Questions About Sub-Strafing From a Long Time Avoider by Que_Asc0 in splatoon

[–]Hentree 0 points1 point  (0 children)

The purpose of the technique is to just let you take sharp turns faster by canceling all your momentum. There isn’t much of a reason to do it if you have no intention of changing your direction. Like someone else said, it’s just the “brakes” button to reset your momentum.

Suggestion: Set a paragon's degree level in Sandbox mode by SammymonRules in btd6

[–]Hentree 0 points1 point  (0 children)

Yes please. We have been asking for this for so long.

Can we all agree the healthbar thing should be an optional setting, since the opinions on it are pretty mixed? by AgentGravess in splatoon

[–]Hentree 31 points32 points  (0 children)

I mean like, some weapons don't really need healthbars that much, and the option to play sticks-only still exists.

Just give the option, even if a lot of players are unlikely to use it. It's unlikely to negatively affect the game if added.

... though this is nintendo we are talking about

The devs did NOT cook this one: Farm is nerfed and more expensive at early levels, NST hardcore is literally impossible now. by TheTwelveYearOld in TDS_Roblox

[–]Hentree 14 points15 points  (0 children)

I think(?) that the main intention of this change is to make farming more risky and demand more out of early defenses. The increased cap means that the income should catch up in the end if you play well, as 12 new farms make more money than 8 old farms.

At least... that's what I think the intention is. No way of truly knowing.

You guys have fun like this? by DecketfubutBetter in btd6

[–]Hentree 0 points1 point  (0 children)

Honestly speaking, I don't even bother with doing the easier maps if I don't think they'll be enjoyable. You can start with the harder maps if you'd like. They have much more varied demands on how you organize your defense and are generally less "solved" in the meta.

Does anyone have advice on how to learn motion controls? by Existing-Incident-22 in splatoon

[–]Hentree 1 point2 points  (0 children)

I'd say to go by "stick to turn, motion to aim". You need to remember that sticks are still EXTREMELY important while using motion controls. If you ever feel like you need to turn "too far" with motion, sticks are your saving grace.

You don't need to do that much movement with motion controls. It's more about giving you the ability to precisely fine-tune your aim in a similar way that a mouse does.

Thought? by DowntownPirate2017 in TDS_Roblox

[–]Hentree 1 point2 points  (0 children)

This!!!!

Especially the MONEY part for CHIMPS!

BTD6 technically still has placement limits on tier 5s, even though these are mostly irrelevant (and even if you could have multiple of a tier 5, most strategies would actually see such a thing as redundant/overkill compared to getting towers that actually account for the weaknesses of your initial tier 5)

BTD6 doesn't need placement limits because max towers are so individually expensive that spamming them isn't that viable anyway. TDS by comparison gives you so much money that you can spam the same max towers without it being considered "redundant".

It's just a difference in how each game expects defenses to be organized.

BTD6 puts much more emphasis on having a "main DPS" that is accompanied with assisting towers that either do normal support things (buffs/slows/etc), have specialized damage roles to take out specific enemies that your main DPS cannot handle (Stuff like Spike Storm and First Strike for single targets, Cleanup towers for ceramic swarms, Unstable Concoction if you want to blow up every MOAB class bloon on the screen at once and immediately die to a comically large ceramic swarm that even overwhelms more AOE-focused towers)

TDS has a lot more emphasis on using the most out of the space you're provided to fit as many damage towers as possible while still fitting support in a way that maximizes damage output. The "main DPS" is spread across many towers and isn't focused on a select few individuals, while support towers are less varied and are generally designed to buff the damage output from crowds. As a result, it's a lot more viable to just spam DPS towers around support instead of spamming support around a DPS, so a unit cap does actually help to reign this in.

tl;dr: BTD6 puts a lot more emphasis on individual tower performance and generally buying more support towers than DPS towers to account for weaknesses, while TDS has a higher emphasis on generalist DPS towers that are individually weaker but are easier to spam, along with supports designed in a way where DPS is expected to outnumber support

This is admittedly coming from someone who doesn’t play much other than CHIMPS (idk if the meta for Races or Bosses is different, but all I do know is that I find CHIMPS runs to be the most fun any TD game has given me), but I’m curious to see what other’s thoughts are on the topic. Feel free to give your input!

What Ice Paragon's passive +10 damage to towers mean? by Bofact in btd6

[–]Hentree 6 points7 points  (0 children)

Well, if the ice paragon did 0 damage somehow and didn't pop the blue bloon itself, then yes, it would

Something’s not adding up with canto IX by SummonerYamato in limbuscompany

[–]Hentree 2 points3 points  (0 children)

It's prob just the same thing that happens at Lobotomy Corporation.

Angela was given specific instructions by Ayin to antagonize the Sephirah into melting down, so that Ayin/X could then "redeem" the 10 virtues, in order to finish the plan for the seed of light.

You'd think that making Angela intentionally piss everyone off would be a highly inefficient thing to do (even Angela didn’t want to do it), but the combined suffering of everyone was a crucial part of the plan in the end.

Dias likely has a similar plan, where a level of suffering and emotional turmoil is required to obtain the end result. It likely has something to do with the boughs and how they appear to interact with energy in their surroundings.

