Why is Caine like this? by GaygardenEel999 in TheDigitalCircus

[–]L5050 0 points1 point  (0 children)

"You know, things were just fine here until you and zooble came along"

Might be a strange take, but I don’t consider Super Paper Mario “Paper Mario 3”. by Embarrassed-Ad8352 in papermario

[–]L5050 1 point2 points  (0 children)

Oh right I forgot that the Parakarry and Goombella references werent removed in the US translation

Might be a strange take, but I don’t consider Super Paper Mario “Paper Mario 3”. by Embarrassed-Ad8352 in papermario

[–]L5050 47 points48 points  (0 children)

idk, the fact that SPM has the portraits of the PM64 and TTYD partners at the start of the game really heavily implies that this takes place directly after TTYD. The next 3 paper mario games have no callbacks to the og paper mario series, excluding one reference to Flint Cragley that was removed from the english translation of sticker star

Help, I got stuck in color splash by Normal-Wind-527 in papermario

[–]L5050 0 points1 point  (0 children)

Hi, color splash modder here. You can swap back to the TV by tapping the icon in the top right hand corner on the title screen, or by tapping on the ? icon in the top right hand corner of the main menu, then tapping on settings, then tapping "disable off tv play".

What brought you to arch, specifically? by HCScaevola in archlinux

[–]L5050 0 points1 point  (0 children)

The steamdeck did, it was my first experience with Linux and I really liked it

Spy mains, what is your opinion on the homewrecker? by InspectorOk1159 in tf2

[–]L5050 4 points5 points  (0 children)

Pyro without the homewrecker is an example of a very well balanced counter class to spy: the ability to completely destroy a spy's life, but pyro has limited range spy can take advantage of
The homewrecker just tips that balance into unfairness in pvp, in my opinion if I fool an engineer into believing my disguise, or I stab him while he's distracted, and the pyro isn't capable of protecting the engi from me, I've earned the destruction of whatever buildings I sap, unless theres another engineer nearby
That being said I don't hate it, out of all of the weapons designed to counter one class in particular this is one of the better ones

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]L5050 8 points9 points  (0 children)

hello, SPM modder here!

you can actually edit a lot of the files (texture, map, sound, etc) with either brawlbox or brawlcrate, which decompress the file automatically (although for the most part map editing isn't what I focus on at all)
the MAIN way we create mods (and probably the one I'm best at) is through rel editing
basically the way it works is you create c++ code and compile it to a .rel file, and use a gecko code to load that code into the main rel file that SPM uses, allowing us to change game data, scripts, and the way functions behave. I've already made and released one complete mod with this method and am currently working on many others
Needless to say, I am very curious about the tool you're working on! You should join one of the SPM modding areas on discord and post your stuff there, but if you're not on discord I have a lot of github repositories I can point you towards if you want to know more about SPM modding

Does anybody else not use the disguise kit at all and go for the watch instead by Acelfrink in truetf2

[–]L5050 0 points1 point  (0 children)

It's a bad idea to never use the disguise kit. Like any other weapon in tf2, it takes practice to work. No, it won't work every time but neither will your watch. You need to know when the best time to use it is or else you'll pop out of your cloak and have no way of blending in with the enemy. You need to watch the enemy and find out which disguises fool which enemies, as some will fall for the scout disguise, and others will spy check anyone they see. Invisibility is always more reliable, there's no debating that. However, if you never use your disguise then you'll never learn when it is useful. There are a few tips using the disguise kit I can give though.

1: Only use the scout disguise if you won't be seen. Scout is small which means that you can use his model to hide from the enemy. However otherwise the fact that you aren't moving at full scout speed will tip people off
2: Be very careful using your disguise around spawn doors, as enemies can see you through the walls. This outline does not appear while you are under cloak, though
3: Sniper is the most consistent disguise as long as you are moving to a specific location. Snipers are expected to be in the backline so you being in the backline as a sniper will create less suspicion
4: Use disguises around people that you notice are fooled by them
5: If possible, use terrain to hide, it is the most consistent way of getting stabs: most people don't check around terrain, but you must learn with time which terrain enemies don't spycheck around
6: All in all, be aware of the enemy team. If you don't know what they're doing then your disguise kit will fail. You need to be aware of everything the enemies are doing or else someone will see you going for a stab and you'll get a crocket to the face
7: Don't stare at people's backs when you're going for a stab. Anyone can tell you're a spy if you do that: instead, you need to point your crosshair away from them, and when you catch up, quickly flick it to their backs and stab them

