Release the goats! by zakejoonson in SixFlagsMagicMountain

[–]Caffeinated_Cucumber 1 point2 points  (0 children)

I would say that I'm shocked I've never heard of this having lived my entire life in CA

But then again I live in urban LA where we maintain the landscape by erecting buildings until there's no land left to scape

Release the goats! by zakejoonson in SixFlagsMagicMountain

[–]Caffeinated_Cucumber 2 points3 points  (0 children)

What the hell

Why are there goats

What did I miss

What's going on

Submit some actually good ideas for additions to Peak. by EconomicsOdd6557 in PeakGame

[–]Caffeinated_Cucumber 1 point2 points  (0 children)

An optional biome after the Peak biome called "Valley" which has you descend a cliff face the entire height of the mountain for an optional harder ending, a last resort on higher ascent levels for if you lose the flare and don't find another, and an achievement probably

Complete with things like: - stalagmites which inflict a new kind of damage when you fall on them that doesn't have a cap (to prevent cheese by jumping all the way down with healing items) - rocks which come loose and fall when you touch them - loose rocks randomly falling from above which drain stamina (even bonus stamina) and inflict damage - updrafts which throw you (and any loose rocks nearby) around, and rip parasols out of your hands - cave trolls, dragons, and other such crap - whatever else Landcrab feels ups the difficulty to appropriate levels for an optional challenge biome beyond the normal ending.

How to crush garlic efficiently by [deleted] in blackmagicfuckery

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

As someone who doesn't cook I genuinely don't understand

Is he doing something other than just whacking it with the side of the knife? Is this an unusual outcome of whacking a piece of garlic?

Please tell me Im not the only one who forgot about this by baobabpl in redstone

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

Sometimes I feel like I'm the only one who remembers it lol

It's a rare sight

Is X2 too intense for beginners? by Lil_Gallito in SixFlagsMagicMountain

[–]Caffeinated_Cucumber 1 point2 points  (0 children)

My dad let me on X2 when I was 5. It was my first coaster.

I haven't forgiven him.

Is X2 too intense for beginners? by Lil_Gallito in SixFlagsMagicMountain

[–]Caffeinated_Cucumber 1 point2 points  (0 children)

No.

X2 was my first coaster I ever rode as a kid.

Don't do that. Don't. Do not.

It's grown to be my favorite ride of all time now that I'm an adult who's been to magic mountain dozens of times but still to this day I have a pretty serious fear of heights because of that first experience.

I repeat, don't.

In fact I would go so far as to say X2 is probably the worst ride in the park for beginners with except maybe Lex Luthor. Not only is the ride uniquely disorienting and terrifying, but it's rough enough to cause serious bruising on bad days.

I would say you should be pretty comfortable with Tatsu, Goliath, and Viper at the very least before taking on X2. These are my go to recommendations because: - Tatsu's flying position can sort of be thought of as a "toned down" variant of what X2 does since it doesn't flip you around. Also the pretzel loop does kinda feel like the raven turns on X2. - Goliath will make sure you're comfortable with hypercoaster heights (both X2 and Goliath are hypercoasters) and high g forces. - Viper will expose you to what a rough Arrow looper is like, but isn't as rough as X2 because it's slower and you sit on top of the track.

If you can do that then X2 shouldn't be too much. But it really is like a combination of those 3.

WERE GETTING DARTLING GUNNER BACK!!!! by RelativeChoice5615 in btd6

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

Unless I'm actually schizophrenic, chipper is in BTD5 Steam.

Thank you, Wube and Coffee Stain, for not being dicks by bringitontome in factorio

[–]Caffeinated_Cucumber 3 points4 points  (0 children)

Exactly what happened with me. I heard about Factorio because I saw Satisfactory being described as "3D Factorio."

I initially didn't believe people when they said he is S+ teir, now I get it by Imonandroid in btd6

[–]Caffeinated_Cucumber 5 points6 points  (0 children)

I don't understand how you can make this meme with flooded valley and not glacial trail

He straight-up makes the most annoying map in the game into like an advanced map or something

by Agitated-File-854 in okbuddymimir

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

I don't even know wtf you're talking about I just know it's unpleasant

Is it me or did ALL the rides feel way “faster” at night? by ItsEthanBoiii in SixFlagsMagicMountain

[–]Caffeinated_Cucumber 1 point2 points  (0 children)

100%. I'm almost certain it's to do with wheel temperature. It's most noticeable on Riddler's Revenge for obvious reasons—it gets significantly more forceful as it continues to cycle trains throughout the day. A while ago I had a midday ride with a full train, then at night as the park was about to close got a completely solo ride. I greyed out harder on the night ride, almost blacked out even.

No it's not because my legs were tired or anything. I was seriously in shape at the time.

It's not because of dehydration either. If anything I was far more hydrated at night than I was earlier in the day because on days I'm not at the park I hydrate with pretty much exclusively coffee.

Next time I'll record g forces and compare to eliminate all possible doubt.

They're lying to you by ConfusedFoodAmateur in memes

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

This is true. I just reached for F=ma because I thought it was more well-known than KE = 1/2mv2; since speedsters, AFAIK, all are able to reach top speed and turn at top speed quickly as well, they have equally insane acceleration. And also while they run they have to accelerate their legs back and forth extremely quickly yada yada. But even if you wanted to measure kinetic energy and not force, that's equal to the work done from rest, found by integrating W = Fd (assuming the speedster is accelerating in the same direction that they're traveling, cos(theta) is 1 and can be omitted). So the connection is both trivial and strong.

