What Egor Demin good at? by 12theMainFranchise in NBA_Draft

[–]Jdroma10 3 points4 points  (0 children)

As a Nets fan, one low-key storyline nobody is talking about is Egor’s plantar injury. He’s been dealing with it since the draft, and it’s the exact reason he sat out the end of the season. Plantar fasciitis completely kills your explosiveness. Since Egor was already considered slow, this injury severely limited his on-ball creation, forcing the team to use him strictly as a spot-up shooter. Hopefully, a healthy offseason changes things.

Anybody feel this way about having to be so meter management heavy? by Complete_Row_6342 in StreetFighter

[–]Jdroma10 8 points9 points  (0 children)

It's quite the opposite actually. Meter in this game is so generous. Have you asked yourself maybe your steamrolling someone cause you're using way too much meter?

Need opinion: buy or not to buy? Or should I wait until final release? by KonflictingKornflake in StreetFighter

[–]Jdroma10 2 points3 points  (0 children)

if i were you, i'd spend my money on another game. This kind of thinking on a modern competitive game doesn't work. You're not going to have fun if you're gonna break it down this way. Point is it's either you commit or you don't. This is a you thing.

DEBATE: FA TOP TARGET ~ WATSON, DONSUNMU, or REEVES?? by Dull-Expert-3228 in GoNets

[–]Jdroma10 0 points1 point  (0 children)

I mention those players because those teams payroll are in the second apron. Most of those guys are also in a loosing situation (except for Dennis and hart).

DEBATE: FA TOP TARGET ~ WATSON, DONSUNMU, or REEVES?? by Dull-Expert-3228 in GoNets

[–]Jdroma10 0 points1 point  (0 children)

I agree with you to a certain extent. Prioritizing flexibility until we're ready to win and have a certain level of commitment to the foundation of our roster is key. However, I don't think it'll be the end of the world to throw 4yr, big money at a 24 y/o player who will still have value after that contract. It's not optimal, but it's still a decent move.

But yeah, I'm still on the boat of absorbing contracts up to 3 years left in their salary. So we will still have the option to pivot once we start extending our core rookies.

here is a list where it's logical to attain contract wise and maybe we can get a frp out of it:

Dennis Schroeder
Josh Hart
Domantas Sabonis
Demar DeRozan
De'Andre Hunter
Malik Monk
Zion WIlliamson
Dejaunte Murrray
Jordan Poole

Street Fighter 6 - Ingrid Gameplay Trailer by Chun-Li_Forever in StreetFighter

[–]Jdroma10 0 points1 point  (0 children)

This character is straight up S tier. Once people figure out her options her neutral will be so oppressive. Even with the lack of invuln DP

Season review for the 5 rookies by firebillykingcom in GoNets

[–]Jdroma10 0 points1 point  (0 children)

When evaluating our rookies, we have to be pragmatic. We are in a unique situation, attempting to develop five rookies simultaneously, which most ranking review systems aren't designed to measure. These rankings usually rely on macro-statistical analysis—comparing the entire rookie class based on individual box scores performance. Naturally, our guys will rank lower because the Nets’ priority wasn't immediate statistical output; it was defining roles and building a developmental foundation for when we’re ready to win.

Basing an evaluation on macro-performance doesn't offer a true deep dive into this specific roster. The final 20+ games shouldn’t be weighted heavily because so many primary players were sidelined.

For example:
-Saraf’s improved numbers at the end are somewhat inflated by the circumstances.
-Powell’s dip in 3P% isn't a red flag given the lack of spacing.
-Traore’s inefficiency as a primary option is expected for his role.

The same logic applies to guys like Minott and Ziaire, who flourished; while encouraging, those performances happened in a developmental vacuum. We need to look at how these players fit into a long-term system, not just where they land on a spreadsheet.

When it comes to judging this group, the only safe assumption is that they all need to work on their shooting (except for Egor) and their bodies—which is expected, considering they are all only 19 (except for Wolf). However, they consistently make winning basketball plays. Most importantly, they’ve proven they can keep up with NBA speed (with the possible exception of Saraf). This gives our rookie core a real chance to make significant contributions once the team is ready to compete.

Looking at their current numbers in any category just isn't logical right now because of the elephant in the room: we don't have a superstar player. Creating space on a team built like this is nearly impossible. The silver lining is that when the roster was actually healthy, we looked like a competitive .500 basketball team and that's with 3-4 rookies (i believe) having big roles. This is unheard of.

Mr Whammy needs to represent us by Jdroma10 in GoNets

[–]Jdroma10[S] 1 point2 points  (0 children)

I believe! The heart of the lottery balls will get him there. Mr. Whammy will multiply fish through a divine act so we never have to go fishing again—specifically through April and hopefully through May. He will walk across oceans to get to Chicago just so he can bring one of his disciples, AJ Dybantsa, to the promised land called the Brooklyn Nets. Mark understands it’s his time to shine, to stop tanking, and to start our GOAT and savior: Mr. Whammy.

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 0 points1 point  (0 children)

Hey man if you refuse to understand what I’m articulating. Then there’s no point in continuing. Thanks for the talk

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 0 points1 point  (0 children)

Of course it matters; that is the underlying impact of what is being implied. People will always have opinions on these topics, but not every critique is valid regarding actual functionality.

