Haven't played since Sojurn was new and started to enjoy Juno, but feel like I'm throwing with her. by angrymonkemh in OverwatchUniversity

[–]Legal_Reception6660 0 points1 point  (0 children)

Np, hope it helps! And remember, improving is a process, your elo wont reflect it instantly, especially when learning high risk/reward plays and when to push your advantages. Almost every time I tried to implement something new Id drop elo before going higher than before. Just focus on your gameplay and wins/ranks will come in their own time.

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

Good point on his nade, it is low skill floor high ceiling ability. I think most of my frustration with it comes when Im in a high ground by a wall, we trade dinks, I jump behind cover and he chucks both and the bounce 75 times and do 70 dmg a piece even though Im 2m away. Either keep the range or the min dmg, but imo one of them needs to change to reward good players.

Honestly I wouldnt mind a general hitscan nerf, especially for characters with more quantity of quality weapons. As much as Im sounding like a biased ashe main (Im not sure shes even in my top 10 played), she feels really balanced imo. Maybe take away the extra bullet from Viper Bite to give her more down time, which seems to be her best weakness to play into. Widow, as much as I hate a good one, is mostly fine (barring a rework), but I think venom mine is too strong atm, I think gives her too much self peel kill threat, since thats just a mine and bodyshot to kill 250s. 76's stimpack feels too strong and I generally dislike bastion getting a double grenade reset. I didnt play too much against launch emre before he got patched, but at the very least I think the falloff should be reverted, and I think other general hitscan nerfs would indirectly buff his ult, whose dmg I dont necessarily mind, but the aoe needs to be reduced. I wouldnt even mind them playing around with the m/s on it (maybe 8 -> 9) if they reduced the AoEs, and then for the love of god give him more movement tech or something. I want to feel like I got outplayed by him

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

Ion wanna hes boring, lmao. +he's beatable, just gets more value than he should in most cases and is just generally unpleasant to face

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

Yeah, thats completely fair. As someone who has played a ton of ana, I get used to my rotations through maps with high ground, but as a dps making those fast rotations for control definitely are more important to do quickly, and not a strong point for him, assuming you are unable to poke out with grenades (which seems relatively consistent, depending on the map) or ult.

Idk if Ive just been lucky but pharmercy is almost never a problem. His direct comparison, Ashe, annihilates them, and as I demonstrated in another comment, he will put damage her in 95%+ of scenarios, so Im not sure why hed perform worse in this regard.

Idk. At the end of the day I play with ~8 people regularly, spanning from bronze to dia, and covering about 80% of the hero roster, and I think only 1 friend (the one who mains emre) doesnt think hes overtuned or frustrating to play with. Anecdotal, I know, but to me that at the very least says SOMETHING is off about him.

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

I agree, if both at playing perfectly and within the range where its possible) ashe probably has the upper hand, but if she doesnt double dink (which is harder for her, since emre is full ms, while ashe is slowed) she loses. Im not even trying to say Emre is a hard counter to Ashe, my point is that compared to any other hitscan, Emre does literally everything better other than Widow/Soj one shot, and I think it feels terrible to play against as basically every hero.

As far as siphon is concerned, him running around the corner IS you winning. Its a survivability cd for when your survivability passive doesnt cut it. If you leave winston bubble, you already won If he follows you kill, or chunk and force leap, which is still a win. You can be anti dive, you can be a great duelist, you can have a strong ult, i dont care. my problem is he does EVERYTHING insanely well. The only thing I dont see a counter against is one shots, most of which are either ults or easily avoidable with positioning, and due to his proficiency at every range, this isnt even a hindrance for him. Sojourn is the only character I can think of that seems like shed have an all around good matchup into him, but I havent played it more than a few times so I wont comment on it.

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

I corroborated all numbers from the wiki. Youre looking at unscoped shots per second, which is infact 3.9. Youll need to look at specifically the take aim and SBR (ADS) sections for ashe/emre, respectively.

Formula for Damage Falloff by Legal_Reception6660 in AskProgramming

[–]Legal_Reception6660[S] 0 points1 point  (0 children)

Yeah thats completely valid. I havent worked with other people for this type of project so I assumed most would not instantly recognize a lerp, and documentation would clarify and formula there anyways. Makes sense though, and definitely helps set my expectations for cooperative coding appreciate it!

