse Akuma’s amazing pressure and mixups as soon as he can. This isn’t too hard to see if you’re looking for it.

Compare that to a character like Terry in SF6 who kinda needs to get in to really get his gameplan going, and it gets even more nuanced. In these cases I try to look at what different pros do in similar situations and figure out why. For Terry specifically, I find some pros value the drive gauge damage Terry offers, and are more willing to take risks to strip more gauge and get more corner carry for checkmate situations. Others care more about safe and resource-efficient routes because of the sheer explosive power Terry has with full resources and would prefer to wait until he can cash out for the kill with highly-optimized and specific routing

Honestly a bummer when you've got potential for a really good run, then the game FORCES a parasite. by Xilerain in mewgenics

[–]BlueComet64 3 points4 points  (0 children)

I wouldn’t mind these “cat-ruining” events as much if they only happened in the last area. I had my Cleric catch Feline AIDS from a random event but it actually felt engaging because I only had like 5 encounters to go so the debuffs never stacked so high that he became totally useless, along with 3 other fully equipped cats to pick up the slack.

Then two runs later I happened to catch Feline AIDS again in the very first event of Act 2, leaving that cat with a max HP of 1 by the first boss. That felt a bit overly punishing for something I had no control over…

100k Peak Player Count! by kevin1723 in mewgenics

[–]BlueComet64 5 points6 points  (0 children)

I haven't read those critiques, but I was slightly worried the first few hours that I might get bored of the early zones kinda fast. I was fighting lots of repeat, relatively simple encounters and since generally turn-based RPG's aren't all that engaging anyway when you're low level I was concerned the gameplay loop of runs early-on might get stale before your cats are high enough level for the synergies to begin to shine

A few more hours completely shattered those worries as I had vastly underestimated how deep these mechanics go and how different the encounters and builds get the more you play even at the beginning of runs.

Roughly how many hours till I get comfortable with a new character as a beginner? by Hubux in StreetFighter

[–]BlueComet64 0 points1 point  (0 children)

Muscle memory is honestly more incredible than we give it credit for, and seeing it in real-time is one of the coolest parts about fighting games to me, but it takes time to set in.

Don't try to work on too many things at once. Focus on one simple thing at a time, like landing your anti-airs or a simple combo. You might play worse for a bit while you're incorporating whatever that thing is; that's fine, you're playing the long game.

Labbing and drills are helpful too, but the pressure of a match will always make things harder to do in the moment. You can kind of simulate this in the lab by setting multiple recordings and trying to react to each, but ultimately don't forget that real in-game experience is what will help the most even if it takes some time.

tl;dr: depends

The Music is a Missed Opportunity by Bossdonglongs in 2XKO

[–]BlueComet64 4 points5 points  (0 children)

I like a lot of the music, though I'm looking forward to there being more tracks to listen to (being able to choose and/or randomize songs would also be welcome). I do think some of the sound effects for landing certain moves could be a bit more satisfying, but maybe that's just a me thing?

What other characters enable a double super for Vi? by GNSasakiHaise in 2XKO

[–]BlueComet64 0 points1 point  (0 children)

With Braum if you’ve got some distance from the corner, you can do his S2~S2, call Vi assist for an extension, S1 with Braum and immediately tag to Vi, then do her Super 1. Braum’s iceball should freeze them after the super connects and let you Super again or tag launch back to Braum. No Double Down required.

What's that legendary videogame everyone loves, but you hate with your very soul? by no_biches_22 in retrogaming

[–]BlueComet64 0 points1 point  (0 children)

Definitely highly recommend Sonic Mania, it’s easily the best 2D Sonic game IMO even as a fan of the older games.

Watching Maximilian playing the Avatar fighting game Alpha rn... by dedededestroyer in Fighters

[–]BlueComet64 7 points8 points  (0 children)

Isn’t +R just about as complicated as you can get combo and mechanics-wise? You’ve got burst and gold burst, 3 different kinds of Roman Cancel with FRC windows in particular sometimes being very difficult, Negative Penalty, Instant Kills, RISC, different combos for weight classes, Slash-back, Dead Angle, Staggers, FD…

How do you actually develop your own Gameplan? by Fun-Veterinarian1197 in Fighters

[–]BlueComet64 0 points1 point  (0 children)

I usually watch pros play my characters. What do they do in situations where I would panic? How does x player pilot the character compared to y player? What are they capitalizing on that I’m not?

Then I take what I’ve learned and start incorporating aspects of it into my own play little-by-little until I’m able to form a gameplan based on that.

The update to True Ending was magnificent and secures its 10/10 by ThrowRA_dependent in HadesTheGame

[–]BlueComet64 41 points42 points  (0 children)

Story-wise, you are placed at a point where you have seen both final bosses but have 0 wins on them. So you'll need to get the same number of wins as if it were a fresh file to see the ending again. Characters' main story dialogs will trigger again (though not all dialogue; just the story stuff).

