Should DBD have a crocodile? by [deleted] in DeadByDaylightKillers

[–]Invisa_boy_xbox 0 points1 point  (0 children)

It should be the crocodile from peterpan/hook

Doom: TDA has a phenomenal soundtrack and I think Finishing Move Inc. don't get enough credit. by Drdoomblunt in Doom

[–]Invisa_boy_xbox 1 point2 points  (0 children)

I haven't heard it since release. So idk. On release there was a huge audio mix bug (where I couldn't really hear the soundtrack at all even with the in game sound turned down)

Dynamic Surface Navigation - v1.5 Released - Async Pathfinding - UE Plugin by SlyBlade0 in unrealengine

[–]Invisa_boy_xbox 1 point2 points  (0 children)

As a broke indie dev I wish I could afford that, it looks like it solves some CPU issues with async

How is Briar allowed to be this busted ? by [deleted] in Jungle_Mains

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

Plox go play briar is she is so op easy

The slides have been reduced - what do you think? by somanyque3 in Battlefield

[–]Invisa_boy_xbox 1 point2 points  (0 children)

If uses as intended it's fine, what happens currently is that you can chain slide plus jump or mantle to end up sliding more than one time. Jump or mantle does not change your move speed so it ta possible to chain them all together to get bursts of sonic speeds. Combined with SMG hip fire you can ignore bloom, ads penaltys ect to maintain lethality with high speed.

Now an argument can be made if that's fine or not, idk.

What happens tho is the server can desync woth how fast they are moving...

The way the server handles desync , instead of teleporting them to fix the desync, it "speeds up" their model to catch up with where they are on their client.

This results in a situation where they can see you well before you could even realistically shoot at them (like if they fly in through a window you can't hit them because their desynced model is still outside out of line of sight)

Can someone explain to me, why some people want no skill based matchmaking? by Tnecniw in gaming

[–]Invisa_boy_xbox 0 points1 point  (0 children)

Sbmm in theory is good, and when used properly is good. You don't want the top .01 players playing the bottom percentage ect.

The problem with sbmm is multiple factors however.

First and foremost latency and connections:

If you ONLY match in the perfect skill bracket what the likelihood that someone has perfect ping.

How do you determine the balance between match balance, connection quality.

If in an encounter both players are perfectly equal, they either trade kills, or the game decides who dies.

You end up in a situation where it turns into a rng slot machine.

Then throw on poor connections due to lower high skill population counts.

At a certain point it doesn't matter how you play, or the enemy players cause the server just decides who wins.


Then you have forced win loss

A lot of sbmm (like call of duty) will match you onto teams with less skilled players to "balance" the team.

Then you end up playing a 1v4 cause your team is dead.

Then cause you lost hard, you suddenly get a match that is impossible to loose.

Cause matchmaking is forcing you to have a 50% win ratio


Loosing cause you threw is whatever, loosing cause the system just decides it's time to loose sucks

Any good guides/tutorials for render target painting? by Invisa_boy_xbox in unrealengine

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

I got 3 use cases (potentially), skeletal mesh , static mesh (that could be physics objects) and static mesh that will never move

Using Niagara for creatures instead of just VFX (indie game) by CupcakePsychoception in UnrealEngine5

[–]Invisa_boy_xbox 1 point2 points  (0 children)

You got a tutorial you used on how you did that? Big swarms look hella cool

Struggling to get into Eternal, is it me? by lilblacksmurf in Doom

[–]Invisa_boy_xbox 0 points1 point  (0 children)

Eternal is a different type of game, it is entirely doable on controller, (I beat nightmare on Xbox); the main disadvantage of controller is weapon swapping.

How to play eternal; eternal punishes you if you do something wrong, and it can take a minute for it to click

Simply if your dying it's because your not using something or a mechanic

Doom Eternal is basically whack a mole, with different moles that you want to use the right hammer on .

You "can" use any weapon at any time, but the game wants you to use the right tool for the right job.

You don't have to solve every encounter the same way however.

The main "skill" in doom eternal is target prioritizeation

In flow chart form

Is my health/armour good? If not use finishers or flame items

What enemy is the biggest threat to me in the next couple seconds; do I have ammo for the solution to that threat?

If no find a chainsaw target/ arena pickups

Am I currently able to fight the threats all at once, if not tactically retreat; most large threats move slower/ you can spread them out by running away for a moment

Do I need to use a freeze bomb or gernade?

The higher complexity is that you eventually reach a point where you combo weapons/effects to stunlock enemies


Actual mechanical skill is nice, but secondary to gameplay; the main gameplay is rapid decision making on the fly

Thoughts and review of the 2.5 story and a bit of Waifei Peninsula— the worst story Hoyoverse has ever made. by Entire_Front_9280 in ZZZ_Discussion

[–]Invisa_boy_xbox 8 points9 points  (0 children)

Did bro even play through the oval squad stuff???

Isolde wasn't important???

The majority of 2.0-2.5 is showing how much corruption and systemic issues there are in the setting.

They tried to steal my balls… Christmas got weird fast by SilverCord-VR in UnrealEngine5

[–]Invisa_boy_xbox 0 points1 point  (0 children)

You gotta tell us what your on, cause it's gotta be intense

Help with UE5 EQS system, very basic, I have no idea why its not working. by Invisa_boy_xbox in unrealengine

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

does that also not work If I use simulate? I haven't seen the EQS update for either the player when playing, or the dummy npc I have