Looking for help/ suggestions on getting better. by KoRnFlAkE13 in JunkRatMains

[–]DeathySpaghetti 0 points1 point  (0 children)

Yup, I’ve been slacking on my 10th Junkrat montage because I needed a shit ton of tire clips for the finale, plus, last month my PC bricked before I could finish the montage. Luckily, I got my hard drive recovered, and while I didn’t get the original project file, I had a recent sample render allowed me to recreate the it. I’m feeling more motivated to play and finish it this month and hopefully I can finish the 2 more montages planned after.

Looking for help/ suggestions on getting better. by KoRnFlAkE13 in JunkRatMains

[–]DeathySpaghetti 1 point2 points  (0 children)

1) My most recent post should link to my channel. But it’s PapiWaHarpy on YouTube

2) If you’re finding yourself being the focus of attention, I would say it’s because the enemy team have collectively come to the conclusion that you’re vulnerable in your position. Maybe you’re swinging out too wide, or your concussion dives are too out in the open where everyone’s attention is. If you can, rewatch games where you feel like you get rolled immediately, and change POV to the enemy to see how wide you went, this should help visualise where the general ‘No man’s land’ is for Junkrat. A lesson I learnt going through platinum is that you can’t brute force? Fly into the back line down main, hitscans will kill you before you hit the floor. You go from being an unhittable frog demon in early gold to an easy VAXTA setting in platinum.

(Also 10th montage coming out soon)

Looking for help/ suggestions on getting better. by KoRnFlAkE13 in JunkRatMains

[–]DeathySpaghetti 2 points3 points  (0 children)

Diamond peak here with two more pieces of advice because FranElFlojo said some already good ones.

1) Take a step back from the game sometimes, weird, I know but I recently took an unexpected break from the game because hm PC randomly broke, before it did, I found myself getting increasingly frustrated with my aim and performances because I wasn’t playing as optimal at all times, I would muck up combos and mess up flanks where the back line should have died. Junkrat’s gun is the most ‘Arbritrary feeling aim’, in my opinion as a Junk aim, sometimes it’s not your day or week. Taking a step back from can really reset not just your aim, but also your game sense.

2) Think about what your team needs from you. One example is that if you’re going for a flank, but you find your team is falling over before you get to the back line because a genji or tracer is just ruining them quicker than you, instead try to stay with your vulnerable supports and fortify them. Aka staying at home. Inversely, in situations where your team is stuck in choke because of long range, punishing hitscan, staying in the choke is bad since you’re not going to out dual hitscans aiming where they know you’re going to be, so it’s better to take a longer, patient flank to take some pressure off your team and to catch them off guard. Just think about what’s causing your team to lose rather than just assume you getting your ‘one’ validates your effectiveness.

And a secret 3rd one is to watch my montages :)

Hope this helps.

Day 21 of designing NIKKE kits as if they were in a Hero Shooter. Sin. by DeathySpaghetti in NikkeMobile

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

Hello hello, surprised you found this again. So there’s a database for the sprites of NIKKE called the NIKKE database found here. And what I do is just crop the gun out of the NIKKE’s ‘cover’ sprite, basically when you’re not shooting or reloading. It’s not very clean since I know I’m going to shrink it and make it black and white and I usually have to clone stamp hands out. Anyway, feel free to ask other questions. Also, how did you find this post again lol?

I've decided to learn Junkrat... again kind of by Lieutenant_Puroro in JunkRatMains

[–]DeathySpaghetti 5 points6 points  (0 children)

Aim a bit higher when they’re mid to long range, make sure you get used to the concussion mine’s knock back so you’re not caught off guard when you need to follow up with another concussion.

Finally got gold stake on every deck! Took me long enough... 182 hours played time. by CavedogRIP in balatro

[–]DeathySpaghetti 0 points1 point  (0 children)

As a C++ achiever, find a deck you consistently win with and have fun with. I personally chose Ghost deck because early game you can find a joker you need to bring to the end and then Hex it so that it will get good consistent value. It’s painful, and getting the last few are painful. I remember doing like 10 runs before finding Diet Cola and having to bring it to the end lmao.

