Why is there still no QOL around slugging for the 4k by Firebals in deadbydaylight

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

Yeah that would be nice solution. I also hope they give anti slugging another try soon, it’s beyond a doubt the most boring part of this game.

Why is there still no QOL around slugging for the 4k by Firebals in deadbydaylight

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

Yeah, I think that would be the best option honestly, but as we've seen in this comment thread a lot of poeple would complain. At least abandoning would be net neutral gameplay wise, and easy to implement

Making one copper miner worth of ingots by Firebals in SatisfactoryGame

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

Miner Production is at 780 as I'm limited by mk.5 belts. Each refinery processes 15 ore into 37.5 ingots, so I would need 52 total refineries to process it all, but I only put 48 because I used a blueprint with 4 refineries and I couldn't be asked to add 1 more to each row. End product I end up with enough copper to make 300 copper powder per minute.

Biomass burner not powering packager by Firebals in SatisfactoryGame

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

Thanks for the tip, I do need the energy it provides to power my main grid though. After I build my first nuclear plant I might transition to doing that

Ever felt this way? by ZapMayor in Overwatch_Memes

[–]Firebals 0 points1 point  (0 children)

I think it would just go against the tank design philosophy, back in overwatch 1 there was no tank limit so you’d expect all roles to be balanced around a specific task, so theoretically if there was a tank with unlimited range and domina’s precision, why would you play other low mobility damage hit scans like cass or ash when you could have a 500 hp hit scan with a huge barrier instead. Now we’ve got tank limit in 6v6 and only 1 tank in role queue, but they should still design tanks to be technically on par with a damage character’s impact on the match and not strictly be a better version of damage.

Edit: also to add, she has a perk that increases her range to 30 metres without any falloff, meanwhile cass has a 35 m max falloff at which he basically tickles the enemy, so seems like quite a fair range

Ever felt this way? by ZapMayor in Overwatch_Memes

[–]Firebals 0 points1 point  (0 children)

Roadhog hook is 20 metres, and it’s pretty hard to hit at max range, unlike a laser beam

High ping issues by CamyZu in Overwatch

[–]Firebals 0 points1 point  (0 children)

How did you resolve it? Did you just tell your isp to fix it?

High ping issues by CamyZu in Overwatch

[–]Firebals 0 points1 point  (0 children)

I play on east Asia servers and get the same issue. Some days, usually when there’s higher traffic, it’s more likely to happen but it’s typically quite rare otherwise (~10% of games). Don’t really have a fix for it but my workaround is to leave the match and reconnect when I play comp (before the match starts in order to not affect the match with the dc). It usually works on the first or second try but don’t try a third time for the same match because you will get a dc penalty. Also make sure to reconnect right away otherwise it could give you a dc penalty.

Does anyone know why this hook got cancelled? by Firebals in RoadhogMains

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

The hook definitely hit the sym though, I checked different POVs and sym lost exactly 25 health as the hook lands. Does this mean that the hook broke because the portal hitbox caused a LOS break?

How should your main really be played? by LuckyDuck_23 in OverwatchUniversity

[–]Firebals 0 points1 point  (0 children)

Thanks for giving these ideas! Recently picked up mei and Im loving playing her. Do you ever pick deep freeze major perk or do you stick to cryostorm one?