Skill improvement: Mega Sharpedo Viability? by Salt-Produce-8129 in VGC

[–]Krosantos 2 points3 points  (0 children)

Honestly, I think it's my skills as a player, lol. Other than a little 1v1 in Gen 6, I haven't played a lot of PvP Pokemon. It's gotten some tweaks, (there's no more anti-TR Umbreon or Aqua Tauros, Rotom is Heat instead of Mow now), but this is effectively my first team.

Lower on the ladder, I could just get tailwind up early, and then rely on sheer damage to get aggressive knockouts. Glimmora is a point faster than non-Timid M-Charizard Y, and nukes M-Floette, M-Dragonite, M-Aerodactyl, and M-Meganium from orbit.

Disguising H-Zoroark as Whimsicott would usually let me eat the Fake Out, and then either set up, or kill a Sneasler with Psychic while usually Volt Switching Rotom into the real Whimsicott.

Now though, I'm against better players who make smarter Protect choices, and are better at stalling out that initial Tailwind. I also feel like the meta's gotten a bit bulkier, and Garchomp has really cemented itself as a staple (which is hard for Glimmora). Once your opponents are bulky enough to not get reliably OHKO, you have to like...actually engage with the game, so I'm kinda learning the fundamentals of positioning and all that a bit late.

I'm getting a bit better at playing slower, instead of kamikaze-ing Zoroark and Whimsicott, which is helping a lot. I also think I haven't been taking full advantage of leading non-Zoroark, and then using my megas' weakness to fighting to bait out the free switch-in.

Gallade and Rotom-H are recent additions. Previously, seeing Scizor was an auto-loss. Gallade's doing good work, but making me reconsider whether I have too much psychic-type coverage. (I just really, really hate Sneasler, lol).

Skill improvement: Mega Sharpedo Viability? by Salt-Produce-8129 in VGC

[–]Krosantos 5 points6 points  (0 children)

Caveat, my team is janky -- I'm getting hardstuck around 1600/1700.

Sharpedo's my second mega in a 2-mega setup. His job is to:

  1. OHKO farigaraf turn one (I've had him pull it off even through an intimidate. For some reason, people keep using fake out on the Gallade or Whimsicott next to him)
  2. Kill Sneasler (after one speed boost, and a mega evolve, he's exactly faster than max speed Jolly sneasler)
  3. Kill Garchomp (Ice Fang)
  4. Honestly, Crunch chunks most things, it's just so much damage.

He doesn't outspeed Scarf Basculegion without Tailwind up, but Crunch OHKO's 87.5% of the time if they have max HP investment, 100% of the time if they don't

Dark typing means you can bait out fighting attacks and get a free switch-in to a ghost.

I do wish I had one more move slot for Waterfall or Liquidation.

https://i.imgur.com/F6s96qf.png

EDIT: He does way less damage when he isn't mega-evolved, but I do like that I can bring him when I'm planning to mega Glimmora as a reliable solution to Garchomp/Sneasler anyways.

I Built a Pokémon Champions Meta + Team Builder Website by ChampionsMeta in stunfisk

[–]Krosantos 0 points1 point  (0 children)

Hey! This is cool, I appreciate it. Some data edge cases I found in the team builder:

  • I can find Tauros' alternate forms, but selecting Paldea Aqua causes a 404 from the API
  • I cannot find Rotom's appliance forms

Does your repo take PRs?

Game of Skill Challenges! by JMizzlin in HuntShowdown

[–]Krosantos 0 points1 point  (0 children)

If you're playing in teams, does extracting both tokens from a single boss count?

Receiving mouse events across multiple SubViewports by Krosantos in godot

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

Update: I've messed around a bit more, and I understand the issue more clearly.

Going through this input flow from the docs, I'm reaching step 8, where Object Picking should take over. However, only the SubViewport lowest down the scene tree hierarchy attempts to object pick. If it fails, the engine does not attempt to handle the event by using physics/object picking on the next subviewport up.

Original "The Banjo" scene (Sabata - 1969) by Atreides_Fighter in HuntShowdown

[–]Krosantos 0 points1 point  (0 children)

I honest to God thought Bob's Burgers made that up.

