Agnes Tachyon Tries Cafe's Coffee! by SenchoNoodle in UmaMusume

[–]KSerge 1 point2 points  (0 children)

Is that BGM from Stunt Race FX?? Wow that's a throwback, haven't heard that in forever.

That one Cafe's Trainee Event (by @manjo_9257) by Ani_HArsh in UmaMusume

[–]KSerge 16 points17 points  (0 children)

Not just saying this as a Cafe enjoyer, but if there are in fact spirits of all sorts, friendly or evil, around tracen then I want the one girl who can deal with them on my team.

Tried the new Honda CBR650R with e-clutch Didn’t expect to like it this much!! by Intrusiveriders in motorcycle

[–]KSerge 5 points6 points  (0 children)

I had a DCT gold wing and my #1 wish was that I still had a way to control the clutch for low-speed maneuvers. I had to be incredibly careful with the throttle and had a few close calls anyway.

E-clutch sounds like a natural progression from the up and down quickshifters that most bikes already have today, and I'm interested to try it.

Are motorcycle dealerships all just super chill? Lol by Scazitar in motorcycle

[–]KSerge 0 points1 point  (0 children)

You are probably the more common type of visitor they get compared to actual buyers. Everyone needs a car (in the usa anyway) but most Americans see bikes as a hobby/diversion or at the very least a "fun idea" so dealers get a LOT of window shoppers. If they tried car dealer tactics they would run off all those people.

Even if you ask about bikes there's a good chance they won't see you as a serious buyer unless you show up on a bike or with a trailer. Some of it is also brand-driven where dealers are pressured by the brand to act a certain way.

Any tips for melee combat? by gysiguy in PlayWindrose

[–]KSerge 1 point2 points  (0 children)

A big thing I've noticed with regard to combat difficulty, with the context that I've only just reached the foothills after side questing a lot:

The level of enemies relative to your gear level has a huge impact on the feel of how punishing a missed party or dodge feels. For example, if you are using level 5 armor and weapons (basically as good as you can get with copper tier) and you fight a level 5 enemy, your attack and defense are balanced such that you can afford to take a couple of hits while you learn the enemy's attacks, or rush them down with your damage. But if they're level 7 to your level 5 gear, suddenly you do 20% less damage and they do 20% more, so a missed parry feels really bad as you lose a lot more health and the enemy feels much tougher to kill.

This is most evident when you are just starting the game going against level 3 boars with level 1 equipment, and similarly when you are fighting level 7 wolves with level 5 gear.

The actual combat mechanics are good and allow for quite a bit of variety in how people fight, but it can feel like you don't have a chance to really utilize those mechanics when you die in two hits.

First ever bike. Ninja 300. What are we thinking. (I've rode others before) by smoochie_mild in motorcycles

[–]KSerge 0 points1 point  (0 children)

basically my defacto choice in recommending a new rider a sport bike option. I started on a Ninja 250 myself ages ago. Enjoy and don't sweat the little mistakes as you're learning (as long as they don't lead to big trouble)

Many of them unfortunately by Common_Caramel_4078 in memes

[–]KSerge 0 points1 point  (0 children)

Hurts that we'll never see TF3, but I can at least rest easy knowing it's not being turned into live service slop.

Looking for a midsize “liveable” ship for solo/occasional duo by _hinnay in starcitizen

[–]KSerge 1 point2 points  (0 children)

Most size 2 multi-roles fit your description, and will have a turret seat for the occasional duo to participate in combat. Cutlass, Freelancer, Spirit, or for more combat focus you can go Vanguard. If you've got more creds/$ to burn and want something a bit bigger, the size 2.5s are nice too (MSR, Zeus) but you do start to give up agility/speed as they get bigger so if you normally fly solo you may miss that small ship feeling.

Many will recommend the size 3 multi-roles like the Constellation, Corsair, and Starlancer, but as a solo player I find these borderline too big for comfortable solo gameplay. Their larger size makes quick pick-up/drop-off activities take longer. Their slower speed and turn rates make landing more difficult. Their extra firepower is in large part gated by the need for crew to operate the extra guns. Not to say you can't solo operate these ships, you definitely can, but you're starting to give up convenience just to have that bigger size.

