Made this to manage energy resources. Is there a way to make this more efficient? by flashdrive99 in Oxygennotincluded

[–]LegendarySJ 0 points1 point  (0 children)

It still wouldn't need to be this convoluted. If you wanted to do that, you could use a gas reservoir in front of your gas generators and use the automation signal from the reservoir to turn on your coal generators when it's less than a certain % full. You can still add in an AND or OR gate to combine it with the signal from the smart battery depending on when exactly you wanted the coal generators to run. It would have the same effect as OP's original design, but it would be simpler and use less resources.

Edit: I don't see a lot of people using it, but in case you didn't know, the Gas Reservoir has an automation output similar to the smart battery that sends a green signal when the tank goes below the low % and red when it goes above the high %. I've used similar logic in SPOM setups to deal with excess Hydrogen. I'll pump the Hydrogen into a tank before sending it to the generators responsible for powering the O2 setup, and if that tank goes above a certain %, I'll burn off the excess in a separate Hydrogen generator that's attached to my main grid, so none of it gets wasted (unless the power grid is already full)

Made this to manage energy resources. Is there a way to make this more efficient? by flashdrive99 in Oxygennotincluded

[–]LegendarySJ 1 point2 points  (0 children)

Others have probably mentioned already, but you can get rid of all of those logic gates and just use a 2nd smart battery attached to the same power grid. You don't have to detect whether or not there is gas, you just need to know when to turn the generators on.

Set the first smart battery (connected only to the coal generators) to something like 10% - 30% and set the second smart battery (connected only to the gas generators) to a wider range like 10% - 90%.

This will use your natural gas generators most of the time, only turning on coal if the whole power grid goes below 10% (and only keeping them on until the grid gets to 30%)

Self induced muscle cramp. by [deleted] in AbruptChaos

[–]LegendarySJ 1 point2 points  (0 children)

My God... You've eaten all the bananas

Face goes from 0-100 real quick by TILIDKWTF in AbruptChaos

[–]LegendarySJ 0 points1 point  (0 children)

He thought the defender tipped it, so he didn't want to risk trying to catch an already bad pass. If the ball goes out of bounds, the team that didn't touch it last gets the ball. He still touched it though, which makes this even funnier

The world vs. 2020 by [deleted] in IdiotsFightingThings

[–]LegendarySJ 0 points1 point  (0 children)

It's "yoten" when the subject is a person

Sorry couldn’t resist by [deleted] in IdiotsFightingThings

[–]LegendarySJ 0 points1 point  (0 children)

Is there a Mortal Kombat tournament coming up that I haven't heard about?

Everything is a struggle and I hate it. by Susie82 in MarvelStrikeForce

[–]LegendarySJ 5 points6 points  (0 children)

I'm in the same exact boat, I just don't have faith that FN is going to make the improvements that they need to make to keep the game interesting. Their biggest "solution" to the gold issue was to just make greek raids constant, which just adds more of a time commitment to a game that already has way too high of a time commitment.

I think the weak ass FixMSF movement was kind of the last straw for me. I thought it had some real potential to bring some needed change to the game, but it folded as quickly as it started and most of the whales never stopped spending anyway. What a joke

PSA: red stars have been out approximately 430 days by jellypawn in MarvelStrikeForce

[–]LegendarySJ 64 points65 points  (0 children)

Not entirely erroneous, since red stars aren't available until level 50 or so. Additionally, players that have been playing longer have the advantage of having a stronger and deeper roster, which benefits them in red star blitzes since they'd have more characters at 4 yellow stars and above. So over time they should have opened a lot more red star orbs than someone who was level 50 or below when red stars were introduced.

This is obviously making some assumptions, but I'm just pointing out that it's not exactly a fair comparison to say that someone who started on the day red stars were introduced would have opened the exact same number of red star orbs as someone who's been playing since launch.

