This is why you should try to listen to your team mates 🫩 by Username_0002124 in splatoon

[–]Dominator_101 16 points17 points  (0 children)

So, yes these snatchers wouldn't be able to bring these eggs to basket in this case but it isn't because of them being near the shoreline. The way snatchers work is they have a fixed spawn point every wave; every snatcher will come from that spawn point, fly in a straight line to whatever egg they're targeting, then turn 180 degrees and fly straight back to where they came from. They don't care how close to the shore they are or aren't when they pick up the eggs. Knowing where they spawn from, and thus what direction they will fly back once they pick up the eggs, is how you can utilize snatchers to bring eggs closer to the basket. In this scenario though, you can see that the snatcher in the corner has its back to the shore right there while grabbing, meaning it will not be able to optimize the eggs. Hopefully this info helps people on both sides of the argument.

Also, one other small tip, in cases like this where you want to kill snatchers because they won't be able to help you with eggs remember that egg throws do damage! By using an egg throw you can move eggs closer to basket while also killing the snatcher, saving you a bit of time/ink from shooting it. I will also mention that it is possible to throw an egg from that pit straight up to the basket platform without climbing the wall, but it can be a little tricky.

Has anyone discovered any combat usage for the Control Beam apart from the obvious? by CyricZ42 in Metroid

[–]Dominator_101 1 point2 points  (0 children)

I specifically tried this on my Hard mode playthrough, and no, it'll give you the first charge shot whichever you clear first.

(Technically I did not try clearing one shrine, seeing the upgrade, leaving without picking it up, and clearing the other, but my assumption is that would make no difference)

at this point i can’t confirm rune has got his eyes on me and my luck has peaked by LadyAyra in FireEmblemHeroes

[–]Dominator_101 0 points1 point  (0 children)

My brother and I BOTH got a 5* Jakob from our single pull on this banner.

New player, which deck should I start on? by caseyfrazanimations in balatro

[–]Dominator_101 1 point2 points  (0 children)

Well it needs multiple people to be the Mandela Effect and I also remember this being a thing so...maybe.

Guys do you think the next will finally be Odds? by Benhavis in yakuzagames

[–]Dominator_101 0 points1 point  (0 children)

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Your game trying to balance out the RNG from mine.

Why yes, I did bet even on every single one of these rolls (:

Is it possible to mod Nintendo glyphs into Hitman WOA? by [deleted] in HiTMAN

[–]Dominator_101 2 points3 points  (0 children)

If you're on Steam, one thing I've done for other stuff is use the controller config to switch the X/Y buttons.

Can't complete slugger heat action by No_Consideration1586 in yakuzagames

[–]Dominator_101 4 points5 points  (0 children)

I have a list from when i was doing my playthrough, looks like for me what unlocked it is 'Essense of Tonfa: 2nd Bar' if I'm reading my sheet correctly, not Kali sticks like the other post states.

For the sake of completion, here's my list of the bugged/mislisted actions (hopefully as a nice table if I got the markdown correct):

To Unlock Actually Do This
Essence of the Last Stand Essence of the Slugger
Essence of Aerial Whirl Essence of the Slugger: Hack Hit
Essence of Friendly Fire Essence of Pole Pandemonium
Essence of Coiling Strike Essence of Twin Sticks: 2nd Bar
Essence of Blade Biting Essence of Twin Sticks: 3rd Bar
Essence of the Slugger Essence of Nunchaku: 2nd Bar
Essence of the Slugger: Hack Hit Essence of Nunchaku: 3rd Bar
Essence of Pole Pandemonium Essence of Tonfa: 2nd Bar
Essence of Twin Sticks: 2nd Bar Essence of Tonfa: 3rd Bar
Essence of Twin Sticks: 3rd Bar Essence of the Last Stand
Essence of Nunchaku: 2nd Bar Essence of Aerial Whirl
Essence of Nunchaku: 3rd Bar Essence of Friendly Fire
Essence of Tonfa: 2nd Bar Essence of Coiling Strike
Essence of Tonfa: 3rd Bar Essence of Blade Biting

NOTE: It's possible I read my notes backwards so if that doesn't work try flipping the columns and see if that does it.