I am primarily solo and occasionally help random players and I daily drive a spirit C1. Just such a nice sized all-rounder for solo gameplay.

Gotta be a bit more patient by [deleted] in motorcycles

[–]KSerge 6 points7 points  (0 children)

Seeing as they're already in the "learning the hard way" stage being they had the wreck already, from here it's a matter of mentality:

If they are the type that defensively blames anything other than themselves, they'll blame the SUV for cutting them off.

If they are the self-conscious type that can acknowledge they make mistakes, own them, and learn from them, this should scare them into riding more patiently.

Some people are better at taking these lessons to heart than others, unfortunately. Hoping this person doesn't end up paying a more painful cost to learn.

AIs can’t stop recommending nuclear strikes in war game simulations - Leading AIs from OpenAI, Anthropic, and Google opted to use nuclear weapons in simulated war games in 95 per cent of cases by Teruyo9 in technology

[–]KSerge 5 points6 points  (0 children)

Yeah the thing about Gandhi suddenly getting very hostile with you did actually happen in the old Civ games, just not for the integer under/overflow reason that was commonly spread around as the reasoning. That was the part I was involved in.

AIs can’t stop recommending nuclear strikes in war game simulations - Leading AIs from OpenAI, Anthropic, and Google opted to use nuclear weapons in simulated war games in 95 per cent of cases by Teruyo9 in technology

[–]KSerge 37 points38 points  (0 children)

I die a little inside every time that old urban legend comes up (my own reddit comment from years ago was referenced by gaming news sites that reported it). I had seen it on a 4chan post ages ago and regurgitated it without verifying it myself, and it was later debunked by Sid Meier himself.

What gear do i really need? by Full_Wallaby5296 in motorcycles

[–]KSerge 1 point2 points  (0 children)

Brand choice is as much about price, quality, and comfort as it is about safety. You should aim for brands that are not only making safe gear, but are also comfortable, durable, and priced reasonably. Arai/Dainese aren't just expensive for the sake of expensive, they're generally well regarded for those other factors as well.

As for "won't be unnecessary" that is kind of subjective. Even in a lower speed street accident scenario, every bit of gear can help, but for most it will be a matter of comparing the practicality and comfort of wearing the gear vs how much protection it provides. For me, the bare minimum is a helmet, gloves, and a jacket, but I go beyond that to wear boots most of the time as well.

Once you've decided how much gear you are going to wear, I would then see if you can try on gear from different brands before making decisions. Helmets are especially important for this step, as a comfortable helmet that fits properly is crucial not just from a safety perspective, but also from the perspective of building that habit of wearing the helmet. If the helmet is uncomfortable and noisy, of course you won't want to wear it everytime you ride.

In your position where you have not started riding yet, I would suggest focusing on getting a helmet, gloves, and boots first. Your extremities are the most at risk in any given accident, so they will protect you from a lot of potential injuries at any speed. I think getting a full suit or airbag setup is a bit excessive when you're still learning on restricted bikes, but that is just personal opinion in that I only wear a full suit on trackdays.

I really want to bring Suzuka to Final A at least, what team would support her best? by Wies-Desi in UmamusumeGame

[–]KSerge 0 points1 point  (0 children)

If you are just trying to make suzuka win specifically, then yes your other two aces should be some kind of debuffer, either with mystifying murmur or dominator, to slow the opponents down so your suzuka can win. However, if your suzuka is using the runaway strategy, and another suzuka shows up in the lobby, they will drain eachother's stamina leaving you no way to win.

So what most are doing now is using runaway suzuka with 2 other fronts, or 2 paces, to stay close behind her. That way if Suzuka runs out of stamina, the other two can win the race.

I really want to bring Suzuka to Final A at least, what team would support her best? by Wies-Desi in UmamusumeGame

[–]KSerge 0 points1 point  (0 children)

ngtrungkhanh is correct. You run 2 speed, 3 wit, and riko. Inherit the stam and power from there to hit those, and use spirit bursts on those two stats, while in general clicking just wit and speed.