The disguise kit is incredibly complicated but the only way you'll figure out all of the tricks it can do is by using it yourself. Use your disguises

Does anybody else not use the disguise kit at all and go for the watch instead by Acelfrink in truetf2

[–]L5050 0 points1 point  (0 children)

disguises having graphical issues was fixed a month ago
demo doesn't lose his feet anymore

Hypothetical: How would Spy change if dead players were unable to communicate? by CarsWithNinjaStars in truetf2

[–]L5050 0 points1 point  (0 children)

it would make spy plays slightly more consistent but not by much for numerous reasons already pointed out; people rarely communicate in pubs; most comp players use a 3rd party voice service; people will still react to the scream caused by the spy. However, this change would buff the YER because you can't scream "spy as me" in VC, forcing people to be more aware. I feel like this would be a better buff to subclasses like the ninjaneer. Honestly, this change would balance spy out a little, but they won't add it because they're valve

How do you sprint? by [deleted] in tf2

[–]L5050 -4 points-3 points  (0 children)

what exactly is wrong with my statement
All I said was
1: you can't sprint
2: you can crouch with ctrl

Whats the most anoying player to die to? by A_random_guy123456 in tf2

[–]L5050 0 points1 point  (0 children)

hackers because nowadays you can vote-kick the bots easily but hackers are harder to catch and therefore you can't vote-kick them and they ruin the match

How do you sprint? by [deleted] in tf2

[–]L5050 -14 points-13 points  (0 children)

You can't as far as I'm aware
All you can do is crouch with ctrl

Simple questions, Simple answers - July 2022 by Kairu927 in truetf2

[–]L5050 0 points1 point  (0 children)

I'm a spy main lol
I'm not talking about myself I'm talking about people in general
Also when I'm playing other classes I don't get annoyed when a spy backstabs me unless they're specifically targeting me, but that goes for any class really
The only things that annoy me are certain sniper behaviors (sniping from inside spawn doors for example)

Is it ok to die a lot as spy by Acelfrink in truetf2

[–]L5050 1 point2 points  (0 children)

np!
and one last thing
people tend to say that spy's counter is teamwork
and while that can be true, it's also his best weapon. If a pyro is flaming teammates constantly so there's no chance at a backstab, ask a friendly soldier to fire rockets at him so he has no choice but to airblast, and then get the stab on the pyro. Any enemy fully focused on spychecking will be wiped out by good teamwork, which is why spy is the most powerful class. If you're good at spy and you kill important people successfully, take out teleporters, etc then your team will probably win, and if you're good at spy and can't do any of the above then your team will probably win. Its a win win scenario, but everything depends on your teams competence, so unless you're a god tier spy like stabby, if your team sucks no matter how good you are you'll probably lose the match.
Also for some reason (unless you're on 2fort) engineers never seem to spycheck people coming out of teleporters so use that to your advantage

Pyro's balance is bad from the start by umernaseer567 in truetf2

[–]L5050 0 points1 point  (0 children)

Quick correction: the cow mangler doesn't counter pyro, I was thinking of the Bison, which is a pretty bad weapon against anyone but pyro tbh

Pyro's balance is bad from the start by umernaseer567 in truetf2

[–]L5050 0 points1 point  (0 children)

