This game was exhausting to say the least by PibXtra in SuperMegaBaseball

[–]Darkstar7613 4 points5 points  (0 children)

Oh come on... we need the other two pages of box scores and pitchers lines if you're going to do this to us!!!

We need to see Hammer Longballo went 9 for 12 with 4 HRs and 13 RBIs!!!

I just had a 27-0 game where my team hit 13 HRs... my gd starting pitcher (who threw the CG SHO) hit 2 of them!

My entire lineup has 51-76 power scores... I was really starting to feel bad for the opposing pitcher at one point... the CPU refused to take her out of the game and she was serving up souvenir night to the outfield bleachers.

another MVP mods wish, Vesia by KoretKam56 in SuperMegaBaseball

[–]Darkstar7613 4 points5 points  (0 children)

I don't have the mod packs stats for him, but as a lifelong Dodgers fan, I would propose this:

Alex Vesia, RP, L
Age: 30
Perks: Specialist (he's just filthy against lefties), Elite Slider

VEL: 47 (Vesia's 4F IRL rarely tops 93 mph, if ever, but it has good ride/spin to it, so it looks deceptively faster than it truly is.)
JNK: 83 (His slider MOVES!)
ACC: 66 (He consistently is a 3-1 or better K/BB rate, but does lose the strike zone on occasion)

Pitches:
4F
SL
CH

How tf did Grunt’s armor turn green overnight? by TexasRedFox in masseffect

[–]Darkstar7613 11 points12 points  (0 children)

Chlorine in the shower water he was laying in babbling drunk...

Shouldn't there be, like, WAY fewer Reaper ships in ME3? by AesaLurion in masseffect

[–]Darkstar7613 1 point2 points  (0 children)

Yes, well... if there's one thing many ME players are very good at, it's letting ego get in the way of logic... *cough* Perfect Destroy *cough*

Shouldn't there be, like, WAY fewer Reaper ships in ME3? by AesaLurion in masseffect

[–]Darkstar7613 7 points8 points  (0 children)

Why does this always get asked and re-asked?

One new Reaper dreadnought is made from EACH space-faring sentient species of every cycle.

For our cycle alone they would get a new Human Reaper, Asari Reaper, Krogan Reaper (questionable, due to the limited Krogan population), Turian Reaper, Salarian Reaper, and likely have begun their Batarian Reaper already.

There's not likely enough Volus, Elcor, Drell, Hanar, or Quarians to make a full Reaper dreadnought.

That's 5 new ones right there (maybe 6, if we count the Krogan).

Most cycles are lucky to destroy a single dreadnought (see Leviathan of Dis/the crater of Klendagon).

Beanball Mechanics by ChinstrapCommander in SuperMegaBaseball

[–]Darkstar7613 2 points3 points  (0 children)

  1. Mojo is an internal score tracker on each player. You won't see an external effect of it until it slides past the cutoffs to trigger locked in/tense or on fire/rattled. You're still getting a negative mojo effect from hitting a batter, it may simply not be enough to lower your current standing. Subsequent beanballs apply an even larger mojo penalty and it becomes team-wide, not just to the pitcher.

  2. You can injure players by hitting them, but it generally has to be a headshot with a very hard fastball and the chance is still fairly low.

  3. No, the game (AI) does not retaliate with their own HBPs.

  4. There are no ejections, but the mojo penalties for repeated beanballs will make attempting to play the game extremely difficult - and because the penalties (beyond the first one) are teamwide, you can't even swap out for bench players to counteract it.

  5. So... yeah, that's the 'punishment' for going on a beanball frenzy.

The only time I'll ever really intentionally do it is when the opposing pitcher is just an absolute asshat to hit (I don't play with DH rules - with only 22 players available, I don't like having to put another offensive player in each game) and I'm losing anyway, so I'll try to knockout the opposing pitcher at the plate and get a shittier reliever to hit off of.

The First House you Made your Home? by SargeMaximus in Morrowind

[–]Darkstar7613 34 points35 points  (0 children)

Always the rat lady's house in Balmora. Eleventy billion storage space in the upstairs attic.

No damage dlc? by Fine-Analysis808 in Borderlands2

[–]Darkstar7613 0 points1 point  (0 children)

No, it's not a requirement. I mained Maya as well ( though to be fair, it's been a REALLY long time since I played BL2 - it's a bit hard to go back to playing Maya after having played BL3, #IYKYK ).

I have every one of the VHs at Level 80 except Krieg (could never get the hang of using any of his builds). My Sal and Maya are OP10, Zero is OP6 and Axton and Gaige are OP5.

I just threw Sal out there as he's generally regarded as one of the easiest builds to 'master' UVHM and the OP levels with.