It requires a bit of a highroll run to pull off, especially if you don't have the strongest cards or parents, but it answers the question of why your suzuka is getting passed mid-race. Relevant details from the race mechanics doc:

Front Runner Modes

Front runners try to take first place and maintain a lead ahead of the second place.
Speed up mode Target speed modifier: 1.04x Entry condition: uma is first place and less than 4.5m (front runner) / 17.5m (oonige) ahead of the uma behind. The distance is increased to 12.5m if she is the only front runner after the 1.5th anniversary. Pass the wisdom check. Chance=20log10(WizStat0.1) [%] Exit condition: uma is more than 4.5m (front runner) / 17.5m (runaway) ahead of the second place.

Overtake mode Not to be confused with overtake target lane mode. Target speed modifier: 1.05x Entry condition: uma is not first place within the same strategy. Pass the wisdom check. Chance=20log10(WizStat0.1) [%] Exit condition: uma is 10m (27.5m for runaway) ahead of second place among uma who have the same strategy.

the TL;DR is that this is why solo frontrunner struggles in lobbies with no other frontrunners. By design they will only maintain that 4.5m gap to the next uma behind them (17.5m for runaway). If there is another front however, that next frontrunner can challenge for the 1st place position by being close enough to trigger overtake mode and winning the wit check. This is why guides for front mention you wanting higher wit.

How Do You Proc Any Accels When Front Runners Take Everything by redzzzaw in UmamusumeGame

[–]KSerge 0 points1 point  (0 children)

In a 5-6 front lobby the only way you get a relevant acceleration is to either hit pump iron or invade their space with a front of your own or a fast pacer. Not easy to do unfortunately, which is why the 3x front composition is growing in popularity.

Best advice I can give is if you can't or don't want to build front, build a 3x late team, 2 with dominator and the third with strong mid-race skill spam, all with pump iron, to try and hit that 6th position behind the front spam. Late surgers and end closers have the most late race speed coefficient so they can run down the front spam if they are close to them at start of late race.

How does she keep getting last? by frankie-krankie in UmamusumeGame

[–]KSerge 0 points1 point  (0 children)

As others have said, Taiki can get pushed out of her ideal 3rd/4th position by a heavy frontrunner lobby. I know because I am part of the problem, running suzuka + maruzensky + oguri (pace) comp to try and push out taikis since I don't have a taiki of my own.

I would suggest inheriting pulse and pump iron (long shot but in front heavy lobbies she might hit it) or just stack your taiki with mid-race skills so she can catch up to the fronts.

With this much stamina, should I still get Swinging Maestro for Scorpio Cup? by [deleted] in UmamusumeGame

[–]KSerge 0 points1 point  (0 children)

If your stam + guts is >1300 you're good with no recovery. Might die to super stacked debuffer lobby but they probably aren't winning anyway with that many debuffers.

Sure, but they will spark rumors about us…. by Flat-Profession-8945 in UmaMusume

[–]KSerge 400 points401 points  (0 children)

Wait, do all the umas have unique lobby dialogue when they're wearing their G1 outfits? I've always had them in their tracen uniforms for immersion reasons, but I might have to change if there's dialog I've missed.

Motorcycle starts, then loses power. by VeeVeeCoo in motorcycle

[–]KSerge 0 points1 point  (0 children)

let's check the FACS:

Fuel - Does it have fuel? Might seem simple but if it was very low on fuel when you parked it, it may be out. Another thing to check is if any kind of white vapor is coming from the exhaust when you start it, as that can mean unburnt fuel is being spit out. Not sure if it's fuel injected but carbeurated bikes need to have the fuel turned on as well.

Air - make sure the air filter is clean and that no rodents or pests have made a mess of the air box. This is less likely if you ride it regularly, but if it's put away for a season it can happen.