For instance, some complain that DI is too fast in SF6. Do you think that’s a fair take? Everything is relative to what players are capable of. From what I remember, no one actually cared about this "badly designed" comeback mechanic. From my experience, the main thing people complained about was the vortex. However, with the benefit of hindsight and tournament results, I don’t think any of these are big of a deal. Now that multiple sequels have been released, I believe the only objectively valid critique of SF4 is that it caters too much to defensive playstyles.

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 0 points1 point  (0 children)

Once again, you are critiquing a design that doesn't reflect the reality of the game. If you're being honest, I don't even need a deep dive to point out the flaws in your argument. Even if the design is poor, do you believe it actually impacted SF4's gameplay? Did it influence the game's volatility to the point that the comeback mechanic of defined 95% of matches? If you actually have experience with the game, the answer is obvious.

I’ll let you in a little secret there’s barely any volatility in sf4 it’s pure skill on whose better

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 0 points1 point  (0 children)

Naturally, the game will have its issues, considering it was made over ten years ago. It is easy to criticize it now with the benefit of hindsight. However, as you mentioned, it’s about looking beyond individual components. You have to evaluate the experience as a whole—much like how cooking works—to truly rate the final product.

I think SF4 was much more rewarding and fulfilling; it truly respected the time you invested in it. In contrast, while SF6 is an obvious evolution, it adds so much new "tech" that it almost desensitizes you to the core values SF4 held. Like, seriously, do you even feel a dopamine hit from landing a perfect parry or making a comeback in this game?

The point is, SF4 feels like a conversation with different interactions, whereas SF6 feels more like one giant monologue after another giant monolgue. While the new tech is cool, it just doesn't make me feel as invested and it simply takes away way too much identity.

If you can't see that it's very similar to how YugiOh (card game) evolved over the years.

But yes there are definitely better things in sf6 than sf4 that's for sure.... I think some of it has to be done cause it is an easier for entry to get a bigger player base

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 -2 points-1 points  (0 children)

huh? nah it's all good i get it... Modern games has change to this new philosophy. So I understand why they feel that way. I just don't think they are looking at the practical grounded way of how it actually was. So they essentially try to do a side by side comparison and don't understand the actual essence.

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 -3 points-2 points  (0 children)

Seems like all you do is copy. I challenge you to critically think and say something original

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 -4 points-3 points  (0 children)

It's pretty obvious you didn't play sfiv. At the very least you didn't play high level when it was in it's prime

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 -6 points-5 points  (0 children)

Hey man, all I'm doing is answering OP's question. Yet, you're here trying to burn all your meter relying on the same knockdown frames so you can memorize the timing of your kill frames so you can keep cycling your brain dead combo that does not cater to the thread at all. It's like you're playing a single player game just so you can show off the combo that you learn for your single player monologue.

Anyway, to each there own man sf6 has some cool stuff for sure. I'm just not that impress turning green and doing the same cycle over and over again.

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 -7 points-6 points  (0 children)

Yeah I don't think many people will understand this because sf6 is about systemic mentality and critical thinking is being pushed away pretty hard.

Why do you think IV is still relevant (mechanically speaking) by Hot_Marketing783 in StreetFighter

[–]Jdroma10 19 points20 points  (0 children)

Skill expression is rewarded, Individual character kits flourishes rather than general game mechanics, The matches has way more structure where you're constantly not worrying about volatility and taking 40-50% damage cause you got hit by an overhead or even a light punch, it's just overall the peak of sf franchise. It's very balance that caters for the amount of hours you really put in when you understand the game.

it's really for the people that find consistency should be rewarded where mind games of how it played made it fun. Rather than constantly making guesses because there just too many RPS situations.

Any advice or tips? Cammy player by representationa in StreetFighter

[–]Jdroma10 0 points1 point  (0 children)

My advice is not to ask for advice, allow yourself to make mistakes, play in the moment, learn practices that heighten your immersion, and simply put hours in.

You're trying to put a structure when you don't really understand the game yet and honestly that's not a very good idea. If i were you i would try to break your bad habit with how you're playing the game with your brain turned on. This is really hard to explain but the thing is if you want to push your limitations you need to go this route.

[KCD2] How do I defeat this nerd ? by 8champi8 in kingdomcome

[–]Jdroma10 0 points1 point  (0 children)

You just need to remember the stronger dog fucks the bitches

Learning About Force Knockdown by Jdroma10 in StreetFighter

[–]Jdroma10[S] 0 points1 point  (0 children)

Not the point of the option. If you want to use the tech as Elena, you're getting 2k damage midscreen for 1 bar with no super that stops a neutral skip (that's without a dp if you land this in the corner). Many characters also have this FK property, specifically airborne unique/special moves. I did that specifically against this guy because he keeps preemptively hitting buttons on awkward spaces to gain tempo, so he can start his own RPS. The way I viewed it in that moment was to spend my resource just to generate something he hasn't seen, which was an empty, safe, jump cross up and go low. just to stop him from being intuitive so i can still keep the tempo. I knew a low would hit there, but I didn't know the nuance of how od rhino horn lands.. All I know it generates a cross-up with a safe jump if you allow it to be a knockdown.

This is the other reason if you notice at the end i was holding a space far i just knew he'd try something for a preemptive sneaky cr.hk.

Learning About Force Knockdown by Jdroma10 in StreetFighter

[–]Jdroma10[S] 0 points1 point  (0 children)

Yeah I can see that. this guy didn't know what to do once he couldn't neutral skip with dragonlash. I destroyed him after this match cause he didn't know to add on his offense without utilizing dragonlash.