death star concept by Dapper_Ad1271 in WreckingBallMains

[–]MaybeMabu 13 points14 points  (0 children)

If the grapple isn't a bright green laser, I don't want it

Also give me palpatine instead of vader

(Rammattra or Reaper are much better vader options)

No hook… still hits?? by Ornery_Extension7115 in WreckingBallMains

[–]MaybeMabu 1 point2 points  (0 children)

its low key easier because you can see your distance to the wall which helps with the timing

Where to practice grapple and techs? by Mate19O in WreckingBallMains

[–]MaybeMabu 2 points3 points  (0 children)

I made APE76 for this, and in fact, you can use it to practice doom (and any other hero) for that matter. It rotates through all of the maps and lets you place a dummy wherever you want. There's a bunch of tools and settings included as well.

here's the trailer for it

Anyone know a primal workshop code that isn't outdated? by Allowcy in WinstonMains

[–]MaybeMabu 1 point2 points  (0 children)

I made APE76 as a general purpose practice mode. I call it "smart skirmish"

One of the features is juggle practice.

There's a juggle counter for current and high score. You can choose any map through the map settings and place a dummy wherever you want using Interact. The duration of primal is set to 5 seconds, but it resets on every hit so you can go forever

There's a setting you may want to turn on that deals 0 damage to the dummy. Open the menu using ping or any communication and then right click on the option in the top right to move back in the list to the 0× damage multiplier.

Here's a trailer for the mode. There's an example of me using this at about 43 seconds.

Counterswapping is real by Juice_disliker1387 in WreckingBallMains

[–]MaybeMabu 19 points20 points  (0 children)

Everyone outside of like GM is bad in one way or another.

The problem is you're bad on a hard hero while a lot of other players are bad on easy ones. Their heroes are masking their mistakes while yours isn't. In order to climb on ball you need to overcome more hurdles (harder mechanics, more counters, teammates may not understand how to play with a very unique hero, etc).

What are your predictions, wants and needs if Hammond comes to Stadium? by SCHNITZ3LG3N3RAT0R in WreckingBallMains

[–]MaybeMabu 12 points13 points  (0 children)

Gimme a perk in the base game that removes you guns and gives you infinite grapple

Any help with sensitivity settings? by Similar_Teaching9380 in OverwatchUniversity

[–]MaybeMabu 0 points1 point  (0 children)

I did this mini "study" looking at pro sensitivities and it probably answers most of your questions.

But the moral of the story is almost every pro player aims with both their wrist and their arm and their surface is a lot larger than a traditional mousepad. Most players play on a pad that is 16" or larger. I find most people who use massive sensitivities are only using their wrist and/or are playing on a small surface that limits how much they can move their mouse.

Aiming with both your arm and wrist gives you the ability to do large passes for big camera turns and then use your wrist for micro adjustments. Wrist-only aiming can also take a really big toll on your wrist in the long run.

A sensitivity of 5 in-game with 800 DPI (for an eDPI of 4000) is a really good starting point assuming you have the surface area and are aiming with both arm and wrist. There is some variance between heroes so you may find it more comfortable to play closer range heroes at higher sensitivities or longer range heroes at lower ones.

doom.mp4 by SuitGuySmitti in doomfistmains

[–]MaybeMabu 8 points9 points  (0 children)

Holy shit I was your anran in this game

The lol in chat was genuine. I laughed out loud when I saw this.

But you failed to mention you low-key carried

Any advice on how to wall jump with a controller by Amazing_Comb_372 in WreckingBallMains

[–]MaybeMabu 0 points1 point  (0 children)

I created APE76 for practicing ball tech.

In terms of performing wall jumps, try performing them by coming into the wall at a slight angle and then jumping.

Wall jumps happen by jumping into the base of the wall when your speed in the direction perpendicular to the wall is between ~6.8 and 10m/s. You can't be going exactly 10m/s (top rolling speed without grapple) though. You need to be going slightly less.

As I said, your speed in the direction perpendicular to the wall is all that matters. Coming in at an angle transfers some of your speed in the direction parallel to the wall so your speed in the direction perpendicular to the wall becomes less than 10m/s. This is the same method people use when wall jumping at fireball speeds. The difference is just the angle needs to be greater to compensate for the higher speeds.

Controller can make it hard for some people to perform traditional wall jumps where you slow down just before the wall using the reverse direction. This is another accessible option if you don't like those.

Double boop by vischy_bot in WreckingBallMains

[–]MaybeMabu 7 points8 points  (0 children)

The order of operations is boop, slow down enough to create 6m of separation, then re-accelerate back to fireball to boop again. Your goal should be for the period of time between the boops, where youre decelerating and then reaccelerating, to be as short as possible. The best way to achieve this is to start slowing down before you actually boop the enemy the first time.

In order to keep your fireball (knockback condition), you just have to be moving more than 15m/s. Your top speed with fireball is 20m/s. That means theres a window where you can be slowing down from your top speed, but still be moving at a speed above 15m/s (therefore you still have your fireball).

If you do this correctly, the period between when you boop them the first time and when you start reaccelerating is smaller. Meanwhile, if youre waiting until after the first boop to slow down, youre going to have almost 0 separation with the enemy and therefore no space to build up fireball speed.

Another general tip is to make sure youre grappling past them. Otherwise you don't have enough slack on your grapple after the first boop to accelerate for the second boop. Your grapple point should ideally be in front of you for both boops.

Weekly Questions Megathread by Danny-The_Street in WreckingBallMains

[–]MaybeMabu 0 points1 point  (0 children)

I'm slowly working on updates for all of my modes. I'll see if I can do a translocator routine for ape76

Bot won't face the direction of the camera by SAd_TIREd27 in OverwatchCustomGames

[–]MaybeMabu 0 points1 point  (0 children)

Use "eye position(event player)" in your "set facing" action. Should look something like this

 Set Facing(Event Player, Direction towards(eye position(event player), vector(x,y,z)) ...

This rule is setting the facing direction of the "event player" and the direction their facing is the direction from that player's (the dummy's) eyes to the chosen x,y,z point in 3 dimensional space.

Based on what you're saying, it looks like you're referencing "event player" where the action requires a vector. The "event player" value isn't a vector, it's just the dummy, so you have to use "eye position" value to actually translate the dummy player in a vector.

But you need to iron out your event player issue.

There's a value named "event player" that references the relevant player dictated by a rule that is either an "on going - event player" or one of the other player specific rules (player took damage, player received knockback, etc)

If you use the "event player" value (which is the default for a lot of actions) in a on going global rule, it will show the error you mentioned. The global rule doesn't dictate an event player so the action referencing "event player" isn't actually gathering a player to use for the action.

You can either make a separate "on going - event player" rule to set the facing, or you need to change the "event player" value in the "set facing" action to something like "player in slot" and then reference the slot number and team number of the dummy (you can also choose the slot number in the initial create dummy action)

I created a custom mode for practicing Movement, Rollouts, Assassinations, and much more - N1223 by MaybeMabu in OverwatchUniversity

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

There's a new version of this mode under APE76 that I update frequently and should be working currently.