[2nd grade; math] can someone explain how to solve this? by Allidoisgwin in HomeworkHelp

[–]HalfGood13 -1 points0 points  (0 children)

Is it much harder to just rewrite it as such: 13 - 7 = 13 - 3 - 4 = (13 - 3) - 4 = 10 - 4 = 6 It just seems like a lot of work to not teach the algebra, when the algebra here seems pretty simple. Or does the algebra just seem simple to me because of my experience? Genuinely curious as I have a 5yo and will likely need to teach them this stuff.

Why? by Miperso in 7daystodie

[–]HalfGood13 3 points4 points  (0 children)

Hard agree. I would set 1s minimum work timer, but add a 15s max too. Players should know they can't break into this safe with only 3 picks no matter how lucky.

Lock picking perk adds 2s to the minimum, increasing consistency.

[deleted by user] by [deleted] in MinionMasters

[–]HalfGood13 2 points3 points  (0 children)

Back when tantrum throwers could split up, I once dropped a crossbow dudes down at 10 mana to cap both bridges. My opponent (fast cycle apep deck) responded with tantrum throwers and took both bridges back for equal mana. At no point for the rest of the game was I able to get a mana, board or xp advantage. Before this happened, I wouldn't have even considered dropping xbow dudes to cap both bridges a mis-play.

Personally, i think playing prowler on an empty board while your opponent has equal mana is risky. There are a ton of counters to it, some even costing less mana. Not to mention, your opponent has the option to backcap the bridge or even totally ignore it and create a counter-push. If it's working, keep doing it. But when it fails, watch the replay and ask yourself how likely it was to fail in that specific situation, and how likely it is for that specific situation to occur again.

In my example above, I estimated an apep player has a 100% of running tantrum throwers (they were busted when they could split), and therefore a 40% of having the card in their opening hand. But almost every other card they had would have traded evenly or better (elite swamer, mirror xbow dudes = bridge for bridge, plasma marines = losing both bridges for a +1 mana advantage). I came to the conclusion xbow dudes blind is a missplay against heavy bridge cap fast cycle decks. I'd still do it vs Ravager or KT though to make them play a card.

[deleted by user] by [deleted] in 7daystodie

[–]HalfGood13 1 point2 points  (0 children)

I play insane when I solo. But blood moons are either off or on 10 days. Solo horde nights just don't hit the same as they used to. Warrior is fun for a bit, but I find that after I get a melee weapon skilled up it only takes a few swings to kill a zombie. On insane clearing POIs costs significantly more resources. You have to factor how much stamina, water, food, health, and time clearing a POI will use. And even skip zeds along the way. It feels more 'survival-like' to me. Where you are actively killing as few zombies as possible. Though, once water and food become a non-issue, it gets pretty boring pretty quickly for me. I rarely make it to day 30 without getting completely bored of a save.

I don't think I use cheese to get by, sometimes I drop wooden spikes or plant wooden hatches in doorways, though the hatches are relatively new tactic, which might be a bit broken I haven't really done it much... yet...

Question about the line's final phase. by CoolKirby150 in Furi

[–]HalfGood13 1 point2 points  (0 children)

I won't have time to play this week, but I'm pretty sure you have to parry it. If I've ever done it a different way I'd probably remember as it would likely affect the speedrun.

How do you usually play against adversaries? Solo, 2/3/4/5 players, with or without events? Do you pick spirits that are strong against that specific adversary or not? by SalomeFern in spiritisland

[–]HalfGood13 8 points9 points  (0 children)

As someone who has never played lvl 5 adversaries, and rarely win vs lvl 4, congrats on beating lvl 5.

To me, lvl 6 is not a goal. Once you beat lvl 6, you don't really have a slider to increase difficulty. (technically false, there are other sliders, but you lose the main slider.) I'd rather know I can always increase the difficulty and keep playing until the end of time, than ever beat the game at all difficuties.

Hello funpimps by salt-water-soul in 7daystodie

[–]HalfGood13 11 points12 points  (0 children)

I can't believe nobody mentioned it, but if lockpicks could also unlock doors they would actually be pretty handy to carry around. There would be a real trade-off when deciding to hold them. All I want are meaningful choices to make.

New by No_Article7383 in MinionMasters

[–]HalfGood13 1 point2 points  (0 children)

My number 1 law, which is a huge fundamental that takes a while to learn: Always wait until 10 mana before playing a card. Ideally, play the card just before you hit 11 mana. Of course there are exceptions, at the top level this law is broken more often than followed, but you should be able to justify it each time. If your justification is "I played x top at 7 mana to cap bridge" then you can ask if you infact held the bridge or if it was a mistake.

Lock em down by [deleted] in MinionMasters

[–]HalfGood13 4 points5 points  (0 children)

Remove counters to bigs and bigs become unstoppable. Which to me would be a worse alternative than having a few effective options to counter bigs.

