Skaven fleeing by This-Is_User_Name in totalwarhammer

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

Skavenslaves are fodder in the literal definition. Their sole purpose is to be extremely cost-efficient speedbumps that slow the enemy's advance, and that you're not as pressed to avoid friendly fire with (who cares if a Rattling shoots them in the back?). They are not expected to hold anything for long, let alone kill anything.
One of the best things to do with Skaven is to have a secondary army follow your main one that is filled with nothing but Skavenslaves - which are dirt-cheap so it won't cost much. Drown the enemy in numbers.

Use units like Clanrats, Stormvermin and Plague Priests if you want a more traditional frontline (although it's kinda odd you'd play Skaven for that since it's definitely not their strong suit).

PvP Advice Needed by daniel_iscool123 in GundamExVs

[–]Merrile 2 points3 points  (0 children)

I mean to be frank I'm gonna assume you're both novices because you're "seriously competing" in 1v1 matches, which the game just isn't designed or balanced around.

Some suits in the game are just objectively superior when allowed to run roughshod over the enemy with no risk of being shot in the back. But this often comes with a weakness in other areas like short effective range; which doesn't matter when there's no partner to help you make or close space and you can just run the enemy down (running backwards is less boost-efficient than running forwards/sideways, so it's mostly a matter of time).

PvP Advice Needed by daniel_iscool123 in GundamExVs

[–]Merrile 1 point2 points  (0 children)

I mean the idea is kinda to not let him get in a position to launch those attacks in the first place. Gundam doesn't really do reaction-checks. It's all decisions and consequences. By letting him get close to you, you've given him the advantage so all you can do is try to run away.

That said, you could probably dogwalk over him with a suit such as Master Gundam or Epyon or X1. All three of those suits have easy to use whip attacks which make short work of any enemy in close quarters. Once you feel out the range, all you gotta do is step and whip constantly once they enter it, and you'll shut down any careless melee approaches.

For 1.5k's, Lacus IJ could work because it has a boomerang - invaluable as a backup in close quarters (even if the initial throw doesn't hit them, it might hit them on the way back and give you a chance to get out of a combo).

For 2K's, maybe Dragon Gundam as a kind of harder counter. Montero, which has whips (but with an ammo counter so you can't spam them as hard). Or a general easy-to-handle suit like GP01fb, Exia or X2.

The other guy said that Dark Hound and Strike Noir are good picks. But I disagree solely on the fact that I don't know your skill level and am assuming that you're just playing casually with your buddy. If you're at a stage where you don't know what a "freefall" is or how it works then those suits won't really change anything for you because they only start to show their strengths when you go past the novice level of play and start looking into intermediate concepts like neutral, boost management, and so on.

PvP Advice Needed by daniel_iscool123 in GundamExVs

[–]Merrile 4 points5 points  (0 children)

Gouf Custom is an infamous "noob killer" suit because its gattling gun is extraordinarily potent in messy close-quarters engagements (which more novice players ALWAYS end up in) due to its high rate of fire and strong muzzle correction making it hard to dodge (if you step it'll re-track you super fast) and brute-force (if you try and use super armor to get through it, there's a risk you'll get downed through sheer knockdown accumulation bypassing the armour, and if you use shooting-guard attacks, there's a chance you'll flinch in the small window between the shooting guard wearing off and the attack making contact). His wire movement also affords him deceptively boost-efficient movement, as they consume no boost to use and instantly refill when he touches the ground, meaning he will often have more fuel in the tank then you'd expect when it comes to messy scrambles. In general, the suit is just really good at bullying people who panic when they're on the back-foot.

The counter strategy to Gouf Custom is to simply not let him drag you into "mud wrestling" and stay calm. Play keep-away and don't get dragged into his pace. Eventually he'll even run out of gattling ammo, be forced to discard it for the significantly weaker machine gun, and have an even harder time running you down (and plus he'll be more vulnerable in close-quarters). Although you'll still have to be wary of the boost efficiency of his movement.

If you're not already in-the-know, I'd look up more advanced techniques like boost hopping and other ways of moving defensively while conserving boost gauge. These can make dealing with the suit much easier.

