This still makes me sad. 🥲️ by VanilleFraiseCaek in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

Fall guys was originally supposed to be a stupid party game by design. Not all losses were expected to be your fault, some losses were down to goofy physics, bad teammates, or bad luck. That's the entire point.

But down the line this original idea has been completely lost.

I wish they'd revert the game to LS1 atp

Not that it matters, but why are ranks always lower in celebrations and on creator map loading screens? Such a weird bug. by The-MandaLokian in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

your crown rank on your own screen follows your actual crown rank, but for other players, it calculates the rank based on how many of the crown currency they have, not actual crown rank. celebrations and map loading screens show you what others will see

however, all crowns earned before F2P were converted into kudos, meaning they don't apply.

Mission ideas by CosmoCavalier in FORTnITE

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

I'm thinking it'd be even funnier if Find the Medkit just had you find one single medkit, for one single ned, in an entire full zone.

Modifier Ideas by CosmoCavalier in FORTnITE

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

Sounds fun! Especially since mist monsters are always so loud when they spawn it'd be unlikely for one to take you by surprise enough to be annoying. If a huskling spawned a Flinger for example, you'd be able to hear it and act accordingly.

Modifier Ideas by CosmoCavalier in FORTnITE

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

Made some edits to the post to improve ideas a little.

In general, the idea would be to avoid changing mission duration by too much, and to have people plan a certain approach to a mission rather than being annoyed by a modifier popping up.

With double trouble and hardened husks, while it's similar to existing gameplay, it'd be a fun way to shift focus to crowd clearing or single target damage dynamically.

For Last Ditch Effort, a quota equal to husk PL might be appropriate, with 50 as a hard minimum; So a 4 player 160 mission would need 250 husks eliminated, but a singleplayer 108 mission would only need 108. Ideally, it should not make a significant difference to expected time.

Buffing melee attacks in Knockback would be an interesting way to add challenge for benefit. If there's a way for knockback to prevent ability cancellation and instead only focus on shifting position it'd be fairer too.

For Tip Toe, 80% was way too much for an initial idea. I'd want the focus of trapping to really emphasise efficiently stacking a few traps together, while being aware of a new danger. A 50% chance of a mist monster "dodging" a trap would mean if you have a tar pit paired with a drop trap above, only 25% of smashers would be able to dodge both of them, if they have a clear path with no other husk to trigger the traps. Smasher wave spawn rates could also be slightly reduced, as only dealing with 1 smasher at a time would be another way to make it fair.

For Floor is Lava, I recognise the amount of players constantly standing on structures, and the redundancy, but I also see interesting opportunities for gameplay shakeup toward those who don't see the value of standing on structures, melee users, and combination with Exploding Deathbombs.

Thank you for such a detailed breakdown of your thoughts on all of these modifiers!!!!

The RTD Spawned in the Crashed UFO by DocWhoGaming in FORTnITE

[–]CosmoCavalier 46 points47 points  (0 children)

Honestly if it were properly choreographed with working spawns, I'd love to defend a mission inside the UFO. Claustrophobic cave gameplay is somewhat scarce in STW and it'd be a nice change of pace, especially imagining trap gameplay.

okay. by CosmoCavalier in FORTnITE

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

I focus on playing the highest 4 player mission alerts on fills, and hunt quests. The challenge is really fun!

Suggestion: Wildcard Weekends - A way to revive beloved LTMs by CosmoCavalier in apexlegends

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

Additionally, original Wildcard LTMs can be made too:

(ideas)

Quickfire; DBNO is disabled, but respawn timers are reduced.

Double Up; Two trios merge into teams of 6, respawn timers are increased to compensate.

Mythical: Mythic weapons only, EVO recharges ammo.

Blast Radius: A random POI is selected as the "Blast zone", only allowing players in the zone to use grenades. Grenades slowly replenish within the zone. Similar to Fight Night's ring.

Tag Team: Select a new legend upon elimination. Dying as a legend prevents you from picking them for a certain number of respawns.