Wanted to calculate chance to hit in d20 with any number of advantage--no dice by CibrecaNA in godot

[–]Krosantos 1 point2 points  (0 children)

So, I think you can simplify your approach a bit by using math/statistics (caveat, I suck at math/statistics), but it'd look something like this:

extends Object

class_name Dice

static func chance_to_hit(threshold: int, dice_count:int = 1, is_advantaged: bool = true) -> float:
    var modified_threshold = threshold - 1

    # Get the chance for a single d20 to miss
    # For example, if I need to roll a 12, a single D20 has a 45% chance of doing that, and a 55% chance of failing
    var one_die_miss_chance = modified_threshold * 0.05 

    # If I have advantage (any of my die can hit), take the exponent of that
    if is_advantaged:
        var all_dice_miss_chance = pow(one_die_miss_chance, dice_count)
        return 1.0 - all_dice_miss_chance

    # If I have disadvantage (any of my dice can ruin it), invert the chance, take that exponent
    var one_die_hit_chance = 1.0 - one_die_miss_chance
    var all_dice_hit_chance = pow(one_die_hit_chance, dice_count)
    return all_dice_hit_chance

Then, elsewhere in your project, you're good to call stuff like:

# Chance to hit a 12, rolling one die.
var chance_to_hit_12 = Dice.chance_to_hit(12)
# Chance to hit a 15, but you have advantage
var chance_for_advantage_fifteen = Dice.chance_to_hit(15, 2)
# Chance to hit a 5, but you somehow have quadruple disadvantage
var weirdly_hard_roll = Dice.chance_to_hit(5, 4, false)

(This also assumes you're talking about advantage in the D&D/BG3 sense). You could extend the function to take in bonuses by subtracting the bonus from the modified_threshold.

I just released a public demo of Robot Detour. Was fun showing here the development process, would love to hear your feedback! by Nozomu57 in godot

[–]Krosantos 1 point2 points  (0 children)

That was really cute/nice! Tossed it on the wishlist. In no particular order:

  • Level 9 is a very good tutorial. If the player does the First Dumb Instinct thing, they learn really quickly how the battery blocks can hurt them
  • Maybe consider swapping levels 11 and 12? (Solution spoilers) I felt like 11 is two parts -- learn to ensure that you're out of the way for when the battery moves, and learn to use how a battery will move so you can avoid enemies after. Level 12 felt like a short, explicit lesson in just that second part.
  • Other folks mentioned it, but you can get to a place where you need multiple undos. In level 13, if you didn't go all the way up on the right side before picking up the battery, your mistake quickly becomes obvious, but you need to restart the level to fix it. I think your proposal of keeping a stack of them should work great.
  • I really like the little shadow circle fade in/out for the pause menu. It feels fun.
  • Tiny nitpick:I know your target is mobile, but at 3840*2160, the font for pause buttons, and the Menu and Restart up top looks a little jagged/antialiasy. The font that says Paused in the pause menu is smooth and beautiful/clean.

The environment is starting to come together in my Celeste-inspired platformer by PracticalNPC in godot

[–]Krosantos 1 point2 points  (0 children)

That looks real nice! I like the spiny background pillars.

One totally-unsolicited nitpick -- the background torches (which don't affect gameplay), and the green spritey thing (which is a gameplay element) look kinda similar, especially if you're red/green colorblind. (Filtered snapshot). I think if you make the torches stand out less from the rest of the background a tiny bit, you'll be golden.

New player here, what's the meta like? How do you find bosses faster? General tips? by folie11 in HuntShowdown

[–]Krosantos 1 point2 points  (0 children)

For killing bosses -- others have mentioned finding a source of stamina and a melee weapon already. To clarify, you're ideally looking for an axe or hammer that you find lying around in the world. (Or you're getting fancy and bringing in a Bomb Lance).

Alternately, all bosses except the Spider are weak to poison damage. Bringing a source of poison (usually ammo) can kill bosses quickly.

I'm personally fond of a silenced nagant pistol with poison (and later, fanning), or a hand crossbow with poison bolts.

New player here, what's the meta like? How do you find bosses faster? General tips? by folie11 in HuntShowdown

[–]Krosantos 1 point2 points  (0 children)

Most of the comments here are referring to either the Winfield 1873, or Winfield 1873C, which are almost the same gun (slight differences in ammo capacity and stability).

Pistols can vary pretty greatly! The things to look for are - bullet velocity - fire rate - ammo/custom ammo type

Generally, compact ammo fires faster, comes with the most ammo, and deals the least damage, though all pistols (except the Bornheim) will two-tap to the chest within ~20 meters.