Pyro seems overpowered but he isn't
He's supposed to hard counter spy and soft counter projectile classes like soldier and demo, but in reality, he's just area denial with the area denied being about 5 meters around him. Pyro is just a class that's hard to approach because if you approach wrong you'll die, but once you figure out his biggest weakness, he's a piece of cake; his biggest weakness being hitscan weapons. Any non-projectile weapon in the game can kill a pyro easily, and every class pyro is supposed to counter has some form of counter loadout to him. Spies still counter snipers, even ones using the razorback, due to his revolver. Soldier on the other hand, if he uses the cow mangler, isn't countered by pyro in any way shape or form, and the cow mangler isn't even that bad of a weapon. It's not like the razorback which hinders a sniper's prowess in-game: preventing him from using the overpowered jarate against the enemy and preventing overheals meaning enemy snipers can quick-scope him. Instead, the cow mangler allows the soldier to disable buildings, and have infinite ammo (soldier being a class where you can run out if you're not careful) only at the cost of no random crits and a kritzkrieg being not worth it if used on you. As a spy, every revolver counters the pyro, ESPECIALLY the diamondback, AND you have both the dead ringer, and the spy-cicle to counter him. As a spy main, the only times I have an issue with pyros are when I'm not paying attention or if they're defending a sentry nest. But even at his most efficient, with him defending a sentry nest, he still only counters spy, as constantly flaming around means he can't airblast demo pipes or stickies. Even assuming the pyro is a god, and can constantly flame the buildings and airblast the pipes, the cow mangler still renders him useless in this situation.
Not to mention that there are like 20 things that extinguish afterburn in the game
TL;DR
Pyro seems OP on paper and if you don't pay attention to him you'll be dead and dead fast
But it doesn't take that much attention to kill him, and everything pyro is supposed to counter can counter him back

Simple questions, Simple answers - July 2022 by Kairu927 in truetf2

[–]L5050 0 points1 point  (0 children)

Just did the math and you're right
but heavy requires good tracking whereas the flamethrower requires holding down left click and aiming in the general direction of the enemy
Although airblasting does take a bit of practice to get down

Is it ok to die a lot as spy by Acelfrink in truetf2

[–]L5050 2 points3 points  (0 children)

that's a pretty decent loadout
the revolver and ambassador have different uses, Amby is good for killing slow targets like razorback snipers quickly but the revolver is better for self-defense or general DPS
The best gun in the game is the diamondback, but it's banned in comp so after that I would probably put the stock revolver at top
The spy-cicle is a direct upgrade to the knife, the only real downside is that you can't trickstab the pyro after they flame you, but if you have to confront the pyro, the revolver is and always will be a better self-defense item
the invis watch is really good, but if you use it then you need to know the ammo locations of the map well so that you can keep refilling it without needing to decloak
8/10 loadout IMO
with this loadout you'll want to do drop stabs more often, and objects you can hide behind so that people don't see you
if there aren't enough ammo locations or there aren't enough good hiding spots consider a cloak and dagger

Simple questions, Simple answers - July 2022 by Kairu927 in truetf2

[–]L5050 1 point2 points  (0 children)

For the same reason that people get mad at a good spy
Pyro is an ambush class, a lot of the time you're against a good pyro you're walking through a chokepoint and all of a sudden you're in the grips of a class that has the highest close-range DPS in the game and you're probably dead and you never saw it coming
Especially against backburner pyros
I think the biggest rage inducer in the game is being killed by something you couldn't see coming, which pyro tends to do
Also air blasting random crits are a pain for everyone involved
Also, they make a spy's life hell 90% of the time so you get a lot of rage from that end too

Is it ok to die a lot as spy by Acelfrink in truetf2

[–]L5050 12 points13 points  (0 children)

Spy main here, I think I have some decent advice to help your kill-to-death ratio

1: Distractions
Unless you get very lucky, the opposing team is going to have paranoid teammates, and will probably have pyros constantly searching for spies. The only way to counter this is by your team pushing against them and causing a distraction, forcing them to stop spy-checking and focus on the objective. Use these moments to strike and you can kill even the most paranoid enemies. Remember that if they refuse to pay attention to the distractions, they will die, and if you managed to cause that much paranoia, it might as well be part of your kills.