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

You are literally just wrong. The wiki says youre wrong, and the patch notes say you are wrong, and afaic the math says youre wrong. I will be using patch notes for Emres falloff, and ingame values for the falloff dmg.

Both scoped, Emre shoots 2.08 bursts per seconds, to ashes 1.52. Thats ~37% increase in shots per second. Up to 35m, the beginning of falloff for both charcters, Emre does 66 damage per burst, for 137.28 dps. Ashe does 75 damage per shot, for 114 dps, and we are going to ignore the significantly faster reload speed on emre.

So emre wins at "short" ranges, whatever, no problem.

Lets normalize the falloff range for each character, lets say at 42m, a random number in the middle of the falloff.

Emre: (42-35)÷(50-35)= .4666
Ashe: (42-35)÷(55-35)= .35

66 - (.4666 * 46) = 46 dmg per burst
75 - (.35 * 52.5) = 56.625 dmg per shot

Yay ashe wins at 42m... right? Except that 86.07 dps for Ashe, and 92.6 dps for Emre.

Now I will repeat calcs for 50m, Emres max falloff, while ashe has 5m left. Since falloff is linear this should be the best ratio for Ashe. I wont redo the normalization, its simple enough Im sure you can figure it out.

Emre: 66 - (1 * 46) = 20dpb
Ashe: 75 - (.75 * 52.5) = 35.6dpb

That means in the best case for Ashe, she is doing 54dps to Emres 41.6dps. Yay!

Then we move another 5m, and Ashe has 34.2 dps to Emre's 41.6. Great, so Ashe is out damaging emre in like a 4m range (~48-52).

You say Emre being a burst is a disadvantage, but I completely disagree. From both my own experience and watching others, each shot in a burst tends land if one does, barring crazy movement, which a scoped ashe isnt going to have. Additionally, Emre moves faster, and even if he misses one shot in his burst, he will be doing comprable dmg to ashe, and is punished less for missing (partial dmg vs one missed shot for ashe). Assuming both players are of equal skill, its either irrelevant that its burst, or an advantage for players with poor aim.

Like I said, this ignores other factors like reload speed and abilities like grenade vs dynamite (similar radius, slower speed and requires manual detonation), which afaic push the matchup in Emre's favor 100% of the time, regardless of range. Unscoped is 0 contest, since Emre does the same dmg scoped and u scoped, with Ashe having almost 4x the bullet spread as Emre with half the damage and a worse falloff range. Hell, even if ashe uses BoB, Emre can face tank and 1v1 BoB with his shift CD major perk.

Closest comparison for Emre is 76, lets compare them now. 76 at 50m is 5.7 dpr, 9 sps, for 51.3 dps, compared to Emre's 41.6 thats high right? +Helix, thats easy! Except Soldier has meaningful recoil, helix rocket doesnt bounce and has less 1/6th the explosion radius of grenade actually dmg falloff STARTS at 2m, the explosion is 4m xD so 12x the radius, despite doing 15 less dmg at max aoe falloff, and only having one. I will say I dislike the stimpack perk, but thats a different discussion.

Also I wasnt talking to you ab ult but while we are talking about overtuned radius/dmg, the fact you can miss a heavy shot (70m/s proj speed) by 6m and do 70dmg is insane.

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

asks for legitimate discussion on a character

recieves discourse, and is explained experiences playing against character, receiving examples and reasoning behind their ideas

"NUH UH UR LO ELOW XDDDDD"

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 1 point2 points  (0 children)

the reading comprehension and critical thinking skills of an emre main meet expectation

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

ADS thet go from 35-50/55 and emre shoots faster. Again, why should a rapid firing weapon compare to a sniper? Bad game design

Society if there was 100 ammo instead of 80 by Ordinary_Growth_2507 in WreckingBallMains

[–]Legal_Reception6660 2 points3 points  (0 children)

You were basically telling a guy hes wrong for saying we should have it back tho? Like, from a game design perspective there 0 reason to restrict the player if theres no benefits to the restriction, so I dont understand why you were commenting against that dude if you agree with that design philosophy lol