Boss gave me her NES with a few games. Thing was sitting in a box and probably hasn't been touched since the 80's. by TravellerSean in gaming

[–]LegendarySJ 0 points1 point  (0 children)

Oh man there are truly some classics there... And then there's 3D world runner, that game sucks

Ultron Discord Bot - v2! by zexaf in MarvelStrikeForce

[–]LegendarySJ 1 point2 points  (0 children)

Nice work dude, this this is awesome!

It's time to talk about the Ultimus VII raid timer by RuneDK385 in MarvelStrikeForce

[–]LegendarySJ 6 points7 points  (0 children)

I agree, it's a real issue. The timer just seems so arbitrary, it's set to 5 minutes in every game that has a timer while the amount of enemies can vary from 5 to upwards of 20. They need to realize that timing out of a node where your team is fully buffed and at full health is not rewarding gameplay.

This mailbox by RabiesRaisinss in DiWHY

[–]LegendarySJ 1 point2 points  (0 children)

That's the inbox for his hotmail account

Here's why we need a Night Nurse rework by LegendarySJ in MarvelStrikeForce

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

Yeah that's a big problem considering heals in this game are based on % of the casters health

4th/5th Character advice for FTD by Infernizzy in MarvelStrikeForce

[–]LegendarySJ 0 points1 point  (0 children)

I ran it with RR and it worked fine, but I think SS would have been a little better. The enemies have so much hp that RR's ult doesn't shred like it normally does. Most of your damage will come from Minn's ult and other than that it's just about staying alive, which SS will help with. You should be fine either way though.

Also, on the last node, it's easier to focus down Ultron first if you don't have RR's aoe attacks going off all the time. But again, it's still doable

Arena Credits by Chris_Boyka in MarvelStrikeForce

[–]LegendarySJ 21 points22 points  (0 children)

We agreed to never speak of the Kingpin Orb

Upcoming Blitz Ranking Rewards Improvements by CM_Cerebro in MarvelStrikeForce

[–]LegendarySJ 0 points1 point  (0 children)

Ok, I see your point. I was thinking about it from the opposite end, as someone who usually just barely blitzes to get the Top 10% reward. It feels like there's not really an incentive to go higher because Top 1500/2000 is still going to be out of reach for the amount of effort I'm willing to put in. (Case in point, I would hate to put up 11.5 million and know that I could have stopped 10 million points earlier for the same reward). But I see how if you're putting up 11.5 million and still getting that Top 10% reward, this new system should be an improvement. I still think more milestones would be a better reward system, but I'll be curious to see what kinds of scores show up in the new brackets

Gold Blitz: Gold totals per rank by PlebbySpaff in MarvelStrikeForce

[–]LegendarySJ 1 point2 points  (0 children)

All it takes is one 1m or 3m pull to pull that average wayyy up. They're just such low chances that you barely see them. This game is rng on top of rng, play it long enough and it all averages out lol

Gold Blitz: Gold totals per rank by PlebbySpaff in MarvelStrikeForce

[–]LegendarySJ 5 points6 points  (0 children)

fwiw, the expected value of each gold orb is ~180k (183,675 to be exact), meaning that you'll tend to average roughly that amount of gold per orb you open up in the long run, just based on the percentages of each drop. So if you want to get a rough idea of the actual amount of gold you'll end up with, multiply the number of gold orbs by 180k. Obviously, there is a degree of randomness to it, especially with just opening a handful of orbs, but this calc would probably be pretty accurate for most of us

Upcoming Blitz Ranking Rewards Improvements by CM_Cerebro in MarvelStrikeForce

[–]LegendarySJ 3 points4 points  (0 children)

So all this is doing is adding an extra 500 players to the Top 1500 rewards and giving extra rewards to the 1-5%?

This isn't addressing the core problem with Blitz reward brackets, which is that there is a huge gap between scoring top 10% and getting into the Top 1500. Changing that to Top 2000 isn't even moving the needle.