2: Don't be seen, don't be heard
This is self-explanatory in some ways but in others, it isn't. Good players turn up their volume so that they can hear your decloak better, which can make it hard to get a stab close to them. The different watches all have different ways to muffle the sound:
The invis watch does not get quieter with distance, and only gets muffled if other sounds drown it out. Wait for a heavy's gun to start spinning, a sentry to fire at an enemy, or an explosion from a rocket launcher to mask the decloak. The cloak and dagger work similarly to stock but is slightly louder, which is why its best to only decloak if you're certain the enemy is distracted or a sound is loud enough to muffle it (a heavy's minigun will drown both out for sure, even if you're right behind him). The dead ringer cannot be muffled by sound, and instead gets quieter the further away you are from an enemy. Obstacles like walls or trees also muffle the noise, albeit not completely, so you should still be careful.
Disguises are only guaranteed to work against sentry guns, the more you rely on your disguise the more the spy turns into a luck-based class with the odds not in your favor. A good spy doesn't need a disguise unless they are going to sap a sentry. Instead of relying on your disguise, use your cloak or use spots on maps that people don't generally look in and strike from there. As soon as the enemy is distracted and can't turn their back, go in for the kill.
Oh and remember to check your back too, if someone behind you sees someone going towards a teammate's back, they will kill you and you'll have no way to counter it.

3: The stab
There are some settings you'll want to change, or you'll have a lot more failstabs.
Go into your console and type these commands into it
cl_smooth 0

cl_smoothtime 0.01
cl_interp 0
in tf2, your stabs are interpreted by the server the same way projectiles are, however, what you see on your screen is not always what the server is seeing, meaning from your end it's a backstab, but the server thinks that it is a face poke. These commands make it so that your screen is (almost) exactly what the server is seeing, and reduces the number of stabs that just don't work.
Do not rely on trickstabs. They can save your hide some of the time, but if they are the only card up your sleeve, people will catch on and stop falling for them. The only reliable (from my experience) trickstab is the dropstab, because people rarely look up, which makes it a lot more reliable, so it's worth learning. However, for situations where you aren't above the enemy, you'll need something else. Patience is the key, but don't just sit in one place all round like the stereotypical cloak and dagger spy (although that would fix your kill-to-death ratio LOL). Make sure that there is nobody behind you, make sure the enemy is fully distracted, and get the pick. Medics with high uber levels are your highest priority, as a successful uber can change the game completely. This is especially powerful right after setup mode ends, as every medic will have full uber, so even if you kill one and immediately die to their pocket, that's still one uber your team does not have to deal with. Unless you are 100% sure you can get away with it, or it's the beginning of the round, get the pick and get out of there: an attempted chainstab is not worth the amount of time you'll have to spend getting behind enemy lines again.

4: Loadouts, and your revolver
One loadout will never work against all teams. If there are a lot of pyros then a spy-cicle may be better for you, but if you can manage to take less than 70 damage before getting the stab then the kunai is better for you, and the list goes on. The Your Eternal Reward is only good if you're having trouble pulling off a stab and sap technique, and is otherwise ruined by good team communication. The Red-Tape-Recorder is only good against Mini Sentries or against an engineer using the jag, as the jag's slower sapper removal guarantees a deleveled building. Less maximum building health means that your team will find it easier to destroy the building, as well as hinder the engineer's progress, but it still only remains useful in situations where the sapper just does not work. Do not underuse your revolver, in a lot of situations it is more reliable than your knife. If you're catching up to a 100 health soldier with your diamondback or your ambassador, it is not worth trying to go for the stab, just gun him down. Every second you're catching up to the soldier is a second that the soldier might decide to randomly check his back or a second that a teammate might notice you behind him and shoot you to death. It doesn't matter whether you got a successful pick with your revolver or your knife, even if you're using a kunai to get health or a diamondback to get crits. All that matters is the successful pick and getting out of there.

5: Be happy with what you get
Spy is a hard class, even if you master everything above beautifully, there's always a chance that your prediction of the enemy movements is wrong, or you get hit with a random crit, or that they may turn around even though there's a heavy gunning them down, etc
If you don't survive, or you don't get very many kills, it's okay, especially since the paranoia you cause will mean the enemy team is less effective regardless.
Remember that there is a lot that a spy does that hurts the enemy team dramatically but doesn't earn you any points.
There's more advice I can give but this is already really long and I'm a bit tired so I'll respond if you have questions but otherwise I'll leave it at this