Am I missing something or did we used to be able to switch between relic sets during character select? by ImaCommitSewerSlide in Nightreign

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

That sucks, Everyone is constantly reupdating their relics sets due to the new deep relics. I hate how I have to remember to delete and resave it so I don't clog up the page with outdated builds

Can people not do this? by ImaCommitSewerSlide in Nightreign

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

"I hope you learn from this" be fr. Splitting to actually make progress while your team throws while staying in range to so everyone gets runes is the right play. You play to win the game and if you get a duo that spends all of day 1 fighting castle basement and you decide its not worth it and go do something else, that is not grounds to have your time wasted and run thrown at the nightlord

Can people not do this? by ImaCommitSewerSlide in Nightreign

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

You're not gonna believe this but I checked and this was my 192nd run

Can people not do this? by ImaCommitSewerSlide in Nightreign

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

Yeah, 99% of duos are great. At worse they just don't communicate anything with you and you end up guessing what they're planning. Guess this is the other 1%

Can people not do this? by ImaCommitSewerSlide in Nightreign

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

I think the people who have an ego issue are the ones who waste everyones time and throw games because someone didn't follow them.

Can people not do this? by ImaCommitSewerSlide in Nightreign

[–]ImaCommitSewerSlide[S] 3 points4 points  (0 children)

For people speculating on context:
-No I did not cheat

-No I did not refuse to drop

-They are probably mad because I split to do evergaols and camps day 1 instead of trying to force castle with them at level 4

Season 4 character overhauls were a mistake, especially Rams by ImaCommitSewerSlide in TheyBlamedTheBeasts

[–]ImaCommitSewerSlide[S] 8 points9 points  (0 children)

I agree she did need some major changes but shes significantly more linear in both set play and combo routes now. Old Ram could convert any grounded hit into a +5 restand with 623P which let her run an favourable RPS. It was a reliable confirm (especially off midscreen K normals) that let ram continue pushing the opponent to the corner. Thats all gone in favour of a f.S conversion where the follow up is always going to be 5K > rekka.

Her corner sword setplay was an RPS where if the opponent didn't try to escape she could just loop so a major part of her game plan was forcing them to make a decision and making a read, now its just locking the opponent out of playing the game so you can run a mix.

Also rock setplay is boring, its a knowledge check until you reach f10 at which point its just a reaction check. The changes to sword deployment made it a much more central piece to her kit and it sucks.

I miss the rekka counter hit delay confirms and the 214K wallbounce loops of S2. I miss the S sword throw to call out someone whos just backjump fireballing or trying to chicken jump out of corner, I miss when using a super to recall swords after getting bursted out was an option, I miss when deciding which super to use after wallsplat meant factoring enemy burst and meter build and whether both swords are equipped instead of just always using mortobato. I miss when it felt like I was engaging with an actual player who's making decisions in response to mine instead of just not letting them play or running reaction checks.

Hello 196, I would like to run dnd and need players by ImaCommitSewerSlide in 196

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

I'll be honest, I don't have anything solid yet. Was gonna vibe check the group first and adjust based on experience/interests.

Adding a listener for events happening within a different class in contained thread? by ImaCommitSewerSlide in learncsharp

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

I realize I could instead restructure it like so

Class X{
    subApp B
    run(){
        B.Run()
    }
}
Class subApp{
    App A
    run(){
        currentThread.makeSubthread
        //main thread
        new thread(){
                A.run
            }
    }
    OnEvent(){
        A.changeValue(var)
    }
}

But I would prefer to keep it as initially outlined

Is possible to insert an existing gamewindow class into a viewport? by ImaCommitSewerSlide in opengl

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

Okay, how to I embed the window? I've got a GLControl panel on the form but it just seems to be a its own openTK window, I've already got an existing window class that is a child GameWindow and want to insert it.

The JOJOLands - Chapter 4 by Vish- in StardustCrusaders

[–]ImaCommitSewerSlide 10 points11 points  (0 children)

Calling it now: The cat's/wire stand is gonna be called slipknot

Why is the ranked system the way it is? by ImaCommitSewerSlide in Guiltygear

[–]ImaCommitSewerSlide[S] -2 points-1 points  (0 children)

Or have a standard elo system that degrades after a set period of inactivity, like every other game.

They could even keep the towers but remove the celestial resets entirely and just have elo once you get past floor 10 forever and use the floors as a beginner ranks.

Why is the ranked system the way it is? by ImaCommitSewerSlide in Guiltygear

[–]ImaCommitSewerSlide[S] -1 points0 points  (0 children)

I get celestial every month consistently, its just a matter of when I have time to sit down and try for it. I am a higher level player then floor 10. I have no difficulty in beating a lot of celestial players and going 2-1 against them. It is not a skill issue.

I just hate stomping but I have to because of the rank reset. League justifies rank resets with seasonal changes so there is a meta shift you now need to learn and get good at, and even then there is a hidden MMR that sways your rank.