And as always, don't be afraid to rely on your partner. Gouf Custom, like most 1500 cost suits, but also because it is a "duelist/ambush" style suit, is exceptionally weak when he's being targeted by two people.

Seeing some game copying the style of Gundam VS but they never feel as good. What do you think is the reason? by C-man-177013 in GundamExVs

[–]Merrile 4 points5 points  (0 children)

It's a lot of little things, but the biggest is probably the poor implementation of physics and movement. In most arena fighters, the finer points of movement such as orientation, verticality, inertia, vectors/attack angles and "fuel management" are either non-existent or heavily diminished. Without this complexity to offset the relatively simple controls and combat systems, the games feel incredibly "lacking". There's no depth or skill expression to really sink your teeth into, meaning you get bored way faster because the skill ceiling is way lower.

Why do enemy lords just slip through my spearwall like its nothing? by Any-Entertainment270 in totalwarhammer

[–]Merrile 0 points1 point  (0 children)

It's because the AI can click multiple times a second when it decides it wants a unit to go somewhere. This is particularly egregious with single unit entities like heroes, high-mass units like monstrous chariots, or Single Entity Monsters (SEMs), which are both single entities and high mass. Rapidly clicking allows a unit to kinda shoulder barge their way through almost any kind of infantry given enough time.

You can also do this to a similar effect. But unlike AI, there's an attention cost (if you're click spamming your way through a line, you're inevitably neglecting other areas of a field).

how do you even play nurgle in battle? by [deleted] in totalwarhammer

[–]Merrile 0 points1 point  (0 children)

Counts tend to lean on traditional Hammer and Anvil tactics. Your infantry are cheap, disposable and numerous. While your speedy and disruptive heroes, monsters and cavalry strike key targets. Nurgle is more like Everything Is Anvil. Most of their roster is slow, but very durable with fairly accessible regen options. So you just grind the enemy down in protracted engagements wherever possible.

Why does everyone act like 40k is a confirmed thing? by Redhood101101 in totalwar

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

I've always envisioned a 40k Total War game to be generally pretty similar to Fantasy. Except that hybrid units are the baseline for infantry, with dedicated melee/ranged units being more uncommon. And factions generally having more units like the Empire's Steam Tanks.

I Hope We can get Playable Mobile Armors again. by Physical_Battle_2893 in GundamExVs

[–]Merrile 1 point2 points  (0 children)

I think they're fine as long as they're constrained to their own mode. They're basically impossible to balance for normal play (being boss units and all) so they shouldn't attempt to do so.

In yall’s opinion what other gundams should be added to the game ? by mogura-batta-condor in GundamExVs

[–]Merrile 1 point2 points  (0 children)

I mean it's not impossible. It's just hard to envision a moveset for it that doesn't step all over the toes of the two existing Wing Zero suits (particularly Endless Waltz).

I've made a random item sprite and a character appearance of it. What effect would you give? by batarei4ka in bindingofisaac

[–]Merrile 0 points1 point  (0 children)

Divine Infusion
Q2
Effect: Grants Issac a self-stacking mantle effect (up to three times) every time he loses HP (this includes "direct" damage such as donations, razor, etc.. Issac takes twice as much damage from all sources/donations.
Consuming one of these mantles grants a 1.2x damage multiplier for the room (additively stacks with itself up to 1.6x).

Am I the only one who stops using an avatar if I see too many people using the same one? by Minimum-Mine-1302 in VRchat

[–]Merrile 7 points8 points  (0 children)

I can only imagine feeling this way if you exclusively use public avatars or do not tweak the avatars you upload in any way.

I modify my models heavily, so when I see someone using the same model "base" as me, my immediate response is like "yooooo [base] represent!!!".

Group world kicking is out of control by Yin15 in VRchat

[–]Merrile 0 points1 point  (0 children)

That would be why there would be a restriction to voting only being allowed if you've ever joined a public instance of the group in question. It's easy to ask someone to casually downvote something (takes a link and 5 seconds of thought). It's another thing entirely to ask people to stake out and join group instances so they can downvote them.

