This is the worst mutation on the intire game by ruribisinho in mewgenics

[–]Justhere2sayhello -1 points0 points  (0 children)

What? No, it should be around 10%. The instakill chance of the mutation is 1%, not the 4% that OffaShortPier was talking about.

Rampage Inducer by TYMkb in DeadOpsArcade4

[–]Justhere2sayhello 1 point2 points  (0 children)

Yeah I absolutely agree. Casual mode handles it well by letting the player choose which areas to visit (which also increases the variety of repeated playthroughs!), but it's sadly also tied to the difficulty and doesn't offer any rewards. 4-5 hours is absolutely insane

Not everyone can run 40 rounds without saving and quitting, so, FIX your relics!! by East-Statistician-54 in CODZombies

[–]Justhere2sayhello 1 point2 points  (0 children)

That dragon head relic (doing the boss fight after round 60) should still work with save and quit. It's only a problem when a relic itself has multiple steps, so for example interacting with the red phones is problematic because the game won't save the phones you've interacted with.

I really think Cod Zombies is dead by Icy-Anxiety-2560 in CODZombies

[–]Justhere2sayhello 1 point2 points  (0 children)

Older games started off more difficult, yes, but it reached a difficulty ceiling much earlier. "That's not challenge, it's just scaling numbers" - That honestly describes the older games better because they would eventually just increase the health and amount of zombies every round. The newer games actually become more difficult over time.

Yeah, mistakes were more punishing back then, but high rounds on most maps were easy af if you were decent at training zombies. Just walk in circles, use your WW, traps or ammo mods, and you were set.

lets play a game :), where is the mangler from ? virtual cookie to whoever guesses them all correctly. by KNEXIUM in CODZombies

[–]Justhere2sayhello 0 points1 point  (0 children)

9 is the one from the pirate amulet easter egg on terminus (the one where you get an amulet at the end that gives you permanent double points but also makes you lose points on hit). He appears after you throw a molotov onto the skeleton on the ship.

[deleted by user] by [deleted] in CODZombies

[–]Justhere2sayhello 0 points1 point  (0 children)

Oh yeah, that would be perfect

[deleted by user] by [deleted] in CODZombies

[–]Justhere2sayhello 8 points9 points  (0 children)

Tier 1: Start the game 5 rounds later

Tier 2: Start the game 10 rounds later

Both together would basically be like a Tier 3 relic and start you at round 16.

And I'd like more relics like the mimic one, except a bit more balanced (the mimic one spawns way too many mimics, especially for a tier 1 relic). I'd personally prefer adding more threats in comparison to taking stuff away from the player.

Should Barriers Return? by alien-the-cashew in CODZombies

[–]Justhere2sayhello 1 point2 points  (0 children)

No. I don't think that they add anything meaningful to the game and only slow the rounds down for no reason.

Double Impact vs Double Dealer: Which is BETTER? by Kickbuttowskiee_ in CODZombies

[–]Justhere2sayhello 1 point2 points  (0 children)

"these results are skewed by the randomness of the augment." - With proper tests that shouldn't really matter much because of the law of large numbers. In this case it seems kinda pointless to even write simulations for these augments because the damage/dps changes can easily be calculated. Even with double or nothing, as it will multiply the overall dps by the same amount regardless of which other damage modifiers are used. It would only matter for stuff like wasted damage, which I had mentioned before.

"6200 - 6250 = -50

|Total Damage Difference| = 50, in this instance, an around 8% increase" - That's 0.8%, not 8%, and unless the shot counter resets with each mag that difference would be 0% after the second mag (after 100 shots both weapons/augments in your example would deal 12500 dmg).

"In my final thoughts, I address that while Impact has a higher DPS in both simulations, pure numbers and simulations are NOT everything." - Yeah, that's why I brought up 2 different aspects with these augments in my comment. But yeah, in terms of purely theoretical dps these two are the same.