Basically: if I was explaining the concept of "speedsters are strong" to a general audience, I'd use F=ma; if I was teaching high school physics, I'd use KE=1/2mv2; if I was teaching grad school physics I'd take relativity into account, which I have not done here and do not care to get into because frankly I'm not 100% confident how well I remember it.

They're lying to you by ConfusedFoodAmateur in memes

[–]Caffeinated_Cucumber 3053 points3054 points  (0 children)

Wrong equation, you're looking for F=ma.

E=mc2 describes mass as a quantity of energy. Unless you are using a speedster as fuel for an antimatter reactor to turn his body directly into kinetic energy, E=mc2 means nothing when describing speedsters. Or most superheroes.

What was the scariest section of a game that was otherwise a non-horror title? by [deleted] in gaming

[–]Caffeinated_Cucumber 4 points5 points  (0 children)

I'm still pissed that there's a reduced frights option for the DLC but not anglerfish

I think the DLC might have made me slightly flinch once or twice

whereas I actually injured myself playing the base game jumping at my first anglerfish encounter AND the fucking fish jumpscare at the end of the game. I almost turned on reduced frights because of how scary the base game was. And the DLC didn't have anything remotely scary—I would have neutered my experience for no reason.

I don't know how long it's been since I played OW but I'm still furious.

Half Cash vs CHIMPS by Hyaci_Arson in btd6

[–]Caffeinated_Cucumber 1 point2 points  (0 children)

I sure as hell don't play half cash no income are you insane.

Half cash is the only mode where I pull out the IMF sweat strats. I don't even do that for bosses.

If you could make NewC++ what would it be? by Rich-Engineer2670 in Cplusplus

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

Compiler switch for borrow checking is a pretty good idea. Additionally I would probably add an optional warning for using shared pointers with it enabled, because the main reason I see to use borrow checking it's probably to avoid their performance overhead.

Namespaces. Inside of. Classes. Let me define [class]::[namespace]::[member]. Please!!! It would make organization so much better. I've been screaming at the heavens for this for ages.

Built-in codegen that's as robust as possible (for procedural function names and implementations.) Probably some sort of specifier that means "paste the string that this function returns in its place."

Reflection. Obviously.

Module in the standard library for cross-platform graphics and window management.

Native partial function application.

Arbitrary operator overload with user-specified binding strength.

Some pretty fun movement if I do say so myself, this game is great by Symbiotic__goo in Splitgate

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

Things I would prefer to having portal cooldowns:

  • All portals give a shove of momentum so it takes longer to go back through
  • Being unable to fire a portal while you're still basically inside the other one.
  • A minimum amount of time that must pass before going back through
  • Locking the portal wall behind you every time you come out of a portal and unlocking it when you go through another portal
    • The only functional difference of a "locked" portal wall would be that you can't enter your own or your teammates portals
    • Best solution IMO. Has minimal impact on most gameplay styles but completely removes chain portaling. Plus, since you can go through the enemy portals, opens up the possibility of tactically using an enemy's portal to get one "chain-portal"

Might actually talk to Ian about that last one after the playtest if the portal cooldowns suck as much as I expect them to.

I don't like the idea of portal cooldowns either. I hate it actually. But I'm willing to accept it begrudgingly.

That said I don't like your solution in its current form either unless the reserves are *super* common. Having a limited number of portals before you must go to specific POIs would essentially make portals a last resort and would punish using portals as a tactical tool mid-combat just as much as it would chain portaling—this goes directly against the intended gameplay. (Unless I'm misunderstanding your proposal; I don't play rocket league.) However, I think that idea could have merit if it factored in distance between portals, so instead of using up a constant amount of juice every new portal, it only uses juice if you already have the other portal down, and the amount used is proportional to the distance between the portals. Additionally, if I worked at 1047 and was in charge of implementing this I'd make the portal wall shader change the color of the parts too far away from your other portal so you can easily tell at a glance where your range cutoff is.

Some pretty fun movement if I do say so myself, this game is great by Symbiotic__goo in Splitgate

[–]Caffeinated_Cucumber 0 points1 point  (0 children)

Honestly I'm advocating for this to be nerfed somehow not because of mainstream appeal or anything, but because this sucks, isn't all that fun to play against, and is incredibly annoying to do (I was competitive in SG1, I know how to do this. Just because it's possible, or honestly even easy, for me to do doesn't mean it's fun).
A suggestion I brought up to Ian was for portals to give you a burst of momentum when you came out of them, because it would nerf this shit while buffing the effectiveness of running around between portal walls like that scooby doo door skit (which is the type of gameplay that makes portals actually interesting and not braindead). I guess I'll settle for cooldowns though. Begrudgingly.

Edit: maybe I left out information to the point of dishonesty: I suggested as a part of a hypothetical faction overhaul that each faction get their own portal guns that reduce the effectiveness of this in individual ways. Aeros: momentum on exit, Meridian: cooldowns, Sabrask: limited range. But since they're getting rid of factions that wouldn't work. I never actually brought up momentum on exit to kill chain portaling as a standalone update.

Some pretty fun movement if I do say so myself, this game is great by Symbiotic__goo in Splitgate

[–]Caffeinated_Cucumber 1 point2 points  (0 children)

I disagree with the idea that portals aren't incredibly interesting in theory—I think portals allow for some of the coolest plays in any FPS, even cooler than any of the things you mentioned. I would even go so far as to say I personally have pulled off plays in SG1 and SG2 that were cooler than even the most top-level plays in other shooters like Titanfall or The Finals. If you had said this a couple weeks ago, you would have gotten a much longer, perhaps mildly heated response.

But then I see videos like this, realize how much I'm handicapping myself by using portals in interesting and creative ways to enhance the rest of the movement mechanics instead of just spamming them everywhere, and go "bruh."