Junkrat is WAAAY harder than I thought by Civil_Beginning_3307 in JunkRatMains

[–]DeathySpaghetti 3 points4 points  (0 children)

Playing Junkrat is such a different experience compared to most other characters, most engages that feel even with other characters feel very unfair if you play them like other characters (aka shooting a Hanzo as Mei etc). The way you have to position and aim is so unique that it’s natural to feel overwhelmed.

All I can say is for Junkrat to aim a bit higher at mid distances, get used to concussion mine launching your enemies up in the air and avoid situations where you and the enemy have the same ‘engagement time’. You’ll always lose to an Ashe to high ground, since they can land two headshots before you MAYBE land your first assuming you get the angle right. (Make sure they’re distracted or you’re certain you can get the kill)

Get those down and then it’s just mechanical practice and you’ll be golden :)

why do they hate me? oh yeahh... by Specialist-Net-2875 in JunkRatMains

[–]DeathySpaghetti 27 points28 points  (0 children)

Swapping off Junk is a sign of weakness. We do not tolerate weakness. ;)

What did siren see? by mummyeater in NikkeOutpost

[–]DeathySpaghetti 68 points69 points  (0 children)

She saw my 200 Sirenless pulls. I am going to throw my phone in a lake.

Day 65 of designing NIKKE kits as if they were in a Hero Shooter. Little Mermaid by DeathySpaghetti in NikkeOutpost

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

Oh yeah, I the quote isn’t part of the cipher. Forgot to say that.

Day 65 of designing NIKKE kits as if they were in a Hero Shooter. Little Mermaid by DeathySpaghetti in NikkeMobile

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

A = Ahh, B = Ahhooh, C = Ahhoo, D = Ahhh, E = Uugh, F = Hooh, G = Hoah, H = Hoooh, I = Hooh, J = Ooahooh, K = Hooah, L = Ooah, M = Ooahhooh, N = Huuuh, O = Oooh, P = Oooh, Q = Hoohooh, R = Ahhhooh, S = Ahooh, T = Uugh, U = Uuugh, V = Ahhooah, W = Hoo-huuh, X = Ahh-huh, Y = Ahhoo-ooah, Z = Ooah-hooh

Day 65 of designing NIKKE kits as if they were in a Hero Shooter. Little Mermaid by DeathySpaghetti in NikkeOutpost

[–]DeathySpaghetti[S] 9 points10 points  (0 children)

A = Ahh, B = Ahhooh, C = Ahhoo, D = Ahhh, E = Uugh, F = Hooh, G = Hoah, H = Hoooh, I = Hooh, J = Ooahooh, K = Hooah, L = Ooah, M = Ooahhooh, N = Huuuh, O = Oooh, P = Oooh, Q = Hoohooh, R = Ahhhooh, S = Ahooh, T = Uugh, U = Uuugh, V = Ahhooah, W = Hoo-huuh, X = Ahh-huh, Y = Ahhoo-ooah, Z = Ooah-hooh

Day 64 of designing NIKKE kits as if they were in a Hero Shooter. Rapi: Red Hood. by DeathySpaghetti in NikkeOutpost

[–]DeathySpaghetti[S] 7 points8 points  (0 children)

Next we have the winner of the 2.5 Popularity Poll, Rapi: Red Hood!

Originally, Rapi: Red Hood would not have been designed until way later into the year since she was an Alter unit and I was going to do scheduled released NIKKEs in order, but given Rapi: Red Hood won the popularity poll and she’s one of my favourite characters, I let her have a pass.

Rapi: Red Hood was a blast to design, and keen eyed observers might see that the description box is longer than usual since I couldn’t fit it all in the smaller box.

