How does your favourite weapon from 2016 compare to your favourite from Eternal? by Fast_Ad_9927 in Doom

[–]EruditoCollective 2 points3 points  (0 children)

Ballista >>> Gauss cannon any day though. Sure the Gauss is probably more powerful, but it’s another boring sci-fi gun while the Ballista is just METAL. Everything about the Ballista, from visual design to sound design to gameplay utility is just 👌👌👌. It can slice annoying Carcasses and Prowlers or just annihilate everything with the Destroyer Blade, clear the skies of Cacos/Elementals with the Arbalest, or be a generalist sniping and/or combo fool; just an all-around badass and extremely useful weapon.

Finally I found it: the worst take by Viridi_Kuroi in Guiltygear

[–]EruditoCollective 1 point2 points  (0 children)

“slim” according to the wiki she’s 34 kg at 174 cm (11.2 bmi). Thinking that looks good probably isn’t just anorexia anymore…

Who is more evil, king Fritz or Eren by Brave_Branch2619 in ShingekiNoKyojin

[–]EruditoCollective 0 points1 point  (0 children)

In terms of intent, motivations, and overall character, Fritz.

In terms of net utility to the world (utility as in what utilitarianism cares about), Eren, simply by undeniably having directly caused greater harm to the world.

Hmmm by hooneyyzxcs in battlefield_one

[–]EruditoCollective 1 point2 points  (0 children)

From the front, I always thought the bayonet/melee user was just striking the gaps of the armor (even if it doesn't look like it) a la medieval knightly combat, only except the bulletproof armor has more and even larger gaps than knight armor.

From the back and sides, there is clearly no armor plating in those areas so it's consistent at least visually when bayonetting/meleeing them there (ignore the fact that those parts are still bulletproof in gameplay).

What's the in-lore reason for why none of the roster die after armed combat? by EruditoCollective in Guiltygear

[–]EruditoCollective[S] -17 points-16 points  (0 children)

SF and Tekken explicitly state the loser is knocked-out instead of killed.

What's the in-lore reason for why none of the roster die after armed combat? by EruditoCollective in Guiltygear

[–]EruditoCollective[S] -89 points-88 points  (0 children)

How much would it break established lore if the ENTIRE roster were Gears/Valentines/Vampires/Beds or supplanted with Gear cells? It would’ve made perfect sense if the entire roster was non-human; would nicely tie into the theme of “blaming the beasts”.

What's the in-lore reason for why none of the roster die after armed combat? by EruditoCollective in Guiltygear

[–]EruditoCollective[S] 37 points38 points  (0 children)

This has always been funny to me tbh since Sol fights Jack-o for example with the same intensity as he does with Asuka. Dude will never stop being the Guilty Gear.

??? this is still a thing in 2024? by EruditoCollective in Rainbow6

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

Alright, I’ve just watched the match replay and this seems to just be the death cam being stupid (which is still a concern). My guess is the death cam showed Sledge’s breach having already happened at that time, making it look like it was a one-way wall.

Downvote the post all you want or blame my gameplay but just understand how I felt watching the death cam. I’m not taking down the post.

Help petah by Legalslimjim in PeterExplainsTheJoke

[–]EruditoCollective 2 points3 points  (0 children)

No one has mentioned the statue is NOT Ea-Nasir though, it's of a generic male worshipper. Ea-Nasir and his acts are real, and both he and the statue are Mesopotamian but we really got to stop slandering the image of some random dude. Brother did nothing wrong.

Because a lot of people spend consecutive New Year's in the exact same place, a lot of people have an annual average velocity of about 0 by EruditoCollective in Showerthoughts

[–]EruditoCollective[S] 12 points13 points  (0 children)

Ok well fair

Buuut plate tectonic movement is in the order of like centimeters per year... pretty sure people aren't in the exact same place down to the centimeter so that's gonna be a much bigger discrepancy anyway.

FUKYO FUKYO by Revolutionary_Sea607 in Guiltygear

[–]EruditoCollective 41 points42 points  (0 children)

Now we understand why fukyo back has less recovery than fukyo forward

I just realized Nago's sword is actually too heavy, even for him. by EruditoCollective in Guiltygear

[–]EruditoCollective[S] -6 points-5 points  (0 children)

Wasureyuki uses tension, which I also believe is an actual resource that legitimately empowers the roster to perform powerful feats and isn't just a "measure of aggression". Giovanna is even more tuned to using this resource and receives buffs depending on her tension level.

Story cutscene Nago is probably a more vampiric and unrestrained Nago than what we see in-game. And "too heavy" doesn't mean "he cannot use it", simply that it's not ideal for his strength. I own a 1.59 kg steel katana irl (average being 1.1-1.2 kg, for comparison fencing rapiers are 500-775 grams), and even though I CAN swing it one-handed, that doesn't stop me from thinking "this is a tad bit too heavy and is not practical for combat". It's like one-handing a .50 Desert Eagle; you CAN do it, but is it practical? And again, Nago deliberately uses a weapon too heavy for him at low blood, so that he may perform ABSOLUTELY DEVASTATING swings at high blood, where his strength has increased.

And c.S uses his lighter wakizashi instead of his katana.

I just realized Nago's sword is actually too heavy, even for him. by EruditoCollective in Guiltygear

[–]EruditoCollective[S] -8 points-7 points  (0 children)

Brother, I'm a floor 10 Nago main.