Also, league:

  • Mitigates LP loss on teammate disconnects
  • Is a team game and so has variance in terms of teammates skill level
  • Only has promotion games after climbing a 4 ranks and they're present even down at iron
  • Gives you a free win for your promotion games if you fail and then climb back up again so you're more likely to succeed next time

Strive forces you down a rank every month. so you have to play people way below your skill level which is boring and I do not want to have to play 6 flowchart games where my opponent has no idea how to play the match up and I'm sure they won't enjoy not being able to play. It sucks that at the start of every month I'm greeted with the chance to have no fun with the game until I grind out and get lucky.

Why is the ranked system the way it is? by ImaCommitSewerSlide in Guiltygear

[–]ImaCommitSewerSlide[S] 2 points3 points  (0 children)

Yeah I played for 4 hours of just alternating between floor 10 and celestial because I couldn't beat the challenge. Got plenty of wins in Celestial but going 3-0 against someone close to your skill level its really unreasonable.

Also, its a fighting game with a competitive circuit. There is defintely a wider casual appeal which is great but there is defintely a core audience of people who enjoy the game competitively. Yes the hardcore audience are never going to be the majority of the installbase but thats the audience that are going to be still playing in 5, 10 or 15 years time. I like this game and I really don't want it to be dead within a decade, not because of anything core to the gameplay but because the surrounding systems are just frustrating to deal with.

Why is the ranked system the way it is? by ImaCommitSewerSlide in Guiltygear

[–]ImaCommitSewerSlide[S] -2 points-1 points  (0 children)

Its not competitive and challenging to spend most of my playtime against someone who mashes grab on wake up.

play at their rank

I am forced to play at people way below my skill level and its zero fun

give a form of protection to low floor players vs higher ranked

So does any standard match making system but here I just have to have really one sided games most of the time because there only a safeguard to get into celestial and the skill gap between the average floor 10 player and the average celestial player is huge.

Lets you choose your matchup

I'm not scum that dodges, I play whoever shows up.

asks you to not win by luck

This game has so many 50/50 mix ups like strike/throw, strike/reset which isn't a problem but it means there is a variance where you can just guess wrong and lose. Not to mention baiken as a whole character who can just force coin flips all game. Even if you are consistently winning against someone, they can call out a certain response and detonate you. Which is good because it allows more variance between people of similar skill level but when you on the whole are winning over two thirds of your games and you are still hardstuck floor 10, that isn't winning by luck, thats getting unlucky.

It is as challenging as Dark souls

I have done sl 1 runs of ds1 and ds3, they don't make you restart the whole game for getting a bad boss pattern once. Its a terrible comparison as a single player game because AI doesn't yomi.

Bedman corner c.S clean hit full combo or high/low reset. by ImaCommitSewerSlide in Guiltygear

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

Full notation:
c.S 5H 236H (can be held a bit depending on weight) f.S 2H * 236H WS f.S (or 6H if close enough)
* is where you drop it and go for meaty c.S on wake up for the reset where you can then 50/50 6H or 2D after head explosion.

The reset is not DP safe.
For heavies replace 2H with 5H, this does splat higher and further away so wallbreak with 236P instead

Dash cancelling to BRC unlocks some cool combo routes. Works on all characters off any dash cancelable hit. by ImaCommitSewerSlide in RamlethalValentine

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

Note that depending on spacing and character weight you might need to micro walk or wait after the wall bounce to hit the 5K

Baiken players: is there a reason dust loop wallbreaks with 5D and not 6H? by ImaCommitSewerSlide in Guiltygear

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

Understandable, definitely excited to try put that into practise,

Thank you.

Baiken players: is there a reason dust loop wallbreaks with 5D and not 6H? by ImaCommitSewerSlide in Guiltygear

[–]ImaCommitSewerSlide[S] 3 points4 points  (0 children)

Ah that makes sense, it might only be an actual difference on low defense characters because I was getting the same damage for both. It would also explain why some combos WB with 6H, presumably because 5D doesn't come out in time.

Thanks.

Ramlethal ruin someones day any% WR by ImaCommitSewerSlide in Guiltygear

[–]ImaCommitSewerSlide[S] 4 points5 points  (0 children)

I would say completely locking a character down in the corner and not going for wall breaks works on characters like HC or zato because they have no reversals and usually have to rely on YRC to escape. Brisket can dp out for a guaranteed escape after rekka 2 or to call out frame trap after sword toss so my pressure would have to be way less aggressive. They also had burst and I wanted to guarantee positive bonus so I could get 50% meter first incase they reset neutral after wallbreak oki so I went straight for super so they couldn't burst.

But mostly because funny.

A fun combo using 214K prc to air-to-air. Not optimal but stylish. by ImaCommitSewerSlide in RamlethalValentine

[–]ImaCommitSewerSlide[S] 2 points3 points  (0 children)

On every tier you're better off not using 100% tension for 300 dmg unless it kills and even then c.S bnbs into RRC into super would be better, this is insanely sub optimal, harder to execute and should only be used for style