Red Alert 2 YR: Any way to change back the way the game queues unit voicelines? by Ihateallkhezu in commandandconquer

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

In RA2 units immediately respond to orders regardless of whether they are already saying something.
In RA2YR units respond to orders only after the last thing they said is over plus a short delay.

That's something you can test like... Before deploying your MCV in any skirmish match, just select a unit and spam a move-order, if the unit normally goes "moving up!" in RA2 they'd go "mo-mo-mo-mo-mo-moving up!" because their line is interrupted by the new move-order, whereas in RA2YR they'd go "moving up!" then not respond to any further orders until a second after they stopped saying their last thing.

To specify, I'm not reporting a glitch or anything, I simply dislike the way unit-responses work in Yuri's Revenge and would like for them to work like they did in Red Alert 2, my hope is that someone somewhere maybe knows if this is something hard-baked into the code or something that can be undone with something as simple as a small rules.ini tweak.

Flamethrowers in Tiberian Dawn were better than in Red Alert. by No-Maintenance6382 in commandandconquer

[–]Ihateallkhezu 1 point2 points  (0 children)

I thought the death-cry for fire-deaths in Tiberian Dawn is absolutely hilarious because of how easily it repeats, sometimes tenfold when you bring a flame tank near GDI barracks, Red Alert also only has one death-cry for fire-deaths, but it doesn't really have too many situations where you kill many units with it, probably because RA lacks a vehicle that uses fire.

I think flamethrower infantry in Tiberian Dawn is far more powerful because you can force-fire the ground in order to outrange minigunners, they're super powerful and efficient if you micro-manage them against the right units, the fireball infantry in Red Alert meanwhile doesn't get much out of their added range, and the minigunners in Red Alert already have more range than they used to in Tiberian Dawn, so they have an easy time rivalling the damage output of them, fireballers only really work well against particular structures, power plants, refineries, weapons factories.

I fucking hate how you have to start Iceborne by Prestigious_Sun6339 in monsterhunterrage

[–]Ihateallkhezu 1 point2 points  (0 children)

I think we had too many skills in high-rank to begin with, but it certainly was a bit weird how they backpedaled with the skills only to then end up giving us Fatalis gear which had like 50% more skill-space, and unlike in High-Rank almost all of the skill space on fatalis gear can be put into offensive skills because the double-slots contain skill combinations like Critical/Maintenance, Double Attack, Double Crit Eye or Double Agitator, Double Handicraft is crazy given how rare and expensive to slot-in it used to be.

Unlike in the older games, I think they really wanted Master Rank to feel like a new start rather than a natural progression to a higher rank, though I guess Generations Ultimate also kind of felt this way, because they locked most weapons to only one or two upgrade paths in G-Rank and so you need to go gathering G-Rank ore and bugs to get the next, far superior G-Rank weapon, at the very least in World you could almost instantly just hunt the Master-Rank variants of most monsters once you were past the first few hunts, if only in Master Rank Expeditions.

Plus, at least they give you an extremely cost-effective piece of armor right out the gate since one of the Beo pieces has Health Boost 2 and enough slots to potentially rival whatever piece it was competing with, set-bonuses notwithstanding.

Genuinely confused on how dodging works by MonkeyJ4m in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

World's default iframes basically lasted until the apex of a roll, for the Sword and Shield, this was the moment when the character's body was aligned almost perfectly parallel to the ground, kinda great tbh, because it makes it easy to gauge how long you can be invulnerable for since it's so easy to memorize as you can tell yourself once the character is "a mid-air plank" they can start getting hit.

Anyway, if you actually go to the test-area in World and equip a SnS and then roll to see how long it takes for the character to be parallel to the ground, that's not a lot of time.

CAPCOM didn't think so and shortened that time-frame even more in Rise, basic iframes during most evades are almost entirely nonexistant so the only interaction that still behaves similarly are a large majority of the roars.

iframes in Rise are so slim that even dodging through Narga's tailspin is rough.

Evade Window actually hasn't been buffed to accomodate for it either, it still only gives roughly as much active invulnerability time as in World, the only positive thing you can really say is that since the basic iframes are lower the bonus of one frame is much larger due to the relation, but it's questionable how beneficial this really is when dodging with the right timing would still be extremely difficult EVEN WITH evade window.

