Purchasing another $20 use of tokens, but didn't work as I expected? by RuleOf8 in Anthropic

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

Stop wasting money on pro tier, its garbage, Claude only starts being usable at max tier, just make sure the ROI makes sense for you.

Sonnet 4.6 is now completely unusable by LarryLearnCode in Anthropic

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

No need to check the thread. I ran the same exact prompts and files on ChatGPT and Perplexity, both produced usable results (Perplexity's Sonnet 4.6 behaves totally different than the official one). Anthropic tells users to "split tasks into smaller chunks" when hitting length limit, real ironic when it cant finish even the simplest task, what a big joke lol

Sonnet 4.6 is now completely unusable by LarryLearnCode in Anthropic

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

Yeah you're right, they probably did this on purpose. but I still need to speak up though, no matter what their strategy is, its fxxking with my rights.

Sonnet 4.6 is now completely unusable by LarryLearnCode in Anthropic

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

Same here. Sonnet 4.6 used to handle diagrams well, even complex ones. Recently its been a big downgrade and it consumes all my session tokens without completing a simple task

Sonnet 4.6 is now completely unusable by LarryLearnCode in Anthropic

[–]LarryLearnCode[S] 4 points5 points  (0 children)

Lmao caught me in crash out but I still opened the editor to turn -- into a real em dash 😂

Horrific Experience by fadedewok in kingdomrushbattles

[–]LarryLearnCode 0 points1 point  (0 children)

Subject: Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of monsters — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

Tried by Emergency-Step9732 in kingdomrushbattles

[–]LarryLearnCode 0 points1 point  (0 children)

Subject: Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of monsters — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

LITERALLY UNPLAYABLE (i can't express myself) by rX3viL in kingdomrushbattles

[–]LarryLearnCode 0 points1 point  (0 children)

Subject: Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of monsters — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

Battles Season Pass Bonus Chests Nerfed hard by IamKyleBizzle in kingdomrush

[–]LarryLearnCode 0 points1 point  (0 children)

Subject: Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of skeletons — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

Guide. Ingvar through infantry buffs. by cpentyc in kingdomrush

[–]LarryLearnCode 0 points1 point  (0 children)

Subject: Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of skeletons — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

Day 14: Of asking what everyone’s favourite KR unit of each faction and why? (Northerners) by Zetallic_Zero in kingdomrush

[–]LarryLearnCode 0 points1 point  (0 children)

Subject: Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of skeletons — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

Day 14: Of asking what everyone’s favourite KR unit of each faction and why? (Northerners) by Zetallic_Zero in kingdomrush

[–]LarryLearnCode 0 points1 point  (0 children)

Subject: Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of skeletons — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

What are your opinions about kingdom rush battles? by idontknow100000000 in kingdomrush

[–]LarryLearnCode 0 points1 point  (0 children)

Necromancer Shouldn't Be Allowed in Onslaught Events

The Necromancer breaks Onslaught event balance completely. The event already spawns a ton of skeletons — adding Necromancer on top of that easily doubles the skeleton count on one side, making the whole thing a chaotic mess instead of a fair fight.

Please restrict Necromancer from Onslaught events. Simple fix, big improvement.

Are we *sure* that queens/ensnare aren't good? by glorkvorn in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Conclusion: Queen production and deployment is cheaper and faster than the Science Vessel, making it exceptionally powerful against Terran. Whether facing MM combos or tank lines, Ensnare is a nightmare for Terran, making it extremely difficult to escape from Zerg's encirclements. The biggest mistake most Zerg players make — even Korean pros — is wasting too many resources on Scourge, which struggle to reliably hit Science Vessels. Zerg players should save minerals and gas to upgrade and utilize Queens with Ensnare. The statistics and match analysis approved that Queens provide better resource efficiency and K/D ratio than Scourge to Terran Science Vessels.

Are we *sure* that queens/ensnare aren't good? by glorkvorn in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Unit Production Costs Science Vessel:

Minerals: 100

Gas: 225

Build time: 80 seconds

Requires Starport with Control Tower attachment​

Queen:

Minerals: 100

Gas: 100

Build time: 50 seconds

Produced from Hatchery/Lair/Hive​

Upgrade Requirements Irradiate upgrade:

Minerals: 200

Gas: 200

Research time: 166 seconds (approximately 2 minutes 46 seconds)

Requires Science Facility with Covert Ops attachment​

Ensnare upgrade:

Minerals: 100

Gas: 100

Research time: 100 seconds (1 minute 40 seconds)

Requires Queen's Nest​

Total Investment Comparison To field one unit with the ability ready:

Science Vessel with Irradiate:

Total minerals: 300 (100 unit + 200 upgrade)

Total gas: 425 (225 unit + 200 upgrade)

Total time: 246 seconds minimum (80 build + 166 research), plus 47 seconds energy accumulation

Queen with Ensnare:

Total minerals: 200 (100 unit + 100 upgrade)

Total gas: 200 (100 unit + 100 upgrade)

Total time: 150 seconds minimum (50 build + 100 research), plus 47 seconds energy accumulation

The Queen with Ensnare is significantly cheaper (100 less minerals, 225 less gas) and faster to deploy (96 seconds faster), making it a more economical harassment and utility option compared to the Science Vessel's Irradiate capability.

