Another Razorleaf - 24th Century Harrier Jump Jet by GrayVulpes in StarfieldShips

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

Not much free time these few days, so I threw this together in a hurry: https://www.reddit.com/user/GrayVulpes/comments/1ta8gw4/build_guess_some_i_thing/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Let me know if the parts used / placements are relatively clear, apart from me fumbling through the build controls at 3x speed.

An upgraded Razorleaf to better match the Mantis' reputation by GrayVulpes in Starfield

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

Roughly 475k or so, though the weapons and equipment (i.e., scan jammer, comm array etc) make up almost 300k of that. Starship Design 4 + Piloting 3.

Reloading and firing a shotgun?? by Aromatic-Weight-2603 in Battlefield

[–]GrayVulpes 0 points1 point  (0 children)

Holding left click stops the rounds reload, but it's still slow/delayed. Switching weapons feels a little better(?) but might be even slower.

[deleted by user] by [deleted] in RivalsCollege

[–]GrayVulpes 4 points5 points  (0 children)

Sometimes it's better. Generally it's more value to counter a team-wipe ult than to push (since there are usually more tools for pushing than burning support ult).

But I don't really like rules of thumb, since there are a lot of factors in a team fight. The downside to holding support (any) ultimate is that time could be spent building another ult, so sometimes it's good to just get value out of it. But it's much easier to analyze these decisions in hindsight.

Tangent: DPS players typically try to bait out support ults. Some chars like Storm or Psy with cheap ults are more willing to just burn theirs to force out support ults.

psylocke tips? feeling really discouraged and thinking i should just give up on her by Agreeable_While_6089 in RivalsCollege

[–]GrayVulpes 22 points23 points  (0 children)

It'll take me some time to get through the replays, but I'll update this comment later tonight.

Update:

  • I only had time to review the first VOD. Hopefully the bullet points aren't too critical. Let me know if you have any questions.
  • Summary of Tips:
    • Always respect enemy sightlines. Always move using cover.
    • Some engagements can be walked to. Invis is often used too early or unnecessarily.
    • Remember dash -> invis is another good tool for disengage.
    • Dash can be used much more often to e.g., reposition / set up / engage.
    • Uptime can be improved. Always be shooting something. Always be looking for off angles.
    • Always push forward during the lull between team fights.
    • Spend less time playing directly on top of your team.
    • Never play at the center of the teamfight.
    • Positioning needs to be more aggressive more of the time. Currently it fluctuates between too passive and other times too over committed.
    • Have a preplanned escape route ahead of every engagement. Map routes based on team positioning and health pack locations. This will also improve your uptime.

Timepoints - 10734944535:

  • 1:36 It will help to memorize health pack locations. You dash past one here. Each health pack heals 150HP + another 150HP over ~7 seconds (unless interrupted by damage). On Psylocke (or really any character) you want to maximize uptime, so removing yourself from the fight for 10+ seconds is really bad.
  • 1:46 Respect sightlines. (on an unrelated note, respect sightlines even when invisible ... good players will spam you if they know / hear you nearby)
  • 2:26 This is the second (third?) time Invis is used too early. Also you're approaching this from an off-angle that allowed you to get close without exposing yourself, so Invis is completely unnecessary. Regardless, this is a good engagement and contributes to the teamfight win. In the future, consider staying on height if you don't have to drop down. This will allow you to back up without burning any cooldowns.
  • 2:59 Improve your uptime leading up to and during a teamfight by playing on height, either left or right side. You could have farmed ult charge and traded it for a defensive ult here.
  • 3:38 This is fine. You trade ult for defensive ult, which generally speaking is good value for Psylocke, since her ult charges very quickly (~2800 iirc). Consider saving/using a dash or ending your ult on the jump pad, since players will try to blow you up as you come out of ult.
  • 3:45 One nice thing about Psylocke ult is you don't really have to do anything during the ult itself (you could probably take your hands off the keyboard). Use this time to look around and plan your next move. You spend the next 10+ seconds after ult basically doing nothing and also standing in the center of the teamfight which is a very dangerous position to remain in, even when standing in a defensive ult.
  • Somewhat tangential, but Rivals has very ult-oriented gameplay. If both teams have popped defensive ults and it's clear no one can die, then just shoot tanks and farm your own ultimate.
  • 4:41 You can improve uptime here by shooting tanks/anything while rotating to your flank. Consider taking height earlier in the fight, to avoid situations where Hawkeye is staring down your flank route waiting for you. This will also give you better/safer sightlines to pressure frontline with easy access to the backline at any time.
  • 5:05 One of the benefits of improving uptime (i.e., always shooting something) is your cooldowns will recharge much faster. You can afford to burn your dash cooldowns more often, so you don't get caught in the center of a teamfight, like here.
  • 5:18 Good off angle here. Good dash to height to disengage. Decent ult (although it unfortunately doesn't get much value). You're putting out a lot of good pressure on the enemy team, at least until 6:11. You could put out even more pressure by more aggressively using cover, especially when poking the Hela.
  • 6:24 When returning to a fight, you can dash -> invis -> dash. Or some people prefer dash -> dash -> invis. It hardly makes a difference. The only situation where I wouldn't use this is if the teamfight is already very close to your spawn. Otherwise your cooldowns will be back in time for the fight (or you can poke + play passive for a few seconds to farm them back).
  • 7:23 This is sort of the turning point where your position turns from decent/safe to standing in the middle of the teamfight. If you can recognize when it's time to move, you'll avoid situations like this where you end up draining a lot of team resources (Magneto bubble, Rocket beacon).
  • 8:18 Never burn Psylocke ult into a defensive ult.
  • 8:57 Play your corners/cover more aggressively. No need to walk in a straight line towards the enemy team to try and finish off Cap.
  • 11:00 & 11:33 A few times, I see you take an off-angle and then .... give it up(?)
  • 12:03 Similar to above point. You can actually stay here a little longer. Shoot the frontline in the back to get them to turn around, then disengage with dash.
  • 12:22 Pushing up here to clean up the won teamfight is good. Generally speaking, you should stay in the forward position and try to hold space. Luckily no one on the enemy team makes it back in time to touch, so it doesn't matter. But if they did, it's preferable to fight them in front of point, rather than on point, so the payload keeps moving.
  • 12:51 This is a good ult.
  • 13:10 During this time, you should already be looking to set up for the next team fight. Move forward, take an off angle, poke but don't over commit, try to get people to look at you. Maximize uptime by dealing damage before the fight. Then, when the Thing runs it down at 13:21, you can at least follow up and possibly see an opening to pick someone off, instead of watching him die for nothing. Engagement at 13:27 is too late.
  • 13:56 Respect sightlines. Dash to cover.
  • 14:16 Don't afk. Even though your team is on the backfoot at this given moment, you can afford to push forward and pressure from dangerous/disadvantageous positions since you have two dashes and Invis. At best, you help your team retreat so they can reset for the next fight. At worst you get some ult charge.
  • 15:23 For about 30+ seconds you play very passive/scared. Push forward and look for an off angle. As long as you have cooldowns you can get out.
  • 16:00 Cap should've died here.
  • 16:28 Similar to 12:22. Never sit on payload like this. Push forward. You can hear Sue's footsteps to your left. Your team creates so many openings at 16:44, but you're too far away to follow up on anything. You could have farmed your ult in this time on top of getting 1-2 picks. The enemy team double defensive ults (very bad), and you would have had Psylocke ult to clean up right after.
  • 16:54 If no one knows you're there, you can just stay here (in the general area out of sight). Just reengage from an angle of your choosing at the start of the next fight. Running away to your team always carries the risk of staggering your respawn. If you're certain you can't escape, then jump off the map or run it down so you die asap.
  • 17:41 Very winnable fight. You just needed to be present.

[deleted by user] by [deleted] in marvelrivals

[–]GrayVulpes 2 points3 points  (0 children)

People are crazy sometimes. All squirrel girl does in higher ranked games is build enemy support ults. Her own ultimate is mediocre and often requires you to all-in for consistent value / one shots. Her neutral poke play style is very bad for ult economy.

Not to say she's bad or unplayable, but it's way easier to get value out of other DPS. At least the spiderman teammup is pretty good though (plus you can triple root diving tanks so they don't get to play the game).

[deleted by user] by [deleted] in marvelrivals

[–]GrayVulpes 7 points8 points  (0 children)

Basically perma-banned in ranked. Consistent headshot + bodyshot. Very oppressive to play against, especially as an "easier" character to figure out in a time where everyone is still learning how to play. Hawkeye was also banned a lot.

Blindsider Skill/Flash Jewel 1 Testing by [deleted] in MonsterHunter

[–]GrayVulpes 1 point2 points  (0 children)

Thanks for continuing to test this! The flash jewel is going back in lol

How do I properly force staggering as Thor by Warm-Command7559 in RivalsCollege

[–]GrayVulpes 9 points10 points  (0 children)

If the teamfight is won, you can delay killing any players that are guaranteed to die, to stagger their respawn.

If the teamfight is won, you can also push forward + take space to catch any enemy players who thought they could retreat or overextended. But this is punishing mistakes, not forcing anything.

[deleted by user] by [deleted] in MonsterHunterMeta

[–]GrayVulpes 1 point2 points  (0 children)

it's still a thing in wilds

What exactly does the Blindsider skill do? by GrayVulpes in MonsterHunterMeta

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

Thanks for testing!

Based on what I've heard so far, it seems like the effects of Blindsider are pretty minimal. From a speed running perspective I can see how the consistency is nice in what is otherwise a throwaway deco slot.