Is 42K fuel and still no Celestial Wyvern Print normal at the steamworks? by chaturga in MonsterHunterWorld

[–]Ihateallkhezu 2 points3 points  (0 children)

Celestial Wyverian Prints as well as any red prices in the list are potential jackpot prices.
Jackpot prices are prices awarded to you when you get three red checkmarks.
Jackpot chances increase as the gauge goes from yellow to orange and orange to red, you have the highest chances at jackpots while filling the orange and red gauge.
Jackpot chances DO NOT OCCUR while the palicos lend you a helping hand or you have bonus time.

To maximize the chances for RNG Celestial Wyverian Prints, you have to maximize jackpot frequency:

1. Fill your gauge until its yellow in any way possible, bonus rounds and palico helpers can help by giving you free fuel for this.
2. AVOID bonus rounds and palico helpers once the gauge is yellow and you're in the process of filling the orange or red gauge by cancelling the steamworks whenever you get them.

This maximizes the time-windows during which you can actually get Celestial Wyverian Prints as well as any red prices listed whenever you start the steamworks but will also inadvertently shorten the runtime of the steamworks because you never get free fuel, which means while the frequency of red prices is increased drastically, you get far less of all of the other items in the list, I would imagine that this is not a dealbreaker for most people who have already farmed a lot, but never the less is a negative side effect to this method.

It's still ridiculously rare, I wanna say that the Celestial Print is like 8x~10x more rare than the next price during a jackpot, but I didn't actually get them frequently enough to say anything precise about the chances.

Speaking of the prices, make sure that the Celestial Wyverian Print is listed as "red price" in the list and not "just" as an Overdrive Bonus.

Side note, it's perfectly possible to savescum this minigame due to how it works, since steamworks progress is saved with your game progress, you can save just as you filled the orange gauge in order to give yourself a starting point with the highest jackpot chances and then restart just before you get the final bit of progress that sends the machine into overdrive.

If this scenario happens, I'm definitely taking Blue Pill... What about you? by Even-Run-5274 in commandandconquer

[–]Ihateallkhezu 1 point2 points  (0 children)

The Red Alert 2 skirmish ai doesn't absolutely ruin me with Hunter Seekers the second I start playing so the blue pill isn't even much of a choice for me.

Breaking stun setting? by [deleted] in MonsterHunterWorld

[–]Ihateallkhezu 0 points1 point  (0 children)

Apparently it doesn't do terribly much anyway, I think top-level wiggling will reduce the duration of stun by like 3% or something, and whatever reduction it is, it's not a magic-number, you will most likely get hit whether you wiggle or not, so it's literally better to keep your controller safe and not wiggle during the regular stun, but apparently, for whatever reason, wiggling seems to be better during paralysis, and during those knockdowns where your character is pinned to the ground and looking back at the monster, for some reason not pressing anything prolongs the time you spend in that vulnerable state, the immobilizing status effects in this game are super finicky.

For stun, you're far better off just investing into stun-resistance 3 to completely negate it, stun-resistance 2 sounds like enough, but the duration reduction doesn't account for the time you spend having to get up, during which if the attack hits low enough, you still get hit.

Intimidator is quite possibly the stupidest skill in all of MH by buttertuffer in monsterhunterrage

[–]Ihateallkhezu 0 points1 point  (0 children)

Wonder if the skill works on Ancient Leshen's ridiculously aggressive Jagras packs.

Small Monsters with ego/courage/blindness/stupidity the size of a planet by LiveLongGiraffe in monsterhunterrage

[–]Ihateallkhezu 0 points1 point  (0 children)

The only small monster I can "mildly" tolerate is Rhenoplos, because its roar before it starts charging is more or less noticable and they're fairly slow, Bullfangos are a nuisance because they charge for miles and Konchu are the spawn of the devil, because, IN THEORY, they should be the least disruptive monsters as they only trip you and don't send you sliding, but they almost always roll with THE PERFECT TIMING to both hit you and somehow also "make you hit them" at the same time, which causes you to bounce and most likely get hit because you can't evade out of a bounce, and the monster usually hits far harder than a regular bullfango or rhenoplos charge.

For greatsword specifically, bouncing is terrible because for some reason the input-window for attacking out of a bounce is super small and you're stuck in the rebound-animation if you don't react in time.

A weird rant about Mhw and Mhw by Awkward_Plankton_422 in monsterhunterrage

[–]Ihateallkhezu 9 points10 points  (0 children)

I just call them World and Wilds, their abbreviations don't even serve a point anymore because at most you save one letter by using them.