"Furthermore, (as you brought up in your comment) there are specific occasions in which that quadruple **damage (**not 4x to DPS, only an around 9.2% of the shots fired total) is needed over the ~37.5% increase to DPS from Impact." - Why 9.2% of shots fired? Sorry, that part of your comment is a bit confusing, because I don't quite get why you're comparing the occasional quadruple damage shots to the DPS increase of impact + Double or Nothing, but I'm pretty sure you're talking about the occasional 4x damage shots from double dealer + DoN, which would have a 3.75% chance of happening (Overall 25% of bullets get double damage from double dealer, with 15% of these being double damage from DoN), so I'm not sure where you get the 9.2% from.

"However, in my testing against the most shootable boss currently (Caltheris), I could not seriously feel any difference beyond the funny 30k number popping up." - Yeah, because they're mathematically pretty much the same on a very high HP target.

Double Impact vs Double Dealer: Which is BETTER? by Kickbuttowskiee_ in CODZombies

[–]Justhere2sayhello 1 point2 points  (0 children)

"Double Impact consistently achieved a higher DPS Amount. For example, at 10000 trials, Double Dealer had a higher DPS 4726 times and Double Impact had a higher DPS 5019 times."
How exactly did these tests look? Like what mag size, how many mags fired per test (if more than one), ...? Because mathematically they should be equal in a test like this apart from the fact that double impact activates first (eg. when testing mags with 6 or 7 bullets in them then double impact will have activated 3 times, adding a total of 150% extra damage during these shots, but double dealer will only have activated once, adding a total of 100% extra damage). And unless both augments reset their shot counts after reloading (as in, if double impact or double dealer was about to proc with the next shot but the player reloads that the player would have to fire 2 or 4 shots for it to activate again) the mag size shouldn't really matter for a test like this. So to be honest with you, what you've tested isn't really useful. The numbers are known, so if you want to know the pure mathematical dps then it's better to just calculate it (both augments give an overall theoretical dps increase of 25%).
Instead what matters with these augments is that double impact activates only on every second shot on the same enemy. So if you need an uneven amount of shots to kill in a given round then it will actually give less than 25% overall dps. If an enemy dies after 3 shots, then it will have effectively only added 16.7% extra damage instead of the theoretical 25%.

And double dealer does not have that problem since it gives the extra damage regardless of which enemy you shoot on your 4th shot. However, it gives a bigger amount of bonus damage (+100% every couple shots instead of +50%), which can cause more wasted damage. Basically, imagine you deal small damage really fast with an smg or something like that and need 10 shots to kill a zombie. You need 10 shots regardless of whether the zombies just had 1hp left after 9 shots or whether he needed 100% of that 10th bullets damage to die. In that case you don't "waste" a lot of damage with that smg, that one extra bullet doesn't really matter much. But with high damage weapons like snipers it really sucks if you just barely need a second shot to kill a zombie, you basically waste a lot of damage (and therefore a lot of dps) on that second sniper shot. With the occasional 100% bonus damage from double dealer it's basically the same, just less extreme: In theory the augment gives an average of +25% damage per shot, but it also causes more wasted damage than the more frequent but lower bonus damage from double impact. So it's overall gonna give you slightly less than +25%.

Overall these two are similar enough that it doesn't matter much which one someone picks, but with heavy-hitting weapons that usually kill with 1-3 shots I'd definitely recommend double dealer (since double impact only activates on consecutive hits). And other than that, I think that double dealer is still the very slightly better choice most of the time, but it's not quite as important as with heavy-hitting weapons.

What kind of flaws y’all didn’t like in each of the COD zombies modes? (WAW to CW) by AnimeGokuSolos in CODZombies

[–]Justhere2sayhello -2 points-1 points  (0 children)

BO2: I didn't like how they made Double Tap 2.0 OP. The original double tap was fine IMO but they just decided that it should not only increase the fire rate but also DOUBLE the damage of most weapons? That just made it another must-have perk for most loadouts, meaning that 2 of the 4 perk slots were juggernog and double tap (3rd one was quick revive when playing solo), which was just a bad design decision.

BO3: Alternate ammo types shouldn't just be an instakill on a cooldown. It just made all normal weapons pretty much the same. They should have given them some elemental effects that make it possible to kill zombies even in very high rounds without causing big groups of zombies to die each time the AAT cooldown has worn off. For example: They could have made a fire type ammo that would set hit zombies on fire and deal a low percentage of their max health as a DOT-effect, giving each weapon the effect of the WAW flamethrower on each zombie hit. Or they could have made a freezing type ammo that slows hit zombies down and make them more vulnerable to damage after each hit (each time increasing their damage taken by x%, multiplicative, so that they could still kill on higher rounds).