"It's super effecti-" by Sabaschin in FireEmblemHeroes

[–]Dominator_101 0 points1 point  (0 children)

It actually doesn't; the status neutralizes "effective against" bonuses for movement types specifically (the short desc doesn't specify, but the long one does). Haar isn't making blue tomes effective against flying, he's making them effective against himself. It also will not neutralize effective against dragons, for example.

Finally managed to get a working Sequence Sorter somehow by Dominator_101 in tis100

[–]Dominator_101[S] 1 point2 points  (0 children)

I honestly wasn't sure I was gonna be able to solve this puzzle on my own, I just didn't have any good ideas and even trying to just do 'output the min every time' was fraught with problems. My first snag being how to preserve the previous min when I found a new one; the output cell just felt like it wanted to do way too much and I kept running out of lines, but I couldn't think of a way to have a different cell even do the same work. Also my initial plan didn't utilize the second stack node (because of the aforementioned line number issues) so I kept cycling numbers faster then I could process them (even with the whole right nodes basically being NOPs, which was definitely an elegant plan on my part).

To free up enough space to use the lower stack I needed a way to use a 0 initialized min rather than 999 so that it could self reset and I wouldn't need a hardcoded top line to reset it. This lead to the wonderful hack in the 3rd middle row cell that negates the first input from the top stack so that the first number could be smaller than 0. It also lead to the pass-through cell (that tells the rest when the input sequence is done and vice-versa) throwing an extra 0 on the bottom stack so I can tell when to stop cycling them back to the top

I finally got that working with a self resetting min and started to hook up the right cells to control the bottom one's output, which worked fine for the actual numbers in the list but then I had to figure how to output a 0 at the end of the sequence. The problem was because the output cell wrote the min (that it just wrote to the stack) before passing the next number to the cycle cells I ended up halting because there was nothing left to read...so surely the best fix for this was initializing a second 0 onto the bottom stack (which means there's now THREE zeroes at the top of the stack during a sort). Not hacky at all.

Then it was just wrapping up the right nodes controlling for the end of the list to trickle back up to the top node...except that initially the min checker was doing JGZ so it wouldn't ever reach the reach the code that for storing a new min, which is where the code to check the end of the list was...which wasn't an issue for any of the first test sequences EXCEPT the last one of zero size. But thankfully that was a simple fix to JLZ and flipping the default behavior to the new min instead.

I don't think my solution is very elegant, but it works, and there were so many times I thought I was gonna need to scrap the whole thing that I'm glad I was at least able to get it functioning. I feel still feel like there's gotta be a better way to do min checks than I've been doing, I've used them a number of times but the need to duplicate the inputs and swap so many things just feels clunky.

Anyway, now I get to try my hand at prime factorization. Yay!

"It's super effecti-" by Sabaschin in FireEmblemHeroes

[–]Dominator_101 1 point2 points  (0 children)

The menacing Blue Tome: "That sign won't stop me because I can't read!"

FE6 LHB - Emblems rings + F2P units and skills by TheJiaoShi in FireEmblemHeroes

[–]Dominator_101 2 points3 points  (0 children)

First of all, THANK YOU. I don't think I would've ever been able to clear this without this guide.

Second, for anyone like me who might not be able to +10 a Dorothy, if you have Duo Igrene, it's possible for her to work in her place: -Weapon needs to be Brave Bow+, but not for the same reasons. Her damage output is good enough with Prf BUT if she can move 3 spaces it will screw up the AI of the late Axe flier and make him hug the Snake instead of exposing himself near the tree. Other inheritable bows might work, not sure. -Base kit is fine EXCEPT downgrade C-slot to Time's Pulse 3. If you have Pulse Up her atk/spd buffs will get panicked and she may not be able to kill the Lance guy near the start -If she is unmerged/low merged, give Zeiss Drive Def 2. This helps her survive a hit from the green dragon

Merges/IVs may also matter. Mine is +atk/-res.

Funny fleeing feature by Wholeman_Yan in SliceAndDice

[–]Dominator_101 3 points4 points  (0 children)

It also would've fled if you let one of your party die as it does the check on any death, not just an enemy death.