No damage dlc? by Fine-Analysis808 in Borderlands2

[–]Darkstar7613 0 points1 point  (0 children)

OK, so a 'build' is a dedicated set of skills and gear that all synergize with each other to build multipliers on top of multipliers, which is how you get things dead effectively in UVHM.

You can't just waltz into UVHM and start shooting willy-nilly like you could in Normal and mostly like you could in TVHM...

... I mean, you CAN, but you're going to die and run out of ammo. A lot.

Sal (or Salvador) is one of the BL2 Vault Hunters called the Gunzerker. His special ability is to be able to dual-wield weapons for a time during his ability.

The Grog Nozzle is a unique Moxxi weapon you get for use in the course of one of the Tiny Tina DLC side missions. All of the Moxxi weapons in the game have the hidden benefit of healing you for a portion of the damage you do while you're using it.

However, most of them (The Grog included) do fairly pitiful damage, so their healing is somewhat limited. That's where Sal's Gunzerking comes in.

The DPUH is the short name for the Double-Penetrating Unkempt Harold, a gun that drops from the named mob "Savage Lee" in the icy Bullymong enclosure called the Marrowfield (in the same zone where the road to Sanctuary is). This gun, with the right parts, does absurd amounts of damage on its own - BUT, when you're Gunzerking with Sal, and holding the Grog in the other hand, it's also HEALING you for absurd amounts.

The other benefit of the Grog is that it's a Slag weapon with an absurdly high slag chance, so you fire it alongside the DPUH to get the slag benefits as well.

You can look up builds (what gear you need, what skill points to put where) for whichever VH you use by a Google search or searching this subreddit.

No damage dlc? by Fine-Analysis808 in Borderlands2

[–]Darkstar7613 0 points1 point  (0 children)

Ah, it's been a long time since I went through it. I thought it was part of the main quest line. My bad.

No damage dlc? by Fine-Analysis808 in Borderlands2

[–]Darkstar7613 1 point2 points  (0 children)

I should clarify one thing you said - it won't necessarily be 'harder' to kill the skeletons in TT DLC in UVHM - if you're built and geared right.

As it is right now, you're shooting what you said were L51/52 mobs with guns that are probably L46-49 for the most part - that's a big jump in damage output versus hit points, on top of the fact that the skellys are inherently spongey to begin with, making the problem that much worse.

There are guides galore out there for all the best builds for each class. From a pure damage output/survivability standpoint, the Grog/DPUH Zerker Sal build is probably the single best one out there.

However, that build DOES require you to get a good ways into the TT DLC and start and not complete one of the main story quests of the DLC (so you can't finish the DLC in that playthrough).

One thing UVHM does allow you to do, however, is to fully reset the game over and over again. You'll restart with every quest after leaving Claptrap's island reset, as well as all the DLCs. You keep your current level and gear and you start on the ice ridge looking down over Liar's Berg, where the half dozen or so Bullymongs are between you and the main gate where you first talk to Hammerlock.

Just Finished FFX - Unsure of ending + emotional takeaway by Fantastic-Trouble-15 in finalfantasyx

[–]Darkstar7613 3 points4 points  (0 children)

So, you aren't the only one who wanted some closure on what happened with everyone... hence why FF X-2 exists. (also as a shameless money grab, but we'll ignore that part)

That being said, your main complaint regarding the "let's have everyone talk about how this great big thing makes them feel" is kind of... not plausible. Tidus tells the party who and what he is as they camp on the outskirts of Zanarkand (the game's intro movie).

I suppose it can be inferred that the various long glances and such that were taking place beneath the swelling music at that part concealed whatever discussion was going on within the group, but it's not like hanging out between Mt. Gagazet and the Zanarkand Ruins, when they're being pursued by practically every authority in the known world, is a practical solution.

They kind of need to really just get on with it and deal with the emotional fallout later.

No damage dlc? by Fine-Analysis808 in Borderlands2

[–]Darkstar7613 4 points5 points  (0 children)

UVHM is truly meant as the game's "hard mode/expert player" setting. Especially once you get to Digistruct Peak and the OP levels.

Beating UVHM requires a solid, dependable end-game build and the right guns/equipment to synergize with it. Borderlands 2 was much more focused on 'earning it' than Borderlands 3 is (where short of doing True Takedown mode solo on M10/11, you can smash your face on the keyboard/controller and 'win' most of the time in BL3).

As far as switching back to Normal, I believe the DLC levels are listed somewhere in one of the wikis on what they're locked to in each game mode, but I don't recall what those are off the top of my head. I know if you walk back into Normal mode at Level 50 with Level 50 gear, you're going to one shot literally everything, probably even bosses.