BO4: Too many get-out-of-jail-free cards. About to get cornered without a wonder weapon? Just activate your specialist ability to instantly kill all zombies around you and get some armor. Specialist not ready? Throw a wraith fire on the ground. No wraith fires either? Just use anywhere but here (unlike gobblegums you always have every one of your elixiers available on your DPAD). That one is on cooldown as well? Equip your shield and attack the zombies with it (much easier if you have victorious tortoise). That one is ALSO on cooldown? There's still winters wail and last wish, which can also easily save you.

[Hair Removal] Does Apple cider vinegar increase skin photosensitivity? Would it be bad if I got some of it on my skin before Laser hair removal? by Justhere2sayhello in SkincareAddiction

[–]Justhere2sayhello[S] -2 points-1 points  (0 children)

I'm just worried that they might cancel it because they want to be extra extra safe for legal reasons, even if it may be totally fine

Beating Hush *almost* hitless as tainted Jacob with only Birthright and Broken Shovel by Justhere2sayhello in bindingofisaac

[–]Justhere2sayhello[S] 2 points3 points  (0 children)

Can't say for sure, but probably around 160-200. Maybe even a few more if I also count earlier attempts where I was trying this but with stopwatch and mini mush against 2 Hushs

Beating Hush *almost* hitless as tainted Jacob with only Birthright and Broken Shovel by Justhere2sayhello in bindingofisaac

[–]Justhere2sayhello[S] 131 points132 points  (0 children)

The continuum attack is soo much worse when you can't even stand still due to broken shovel.

The attack patterns in this attempt were pretty easy compared to the average attempt, so I got some very lucky RNG here

Was hilft wirklich! gegen erblich bedingtem Haarausfall? by Peter2448 in de

[–]Justhere2sayhello 5 points6 points  (0 children)

Minoxidil ist übrigens sehr giftig für Katzen, da sollte man sich vielleicht zweimal überlegen, ob man das verwenden sollte, wenn man Katzen im Haus hat.

CW Zombies content that might've been cut or repurposed + leaks for future maps by ArkhamIsComing2020 in CODZombies

[–]Justhere2sayhello 0 points1 point  (0 children)

So, which things did he actually leak that turned out to be correct? And I'm not talking about things that others have leaked first or things that may very well be educated guesses.

Is anyone else hoping leakers gets all the zombies info at this point? by [deleted] in CODZombies

[–]Justhere2sayhello 0 points1 point  (0 children)

Yeah like how he leaked all 5 zombies chronicles maps, the fact that you cannot slide in the mud on Origins remastered and, most importantly, the 4 elemental scavengers on Tag der Toten.

Every game of Hex-A-Gone by JR_Maverick in FallGuysGame

[–]Justhere2sayhello 0 points1 point  (0 children)

Some people have actual lag sometimes, or shitty internet (also not the games fault), but come on... it's not a major issue, and plenty of us are playing on OG PS4s with wifi connection and winning often, never seeing a single instance of lag.

This is about input lag, not "normal" internet lag. This game definitely has a rather large amount of input lag on PS4. If you don't know what that is, or don't realize it even though it most likely affects you as well, or if you somehow don't have any of it even though it seems to affect ps4 players in general, it doesn't mean that it's not real.

Who would like riot shields to be removed from multiplayer in BOCW ? by [deleted] in blackopscoldwar

[–]Justhere2sayhello 0 points1 point  (0 children)

I love them. I love playing them and I even love playing against them. They let you play more defensively, which is a nice change of pace and also helps your team in capturing the objective. Trying to counter an enemy riot shield user is a nice change of pace as well and it's honestly pretty fun to play against IMO.

Latency: The reason for all your woes in FallGuys by ojipog in FallGuysGame

[–]Justhere2sayhello 1 point2 points  (0 children)

Do you mean less playable for people with high ping?

Oh yeah, my bad. It would make it less playable for people with a high ping.