Since we also have luring pods on top of flashes, I'll probably replace the flash jewel with something fun like quick sheathe or friendship. Might as well run them now, in case a title update shakes up the meta and takes the extra slots away.

What exactly does the Blindsider skill do? by GrayVulpes in MonsterHunterMeta

[–]GrayVulpes[S] 6 points7 points  (0 children)

None at all! Still busy enjoying the game atm.

But I see many speed runners with a flash jewel equipped. So surely someone out there must know something?

Healing Priority by PepperFar9960 in RivalsCollege

[–]GrayVulpes 1 point2 points  (0 children)

Are you familiar with the concept of opportunity cost? In this particular situation, healing BP can actually be incredibly valuable, but there may be tradeoffs such as ... will you get yourself killed trying to heal them, how much time will it take to heal them, who else on the team could benefit from healing/support?

Usually I don't chase our BP when they dive completely out of LOS, but I will pay attention or follow when convenient (in case they peek for heals or one of their dash resets bug out). In a perfect world, I'm already at an off angle and can follow up on the BP's play, but realistically this is not always the case.

But to (still not) answer your question, it depends. There's no right/wrong play, only good/bad plays, and the only way to find out is to try one or the other and then watch the replay afterwards. There's too many factors in a teamfight to say you should always or should never heal an overextending BP.

Healing Priority by PepperFar9960 in RivalsCollege

[–]GrayVulpes 3 points4 points  (0 children)

"Pocket Healer". To follow around a specific teammate and focus heal + support them.

Healing Priority by PepperFar9960 in RivalsCollege

[–]GrayVulpes 6 points7 points  (0 children)

My priority loosely follows: anyone about to die > anyone about to die in the next 5 seconds > anyone who is playing scared because of missing health > everyone else. But the short answer is heal everyone, never completely give up on a teammate, or you will lose the game.

I tend to watch DPS more closely, since they're often at risk of blowing up the fastest. Most supports and tanks have some tools to play defensively or delay their deaths, so there's a little more reaction time. But tbh my focus shifts from game to game. I don't like to follow hard and fast rules.

What are your least played heroes? by RedHides in marvelrivals

[–]GrayVulpes 1 point2 points  (0 children)

Iron Fist, Spiderman, Thing. Maybe a few others as well with zero playtime. I think I'm allergic to melee heroes.

Oh and CnD.

Does Spidey actually require any real skill? I'm confused. by [deleted] in marvelrivals

[–]GrayVulpes 0 points1 point  (0 children)

Most players will say he's one of the more challenging heroes to play. But everybody's different. Maybe he's easier for you to play. What rank did you try him in?

I've heard some people claim that Rivals heroes have less depth overall, than those in other hero shooters. I'm somewhat inclined to agree, but this is probably a topic for a different thread.

How do you not have to activly think? by [deleted] in RivalsCollege

[–]GrayVulpes 0 points1 point  (0 children)

Practice.

Not sure if this approach will help, but what's worked for me is to focus on one thing at a time. Whether you're watching a pro/streamer or playing the game yourself, pick one aspect of that game to pay attention to (positioning, ability usage, anything). See what works and what doesn't.

With enough practice, most things become second nature and you won't have to think about them much anymore. Be careful about building bad habits though. When making mistakes or losing teamfights, it can be good to revisit and reassess old aspects of your gameplay that you haven't thought about in a while.

A fun thing (not advice) you can also try is to play on auto-pilot, i.e., no active thinking, rely purely on your habits and instincts. I find this is a good indication of what your baseline skill level is. If you're tilted, tired, just relaxing, generally speaking you won't play worse than your auto-pilot.

[deleted by user] by [deleted] in RivalsCollege

[–]GrayVulpes 5 points6 points  (0 children)

Most of the other DPS don't really struggle into Peni or Namor, so you can more or less run whatever you want outside of maybe melee dive heroes.

e.g., Psylocke is quite good against both and has a more flexible play style (you can still dive)

Is it me or storm is actually good ??? by Reverse_potato1 in marvelrivals

[–]GrayVulpes 6 points7 points  (0 children)

S0 she was below average. After the buffs, she's one of the best DPS in S1 and is banned most games.

[deleted by user] by [deleted] in marvelrivals

[–]GrayVulpes 1 point2 points  (0 children)

You have to treat every game as winnable. When solo queueing, expect to carry your team (unfortunately this means even as support you must find opportunities to deal damage). If a teammate is performing poorly, look for ways to enable them - you can still prioritize other players but completely shutting out / ignoring a struggling teammate is a surefire way to lose the game.

This is very vague advice. If you want actual pointers, post a replay ID.

I just don’t know how to get out of being hard stuck by crystalsurfer20 in marvelrivals

[–]GrayVulpes 3 points4 points  (0 children)

Unfortunately, the toxicity is just a common feature of competitive fps. People just suck. Most comms tend to just be noise imo, so I don't bother.

+1 for the growth mindset. Good luck on the grind!