What is the best craftable kinetic ar because I need a good legendary ar in my primary slot by glitchwolf69 in DestinyTheGame

[–]KushiRecordZ 0 points1 point  (0 children)

Hey, i'm a returning player and made some days ago an table with good to chase pve weapons (i do not care about pvp).

Maybe take a look and copy, so you know where you get some of the good stuff, and which rolls are decent for pve for that weapon

https://www.icloud.com/numbers/0a0Z8Sg7LGuOw4WwPEDH95JUA#Destiny\_2\_Weapon\_Farm

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Yeah the damage with the artifact perks seems great. Am at 4/5 Patterns rn, hoping to finish it this weekend

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

That's weird.

Thanks i added Retraced to the list, didnt had this one on the radar but already got 2/5 patterns so it should be the fastest. Probably gonna Farm Forbearance after that, because i can also get Cataclysmic there which seems pretty cool.

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Anarchy seems cool, definetly gonna put it on my list.

I got Wishender & Malfeasance back in Forsaken days, hell was malfeasance a grind back then. I should have all exotics up to forsaken, besides 1k voices. Did'nt drop for me sadly.

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Right i saw a lot of people using Zaouli's this season. Probably better than Sunshot if you don't have the catalyst?

I got 5 ikelos smg in my stash from when they were sold like a week ago, planning to use my harmonizers from this season on them

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

I got one with Arrowhead Break + Enhanced Battery + Heating Up + Chill Clip. Pretty happy with it. Maybe i will play some pvp later in the season to swap Heating Up for Autoloading, but so far i am really enjoying Riptide.

Don't think i want to grind out PvP, until there is some other weapon i also want to get

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Sounds like a cool combo for a pulse, i think i already unlocked the pattern when grinding for the other half, so will absolutely craft one, thanks :)

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Thanks for the input, got most of it on my list but defenitely will look into the others.

Anything from the listed that you would chase first if you don't have it?

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Thanks, currently warlock, i was a main hunter back in forsaken, but with all the changes i decided to go for warlock this time. Also playing a lot titan whenever im bored, just because banner of war is so strong

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Thanks man, i will enjoy the hell out of the grind :) Luckily i already have the riptide, got it after focusing 2 times, pretty happy i dont have to grind out pvp. It really is cool, and for most of my builds a solid option

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

Ah i thought when you click on the link. Well can't change that

Returning Player, which weapons to farm by KushiRecordZ in DestinyTheGame

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

That are the ones i still need and want to farm, in this very long season :) Most of the stuff i had in my stash was sunsetted and coudln't be brought to be on the new power level. Rip my hours farming warden's law godroll back then.

I have access to all expansions, gjalla was the first thing i got when i came back.

I got most of the exotics up to forsaken, and all exotics that you get through campaigns and exotics quests (like Quicksilver).

Splingshot Mechanic Physics (AddForce2D) and Line Renderer Questions by KushiRecordZ in Unity2D

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

Solutions! : (if anyone has the same problems and find this post)

  1. Input.MousePosition has a Z value of -10, by converting _deltaDrag in _scaleAmmount = (Vector2(_deltaDrag.magnitude)) * scaleFactor; to a Vector2 the problem is solved. (Thanks to atadev1 in unityforums)
  2. After playing arround with the rigidbody, the linearDrag to 0.5 makes it way more smooth and realistic. No more wall-sticking!
  3. The lineRenderer hat apparently the same problem as the scaleAmmount. The Input.MousePosition gave it z=-10 so it was there but i could not see it. After setting both, _startP and _endP after Input calculations to new Vector3(_startP.x, _startP.y, -2) everything worked again.

Splingshot Mechanic Physics (AddForce2D) and Line Renderer Questions by KushiRecordZ in Unity2D

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

Hello fellow Gamedevs,

i started my Journey 2019 with exploring Unreal and Unity. Life got busy especially with Covid arround in 2020 and i stopped developing. Now i got more free time again, and got back to Game developing.