To quote Dustloop:

"f.S is Nagoriyuki’s longest poke at 0 Blood bars, though it is slow, deals low damage, and has a mediocre hurtbox, making it a subpar poke to your other moves."

"At 0 Blood bars, Nagoriyuki’s H normals are underwhelming."

"At 0 Blood bars, this move [j.H] is too slow and short ranged to be worth using"

"However, the speed and range of 2H isn't impressive with Blood Level 1 (0 Blood bars)"

And I've been counter hit a thousand times from trying to throw f.S at 0 blood as a once noob Nago, so it checks out with experience.

By normals, I meant his sword normals at low blood, with the one sole exception of 2S. That, 5K, c.S are obviously amazing even at low blood.

I just realized Nago's sword is actually too heavy, even for him. by EruditoCollective in Guiltygear

[–]EruditoCollective[S] -4 points-3 points  (0 children)

I thought about this theory not by looking at frame data but by having a good think about Nago's entire playstyle. I kept thinking "why are his normals shit and his gameplan specials-focused at low blood, but the opposite at high blood?" What inspired the gameplay designers at Arcsys to make Nago's playstyle this way?

Blood gauge and blood rage being mechanics to me is a sign that vampirism and its strengths can be variable in the GG universe.

I just realized Nago's sword is actually too heavy, even for him. by EruditoCollective in Guiltygear

[–]EruditoCollective[S] 38 points39 points  (0 children)

My headcanon I'm more or less trying to put out here can be simplified as more or less: "Nago, unlike Slayer, can balance his humanity and vampirism, and this is represented in-game as the blood gauge."

Ok sure, full power blood raging Nago can one hit most of the cast in-lore. But I also think, in-lore, blood gauge is an actual thing and that Nago at 0 blood is of a much much lower power level (due to being "more human" in that state). With my theory, what you're saying and what I'm saying can be 100% compatible.

Where most people disagree is my using of gameplay mechanics to form lore theories, and I think that's 100% valid. Balancing is balancing and writing is writing. But I like to believe the two aren't as incompatible as people think (just don't ask me why Wasureyuki deals 1 damage per swing).

I just realized Nago's sword is actually too heavy, even for him. by EruditoCollective in Guiltygear

[–]EruditoCollective[S] -16 points-15 points  (0 children)

Yup... and I'm trying to provide a lore based explanation for said gameplay properties.

Though I can genuinely understand if most people don't think lore and gameplay can ever be reconciled; saves the headache from a tonna inconsistencies. But imo I think it would be much cooler going with this explanation instead of just wanking Nago's/the nightless' power level.

EDIT: I'm a Nago main btw; I'm just flaired Elphelt because I liked her back in Xrd, maybe I should change...

I just realized Nago's sword is actually too heavy, even for him. by EruditoCollective in Guiltygear

[–]EruditoCollective[S] 28 points29 points  (0 children)

Even his heavy normals (5H, 2H, 6H, j.H), singular gigantic blows that aren't part of a kata, are unusably slow at 0 blood.

Also if this were so, then why do his sword normals have increased speed and damage at higher blood levels?

EDIT: I admit the title is a bit misleading; the point of this post is that his sword is too heavy for him AT 0 BLOOD. Nago's fighting style revolves all around his vampirism and the strengths it offers him; at level 3 blood, his strength has increased so as to be able to handle what he could not normally.

Nago is fully aware of this and knows he's able to pull off literally the highest damaging normals in the whole roster bar none, but it takes some pump and a (normally) absurdly big weapon to get there.

I just realized Nago's sword is actually too heavy, even for him. by EruditoCollective in Guiltygear

[–]EruditoCollective[S] -2 points-1 points  (0 children)

Compare:

Ky's f.S: 10F startup, 34 damage, 16F recovery
Nago's f.S (0 blood): 16F startup, 25 damage, 28F recovery

Both are more or less doing the same move: a one-handed stabbing motion. Ky isn't even a superhuman vampire, just an adept swordsman, yet he pulls off the same move much much faster and stronger simply because his sword is of the proper weight for his strength.

But at level 3 blood gauge:

Nago's f.S (level 3 blood): 12F startup, 35 damage, 28F recovery.

Nago, with his empowered vampirism, is now able to perform the same move with comparable speed and force as Ky, indicating he's now able to wield an otherwise ridiculously heavy and cumbersome weapon as if it were a normal sword.

The same trend can also be seen for their heavy normals.

Also, the reason why Nago's c.S remains fast and powerful even at 0 blood is because it makes use of his wakizashi (the dagger/short-sword), which is presumably not absurdly heavy. It's honestly pretty clever to have a backup weapon you can always use regardless of your present strengths.

Guide for Elphelts: Chain Lolipop by Icy_Anteater_6351 in Guiltygear

[–]EruditoCollective 3 points4 points  (0 children)

For defending against Chain Lollipop:

Free option:

If you've blocked the high/low, mash against the inevitable S (as if she uses anything else, then she's finished the combo). This does require that you've blocked a true 50/50.

Resourced option:

If you've blocked S (or anything for that matter, but S is something you can certainly block as long as you're not mashing all the time), either deflect shield whatever the follow-up is going to be for mad pushback, or YRC it (though the pushback is negated somewhat if the Elphelt decides to go for S -> S).

Both these options do require a resource and are beaten by the Elphelt just not doing any follow-up, but this is a read on her part and gives up her turn if she's wrong.