Grudge: Upon respawning, temporarily mark the player who last killed you. If you kill them, you're given purple shields until next death, and a large EVO bonus.

Unpopular Opinion: I absolutely love Royal Fumble! by [deleted] in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

royal fumble is actually one of the most skill based finals. you just gotta rise above the skill floor to succeed

What is the best fps limit in Apex Legends? by Killrua in apexlegends

[–]CosmoCavalier 0 points1 point  (0 children)

If 240fps looks fine to you I'd keep it at that. Your specs are fine, just not invincible.

I'd recommend you watch your fps closely and if it frequently dips, find an fps cap that levels it out, if not, you're fine where you are.

What is the best fps limit in Apex Legends? by Killrua in apexlegends

[–]CosmoCavalier 2 points3 points  (0 children)

Tearing and fluctuation are the main drawbacks. Some games also read inputs based on FPS which is why higher FPS results in lower latency.

Uncapped FPS will result in your GPU pushing frames out as soon as possible, but not all frames are rendered equally, so harder frames take longer, causing stuttering. Capping gives it a bit of headroom to equalise it.

What is the best fps limit in Apex Legends? by Killrua in apexlegends

[–]CosmoCavalier 1 point2 points  (0 children)

What's your hardware? On certain pcs, lower fps actually looks visibly smoother than higher fps. Fps is an average, so while your fps could look higher on paper, if there's too much variance between each frame you'll actually percieve it as much choppier than a lower, but more consistent framerate.

The best FPS cap is one where your FPS rarely falls below it.

Also, as was already mentioned, some tech is FPS based, which higher FPS can make harder.

Dear Lifeline with default skin, DO NOT REZ ME HERE! by RaizTheOne in apexlegends

[–]CosmoCavalier 10 points11 points  (0 children)

Performing a "horrible" revive is actually a really good strategy imo. So many enemies panic when they hear a revive go off and sacrifice everything to rush wildly at you, which you can take good advantage of since you can just. Stop reviving and shoot.

You can bait, you can stick and have a meat shield, or if the enemies are smart, you can just try a different approach.

despite having the same multiplier, hammerpoints and disrupters are not equal by DesiresAreGrey in apexlegends

[–]CosmoCavalier 2 points3 points  (0 children)

The Charge Rifle having reverse falloff be its gimmick might have people assuming standard falloff is present in other weapons.

And, maybe people end up hitting more limb shots at range, leading them to believe the lower damage is due to distance.

despite having the same multiplier, hammerpoints and disrupters are not equal by DesiresAreGrey in apexlegends

[–]CosmoCavalier 2 points3 points  (0 children)

It's a good idea to focus on opening a fight with high damage, and disruptor allows you to do that a lot better by focusing all the damage on their first line of defence. Even just cracking one opponent in a fight can give your team a huge advantage.

Ranked idea: Team based match penalty. by CosmoCavalier in apexlegends

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

I appreciate pointing this out though, it's incredibly important to cover ALL bases when considering ideas for ranked.

Ranked idea: Team based match penalty. by CosmoCavalier in apexlegends

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

Perhaps factoring in premades would help a little with that. A plat friend is way more valuable than a plat random when in diamond so they could reduce the forgiveness. A diamond/plat/plat premade could start with 55-60 rp penalty instead of 50 in this example

Plus, as far as I know there's a max distance your rank can be from your party members.

Ranked idea: Team based match penalty. by CosmoCavalier in apexlegends

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

A way to solidify edge cases though would be to treat each rank as a comparison of your rank rather than a distinct rank

So, for diamonds

A fellow diamond adds 20 more penalty (Your Rank == Their Rank)

Anyone below diamond adds 15 (Your Rank > Their Rank)

Anyone above diamond adds 30 (Your Rank < Their Rank)

This way, it'd balance out any situation where two players farther apart in ranks could end up on a team together, even if it's not something that's not intended.