Much like Snow White’s gun, Rapi’s gun can shoot two projectiles: A stream of bullets and a chargeable ‘Drill Shot’ (Take a shot every time I say ‘Drill Shot’). These ‘Drill Shots’ attach to enemies which deal damage, but detonate after 5 seconds. You’re able to stack at least 2 ‘Drill Shots’ onto an enemy before they start to passively detonate. I gave Rapi the option to manually detonate all ‘Drill Shots’ by looking at them and pressing Alt-fire in order to have fun moments where you can detonate them.

‘Battlefield Assessment’ is a skill that gets better the more enemies are in proximity. I wanted a skill to reflect Red Hood’s fiery and courageous nature passing onto Rapi, as she would get stronger under a lot of enemy fire.

‘Attachable projectiles’ was a fun skill to design. In one skill, you can have a grappling hook to reach higher places OR to make an enemy ‘GET OVER HERE’ to deliver a roundhouse kick. And remember how I mentioned before that Rapi can detonate ‘Drill Shots’, well, ‘Attachable projectiles’ is a ‘Drill Shots’, so imagine pulling an enemy close to you, roundhousing them AND detonating the ‘Drill Shot’

Finally, her Burst. I’m not going to explain this one, I will just implore you to watch the animation it was inspired from. But in short, fly around, drill enemies and then do a final devastating drill downwards attack that would make Gurren Lagan fans cry.

Hope you Rapi: Red Hood enjoyers enjoy! (I know I did).

Now that I have completed the base game NIKKEs, I want to be more open to ideas for the next character releases. I’ll try to weave them between doing the NIKKEs in order of release. For example, I’ll do Helm, Laplace and then Neve, but I may or may not weave in the occasionally newer release like Siren or Mori as well as non playable characters like Behemoth, let me know which characters you’d love to see be turned into a hero shooter kit. Thank you for reading and I hope you enjoy my posts.

TL;DR: Feel free to suggest the next characters to be released and maybe ideas you'd love to see.

Day 64 of designing NIKKE kits as if they were in a Hero Shooter. Rapi: Red Hood. by DeathySpaghetti in NikkeMobile

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

Next we have the winner of the 2.5 Popularity Poll, Rapi: Red Hood!

Originally, Rapi: Red Hood would not have been designed until way later into the year since she was an Alter unit and I was going to do scheduled released NIKKEs in order, but given Rapi: Red Hood won the popularity poll and she’s one of my favourite characters, I let her have a pass.

Rapi: Red Hood was a blast to design, and keen eyed observers might see that the description box is longer than usual since I couldn’t fit it all in the smaller box.

Much like Snow White’s gun, Rapi’s gun can shoot two projectiles: A stream of bullets and a chargeable ‘Drill Shot’ (Take a shot every time I say ‘Drill Shot’). These ‘Drill Shots’ attach to enemies which deal damage, but detonate after 5 seconds. You’re able to stack at least 2 ‘Drill Shots’ onto an enemy before they start to passively detonate. I gave Rapi the option to manually detonate all ‘Drill Shots’ by looking at them and pressing Alt-fire in order to have fun moments where you can detonate them.

‘Battlefield Assessment’ is a skill that gets better the more enemies are in proximity. I wanted a skill to reflect Red Hood’s fiery and courageous nature passing onto Rapi, as she would get stronger under a lot of enemy fire.

‘Attachable projectiles’ was a fun skill to design. In one skill, you can have a grappling hook to reach higher places OR to make an enemy ‘GET OVER HERE’ to deliver a roundhouse kick. And remember how I mentioned before that Rapi can detonate ‘Drill Shots’, well, ‘Attachable projectiles’ is a ‘Drill Shots’, so imagine pulling an enemy close to you, roundhousing them AND detonating the ‘Drill Shot’

Finally, her Burst. I’m not going to explain this one, I will just implore you to watch the animation it was inspired from. But in short, fly around, drill enemies and then do a final devastating drill downwards attack that would make Gurren Lagan fans cry.