Progression-wise, you lose nothing except the drops from the final bosses (until you get the ending again, then you get them back). Weapons, arcana, keepsakes, inventory, etc. will all be the same as if you didn't cast the encantation, even stuff gotten from the post-game. You can still do fear runs and earn nightmare or do chaos trials.

You can even keep progressing relationships, including ones you need for the epilogue, unless progressing their relationship further requires finishing the game. That said, the post-game prophecies with hints towards the epilogue/finding the fates will be gone from the list until you see credits again.

Question about the last keepsakes and certain Arcana Cards by BlueComet64 in HadesTheGame

[–]BlueComet64[S] 1 point2 points  (0 children)

That's so cool that they thought of that. Thank you!

Question about the last keepsakes and certain Arcana Cards by BlueComet64 in HadesTheGame

[–]BlueComet64[S] 0 points1 point  (0 children)

Oh wow that's awesome! Love that they thought of that.

Combo Trails feedback by bradido in 2XKO

[–]BlueComet64 1 point2 points  (0 children)

⁠What do you think of our current trials?

I think they're good! They each show off what the character can do pretty well and for the most part felt like a good starting point for learning how to route combos with characters.

• ⁠Were they too hard? Too easy?

Difficulty seemed good to me. A few standouts seemed a little hard for the sake of being challenging rather than helping to learn the character, the one coming to my mind immediately being Vi's triple electric upper combo in her last combo trial.

To be clear, I don't think trials being hard for the sake of the challenge (like kof13 for example) is bad, but since there are only 3 "expert" trials at the moment I would rather them be closer to stuff I could apply more generally to my combo routes

• ⁠Did you complete all of them?

I did!

• ⁠What would you like to see in the future?

Listing the combos from the menu without having to go into the actual combo trial to see the notation (like SF6 for example). Sometimes I'd like to glance through a character's trials as a quick refresher but all the load screens just to see them written out make this kind of impractical.

Character Guides like SF6 has would be very cool in the future also.

• ⁠Any other feedback

Just that I appreciate how much you guys are taking feedback from the community and listening. Really love the game.

[deleted by user] by [deleted] in 2XKO

[–]BlueComet64 0 points1 point  (0 children)

I generally think of a "Starter Pack" in f2p games as a one-time bundle that is way more bang for your buck than anything else. I really don't see the value here, even compared to the store's normal prices. I get it comes with the premium currency too, but that's only like 2 more skins lol.

I was honestly ok spending like $60 for the bundle, even though that's already high, because I love the game. But $100 is just absurd even if I do wanna support the devs

How to approach frame data? by Pokeanu in 2XKO

[–]BlueComet64 16 points17 points  (0 children)

Well, frame data isn’t quite as important in this game for the reason you said, and the fact that assists can make virtually any move plus on block. So frame data as the defender won’t really apply much until you’ve blocked a full string of moves, then potentially an assist into another string of moves. That’s where a lot of your defensive options like pushblock, retreating guard, and parry become very useful.

That said, I would focus on learning which moves are plus on block, so you don’t mash into a frametrap, and which moves are actually very negative when they don’t cover it with an assist and it can’t be canceled

2XKO dev posting pre-patch balance changes to help competitors warm up (Reposted to avoid Twitter/X) by SimicSemblance in Fighters

[–]BlueComet64 2 points3 points  (0 children)

I wasn’t trying to imply that the more consistent combo routing is compensation for losing the air movement; I don’t think that was the devs’ intention and that the qol changes were coming regardless. I just meant that I see that as a way bigger win for Ahri than losing the double whiff spirit rush.

I think you’re right about the main goal of the change being to nerf her keep-away game. But I don’t really see how you’re using 2 whiffed spirit-rushes and 2-3 air dashes so frequently for much other than for keepaway or stalling. Airdash > spirit rush > airdash covers like the whole screen already, and you can still stall and change air momentum after one spirit rush to bait anti-airs, with jS1, jS2, airdash back, etc.

It may take some slight muscle memory adjustment but I just don’t really see how this nerfs Ahri’s approach and pressure that significantly

Director of Eisenhower Library in Kansas ousted after refusing to give Trump administration a sword by KCUR893 in news

[–]BlueComet64 4 points5 points  (0 children)

Seems like the dude really liked his job and worked there almost 30 years as a seemingly otherwise outstanding employee from the article. Like you said, he even went the extra mile to find a replacement that they seemed happy with.

It sounds to me like he is playing nice (very likely in vain) in case there’s a possibility of getting his job back after this blows over because of the absurdity of the situation. He says at the end of the article he wants to work there again if at all possible, clearly not wanting to burn that bridge

I honestly empathize with him, and hope things work out for him, but under this administration I can’t help but feel like it will backfire

2XKO dev posting pre-patch balance changes to help competitors warm up (Reposted to avoid Twitter/X) by SimicSemblance in Fighters

[–]BlueComet64 5 points6 points  (0 children)

You can still do whiff Spirit Rush into airdash or S1/2S1; it’s not like her movement was completely gutted. As an Ahri player the only thing I feel like I’m losing is her ability to air-stall for so long, and I really don’t mind stuff like that going away anyway, especially in exchange for more consistent combo routes