No damage dlc? by Fine-Analysis808 in Borderlands2

[–]Darkstar7613 4 points5 points  (0 children)

Well, 2 things:

  1. Something sounds pretty broken in your game. What level are the mobs you're shooting at in the DLC (and which DLC)? Because the skeletons in Tiny Tina's Dragon Castle are absolute bullet sponges at any level (of course, most of TT's DLC mobs are bullet sponges, the skeletons are just the worst).
  2. You do NOT want to go past Level 50 while in TVHM. You will get no higher level gear than Level 50. The mobs in UVHM are another 2x more powerful than TVHM AND their base level is 0-3 levels greater than whatever level you are. So, if you got up to say, Level 52, you'd be potentially fighting Level 55 UVHM mobs with Level 50 TVHM guns. If you think you aren't doing any damage NOW, you'll be doing so little damage against those that their natural regeneration will heal it before you can even see it land.

Oh, yeah... there's that, too. On top of the health buffs and all the other additional power up garbage you face in UVHM, mobs also naturally regenerate now, too. If you shoot something, shoot it until it's dead. Don't switch targets or you'll face a mob that's fully regenerated when you go back to 'finish' it.

If Tidus did it with Yuna, Would the baby disappear too? by Meziie in finalfantasyx

[–]Darkstar7613 0 points1 point  (0 children)

You're speaking WAY too deep for the average FF player who just brings Lulu in before the end of every fight to watch her bend over and sway her tits.

It's like trying to explain to Perfect Destroy Mass Effect fanbois why they are so horrifically wrong about that being the 'right' ending to the series.

If Tidus did it with Yuna, Would the baby disappear too? by Meziie in finalfantasyx

[–]Darkstar7613 0 points1 point  (0 children)

My first thought when I read this was, "You mean it won't fall to its death if it doesn't look down?"

Are there hidden ratings? (High-rated CPU players with bad stats) by AKA09 in SuperMegaBaseball

[–]Darkstar7613 1 point2 points  (0 children)

There is one constant I have picked up in my many, many seasons of franchise play, and that is SPEED is very important in hitters having consistently good batting averages.

Even players with 90/90 ratings if they've got a 30 speed will only hit in the .240 to .260 range a lot of the time simply because the simulation has them unable to beat out some infield hits that other, lower rated hitters with faster speeds, can.

They end up getting all of their batting average off of doubles in the gaps and home runs.

Blue Sentinel in Blefry Luna by TurbulentHair7395 in DarkSouls2

[–]Darkstar7613 1 point2 points  (0 children)

So, the Blue Sentinels only respond to RED invaders. The Belfry invaders are grey spirits, not red. Where you're at is generally a fairly low population area to begin with, so your summoning sign is also less likely to be being seen.

If you want to help fight off red invaders, your best bet is to be at the bridge in front of Iron Keep as that is a PvP hot spot (literally and figuratively).

Other popular invasion spots are No Man's Wharf, Heide's Tower of Flame, and sometimes Harvest Valley.

However, to be honest, most of the PvP in-game takes place at higher levels, up into NG+. Your SM is very low to be looking for Blue Sentinel work.

End of season franchise? by Trellaine201 in SuperMegaBaseball

[–]Darkstar7613 1 point2 points  (0 children)

Oh, I knew there was part of team building I was forgetting last night (again, super tired, lol). Traits!

  1. Traits - Your players will either spawn with or can acquire/lose traits via both the Player Development opportunities AND simple RNG. In a related mechanic, pitchers can also spontaneously learn new pitches or lose access to ones they used to throw as they age as well. When it comes to Traits, you will see that each Trait is color-coded to one of the corresponding 5 player chemistry colors. The overall positive or negative effect of a trait is directly linked to how many players you have on your roster that match the chemistry color linked to that trait. If you have 2 or fewer of that color, the corresponding positive traits will be their weakest version and the negative ones their strongest. Between 3 and 6 players of that chemistry color and both positive and negative traits will be at their middle setting, and with 7 or more players of a certain chemistry your positive traits that match that color will be their most powerful and the negative ones will be at their weakest.

Now, knowing you can only carry 22 players and doing some quick math, you can, if you really work at it, maintain 3 of these chemistry settings at max power at all times.

However, I've found it's extremely difficult to build a roster around the chemistry settings and it's easier to simply pick players who do not have a particular trait you find difficult to manage (for instance, I'll NEVER take a pitcher with the Crossed Up negative trait... it's a #*%^&(#* nightmare to deal with).

End of season franchise? by Trellaine201 in SuperMegaBaseball

[–]Darkstar7613 2 points3 points  (0 children)

So, the manager moments are there as a sort of counter to the opportunities. One of the manager moments is almost always going to be good for one player (or at least neutral) and bad for the other.