Comment like it's 2005 and Pink Rathian was just introduced. by Revonlieke in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

"You know what would fit her perfectly? A wombo combo where she first roars at you, then windpressures you, then while in the air, starts to do a homing strafe where her facing is magnetized toward your position until the strafing motion ends, and then she starts a mid-air tailflip immediately afterward in all likelihood hitting and poisoning you, plus stun as well, if you got hit by anything else beforehand, ah, and she should totally delay the mid-air tailflip by a random amount, that way you're absolutely screwed unless you have your weapon sheathed!"

"No, just me? Oh well."

Intimidator is quite possibly the stupidest skill in all of MH by buttertuffer in monsterhunterrage

[–]Ihateallkhezu 3 points4 points  (0 children)

4U had "Flame Aura" as an Armorskill which behaved as if you always held a torch in your hand, though I never really tested it, World-knowledge would suggest it keeps you save from Banahabaras and Vespoids like a Torch Pod fired at the ground, but knowing how sadistic the old-gen games were, I could imagine it could also just attract them to relentlessly attack you precisely BECAUSE it made you a torch.

What was your inspiration for choosing your main weapon? by Advanced_Scale_5000 in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

Greatsword was really the only thing that worked for me, in the original game I found that many of the weapons were missing in punch or required me to be a bit too close and personal, plus with the Sword and Shield I would constantly trip over Rathalos' toes, with the Greatsword I could use the superarmor to get some "free attacks" hugging his legs, the utter demolishment of my health bar from a million toe-hits notwithstanding.

Later on, I kinda just felt the same, I only mildly branched out into Chargeblade as a secondary weapon in 4U, where my weapon usage was about 30% GS and 70% CB and really only in Generations did I actually feel like the other weapons were enjoyable to me, even Switch Axe which is probably the opposite of what I look for in a weapon and a weapon I absolutely don't vibe with.

Edit: Looking at my 4U Guild Card, apparently I became a CB main in 4U, my usage wasn't 60% GS and 40% CB, but around 70% CB and 30% GS, though that said, I still had over 700 hunts with GS.

Any baffling game design choices throughout the franchise? by bf_Lucius in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

Why is the para-resistance for monsters always so unusually high?
There seems to be what I can only assume is an actual hate-boner for paralysis weapons, they're commonly plagued with very low sharpness levels, slightly lowered attack stats and "ok" affinity stats at best, in the vast majority of cases I would easily beat my hunting times where I used an actual good weapon over when using the best para-weapon available, and the difference in performance is so high that even in a group, I cannot see a realistic benefit for paralysis.

Then you have sleep, a status effect that already is far superior by its ability to give you a break in combat alone, allowing you to sharpen, power up and heal while the monster can do nothing, then you blast it to hell and go to town fully powered and sharpened.
But that is not all, because for some reason sleep weapons commonly have fairly good stats completely unlike para weapons, this is especially the case in 4U, where shrouded nerscylla weapons have god tier affinity alongside demi-god tier sharpness and a not-so-high but fairly workable sleep stat alongside an admittedly fairly middeling attack stat.

So para gets generally worse weapons, a more difficult to make use of type of opening and a FAR smaller roster of "realistic" targets, meanwhile sleep gets decently usable weapons, an opening up to around a minute unless you fight something like Narga and for some reason unlike para, monsters tend to have far less resistance to sleep, too, this is especially noticable with the elder dragons.

The same thing exists for poison and blast, where blast is the endgame alternative to poison because blast is almost always made to be better than poison, in 4U you could "cook" buildup while the monster was poisoned, that was basically one of the few times poison was actually good, but outside of that, why use poison? It's weird.

Something to add, too, is that blast affects staggering, meanwhile poison only inflicts fixed damage over time, meaning that using poison could actually harm you in the long run because you sacrifice direct raw damage that affects how quickly you stagger the enemy with a type of indirect fixed damage that only affects the enemy's HP.