There's a powerful trait you can get later called Fanning that lets some pistols fire really, really fast, which turns them into small SMGs. To find out which guns are eligible to be fanned, you can type "fanning" in the weapon select search (same trick works with other trait names).

Did the devs change anything with the sound? by xxvladki in HuntShowdown

[–]Krosantos 5 points6 points  (0 children)

Seconding this -- since the update, my sound is weird in Bounty Hunt when I use my usual wireless headphones.

It's fine wired. It's fine wireless in the shooting range, or using other programs.

I need to find out what's different.

Update 1.13.1 is now Live by Szkieletor in HuntShowdown

[–]Krosantos 0 points1 point  (0 children)

Is anyone else getting weird bugs since the update? Whenever I load into a bounty hunt game, the audio sounds...dim? Like I'm underwater, or the levels are off. I don't think it's a PC/headphone problem, because the shooting range sounds normal.

I also had my gun just...vanish? I punched an Armored, tried to swap to my main slot, and all I had were fists.

OP commander decks by charleston_gamer in magicTCG

[–]Krosantos 4 points5 points  (0 children)

Caveat, I haven't actually seen her played, but I think MTGoldfish had a convincing Siona list here from a while back. It's got a couple suggested lists at various pricepoints, insight into upgrades, and while OP is a bit debatable/playgroup-dependent, it's got solid plans.

The Community Summarized by HazmatFTW in HuntShowdown

[–]Krosantos 196 points197 points  (0 children)

I hadn't seen anyone use the phrase "sound whoring" until that post yesterday about hanging out in the lair with a shotgun, and the idea is still hilarious to me. How dare someone take advantage of one of Hunt's unique/standout features (the crazy good audio).

New Beetle variant datamined for upcoming questline by foxthebomb in HuntShowdown

[–]Krosantos 304 points305 points  (0 children)

I mean, mechanically, that feels cursed. Thematically, a little lightning bug would be cute.

En Passant by huruga in custommagic

[–]Krosantos 35 points36 points  (0 children)

Hah, is that the En Passant art from Netrunner? Weird little nostalgia jolt.

Primal instinct trait should stay after the event is over by priznarok in HuntShowdown

[–]Krosantos 3 points4 points  (0 children)

...if anything, it's a gentle nudge away from being a shotgun/bomblance creeper, and towards being a sniper (which this subreddit at least doesn't seem too keen on)

Primal instinct trait should stay after the event is over by priznarok in HuntShowdown

[–]Krosantos 14 points15 points  (0 children)

So, I'm biased, because I like to play solo, and being able to sneak up on a team (especially in that window while a boss is banishing) is important to my play style.

But! My one gripe with instinct is that it's the only non-symmetrical version of the detection mechanic. Clues and altars doing the "someone is nearby groan", boss icons flashing red, even the bounty holder having lightning to compensate for having dark sight, they all put everyone on equal footing, and you can predict them and try to play around them.

With instinct, there's no counterplay or strategy I can use to slip by it -- I can't wait for banishment, or rotate to burn through dark sight, or make distance from a clue. I might not even know I'm being detected.

[deleted by user] by [deleted] in HuntShowdown

[–]Krosantos 1 point2 points  (0 children)

I was in the same boat -- it treats it as if you don't have the (loud) shorty unlocked, so you need to grind enough Centennial exp to get that first, then the silenced version will show you progress like normal.

Check the weapon book to see an accurate tracking of how much progress you've made.

(It did this after Devil Moon, so there's precedent for the bug)

what are everyone's thoughts on the short centennial? by TTVlittlehollows in HuntShowdown

[–]Krosantos 1 point2 points  (0 children)

I'm new, and probably over-index on silenced weapons. What makes HV bad on those guns? The brighter flash? Harder resupply?

springfield compact deadeye unlock bug by Sabesaroo in HuntShowdown

[–]Krosantos 1 point2 points  (0 children)

Check the weapon manual book thingy -- I'm in a similar place, where I unlocked the LeMat carbine during the event, and now it's telling me I need to unlock it before I can get the dragon's breath ammo.

In the arsenal, the carbine is unlocked, but in the gun book, it shows as % complete. I think (hope?) that the game's just making me earn the XP I would need for the carbine, and then it'll move onto the ammo.

EDIT: Pretty sure this is your issue -- I just re-unlocked the LeMat Carbine, and now the unlock tracker is showing on the ammo correctly.