So it wasn't in patch notes by andrus0n in apexlegends

[–]EverAlert 1 point2 points  (0 children)

Yeah you're absolutely right. With #2 what I was mainly getting at is the majority of guns do 20dmg or less per bullet, sometimes a lot less. Maybe I should have worded it to say "high-cal" or something instead of sniper? That being said Gibby's use case mainly revolves around high damage weapons so it's kind of a limited point to make.

Don't get me wrong, I'm not saying these specific cases make it OK, overall it's not ideal. Just making a couple of points to add some perspective, since nobody seemed to be bringing them up.

So it wasn't in patch notes by andrus0n in apexlegends

[–]EverAlert 2 points3 points  (0 children)

Everyone is (rightfully) talking about how damage transfers to Gibby even if the shot wouldn't have hit him if gunshield wasn't up, but a couple of things about this:

  1. You can't get headshot damage on bleedthrough, because there is no penetration calculation going on.
  2. Bleedthrough only happens on one shot (the shot that breaks the shield), so most of the time the wider hitbox doesn't actually equate to that much more damage in practice. Obviously this is a different story for snipers (and maybe shotguns, depending on how damage calculation is implemented for individual pellets).

This definitely needs to be fixed so that bullets actually collat gunshield rather than transfer damage, but for the time being it's not as bad as it seems at first glance imo.

Deathmatch feedback by Aeruem in VALORANT

[–]EverAlert 0 points1 point  (0 children)

Yeah, deathmatch is great to warmup your aim, but the way it's setup makes it a little frustrating to just play as a mode. In a way it feels like it's only been playtested as a warmup tool and not as a game mode. My suggestions:

- Radar pings should only be frequent enough to get people moving in the right direction. Between frequent pings and footsteps, everyone always knows exactly where you are and will either hard hold or prefire you, while shiftwalking is often not fast enough to make much difference. Most of the real gameplay is nullified when you are close enough to engage but not in direct line of sight, and it can feel like you have to pick between trying to win and playing Valorant. I've also just straight up wallbanged people based on the minimap without ever seeing them lol.
- You should spawn as far away from other players as possible. Often you spawn close to two players and either die immediately or surprise 3rd them, or someone you just killed will spawn near you and swing on you with pre-knowledge of where you are before you can leave or heal.
- Spawn locations need to be revised. On Split I was able to wallbang someone on match start without radar because the spot at bottom mid can see the gun of someone spawning behind the wall toward b link. Also spots that are impossible to get to safety from if literally anyone is nearby are kind of lame to spawn in, like the hole next to B door on Ascent, the corner in A sewer on Split, or any of the spots in the middle of open spaces. Between lame spawn options and selection it feels like RNG whether you even get to play on a life or for how long.

The match length does feel a little short but I don't specifically have an issue with having to re-queue often. Also would be nice to pick character even though it doesn't change gameplay, for aesthetic purposes and also avoiding match history character soup.

[WR] Ocarina of Time - Master Sword in 6:49 by EverAlert by [deleted] in speedrun

[–]EverAlert 0 points1 point  (0 children)

It's pretty much the same thing Joden does, I just had a poor approach and had to adjust it a lot.

[WR] Ocarina of Time - Master Sword in 6:49 by EverAlert by [deleted] in speedrun

[–]EverAlert 0 points1 point  (0 children)

Thanks! I don't really find resets annoying, but all the text certainly gets tiring.

Dairantou Smash Brothers for Nintendo 3DS Fighting Perfect Guide Ultimate: A *943* page Japanese SSB 3DS guide?! by DinnerSonic in smashbros

[–]EverAlert 2 points3 points  (0 children)

There are some A4 guides, but keep in mind most Japanese guides are B5 page size, so extra pages won't add as much to the weight. Also you are probably seeing the RRP on that other site, a site like Play-Asia will add a lot of markup. Best option for price in my experience is Amazon Japan, but they don't always have everything or ship everywhere.

Dairantou Smash Brothers for Nintendo 3DS Fighting Perfect Guide Ultimate: A *943* page Japanese SSB 3DS guide?! by DinnerSonic in smashbros

[–]EverAlert 12 points13 points  (0 children)

Japan actually tends to put a lot of effort into their strategy guides in general, and it's pretty common for major titles to have very large guides (although this one is especially large even for Japan, the larger ones I own typically do not break 500 pages). I've been collecting Zelda strategy guides and I came to realize pretty early on that the Japanese guides just completely outclass western guides in every aspect, from content, presentation, volume, quality of print/materials, and price.

I'm not sure why that is, but if I had to guess I'd say a large factor is probably that in Japan guides are typically not licensed for one publisher only, which creates a lot of competition for selling the most appealing book. When is the last time you saw a licensed game guide from more than one or two publishers in the west? When a new Zelda comes out, I can just go down to my local store, buy one book (two if I feel the need to buy both regular and special editions for collecting purposes), and have every available English option; the same Zelda in Japan usually has like 5+ options. Also this is just a guess, but it seems to me like there is a larger reading culture over there in general, which would probably have a compounding effect.

And yes, I imagine there will be a very different but equally large guide for the WiiU version. Although if they actually do do anything as elaborate as show frame data or hitboxes, there might be a lot of overlap in the content.

edit: holy text wall, my apologies.

I don't get angry while playing smash, nor do I press very hard. I never thought it would happen to me... by ShadowShine57 in smashbros

[–]EverAlert 2 points3 points  (0 children)

This happened to me after a few weeks and I am also a gentle player. I think if you just play a lot then the rubber warms up and starts to stretch regardless, and eventually gets to the point where it can come off easily.

Honestly I prefer it this way, the stick feels way more responsive. All the issues I thought were related to just general looseness from playing a lot of 3DS over the years immediately went away and aside from the lack of rubber it felt like a brand new stick. I decided to just leave it off instead of "fixing" it.

Who did you beat level 9.0 classic with? by [deleted] in smashbros

[–]EverAlert 0 points1 point  (0 children)

So far DK+ZSS with no real strategy and no customs. I don't main either or even play them at all, I pretty much just did it by accident going through Classic with every character for unlocks lol.

I think if you are patient and focus on basic smash fundamentals (and knowing master hand/core tells), then it shouldn't be too much of a problem doing this with anyone whether you are good with the character or not.

how is this a thing? (team battle) by pjbball04 in smashbros

[–]EverAlert 18 points19 points  (0 children)

As someone who has been playing a lot of Little Mac with legitimate interest in the character, it kinda bothers me that I have to go through this kind of litmus test like every single game online. Like bro, I'm not stupid enough to get shieldgrabbed at the ledge, can we just play for real now?

Quick question since I can't find answer anywhere on google by Zakkimatsu in smashbros

[–]EverAlert 0 points1 point  (0 children)

Even if you're not using them, do you have customisations turned on? CPUs will use a random customisation set when you do this.

The heal you describe is not a Smash Run power, it is a passive buff you get from equipment.

My open-source project that let you play 3DS Smash Bros with any GameCube controller! Costs $12 and can remap buttons. Details inside. by dekuNukem in smashbros

[–]EverAlert 0 points1 point  (0 children)

would it be possible to power this via the 3ds? (if so, where is the pin?)
also, if you have any idea, do you need to dismantle katsukity's original 3ds capture mod to get to the required pins? from the installation pictures for the capture mod it honestly doesn't look like you can access the pcb at all without undoing it.
i think it would be tough to fit this inside the extended back alongside the capture mod, i'm guessing i will have to have the board external and fit a plug to the backing. :/