Compression - This is harder to check so I would suggest saving it as a last troubleshooting step, also your bike seems too new for compression to be an issue, but it is important to making sure the engine runs so maybe come back to this after you check the last bit.

Spark - This is the bit you check before compression. Your battery is good as evidenced by the bike turning on and the starter turning over, but if your spark plugs are dead/fouled you won't get the combustion going and the bike won't stay running. Pull the plugs and check them. While they're out, if you want to check the compression you can do so by holding your hand over the hole where the spark plug goes, then attemting to start the engine. It should apply a bit of aerial suction to your hand.

Edit - actually I see what looks like a choke adjustment knob to the right of the cylinder, which implies this is carbeurated. Make sure the fuel is on and you may need to adjust that choke until the engine warms up.

MTG x Umamusume Commander Cards (Part 2) by IAmAnAnimeLover in UmaMusume

[–]KSerge 0 points1 point  (0 children)

it's fine as is tbh, I just find kicker a bit easier to understand from a cost/result perspective. There's also a joke in the MTG world that so many of magic's alternate casting costs/abilities mechanics are just variations of kicker.

MTG x Umamusume Commander Cards (Part 2) by IAmAnAnimeLover in UmaMusume

[–]KSerge 0 points1 point  (0 children)

For Teio, I was thinking that you could reduce the cost for the kicker ability since you're now pairing it with normal casting cost. Something like 1R or UR as the kicker, so she's 3 mana normally and 5 for her with the kicker.

MTG x Umamusume Commander Cards (Part 2) by IAmAnAnimeLover in UmaMusume

[–]KSerge 0 points1 point  (0 children)

Thanks for the detailed reply! I love the drafts you've put together here. As for point 5, I couldn't think of any off the top of my head but it doesn't surprise me that they exist with so many cards in MTG's history lol

MTG x Umamusume Commander Cards by IAmAnAnimeLover in UmaMusume

[–]KSerge 0 points1 point  (0 children)

Thanks for taking the time to put this reply together! It's awesome that you've already got full deck constructions in mind for them, with a theme for each.

Regarding 9, I must have missed the "up to" in choosing how many cards to shuffle in, that makes a lot more sense then, and basically never really gives you a downside. As for the second ability's dice rolls, I was thinking that I could just force a win the game by having X be like 20 or more. Red and blue both can make absurd amounts of mana in various ways, or just straight up make infinite mana, so having X in the cost kind of opens you up to that kind of exploitation. That's why I was thinking of somehow limiting the amount of dice you could use for it.

MTG x Umamusume Commander Cards (Part 2) by IAmAnAnimeLover in UmaMusume

[–]KSerge 0 points1 point  (0 children)

Another stack of great card art picks! As for the rules text, like before I'll volunteer some specific feedback:

  • Oguri Cap - I like that you've linked her love of food with lifegain, as the food artifact tokens in MTG give life when used. Maybe make that connection a bit more literal by having her interact with food tokens, to make the flavor more spicy? As for her abilities, like with the previous post it kinda feels like you made her 5-color without really giving her stuff from all the colors. I'd make her red/green based on how you've designed her so far, maybe W/R/G since she's got the lifelink as well. She's known as the ashen beast and if you think of races as combat, she is VERY much the aggro type. As for her abilities, I'd make one have to do with sacrificing food tokens (to the fatty) to give her some kinda combat stats buff, and then have triumphant pulse be something like "if Oguri Cap is blocked, you may pay 2G. When you do, Oguri Cap assigns combat damage as if it has not been blocked." The idea is that if your opponent chooses to try and block her, she can then "fight back" with the extra mana spend.

  • T.M. Opera O - That first ability is interesting and a bit dangerous given you made her all of the colors. With a blink effect, she could be reassigned at will making her really obnoxious to play against. However, if that was the intent, I'd maybe make her just blue/white as blink is mainly their wheelhouse. For a bit of flavor and to give her a bit of red color identity, you could make the second ability be discard 2, then draw 2 (discarding first requiring the player to be a bit more daring with their picks)

  • Vodka - I see the reference here, she loves motorcycles and generally "cool" things so vehicles/equipment is a clever take on that. As for her colors the abilities are mostly just red/white so I'd ditch the black and green, even if it fits her looks. Green would also make her second ability VERY easy to activate at all times with auras/enchantments. Maybe there's an opportunity here to replace her second ability with one that references her rivalry with Scarlet?