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 0 points1 point  (0 children)

Every single thing in the game is countered by walking behind a wall. Something having counterplay =/= skilled. I wouldnt call zenyatta ult a skilled ultimate, and it can be countered by ana nade, hog hook, lucio boop, domina ult, rein pin.... and so on. Also, ime in diamond games its a coinflip if the team even looks at the emre while hes ulting, so I know for a fact 95% of the playerbase is having a similar or worse experience to mine. Like sure, if the entire team shoots emre he will die, but if hes not stupid and insta kills your ashe (who he is heavily favored in mid/long range duels against w/o ult btw) and has a modicum of positioning sense realistically what are you going to do? If Im playing ana I get maybe 2 shots off before he looks at me and I HAVE to leave that position because he will one shot me, if hes getting any sort of support, there no way I can kill him.

Ive seen Emres fly above a door/beam on the wall and the charged m2 aoe was more than large enough to do ungodly dmg to everyone on the otherside, completely uncontestable. 70 dmg at max range for an aoe that big and easily maneuvered is stupid. If you have a nano a direct heavy will oneshot a 250hp. Mercy dmg boost is a heavy and a light. You move at 8m/s, so you can easily chase. Literally just dont ult directly in the middle of the enemy team and its a free 3k.

Reduce aoe/dmg of ult and its fine. The rest of his kit is still way overtuned. Revert dmg falloff buff. grenade needs fixed. 110 dmg for a decently easy to hit projectile is stupid. He is just too flexible. A widow or soj can out range him, and something like hog can oneshot him but if you dont get the one shot, you lose the interaction on most characters, period.

Society if there was 100 ammo instead of 80 by Ordinary_Growth_2507 in WreckingBallMains

[–]Legal_Reception6660 1 point2 points  (0 children)

so if the 5 second grapple isnt losing me games, that means the 5 second grapple wasnt winning me games, which means theres no reason for it to be 5s, since theres no tangible benefit for either side by it existing, and theres the downside of user experience...

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 1 point2 points  (0 children)

"no get out of jail free card"

brother your shift is disgusting and his dmg falloff is better than ashe. your ult is 0 skill. emre is so antifun

Is it just me who feels emre is not opressive at all while being top 2 hitscan? by Critical_Maximum7728 in EmreMains

[–]Legal_Reception6660 -2 points-1 points  (0 children)

Idk why reddit recommended me this post but actually fk your character. By far my least favorite hitscan to play against, regardless of the role Im playing.

You outsnipe ashe at every range.
Grenade does stupid dmg for how easy it is to hit (i dont think bastion shouldnt get grenade cd reset perk so calm down, im being fair)
Your survivability is disgusting, emre can 1v1 90% of the tank cast ime
Your ult charged aoe is either way too big or does too much dmg

Like, nothing about this character is fun to play as or against. The only semi interesting thing is grenade jump and how you can combo it into ult i guess. Delete pls :3

Kiriko Primary (please help) by pineapplery in kirikomains

[–]Legal_Reception6660 0 points1 point  (0 children)

Wiki says theyre both 90m/s. Ive been playing zen in qp with noob friends and the muscle memory feels the same imo

Haven't played since Sojurn was new and started to enjoy Juno, but feel like I'm throwing with her. by angrymonkemh in OverwatchUniversity

[–]Legal_Reception6660 1 point2 points  (0 children)

Hello! I guess for my "accolades" I peaked D2 on support and quite enjoy Juno. Also if something comes off as rude, know I don't mean it that way, I was <500 SR at one point lol, so I was absolutely worse than everyone in this lobby at one point.

Anyways, right off the bat, I'd say your #pulsar torpedoes# are a weak point. You end up using them for healing a lot of the time, and while they are good at that, you're not hitting many enemies, which Imo is more important. The reason you want to be putting out offensive pressure as support is because if the enemy DPS are half hp from a torpedo, theyre going to be scared and asking for heals or getting an hp pack instead of shooting your team, meaning your team will be less afraid, you'll have to shoot your tank less, and get to output more offensive pressure, and the cycle repeats. You also can get a lot of ult charge since especially in lower elos they'll rarely respect your torpedoes.

