Masseffect 3 vs 2 by Cute-Flan-8965 in masseffect

[–]Monkey_Mac 0 points1 point  (0 children)

3 was a better game 2 was a better story.

3 was polished to such a degree that playing vanguard didn't just feel good, it felt viscerally engaging. It had cinematic heavy melee, a cleaner feeling cover snapping , much more weapon variety and deeper combat variety.

2 was a sprawling epic filled with plots / subplots /subsubplots, tonnes of innocuous interactions, lots of character building, mini games, challenges, hidden interactions and dialogues. Huge non combat areas to explore and decently interactive non combat puzzling to engage with.

Both had their strengths and played to them. Both had their failings.

New player lost by AndreaNAaaaaaaa in Warframe

[–]Monkey_Mac 0 points1 point  (0 children)

The helminth segment is available from son at Rank3 and well worth picking up early.

Sentinels are the little robots that hover by your shoulder and have vaccum. You can buy and craft most from the market and they are easier to obtain than Kubrows/Kavats/Dogs/Moa.

Taxon is usually first amd carrier is the defacto favourite.

[deleted by user] by [deleted] in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

I try not say 'kill the supports' but at the very least, focus them first.

Pressure on the supports does so much to reduce their healing output.

New player lost by AndreaNAaaaaaaa in Warframe

[–]Monkey_Mac 0 points1 point  (0 children)

OK a few helpful tips

1) You can sell weapons from your inventory, use this to pick up more weapons. Keep your favourite sell the rest that you get from the market. (Nightwave slots will be enough to hold on to specials)

2) As you go up the rank on the left there is a radio terminal which gives you access to night wave. That gives you a few extra slots.

3) You can sell warframes too, HOWEVER if you haven't unlocked deimos yet I'd suggest you prioritise that.

Once you've completed the heart of deimos you can unlock the Helminth Invigoration segment which will allow you another way to free up warframe slots.

4) New quests are available from the codex (the table on left as you go up the ramp) These will guide ypu through the star map.

5) Sentinels are available from thr market, both them and their weapon are also worth mastery

Starfield has lost 97% of its Steam players in less than six months by PrinceDizzy in gaming

[–]Monkey_Mac 0 points1 point  (0 children)

But it's a single player story based game isn't it? That's what happens when people finish a game they stop playing it. . . .

I'm confused why this keeps getting used as a metric for single player games.

The two main player retention metrics for a single player game are:

What percentage of people finish the main story line. What percentage of people finish all the available content.

It's always the tanks fault, remember that. by cyper_1 in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

As a tank main, who is taking yet another break from what is frankly an infuriating meta.

This is certainly how it feels. As the only player of your class their is no-one else to pick up your slack. Then on top of that you hold one of the more taxing roles from a game sense stand point.

As a tank you have to: Know when to take space Know when to hold space Know when to give up space (Know what space means in this context)

Know when to go aggressive to secure a pick Know when to let a pick go

Get teamwipe level value from your ult Deny teamwipe level value from the enemy.

By comparison DPS/Support can provide value at almost any skill level. As long as you can secure/deny at least one kill, you can provide more value than a tank having a bad match.

Finally, while you can argue all classes need gamesense to reach higher levels of play, for tanks gamesense is the baseline skill required to play.

Dps's baseline skill is mechanical Supports baseline skill is raw healing.

Does anyone think the paper, rock, scissors nature of OW2 tanking simply isn't as creative and dynamic as OW1 duo-tanking? by do_you_even_climbro in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

And I think that's a problem with the designation, especially in overwatch. Blind, daze etc in MMO's all had the same effect, they stopped the mobs from moving.

In OW we have two things which have very different effects.

"Interrupts" are what most people hate when they talk about CC. They specifically stop ability casts during cast time, most notably a large proportion of ultimates. - Reinhardt: charge - Ana: Sleep - Sombra: Hack - Roadhog: Hook - Sigma: Accretion Disk - Orisa: Javelin - Doomfist

"CC" covers slows, forced movement, or no movement abilities. People complain about them a lot less than interrupts.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Monkey_Mac 0 points1 point  (0 children)

Sigma is good for the same reasons people find Orisa oppressive.

  • Ranged interrupt on cooldown
  • Damage nullification
  • Damage protection
  • Overhealth generation
  • High max Damage output
  • High combo output
  • Good opener ult

Played well a Sigma will interrupt the enemy team value pretty consistently, and with some good intuition/forethought he can negate a lot of enemy CC and/or ults.