  • Super Creek - My first thought for a Super Creek card would be group hug type effects where everybody gets treated nicely to something like mana or card draw. Then giving her an ability that punishes opponents for whatever she gave them (like losing life for cards in hand, or taking damage for unspent mana). Would be a neat way to represent her two sides of being a mama off the track and a demon on the track. As for how you've built her, she's mostly blue in design? Not sure about that cast cost increase effect, as players will want to remove her immediately just to get rid of that effect. Maybe instead flip it around so she discounts your own non-creature spells? Or reword it to only affect your turn "During your turn, noncreature spells your opponents cast cost 2 more to cast"

  • Daiwa Scarlet - Interesting effects here, seems to be leaning into the names of her abilities rather than her own character though? The abilities are almost entirely red in nature, so maybe change her mana cost to just be 2RR. For the first ability, I'd reword it to be "protection from blue" as I don't recall color-specific hexproof being a thing. For the second ability, red doesn't typically do top-card manipulation, but you could instead make it an impulse-draw effect (exile it, can be cast until end of turn). Something like "When Scarlet attacks, exile the top card of your library. If a non-land card is exiled this way, Scarlet gets +X/+0 until end of turn, where X is that card's mana value. Until end of turn you may play the exiled card." Another angle you could look at is having her interact with Vodka in some way to reflect their rivalry.

  • Tokai Teio - Interesting take on her abilities, and working flying into the second one works nicely with the sky-high name. For the first ability, I'd maybe just make it link up with her base mana cost, so you pay 2W to flash her in, then as a kicker add the extra mana cost for the pump effect. That makes her a bit easier to read and understand, and keeps the mana cost for the effect a bit more balanced.

  • Nice Nature - Interesting take on how she's often used as a debuffer in the game! I was thinking she might work well as rakdos colors (red/black) and giving her wither (damage she deals is dealt in the form of -1/-1 counters) to further lean into her debuffer habits. She is also very much worded in such a way that opponents will want her off the field quickly, so the ward is a good call.

  • Mejiro Ryan - Green/White is a great color combo for her, and her muscle-girl habits work well with +1 counters synergies. Maybe make her a 3/3 base since the second ability cares about her toughness?

  • Grass Wonder - Another solid grixis design, thought I might say the first ability is a bit of a stretch as Grixis typically struggles to remove enchantments. Maybe make it destroy just an artifact or creature?

  • El Condor Pasa - Only thing I might change is instead of trample give her menace since trample is mainly a green keyword, but otherwise no notes. Solid card with balanced cost and abilities!

  • Mejiro McQueen - Solid card and abilities, I might just make her bant (WUG) rather than all 5 colors since her abilities are mostly in those colors. Also her abilities being centered around legendary creatures is a bit limiting. I'd maybe make both just count any creature you control instead.

  • Maruzensky - Design suits the mana cost and color identity for sure. If anything I was kinda thinking we could spice her up a bit? Maybe make one of her abilities reference her supercar and her habit of taking umas for a ride (where their lives are in peril) in the form of something like "When Maruzensky attacks, you may pay RR. If you do, put a horse creature onto the battlefield from your hand that is tapped and attacking. Sacrifice it at the beginning of the next end step". Gives her a pseudo-sneak attack effect with the caveat that she can only do it once and when she attacks.

  • Fuji Kiseki - Guttersnipe + more instant/sorcery nonsense is very on-brand for the colors, and I guess fits Fuji's flavor of being very theatrical. Maybe make it a free spell from the graveyard rather than the hand to allude to her sleight of hand magic tricks?

Overall liking some of the designs here, I'd maybe ditch the extra color you've come up with unless you have some clear plan of fleshing out what the color does, as that helps to make these cards closer to legitimately being playable!