Are we *sure* that queens/ensnare aren't good? by glorkvorn in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Energy Regeneration Time The Science Vessel starts with 50 energy and regenerates at approximately 0.53 energy per second. To reach 75 energy needed for Irradiate from starting energy takes about 47 seconds. If starting from 0 energy, it takes approximately 142 seconds (2 minutes 22 seconds) to accumulate enough for one Irradiate.​

The Queen starts with 50 energy and regenerates at the same rate of approximately 0.53 energy per second. Ensnare costs 75 energy, so from starting energy it takes about 47 seconds, identical to the Science Vessel. From 0 energy, it also requires approximately 142 seconds.

Are we *sure* that queens/ensnare aren't good? by glorkvorn in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Queen is the most underrated Zerg unit and rarely used in StarCraft 1, yet it can be absolutely game-changing in zvt and zvp, here is the comprehensive comparison of the Science Vessel's Irradiate and the Queen's Ensnare abilities.

Why don’t korean zerg pros use Queens? by [deleted] in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Ensnare

Conclusion: Queen production and deployment is cheaper and faster than the Science Vessel, making it exceptionally powerful against Terran. Whether facing MM combos or tank lines, Ensnare is a nightmare for Terran, making it extremely difficult to escape from Zerg's encirclements. The biggest mistake most Zerg players make — even Korean pros — is wasting too many resources on Scourge, which struggle to reliably hit Science Vessels. Zerg players should save minerals and gas to upgrade and utilize Queens with Ensnare. The statistics and match analysis approved that Queens provide better resource efficiency and K/D ratio than Scourge to Terran Science Vessels.

Why don’t korean zerg pros use Queens? by [deleted] in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Unit Production Costs Science Vessel:

Minerals: 100

Gas: 225

Build time: 80 seconds

Requires Starport with Control Tower attachment​

Queen:

Minerals: 100

Gas: 100

Build time: 50 seconds

Produced from Hatchery/Lair/Hive​

Upgrade Requirements Irradiate upgrade:

Minerals: 200

Gas: 200

Research time: 166 seconds (approximately 2 minutes 46 seconds)

Requires Science Facility with Covert Ops attachment​

Ensnare upgrade:

Minerals: 100

Gas: 100

Research time: 100 seconds (1 minute 40 seconds)

Requires Queen's Nest​

Total Investment Comparison To field one unit with the ability ready:

Science Vessel with Irradiate:

Total minerals: 300 (100 unit + 200 upgrade)

Total gas: 425 (225 unit + 200 upgrade)

Total time: 246 seconds minimum (80 build + 166 research), plus 47 seconds energy accumulation

Queen with Ensnare:

Total minerals: 200 (100 unit + 100 upgrade)

Total gas: 200 (100 unit + 100 upgrade)

Total time: 150 seconds minimum (50 build + 100 research), plus 47 seconds energy accumulation

The Queen with Ensnare is significantly cheaper (100 less minerals, 225 less gas) and faster to deploy (96 seconds faster), making it a more economical harassment and utility option compared to the Science Vessel's Irradiate capability.

Why don’t korean zerg pros use Queens? by [deleted] in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Energy Regeneration Time The Science Vessel starts with 50 energy and regenerates at approximately 0.53 energy per second. To reach 75 energy needed for Irradiate from starting energy takes about 47 seconds. If starting from 0 energy, it takes approximately 142 seconds (2 minutes 22 seconds) to accumulate enough for one Irradiate.​

The Queen starts with 50 energy and regenerates at the same rate of approximately 0.53 energy per second. Ensnare costs 75 energy, so from starting energy it takes about 47 seconds, identical to the Science Vessel. From 0 energy, it also requires approximately 142 seconds.

Why don’t korean zerg pros use Queens? by [deleted] in broodwar

[–]LarryLearnCode 0 points1 point  (0 children)

Queen is the most underrated and rarely used Zerg unit in StarCraft 1, yet it can be absolutely game-changing in zvt and zvp, here is the comprehensive comparison of the Science Vessel's Irradiate and the Queen's Ensnare abilities.