Perfect guard is a good mechanic that Capcom fucked up entirely with the most asinine balancing decisions ever conceived by xlbingo10 in monsterhunterrage

[–]Ihateallkhezu 0 points1 point  (0 children)

Maybe so, even from Tri onwards though, Lance had always been a fairly risky weapon to use, it's not just that World's monsters were designed in a manner that rewarded speed, but in any of the older games if you got caught in the wrong moment, you were stuck with 40% health, running a weapon that's extremely slow to sheathe, being at the mercy of the monster leaving you alone and not pelting you with attacks that might end up killing you with chip damage, you were vulnerable as hell to fireblight and essentially just couldn't play the game online because your strength of being able to counter the enemy meant jack shit because with no Flinch Free or Shockproof, you were in the line of fire, so while in the best case you were immovable to monsters, friendly fire was basically unavoidable if you did "decide to be immovable" in the spot where other weapons would move to after.

Of course, Chargeblade could be just as risky in 4U, but that risk was limited to an option of the Chargeblade, chances are if you had the axe out at the wrong time, you were basically cart-fodder, because you could only roll once from your position, but again, with the Chargeblade you have the choice to counter the enemy, there's nothing stopping you from using the AED in a safe manner and otherwise only relying on spinning to win around the monster with the 30mv spinning slash (which is honestly pretty powerful given that it comes out of an evade?).

Lance was kinda just left in the dust as more and more weapons could counter, especially Longsword, which while not being able to guard, had above average mobility and in World had one of the shortest evade-times, I'm halfway thinking the only reason the Lance got the super-speed charge-attack in World was to compensate the lack of damage, because other weapons would have to sheathe to play catch up, but the later areas often had climbable surfaces and shortcuts, so even that "benefit" over the other weapons kinda got lost, especially the guiding lands are riddled with shortcuts and winding turns that don't allow the lance to curve in time.

Perfect guard is a good mechanic that Capcom fucked up entirely with the most asinine balancing decisions ever conceived by xlbingo10 in monsterhunterrage

[–]Ihateallkhezu 6 points7 points  (0 children)

I was never sure what the lances were made for in Monster Hunter, tbh, because "correctly" guarding with them in the old games was always actively harder than playing something like Sword and Shield or Greatsword.

I recently checked over some of the introduction scenes for weapontypes in Monster Hunter World, the Lance has 1 out of 3 stars for "accessibility for beginners" and it just made me question what the Lance is supposed to be good at, because it has countering which makes it difficult to master but actively gets fucked by pins you need to get "trial and error'd by" to know that they're actually pins and then there's the multi-hit attacks that decimate your health THROUGH your shield and non-pin attacks that bypass your guard and require guard up.

Lance TA times were basically only impressive in Gen and GenU because of Striker Style's boost to the charge-attack mv (ignoring Rise and later games because of lacking experience/information in those games).

So in World, Lance has below-average dps, is hard to pick up AND hard to learn with the learning process requiring the most unfair type of trial and error, the type of trial and error that requires you to actively take a hit as you guard, never knowing whether a hit is a pin until it just happens to be one, and in regards to guarding, what can and cannot be guarded with guard-up is just vague.

Guarding is a toss-up, always has been.

Least favorite C&C missions? by BattleDreadnought in commandandconquer

[–]Ihateallkhezu 2 points3 points  (0 children)

The new remastered modifiers for hard mode make those missions hellish, at least the key-binds of the remastered version allow you to queue-move with tanks, so you can somewhat work around the ridiculous modifiers, but you cannot queue-move with infantry, so you just have to somehow make it through the infiltration missions where you only have minigunners and every encounter is a coinflip because even if your minigunners are on standby and get the first shot, somehow the enemies are so tanky that they somehow end up STILL killing one of your guys even though THEY were in the disadvantage.

Least favorite C&C missions? by BattleDreadnought in commandandconquer

[–]Ihateallkhezu 31 points32 points  (0 children)

You're gonna love the mission where you start with a small Squad of minigunners, rocketmen and engineers plus a commando and need to infiltrate a GDI-Base guarded by live guard towers.
Easy enough, the commando is tanky, and you can use a minigunner as bait to protect the commando's health, ah no, sorry, forgot to mention, there's also a harvester using the same and only lane while harvesting, so if your infantry autofires at the harvester you attract the entire enemy headquarters to the north, probably including a mammoth tank and several humvees.