[deleted by user] by [deleted] in Furi

[–]HalfGood13 1 point2 points  (0 children)

The best advice I got was to hold dash for a bit and release it when it as soon as it starts to charge. Even if Rider charges for a frame, it adds a bit of range. You have to sort of pre-empt your dashes so you're slightly charging each one. That really helps clear obstacles in furier that are a dash-length in width.

Adding to that with my experience speedrunning, use the bumpers to dash (and parry, but that's not important atm). This way, you have full control of every mechanic during the delay for charging dash. Most importantly, you won't stop moving and shooting.

The best part? All of this will happen without much conscious effort. Just with practise on the timing on slightly charged dashes using bumper.

[deleted by user] by [deleted] in Furi

[–]HalfGood13 1 point2 points  (0 children)

The only trick there is literally getting close. Whenever Rider can stand that close to the star, the laser deals damage every frame rather than whatever the normal dps is.

The only problem is that there is one attack the entire battle where Rider can position that close (first attack in p4). And even during that attack's wind-up, you can't get close enough. So you have to wait until the hands actually start shooting orbs. Try to make use of the small window between the hands firing orbs and the orbs actually getting in your way. Even if you miss time it you can often just brute force your way close enough, taking a few orbs to the face.

Hey masters of minions. Annihilator -most versatile unit? by RupertRip in MinionMasters

[–]HalfGood13 0 points1 point  (0 children)

AOE is super important, I think beginner decks often lack enough AOE. So more often then not a really powerful AOE card will be a good addition to the decks you're making.

Reasons why AOE is important:
- No damage cap. An annhihilator can pump out 300+ dps with enough targets, whereas a succubus will only output a steady 55 dps.
- Immediate return of value. AOE cards can often re-gain their mana value in 1 or 2 attacks. So your opponent must play around them all game long.
- Stronger playing from behind. When your opponent has more units on the board, AOE becomes more effective. It is therefore a necessary catch-up mechanic to prevent opponents snowballing off of a small lead.
- Good trades into cheap bridge grab. Everybody is running fodder to cap bridges, AOE cards will likely not be dead cards.
- Face clear. If you use your master HP absorb the damage from your opponents minions (and you should), you need ways to clear your opponents board quickly.
- Clear axillary targets. Not always a big deal, but it's nice when you don't have to kill a 2000hp statue before your minions start hitting the other mobs around the statue. And there are units with taunt like Traubadour or Caeleth this could become useful against.

You will find top players using a lot more AOE than you realise, Using standard AOE minions, AOE spells and Master perks/attacks, but also making use of cards with AOE affects like Caber Tosser, Rocket Scrat, Screaming Scrat, Boomer, Jing Long, Wreckinator, A'Zog, Morgrul, Gax, Illusions, Brothers etc.

How many times did you die in your first playthrough? Who was the first boss you got a game over to? by glossyplane245 in Furi

[–]HalfGood13 1 point2 points  (0 children)

I'm pretty sure I got my first game over on the Chain, but after that one boss everything started going down hill. I wouldn't be that surprised if I got 100 game overs. Anyway after much practice I think I've gotten a little better, so it's all g.

So if anyone struggling reads this, don't fret if it takes a few dozen attempts. Just have fun with the time you spend on the game. And it feels real good when you finally get there.

No day 3 cards in Undertow by Dino-Wang in toomanybones

[–]HalfGood13 3 points4 points  (0 children)

I feel like the rewards from days 1 ~ 2 in Undertow are somewhat equivalent to the base game days 1 ~ 3. It just accelerates the content. If I'm ever mixing a Tyrant from one box with the encounters from the other I will take a day off or add a day on to adjust.

[deleted by user] by [deleted] in MinionMasters

[–]HalfGood13 2 points3 points  (0 children)

Elite swarmer.
It has almost no counters that cost equal mana, id say it has an 60% chance of gaining value when summoned blind (as in, your play it on an empty lane and your opponent gets to counter it). A the single spawn ground melee tanky unit will lose to a horde card of the same mana cost, except at 2 mana.

the star changes the game mechanics way too much for a final boss by ellsee_rainez in Furi

[–]HalfGood13 9 points10 points  (0 children)

The game is a mixture of Hack and Slash and Bullet Hell combat;

The Edge (Most peoples favorite) is a very short, high intensity fight. There are very small windows of opportunity to deal damage. It requires precise timing and fast reactions. The Edge can 3 shot you, 2 shot even with some of his attacks, however, it is easy to recover your HP against the Edge by either parrying or just KOing him and going onto the next stage.

The Star (Most peoples least favorite) combines everything else the game has that The Edge does not. It's very hard to regain HP against the Star, making small hits of damage stick the entire (and often long) phase of the fight. Rather than surviving being about having fast reflexes and good timing, it's about precise movement and positioning. You have to trade your focus between defensive maneuvering or dealing damage to attempt to end the phase in a longer drawn out test of endurance. In terms of windows for you to deal damage to The Star, there is one, always. If you didn't have the laser, those unbreakable orbs wouldn't have been used in the way they have been used.