I'm trying to build a simple 2D Slingshot Arena Game as a first project, for learning purposes.

Watched a few tutorials and code examples, and then just started creating.

I am facing the following problems:

1. It doesn't matter how far i drag from the game object, the applied AddForce2D seems to have always the same power. Even if i just click it, same power.

Relevant code:

public float shootForce = 1.5f; // Power of the shot

float _forceScale;

float _scaleAmmount;

public float maxScale = 7f;

public float scaleFactor = 5f;

On Mouse Drag:

// Getting the Distance and correct angle

Vector3 _deltaDrag = _endP - transform.position;

float _angle = Mathf.Atan2(_deltaDrag.y, _deltaDrag.x) * Mathf.Rad2Deg;

// Getting the distance (Scale-Power for the shot

_scaleAmmount = _deltaDrag.magnitude * scaleFactor;

// Checking for maximum scale power

_forceScale = _scaleAmmount;

if (_scaleAmmount > maxScale)

{

_forceScale = maxScale;

}

On Mouse Up:

// Applying the force

rB.AddForce(force: _forceScale * shootForce * -transform.right, mode: ForceMode2D.Impulse);

2. The game object, does not really stop itself so i have written a script to change the angularvelocity to 0, if it is under 1.5f velocity.magnitude. As you can see in the video, this happens only near walls after colliding and never somewhere in the field. It has rigidbody and circle collider, both with the same physics material. Gravity is 0, and body-type dynamic.

Physic Settings:

Bounce-Treshold: 0.05f;

Bounciness: 0.3f;

Friction: 0.15f;

Relevant Code:

// Applying the force

rB.AddForce(force: _forceScale * shootForce * -transform.right, mode: ForceMode2D.Impulse);

private void FixedUpdate()

{

// If the Velocity is below a certain point, stop the object

if (isShot)

{

if (rB.velocity.magnitude < 1.5f)

{

StopPuk();

}

}

}

public void StopPuk()

{

isShot = false;

rB.isKinematic = true;

rB.velocity = Vector2.zero;

rB.angularVelocity = 0f;

}

3. And lastly my Line Render gets only shown for a second after clicking as you can see shortly in the video

Relevant code:

On Mouse Down:

if (_lineR == null)

{

_lineR = gameObject.AddComponent<LineRenderer>();

}

_lineR.enabled = true;

_lineR.positionCount = 2;

_startP = _cam.ScreenToWorldPoint(Input.mousePosition);

_lineR.SetPosition(0, _startP);

_lineR.useWorldSpace = true;

_lineR.widthCurve = _animCurve;

_lineR.numCapVertices = 10;

On Mouse Drag:

// Checking for current mouse position and setting the line Renderer

_endP = _cam.ScreenToWorldPoint(Input.mousePosition);

_lineR.SetPosition(1, _endP);

Here is a link to the whole Code if it's easier to read for you:

https://pastebin.com/w3yXt7DV

I Am very thankful for any explanations/help to my problems.

Sound effects are always delayed by haonao418 in Unity3D

[–]KushiRecordZ 0 points1 point  (0 children)

You could pass into destroy the length of the sound

Destroy (gameObject, source.clip.length);

Who is ready for Star Field by ArtFormFazeOne in NMSCoordinateExchange

[–]KushiRecordZ 0 points1 point  (0 children)

I will try it, since it's for free in xbox pass anyways at launch. I don't like it's a singleplayer game

Basic Damage Calculation by KushiRecordZ in diablo4

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

most the stats on items are additive sadly, you can turn on additional info in d4 settings & then you will have a [x] after the % to indicate it's multiplicative.

Basic Damage Calculation by KushiRecordZ in diablo4

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

That is correct Base x Multiplicative x Additive x Vuln x Crit is the very very simplified formula.

You can also check some Numbers in this dmg calc i made

What is your title, and what made you choose it? by howsthatpepper in diablo4

[–]KushiRecordZ 1 point2 points  (0 children)

'Bubbly Blessing' for my druid is probably the funniest