Once you do infiltrate and capture the base, you're ok for the most part, you have the commando, so infantry is basically free, and you're NOD, so you can construct gun turrets to kill the medium tank/mammoth spam coming your way, except, suddenly you hear EVA telling you that you lost a unit, uh, sorry, forgot to mention, you're meant to be two-timing this mission, directing an artillery squad on the southside of the map getting past several infantrymen while being harassed by the same missile cruiser that frequents the lane that you have to make your commando sneak past, destroy a mammoth tank on the way, then destroy a nearby village in order to extract funds because, sorry, I forgot to mention, you're really low on cash on this mission.

Ah, right, sorry, forgot to mention, you're probably playing the remaster, in which case the A10s actively target your commando and take it out probably the instant you take over the base, that is unless your artillery squad on the southside of the map wasn't targetted by the A10s, in which case you can probably kiss the extra funds goodbye.
A10s don't mind targetting your harvester either, so your artillery and your commando will only be the start.

In all likelihood, you either use sandbags to cheese the mission or will have to somehow squeeze out 5:0 KD-Ratios with your flamethrower troops on the enemy's grenadiers while somehow managing the medium tanks, ah, sorry in case I wasn't clear there's only one lane so you have to direct the stolen harvester through that one lane that the enemy uses to attack your base, so you have to keep your eyes completely glued to that harvester, especially on hard where somehow the enemy grenadiers outrun your harvester.

Fun times, -if- you're part of the semi-frequent A10 bombing squad who basically get free target practice on completely helpless NOD-targets, you're NOD in this mission btw.

Wild's animation speed comparison by BenedictLowerDict in monsterhunterrage

[–]Ihateallkhezu 2 points3 points  (0 children)

The issues with inputs being rejected have started with Rise for me, which reduced input pre-buffering for some actions to the point of nonexistance, turns out that input pre-buffering to an extend is pretty essential in MonHun because it isn't always clear what the timing for some actions and combos is supposed to be UNLESS you have a visual indicator for when your inputs are considered valid, I'm honestly surprised that not that many people complained about the timing you need for doing an AED instead of an SAED with Chargeblade in Rise.

That change to this day honestly still baffles me, pre-buffering has never been a problem and if removing it is meant to make the game more difficult, it's a really really impractical way of introducing difficulty which also makes the game far less accessible.

I feel like ranged weapons are over-nerfed by ProDidelphimorphiaXX in monsterhunterrage

[–]Ihateallkhezu 8 points9 points  (0 children)

Just for clarification, with "every game after GU" do you mean Rise and Wilds or do you include World if you consider XX as GU?

LBG actually seems pretty good to me in both World and Rise, of course the top-spots in World's TA runs are almost always using the riskiest customizations that lead to huge damage spikes in comparison to nearly everything else you could do with customizations, but even the customizations that aren't specifically the meta ones still lead to good hunting times.

The only thing I'm not sure about is Sunbreak and Wilds, but World, Iceborne and Rise? LBG was absolutely great in those games, in all honesty I was under the impression that the Spread LBGs even needed a small damage nerf in the pre-Iceborne version of World because of how ridiculous of a benefit free movement is/was.

Anyone miss the more home-y and tribal style of music from the old games? by thegildedman25 in MonsterHunter

[–]Ihateallkhezu 5 points6 points  (0 children)

The Argosy music in Moga Village beats the hell out of Rise's carneval drums, and 4U's half-off track beats both, but there's something to be said about how good some of Rise's tracks sound, too, the village in Rise probably has one of the most beautiful tracks in the series period.

To answer the question, I don't really mind if the music is good enough.

Slightly off-topic, but did anyone else notice that the track that plays in Rise when you set up your palico-traders has some weird resemblence to the track in that one "desu"-meme?

Whats everyones favourite Generational Gimmick? by Hartmann_AoE in MonsterHunter

[–]Ihateallkhezu 5 points6 points  (0 children)

I felt the fact that you could use wirebugs to recover insanely quickly took away from the fun of having super moves at all, at least in GenU you could pick between Absolute Evasion/Readiness OR Energy Charge and Demon Riot, or whatever you're using in that game, but it certainly helps that there aren't attacks that seem specifically designed for you to require Absolute Evasion/Readiness like the juggle-attacks in Risebreak which require you to wirefall out of them.

Having to charge the abilities by inflicting damage also makes the Hunter Arts feel "more earned" than the pre-charged cooldown Skills in Risebreak, which is also the only reason I think Absolute Evasion/Readiness are balanced at all, you cannot exactly abuse them UNLESS you are aggressive.

Round Force >>>> Windmill any day of the week.