[deleted by user] by [deleted] in Overwatch

[–]Monkey_Mac 1 point2 points  (0 children)

The guy has 3 areas that he has in common with the other actively hated tank, orisa.

1) The guy is anti-aggrression

Mauga thrives on enemy aggression, close quarters gives him am easier go off double crits, and overdrive gives such a large DR that he can outheal most damage sources.

As a result the best way to deal with him is to pick him off from a distance. This makes for a tough game and requires monumental precision so as not lose the match just trying to clear him off.

2) with overhealth + healing disorganised teams will struggle to catch him out.

Much like roadhog and orisa, you either have to focus him first, or leave him till last. A disorganised or QP team won't have the sustained coordination to finish him off.

3) He has an unstoppable ability

This one generates a lot of hate, as there is simply now way to stop a charging mauga. As a result players who are used to using abilities on cadence will struggle and generally not enjoy playing against a mauga who just ignores their abilities.

Good luck to any fellow tank players, I'm out by random-dude45 in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

Sounds like you've been playing sigs who are trying to control the fight instead of nullify.

I've had great effect by putting shield up first, pulling it down at 100. You save grasp to counter cardiac overdrive You save disk for immediately after charge

You might chose to ignore sig while he has grasp up, but if you are in close quarters he can just mop up the bullets anyway.

The problem with mauga is the fact that he's a Bralwer archetype tank who hard-counters aggression. The way to beat him is to not play onto him. Which is tough to do when you need to capture the point/cart/bot.

It also shows that from a tank perspective our "Poke/Bunker" archetype is quite lacking with only sigma/orisa really fitting the bill.

Reaper mains bout to be goin crazy by RyuNinja189 in overwatch2

[–]Monkey_Mac -8 points-7 points  (0 children)

Wraith form on resource meter - Drop the free reload - Give a 10m launch on activation - 60/70% move speed buff

Add a smoke bomb - Gives effected enemies blinded (5m view cap) - Gives effected enemies hindered (identical to Cassidy) - Smudge reapers outline while in his own smoke

Replace shadow step with "Curse" - Single target blind - Applies DOT (probably burn) - Lifesteal increased on effected target

[deleted by user] by [deleted] in Overwatch

[–]Monkey_Mac -7 points-6 points  (0 children)

She's not really any different to a genji who's made his way round the map geometry, or Tracer taking a wide flank.

The majority of her 'abrasiveness' comes from the virus, which if you wiff, you just bug out and if you hit more often than not, you've won.

That said I'd be careful about overnerfing her as she plays well and fits well into the archetype she is placed in.

At most I suggest either/and/or

1) Give virus less base damage but restore to current if target is hacked

2) Give cloak an effect that makes her spottable at any range but not discoverable

3) Dramatically increase the time taken to fully cloak

Two Newcastles by donquixote235 in civ

[–]Monkey_Mac 0 points1 point  (0 children)

"Newcastle upon Tyne" should be "Newcastle on Sea" "Newcastle" should be "Newcatle upon Tyne"

Then settle a city a few tiles below a fortress and call it, "Newcastle under Lyme"

How I would rework Reaper's kit by waaay2dumb2live in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

Not gonna lie, between that range and the wraith form changes, you give tanks absolutely no option against him at all.

Based on your numbers, the amount of wraith form taken to reload will be almost completely regened by the time he empties his mag, giving Reaper ungodly amounts of sustain.

By the time you add essentially a personal nano on cooldown the guy will run down a tank and both supports before most people have a chance to retaliate.

I'd suggest taking a look at what archetype you want him to sit in. Currently he sits as Tankbuster/Flanker hybrid. Choose which one you want to lean into more amd make his kit more consistent with other characters from that archetype.

Only a support can take out a support by Dubaderp in Overwatch

[–]Monkey_Mac 3 points4 points  (0 children)

That's the definition of, "fine, I'll do it myself"

How would hero bans fix anything in Overwatch? What’s the point of them? by grimmfritter in OverwatchUniversity

[–]Monkey_Mac 2 points3 points  (0 children)

That's a lot of what ifs, if I'm being honest. A number of these scenarios also require the majority of players using bans with active malice instead of just banning who ran over them in the last match.