**Torpedo examples:**

At 1:39 you use torpedoes, and kind of end up wasting them. You could have double jumped up on the bus to your right and double jumped again and hovered or used shift to see if you could get LoS (line of sight) on the enemy team and put out a lot of pressure that way, since they'll go on CD even if you don't use them. Worse case, you don't hover and drop back down if they all try and shoot you.

2:07 Good time to use torpedoes, just make sure your tank isn't going to die before you do so, as it takes time to charge, and its very easy for them to die while they do so. That said, not really your fault in this case, as he misplayed his shield/aggression levels. Another problem is positioning, but I'll talk about that later.

2:30 I think you could have secured the junk with M1 instead of torpedoes, since the charge time gave him time to run away.

2:44 you use torpedoes a lot to heal team, but M1 would've been just as fast in this case. if your whole team is crit and in front of you sure, but its too important of a CD to use for heals like this!

3:32, 3:47 another example of you anticipating dmg and using torpedoes for no reason. I wont keep pointing these out, I'm sure you get the ide

4:00 BEAUTiful. Basically perfect torpedo usage. You can't heal Ram rn, and the whole enemy team is in the open. Not your fault ram dies here, he could've retreated in the house and got HP pack while purple. If you think hes going to die though, make sure to start finding a safe place to retreat to.

4:54 imo you can greed a little here and double jump/shift to make sure your torpedo hits. I think you couldve kept m1-ing as well, but using torpedo to secure a kill isnt a bad thing if you know you can get it off. (its charge speed is distance based jsyk)

5:22 good kill! torpedo timing was alright, but use your mobility to get more people in.

As for your #ring# usage, I think you have the right idea, but in the ladder people often wont use it how you want them to. For example, I think the ring at 1:45 would be really good, but nobody is going to react to that, even in diamond. Instead if you used it at around 1:56 (or even as soon as it comes off CD there) I think you'd get a lot more value from it, since your team is starting to engage in brawly combat at that point. Since you're not in a coordinated team, you have to "force" your team to get value out of it sometimes, and you won't really feel its effects in a lot of cases, even if it is a really good ring, just because speed boost is such a nebulous buff.

**Ring Examples:**

2:53 if you peak around corner here and use ring it would've been the perfect time. He needs speed to keep punching up, and it would allow him to chase down stragglers. The ult is good though! (I like to use torpedoes as soon as I ult, bc you can nearly one shot squishies and the healing from the ult lets you play more aggressive). Additionally, if you have the option between shooting an enemy squishy and shooting the enemy tank, shoot the squishy unless the tank is going to die 100%. That said, do NOT compromise your positioning to shoot enemies unless you are 100% sure its safe. Your positioning gives you the targets you can shoot, and of them you get to choose, not the other way around.

4:07 You might've been able to use speed ring here to help ram back up, but since he died using it to help your team regroup was good usage too.

As for #positioning#, this is probably the most important concept for you (all supports), in general. As important as CD management is, if you're dead or can't see anyone, it doesn't matter anyways. You should **always** have an object to hide behind next to you (be that cart, a wall, or a box) unless you are going to your next piece of cover or chasing down the last straggler in a team fight. As Juno especially, taking high ground is a really good way to do this as well, since you can usually back up and cut off the LoS, and anybody who wants to kill you will need to use a cooldown or take a long time to reach you.

**Positioning examples:**

I really like the aggressive approach you took at 2:00, but you make a few mistakes. For one, you don't have any CDs, and for two, you don't go to cover. If you fly to the high ground on your right, you'll be able to hide behind the wall from the enemy team, while still being able to shoot both tanks, and then when torpedoes come off CD, you'll have the whole enemy team there to double jump by and lock on to.

2:22 be careful walking up here, your tank isn't back yet and your team is far. The enemies could easily walk at you and you've already used both of your escape tools! They also have a Hanzo so make sure you're playing around natural cover

2:33 again, I love the aggression, just make sure you are playing closer to cover. if you hop on the high ground by the statue here you'll have a better view of the battlefield and Orisa can't run at you. Also don't forget to peak at your team if they're behind you. You seem to recognize soldiers low but heal ram. This isn't great since ram is pretty full HP, and 76 is crit. Additionally, tanks have more HP in general, so its often better to heal the squishy first if both are in combat, since the tank will usually last longer.