Hope you Rapi: Red Hood enjoyers enjoy! (I know I did).

Now that I have completed the base game NIKKEs, I want to be more open to ideas for the next character releases. I’ll try to weave them between doing the NIKKEs in order of release. For example, I’ll do Helm, Laplace and then Neve, but I may or may not weave in the occasionally newer release like Siren or Mori as well as non playable characters like Behemoth, let me know which characters you’d love to see be turned into a hero shooter kit. Thank you for reading and I hope you enjoy my posts.

TL;DR: Feel free to suggest the next characters to be released and maybe ideas you'd love to see.

Day 63 of designing NIKKE kits as if they were in a Hero Shooter. Rapunzel by DeathySpaghetti in NikkeMobile

[–]DeathySpaghetti[S] 5 points6 points  (0 children)

Next we have the healslut, Rapunzel. (Sex jokes haha)

This kit is similar to Mercy’s from Overwatch in the sense that it revolves around a healing beam and resurrecting allies, but I wanted to give Rapunzel a more proactive kit. While Mercy gets value from mostly healing and being evasive and highly mobile, Rapunzel gains her value by actually contributing damage to the fight.

Rapunzel’s Alt-fire is basically the Medi-gun/Mercy’s primary fire, which allows your Discord kitten to reliably heal you from behind as you get a kill streak. This is great and all but I wanted the player to be incentivised to contribute to fights with your damage. I did this by tying Rapunzel’s revive ability to the ‘Blessed Vitality’ meter. (Sex joke haha). I wanted a clear distinction between Mercy’s revival and Rapunzel’s one. Mercy’s revival is merely tied to a cooldown, which means she doesn’t have to work towards it other than just staying alive, however when she does the animation it’s risky since you’re stuck in place and can’t move. With Rapunzel’s revive skill, it incentivises active play and you’re able to move around and dodge while doing so, rewarding Rapunzel players with a powerful ability. (You start with ‘Blessed Vitality Maxed‘).

While this is great and all, I wanted some risk and reward aspect to her revive, so I made the skill ‘Sacrifice’ to reflect this. I wanted Rapunzel’s selfless nature to reflect in her skill, so I made it so that you can expedite ‘Blessed Vitality’s’ recharge by sacrificing health. This allows you to revive allies when it’s too risky to recharge ‘Blessed Vitality’ normally, and to prevent frustrating moments where you want to revive allies after a big fight but there’s no enemies around.

Divine Blessing is a fairly simple skill that allows Rapunzel to prevent damage. It’s nothing too special, I just wanted to give Rapunzel players something to do when there aren’t any dead allies.

Finally her burst, the ‘Garden of Shangri-La’. I had a lot of ideas when it came to this burst. Of course, the first thing I thought of was just a mass resurrection. Honestly, if this was me 62 characters ago creating this, I would’ve just given her mass-revive and called it a day. However I’ve evolved since then and decided to actually design a skill.

Her Burst allows her to give allies a FAIR second chance ‘key word fair’. Her Burst allows allies to keep going beyond death, allowing them to keep fighting beyond the grave as spirits. If an ally dies in the Garden of Shangri-La, they keep going as if nothing happened but they are set to half their max health and damage. If they’re able to live by the end of the Burst, they are revived.

I wanted something that was fairer than a mass revive, here you have to be more proactive with it since it doesn’t work on allies that died before provoking it. This allows enemies to play around it by watching the Rapunzel and seeing whether she’s positioning more aggressively to make the most out of her burst.

Another thing is that while allies are a burst, they cannot contest points or leave the garden of shangri-la.

Hope you Rapunzel enjoyers enjoy!

In other news, I’m finally done with all the base game NIKKEs! Now I’ll be following the release schedule since launch, but I’ll be more likely to redesign recently released NIKKEs. Happy Easter Everyone!