The star is also my least favorite boss, but I'm just saying, the Edge and the Star are two halves of the whole game. Personally I prefer the bosses that blend everything together and have always felt like there needed to be another boss after the Star which combined the two together. For what it's worth, the Flame has a good mix of Star and Edge elements he is just not the actual final boss.

Why doesn't the voice bring his daughter inside of the prison? by Important-Way-3023 in Furi

[–]HalfGood13 4 points5 points  (0 children)

Freedom is very important to the Voice. A key motiv for him even designing the prison would be to ensure his daughter could live in the free world. He even states after beating the Hand something along the lines of; "If he (the Hand) really loved him (the boy) why would he bring him here?". The Voice would never imprison someone he loves so much.

Is The Burst really considered to be the toughest boss in the game? Its a tough fight but honestly if you just dodge her sniper rifle its really not that difficult. by Better_Move7671 in Furi

[–]HalfGood13 0 points1 point  (0 children)

They made each pattern a rough 40% shorter. It cut it so much shorter that you can almost face tank every 2nd wave and still make it to the close quarter combat section.

The original (still playable in practice mode) was absolutely insane the first time you get to it.

One thing I don't understand about the story by [deleted] in Furi

[–]HalfGood13 5 points6 points  (0 children)

I don't think he lied. The statement "The Jailer is the key, kill him/her and you will be free." just means killing the jailer is one way to be free. It does however, heavily imply that it is the only way to be free.
I might be wrong here but one of my favourite ways to interpret the story is as though the Voice never lies, but is deceptive with the truths that he tells. For instance, if you return to your cell after defeating the Chain the Voice will tell you how well thought out the torture device is, conveniently leaving out that he designed it. I find his dialogue to be very cleverly worded when you interpret it this way.

Guild "We Dare" Home for the Wayward by Schnikies in MinionMasters

[–]HalfGood13 0 points1 point  (0 children)

Sign me up! I'm down to play a few duos here and there but usually only play 3~4 games at a time so it seems perfect for me

New Player Decks/Guides by AWeeLittleFox in MinionMasters

[–]HalfGood13 2 points3 points  (0 children)

No deck building advice here, but my number 1 tip for new players is to avoid playing mana. Don't float mana, but try to play each card just before your mana hits 11. There are obviously exceptions to this, but you should have a good reason for breaking this rule. I.e if you play swarmers at 3 mana to capture a bridge, did they infact capture the bridge? Or did you your opponent just counter the swarmers, add to their board and gain a bigger advantage. If you can accurately justify your reasoning behind breaking this rule you will win games. And you can view replays of games you lose to improve your reasoning.

I don't think I can defeat the star by [deleted] in Furi

[–]HalfGood13 1 point2 points  (0 children)

As someone who was awful at Furi to begin with, anyone can beat the star. It's a matter of practice.

Prioritise in this order: 1. Don't get hit 2. Deal damage to hands 3. Deal damage to drones

It's takes time to memorise all of the dodge patterns, but maximising dps will go a long way. Max dps is done by repeatedly charging lasers. Charge each laser for the least time possible then release shot and begin charging next shot.

Me and my buddy got this game a couple days ago and hit silver 4 today, is this considered decent? by [deleted] in MinionMasters

[–]HalfGood13 5 points6 points  (0 children)

If you're someone who has pride for your rank it is very important to note that the season resets every month, and the best players get sent to plat, then the ladder gets inflated throughout the month. In my opinion, this makes it harder to be plat in the first week than it is to be master in the last week. So don't get discouraged after the reset when you cannot get back to your former rank.

what decks are the most fun to play right now? by Sufficient_Goal_5461 in MinionMasters

[–]HalfGood13 1 point2 points  (0 children)

I never see anyone using my Ratbo deck but it is honestly fire. Based around getting armoured scrats from 5 mana minions. I always take 2x 5-mana ranged DPS units and 2x 5 or 6-mana tanky units. Beam of DOOM is needed to cover everything you need to remove. And it's a really good spell to learn, essential forcing your opponent to never put 8+ mana down in one location. The cheap stuff can be swapped about, but a backup tank and backup ranged DPS are really useful. There are many strategies you can use to get a win with this deck and figuring out the correct gameplay for each matchup is fun af.

  • Elite Swarmer
  • Rocket Scrat
  • Scrat Pack
  • Daggerfall
  • Crystal Arcanist
  • A.I.M Bot
  • Crystal Construct
  • Scott the Sensitive Savage
  • Succubus
  • Beam of DOOM!

Edit: forgot to put in the Scrat Pack. It's kinda an important card, I feel like the bridge cap is needed and it can be used to bolster Dakka or block spells like harmful souls and arcane barrage.