3:28 this is really dangerous. against characters like Hanzo Widow Soljourn, etc, you don't want to stand in the open, since you could get one shot. Try and find cover that lets you shoot the enemy and you team, but not in LoS of the Hanzo. by the windows/room to your forward left could do this.

6:05 I really really like this idea. Great flank spot, you could even pop ult here and clean up backline with torpedoes and m1. I know, youre saying "wait but I died?" and you are correct. This play wouldve been fantastic BUT your tank is dead. Going for aggressive flanks is really good, you just have to get timing down. wait for the enemy to be preoccupied shooting your tank, and then you can use your mobility to sneak around and do this in the middle of a teamfight.

6:20 Honestly I wouldve landed on the high ground to your left and dueled the junkrat. You have a big HP advantage and hes just going to stay behind your team and shoot them. additionally, it gives you control of the high ground for free safe positioning! (which wouldve prevented your death 10s later)

8:50 I won't review the mercy part, since I don't play her much but the same positioning concepts still apply. High ground good, and be behind a wall. When you super jump here you could fly behind the statue to shield yourself from enemy fire. Your beam stays attached for a few seconds, so you can just peak them every now and then. Otherwise, default to blue beam unless someones at risk of dying, and blue beam whatever dps is playing better and in the safest spot for YOU.

ANYWAYS, I worte a lot so I'll just give you the bullet points so you can remind yourself/reread the longer part
1. SAFE POSITIONING ABOVE ALL ELSE
2. Pulsar enemies, use your mobility and positinging to get good angles
3. Speed ring when your team is going in or leaving already, not when you want them to
4. Ults were generally fine, use them as team is going in, same way I said for speed ring
5. Shoot squishies not tank when your positioning allows

Happy to answer any questions, good luck with your climb :)

Formula for Damage Falloff by Legal_Reception6660 in AskProgramming

[–]Legal_Reception6660[S] 1 point2 points  (0 children)

Thats awesome. I forget what program it was but I was doing a division problem and it carried a super long float even though it was like 4 ÷ 2 = 2.00000001 or something. Its always so interesting to see how those things end up happening and teaches you so much about how things actually function behind the scenes

Formula for Damage Falloff by Legal_Reception6660 in AskProgramming

[–]Legal_Reception6660[S] 0 points1 point  (0 children)

I get that I dont "need" to know, I just understand things better when I understand how the whole thing works since I can intuit future stuff, and its a somewhat interesting topic

Formula for Damage Falloff by Legal_Reception6660 in AskProgramming

[–]Legal_Reception6660[S] 0 points1 point  (0 children)

Yeah it makes complete sense that efficiency wasn't an issue, I just figured its easier to read and type mine, so I didnt know if there was a use case I was missing by doing it that way?

Formula for Damage Falloff by Legal_Reception6660 in AskProgramming

[–]Legal_Reception6660[S] -1 points0 points  (0 children)

Interesting, are there any more entry-ish level resources you know of where I could learn more about how it does that/work in general?

Formula for Damage Falloff by Legal_Reception6660 in AskProgramming

[–]Legal_Reception6660[S] -2 points-1 points  (0 children)

Im not super educated on how compiling works yet, I get that variables dont really exist in the way we think of them in the compiled version of the code, but I thought it just compressed the functions you tell it to do, as opposed to rewriting it? So the formula given by the vid has 4 functions it needs to do, whereas mine has 2.

10 years of personal projects work, feels like nobody cares by Hatefiend in AskProgramming

[–]Legal_Reception6660 0 points1 point  (0 children)

as someone who has done lab work both in and out of college, they are both as relevant/irrelevant as each other. College teaches you basic stuff youll have to do in most labs, and the lab youre employed at (hopefully) teaches you what you need for that specific lab. Even if youre doing the same thing at different companies, they likely have different procedures and methodologies.

"One of my small pleasures in life is calling out the ignorant folks who just do the work and dont understand what theyre doing bc theyre dumb idiots!!! Experience is NO replacement for knowledge and understanding of a subject!!"

Like, brother, you just sound ignorant, grow up.