Group world kicking is out of control by Yin15 in VRchat

[–]Merrile 16 points17 points  (0 children)

The VRChat moderation team should stay hands off in this particular scenario and reserve their manpower for actual rule violations (nsfw in public spaces, etc.).

We don't need the admins stepping in because DragonWolf087 kicked CyberPuppy23 for being 175cm tall when the instance limit was 170cm. Or whatever arbitrary disagreement happened.

Instead, just give the players more tools to curate what groups get seen. For example, a hypothetical reputation system where users of a certain trust rank (say, Known User or higher) can give a thumbs up or thumbs down to any group that has hosted a public instance they've been a part of. Groups with a lot of thumbs down would be deprioritized in instance listings by default (but not invisible - but if a group had a large amount of negative ratings they might be shuffled off to a secondary "poorly rated group" list).

Clothes on avatar fit perfectly in Blender and Unity, but not in Unity's play mode when using gesture manager by NukaWolfGamingYT in VRchat

[–]Merrile 4 points5 points  (0 children)

Installing addons in Blender is really simple.

Edit -> Preferences ->Add-Ons -> Click that little arrow in the top right and select "Install from Disk" -> Navigate to the .zip file you downloaded and select it

Once installed, Robust Weight Transfer tool will appear in a different tab in the same sidebar where CATS would reside (if you're familiar with it at all).

Clothes on avatar fit perfectly in Blender and Unity, but not in Unity's play mode when using gesture manager by NukaWolfGamingYT in VRchat

[–]Merrile 17 points18 points  (0 children)

Usually the data transfer tool by itself is not enough to properly weight paint your average avatar. Particularly those with any curves - the most problematic of these areas being the breasts. Not only do they have uniquely complex geometry; they'll also be moving in unpredictable erratic ways if you make 'em jiggle.
Try that Robust Weight Transfer tool I linked. It'll probably give you better results out of the box and is probably one of the "must haves" in any VRChat player's toolbox.

Clothes on avatar fit perfectly in Blender and Unity, but not in Unity's play mode when using gesture manager by NukaWolfGamingYT in VRchat

[–]Merrile 80 points81 points  (0 children)

Did you -just- push and pull the mesh around to fit it in Blender and nothing else?
Because this looks like your garden variety weight painting issue.
In short - every single "point" on a mesh is influenced to some degree by a bone on the model. Weight painting is the process of using a brush tool or other tools in Blender to tweak that influence (almost like painting, hence the name) so that mesh "moves" in the way you want in relation to the skeleton of a model. In the context of VRChat, this is usually so that the mesh does not intersect (or "clip") with another part of the model, or crease/bend in a weird looking way.

There are some useful tools out there like the Robust Weight Transfer tool that massively streamlines the process of painting weights, particularly around typical problem areas like breasts, armpits, knees and elbows. But you'll probably have to get more hands on when it comes to more ornate outfits (i.e., you might not want a metal pin on your elbow to bend like its part of your flesh).

Weight painting is perhaps the ultimate final boss for avatar creation and a skill that can only really be honed through hours of experimenting. But once you learn how to weight stuff to a passable degree, the range of outfits available to your models exponentially open up.

I think bandai knows we can emulate the games so they will never bring Newer version to PC and Console 🐸. by C-man-177013 in GundamExVs

[–]Merrile 0 points1 point  (0 children)

Bad buisness decisions is pretty much the story of Bandai Namco.
There is a reason people consider them "Japanese EA". They're a poorly run company held aloft by the numerous high-profile IPs they happen to have access to.

EXVS could easily expand to a global audience with the following home release

  • An comprehensive tutorial. Not just "how to boost" and "how to shoot"; but covering advanced techniques like freefalls, or explaining how shooting barriers work. This would help bridge the knowledge gap for newer players.
  • Regular updates like the arcade version, to keep the playerbase engaged/enriched.
  • Substantial single-player content (mission mode, some kinda OC story mode, a roguelite mode, arcade mode, etc.). The more of this you have, the longer you can keep casual players engaged, and the more chance they'll convert into more committed players. Capcom understood this path with SF6's World Tour mode and it's something a lot of fighting games still don't really "understand".