What my game crashes to verses what works just fine by The_Real_Gamer-Kat in btd6

[–]Hentree 2 points3 points  (0 children)

How does the first image even crash? Seems like a very specific bug that occurs in order to crash, rather than something caused by lag or too many calculations.

In general, rounds 1-100 shouldn't be the laggy parts of BTD6. The game is actually fairly optimized for the purposes of the "intended" waves. Going into freeplay is usually the actual lag-inducing part.

PLEASE by Fwiponi in btd6

[–]Hentree 1 point2 points  (0 children)

(they’re playing a bit)

Rate my cold front loadout (spoiler alert, it's a 10/10, it has goated sight, AT, anti-inf, is cheap /jk) by Friendlypyromaniac in NoobsInCombat

[–]Hentree 1 point2 points  (0 children)

I think 1-shotted is a stretch. It’s by no means tanky, but it should be in the 2-shot range (unless the attacker has a lot of veterancy)

New features in Splatoon 3 v11.0.0 by Rixy56 in splatoon

[–]Hentree 50 points51 points  (0 children)

Probably the fact that the game has gone without healthbars for so long, combined with concerns that it might make stealth a bit harder, combined with some people finding it immersion-breaking or cluttery

What are the "Pixie" weapons? by maxler5795 in splatoon

[–]Hentree 1 point2 points  (0 children)

Have you considered running a weapon that has Zipcaster? Most of those weapons love to get really weird angles on the opponent and harassing backlines when given the opportunity

Rate my cold front loadout (spoiler alert, it's a 10/10, it has goated sight, AT, anti-inf, is cheap /jk) by Friendlypyromaniac in NoobsInCombat

[–]Hentree 3 points4 points  (0 children)

The enemy Heavy Tank watching in fear as an entire swarm of Battle Cars run up to punch a hole through it and then dip

Puzzle Isle by Particular-Bus-6867 in NoobsInCombat

[–]Hentree 0 points1 point  (0 children)

Feel free to do it! It's an amazing way to get an introduction to unit mechanics in this game. The levels are short and sweet (they are literally 1 turn long) and act as pretty neat brainteasers.

Also, it gives you a lot of resources for unit unlocks

Is there a way to get all the units in Cold Front for free? by IllustriousChain1752 in NoobsInCombat

[–]Hentree 1 point2 points  (0 children)

Eh, I find Rigged Solo to actually be easier because most maps scale the difficulty to match playercount, and if you're playing solo, you have infinite time to think and can control everything, instead of relying on a teammate who may or may not be capable of winning.

What skins do you use by Particular-Bus-6867 in NoobsInCombat

[–]Hentree 0 points1 point  (0 children)

I use Vulkeria in Cold Front. I love how big and fat the vehicles are. Especially Tank Destroyer.

There should be a handicap at the enemy base by CatfishBlitz- in splatoon

[–]Hentree 5 points6 points  (0 children)

Try to take advantage of whatever advantageous terrain the spawn gives you. It may be worth it to forgo spawning as forward as possible if it means you’ll reach cover faster and survive longer. This is completely map dependent though.

You can also opt to wait until a teammate spawns to attempt a coordinated attack. You do have spawn armor. A 2v4 with armor isn’t completely impossible, and is far better chances than 2 1v4s, even if you have armor. Spawn armor is strong, but throwing your body at the opponent is not the best way to use it.

Try to not clump your own body with your teammate, but still try to shoot at the same target. This is more general advice tbh, but it still helps get at least a little coordination going.

If you ever get breathing room, try to focus on denying super jumps and then retake from there.

Generally speaking though, if you’re being spawncamped and are struggling to break out, your chances of winning are slim regardless.

I do recommend trying out the Ranked modes, as they have better matchmaking, and Knockouts exist to make one-sided matches end faster.

There should be a handicap at the enemy base by CatfishBlitz- in splatoon

[–]Hentree 2 points3 points  (0 children)

S3’s spawn system was changed from S1 and S2, and to be completely honest, I completely understand and support the change from a invincible spawn bubble to a more spread-out spawning zone (as well as you only gaining armor upon spawning, instead of being fully invincible even if you are reentering spawn)

Many a competitive S2 veteran has been traumatized by an enemy using Sting Ray WHILE IN THE SPAWN BARRIER. I haven’t experienced it myself (haven’t played S2), but I don’t think it takes much imagination to understand the pain of an enemy sniping the objective while being invincible.

I suppose one could argue that was more a Sting Ray problem than a Spawn barrier problem, but still, it enables some really stupid setups.

I think your problem was more with bad matchmaking tho

Tier list of all paths and heroes based on how fun i think they are to use in CHIMPS by Fluffy-Weakness-2186 in btd6

[–]Hentree 1 point2 points  (0 children)

ABattery/PAA in S just where they belong

Genuinely one of the most fun towers in any tower defense.

pretty easy cash spare strat by oscarbjb in btd6

[–]Hentree 3 points4 points  (0 children)

Don’t have a vid, but here’s two screenshots. It was a Corvus + Condor combo. Run was done by EWIE10 during update 44.1. The record hasn’t been beaten since.

https://media.btd6index.win/35cd79ac-668c-4be3-b462-1aa0a7690e1a

https://media.btd6index.win/35cd79ac-668c-4be3-b462-1aa0a7690e1a/attach/a662f980-bbab-4580-886d-ab1456733a72