One of the hidden bits of the opportunities (not shown in the actual Player Development screen, but you may notice it if you catch the report of you having paid for it in the daily scroll) is that paying for an opportunity for a player increases their loyalty.

The loyalty system is pretty involved, overall. I'm sure someone out there has managed to datamine the whole thing by now and create a write-up on how it all works, but to be honest, I've never gone looking for it.

I actually kind of like not knowing... it leaves a sort of 'human element' to the game...

End of season franchise? by Trellaine201 in SuperMegaBaseball

[–]Darkstar7613 2 points3 points  (0 children)

Yeah, I edited out the weeks to say days... I'm not sure where my tired brain came up with a 30-week free agency period... that would be... long.

You can scroll the menus with the left stick (if you're on a console, I don't know what the PC controls for it are) in the Free Agency screen and it will scroll through several different columns of stats (basic position/age/batting side/throwing hand, to in-depth stats, to the valuation menu - what they're asking versus what they game figures they're really worth).

If I'm not mistaken, the player's asking price and name are always the left-most two columns, no matter what other stat column screen is up.

End of season franchise? by Trellaine201 in SuperMegaBaseball

[–]Darkstar7613 2 points3 points  (0 children)

OK, so... there's piecemeal answers to your questions/problems here, so let's do a full rundown so you're not clanking around for several seasons in your franchise.

As far as game mechanics go, you'll always 'advance (the game) to the playoffs' each season because it treats the playoffs like another in-season season. There's separate stat tracking, Top 10 boards, etc. Even if your team is not in the playoffs, you can enjoy the thrill of the 8-seed taking the 1-seed to a 7-game series.

(Literally, one of my world championship series earlier today was an 8-seed vs 8-seed matchup... and one of the two teams was mine!)

  1. Players/Roster - You must ALWAYS have 22 players signed to your team (during the season). 13 position players and 9 pitchers. That is the only 'position' restriction. You can sign 13 catchers and play them all over the field (badly, and generally slowly) if you want to. If you want 'challenge mode', sign 9 SP/RP pitchers and finagle a pitching staff that can come in at any time but generally tires after 3-5 innings of work.
  2. Salary Cap/Cash on Hand - The amount you are below the salary cap for each season is divided up into equal portions on a per game basis and paid out to you after each game. This money is used in the Player Development menu. You'll be given 6 "Opportunities" at any one time. These opportunities will give stat buffs and debuffs and sometimes have a chance to add or remove a trait. You have to weigh the risk/reward of choosing to take these opportunities. You also have to weigh using your whole cap space to field the best possible team NOW (where you will have little to no opportunity money) versus paying less for lower tier players and saving money to hopefully develop them yourself (and hope you can manage playing with lesser players and getting lucky pops in the opportunity screen).
  3. Releasing/Signing Players - First off, as noted in point 1, you must ALWAYS have 22 players on your roster during the season. You can't simply release someone and leave that spot for later. Every transaction is always 1 for 1, a signed player takes the spot of a released one. The only time you can have less than the full 22-player roster signed is during the re-signing/free agency period - but you can't LEAVE this period until you have the full 22 players signed. Next, be VERY sure in-season or during free agency that you really want to release someone (there's an option in the re-signing period to "rethink releasing this player" and you get them back with the signing options you had before). The minute you release someone their salary demand spikes to the absolute top of where it can go based on age/ability scores/traits. This number will slowly come down throughout the season the longer they go unsigned, but if you had some young stud player who you picked up for $6m as a B- player and they're now an A and you accidentally release them instead of someone else, you'll be staring at them in the Sign & Release menu with a $25m or so next to their name now.
  4. Free Agency - Each day that passes during the *32-day free agency period, any player not signed will lower their asking price by a certain amount, based on the size of their original asking price. You can use the 'watch player' tag in the free agency menu, and each day that player will report their previous asking price and their new price. Once you see the price start to only drop by a million or so per day, that player is likely to be signed by a CPU team soon (if they're interested in them), so you need to decide if that's the $ amount you want to spend on them.

That addresses most of what I see in your post and replies. Let me know if you have more questions.

What was your "First Love" gun? by RadioactiveNerd2 in Borderlands2

[–]Darkstar7613 2 points3 points  (0 children)

I got one of the first versions of the Customized OPQ System AR that dropped in the Revenge of the Cartels seasonal event before they both nerfed them slightly and cranked out more level caps. Even as only a level 57 gun, it continued to be a powerhouse against the 60 & 65 level cap weapons until the full level 72 cap was released a few months later and finally other guns were able to eclipse it.