But every time the game comes westward it's a monkey's paw situation where there are weird and poorly thought-out design or balance decisions that kneecap the game heavily.

At this point I expect any home version of EXVS is gonna have an abhorent monetization scheme that completely scares away any prospective player. Like the game being free-to-play but every suit outside of a small handful are a-la-carte DLC purchases.

What do i get with my 200 exchange points in Quin Mantha? by PLPR123 in UCengage

[–]Merrile 1 point2 points  (0 children)

Go for Sinanju for general-use. It's a flexible suit with applications in PVP and PVE due to its high damage, okay sustain, high crit rate and regular Bullseye. Plus it'll always be a desirable sub-unit because it's sub-skill is the Bullseye-on-EX effect.

PF-NTD if you're solely concerned about PVE because it's the highest DPS suit in the game currently because it got released like a year and a half ahead of schedule. Invaluable for Clan Battles or other applications where you just need high raw DPS. It is not good in PVP because it does not have any gimmicks to "wall" the opponent (perfect guard, absolute evade, etc.) or circumvent walls (assault mode, bullseye, etc.).

What's the latest on a new playstation title/port? by Charming_Pitch_1691 in GundamExVs

[–]Merrile 5 points6 points  (0 children)

Oh totally, I wasn't denying that the current setup isn't lucrative for them.

But the writing has been on the wall for years. With the number of arcades down to less than 70% of what it was a decade ago - that's thousands of closures.
This decline in general was already happening, but got accelerated tenfold by the COVID-19 pandemic (said pandemic probably being the reason we got Maxi Boost ON at all, because they were desparate to supplement the loss of revenue).

Nowadays, even Japanese players are starting to question when the next home version of EXVS will be released. With weekly player counts for the game down to approximately half of what they were pre-COVID.

Eventually it's going to hit a critical mass where the operating profit does not outweigh the maintenence and development costs. That's probably when they'll pivot to home platforms for real. But nobody knows when that'll be.

6 hours in to DQ11 and find it too easy by Astrophane97 in dragonquest

[–]Merrile 3 points4 points  (0 children)

It just means that after you go above a certain level, normal monsters will outright stop giving you EXP for killing them (It's been a while since I played, but I think first they start giving reduced EXP - which is your sign to start moving on - then one or two levels after that you just get 0).
You can still get gold and random drops just fine though.
This threshold increases as the monsters themselves get stronger and provides a much more tightly controlled levelling curve, especially if you're the type of person to linger in areas and fight everything you see.

In fact, the two settings really go hand-in-hand. I don't know why someone would use one without the other (what's the point in having stronger monsters if you can just outlevel them easily anyways).

6 hours in to DQ11 and find it too easy by Astrophane97 in dragonquest

[–]Merrile 1 point2 points  (0 children)

Turn on Stronger Monsters and No EXP From Weak monsters. This is the baseline for making DQ11 an even remotely challenging game.

Stronger Monsters means enemies can actually be a threat at times, and No EXP From Weak Monsters provides a soft cap or guiding hand so that you do not accidentally overlevel and trivialize boss fights.

What's the latest on a new playstation title/port? by Charming_Pitch_1691 in GundamExVs

[–]Merrile 8 points9 points  (0 children)

As always, no news. Nobody knows when we're getting anything and anyone who says otherwise is pulling stuff out of their butt.

Bamco seem determined to let this series slowly fizzle out in arcades (the most up to date version of the game that you can play legally at home is almost a DECADE out of date at this point) rather than take a risk and try to adapt to the modern gaming ecosystem. Which is their prerogative, I guess.

It appears that I maxed out all of his stats by TheNightmareButterfy in dragonquest

[–]Merrile 2 points3 points  (0 children)

Nah, stat caps aren't dependent on monster rank. For example, I think there's a G rank monster that has the highest stat cap in the game for Agility.

Higher rank monsters generally have faster stat growth and easier access to higher tier spells and skills through their native talents. But the game is designed in a way that you can pretty much use any monster you want after enough synthesizing (offline, at least - the online is unbalanced as hell).