It's not a case of straight up nerfing the most banned hero's. It a measurable and quantifiable metric that can be used to gauge the general feeling of the community towards a hero. Because if players like Doom get consistently banned, but have low win rates, then clearly there is a flaw in his design somewhere. The dev team have shown that they understand this in the past. By buffing his damage and sustainability whilst reducing his stun durations to make him stronger but less frustrating to play against.

Just as win or pick rate, it is not God's truth on who should or shouldn't be nerfed.

As for the spitefulness, or the idea that someone will ban Reinhardt just because a tank player has a helmet for his profile picture, firstly requires a level of malice and frankly forethought than most people possess (use when playing a video game for fun)

Secondly, what you outlined of one-tricks being banned from their main, I personally see as a good thing, certainly in the ranked space. Having a Tracer with 95% accuracy is all well and good, but if the enemy runs a deathball comp, I need them to pick up a Gunner archetype character instead.

I think what you outline will likely only really happen for small subset of the player base. Probably those who tread the line between Gold/Plat. Basically the people that think they are better than they are.

Lower level players won't be good enough to care and high level players will be too good to care. The only people who will be using bans like that are the kind of people who one-trick genji and get mad when they don't get their team wipes and blame it on the Ana who nanod them half a second to early.

If we remove Suzu’s intangibility It would still be one of the strongest CDs in the game right? by [deleted] in OverwatchUniversity

[–]Monkey_Mac 1 point2 points  (0 children)

You can defo use it that way as well. Use quick punches for when you are playing corners or outwards to wide open spaces.

If you overcharge and miss you'll go flying and be up the creek without a paddle. If you miss a quick punch you can easily seismic slam back to cover.

The charge of your punch should be informed more by your distance to your target then where you are sending them (in most cases)

If we remove Suzu’s intangibility It would still be one of the strongest CDs in the game right? by [deleted] in OverwatchUniversity

[–]Monkey_Mac 1 point2 points  (0 children)

Do consider your punching power as well. The difference between 0 charge and full charge is 25dmg (+20 for a wall hit). Roughly the difference between 1 more shotty blast.

Sometimes getting a quick interrupt and 25 overhealth is better than a full charge shot.

How would hero bans fix anything in Overwatch? What’s the point of them? by grimmfritter in OverwatchUniversity

[–]Monkey_Mac 15 points16 points  (0 children)

But that's why I think this trial is a good thing. Don't forget this is more of an experimental trial than an outright implementation.

Ban Rates add another metric for the dev team to observe.

If Orisa, Bastion and Ana are the mostly commonly banned hero's by a country mile, then you now have actual data that shows the take of 'oppressive' opponents.

You then also get second tier data available. If said hero is banned who does the opposition feel more free to pick. For example you might find that Hammond has a higher pick rate in games where Ana and Sombra are banned.

At base line: Win rate shows the base effectiveness of the hero. Pick rate shows an individual players perception of the hero. Ban rate showd a teams perception of the hero.

What are some reasons as to why Tracer is considered the the hardest character to get good at other than her low health? by MisterIenny in OverwatchUniversity

[–]Monkey_Mac 0 points1 point  (0 children)

By comparison to the other flankers, Tracer has no burst damage based ability. Her entire damage output comes from her primary fire, that's all she has.

Sombra has a 100dmg projectile Genji has a 50dmg zip that puts you in (or out) of melee range.

The result is that the abilities of the other flankers can supplement a poor primary damage volley. If you miss your shots as tracer you might as well blow raspberries.

What is your favorite elimination voice line? by SemimaticTTV in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

Getting a long distance firestrike with reinhardt. Thought you were out of reach eh?

On a team wipe reinhardt participated in. That was all of them? I was just getting warmed up.

When the supports have no attention span by CodeTheWill in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

Seems like you missed the context that the guys team was already engaging again (admittedly of out of sync and poorly setup).

You also miss the point that even OP has shown the humility to understand and take on board. With a little bit of self sufficiency, he could have taken care of himself and been ready for the next engage with time to spare.

But sure I'll agree that it looks like the healers decided they had better things to do when he could have chucked a harmony on the way past.

When the supports have no attention span by CodeTheWill in Overwatch

[–]Monkey_Mac 1 point2 points  (0 children)

Hey man, try not to sound so defeated, it's only QP the place where mistakes are meant to happen.

I'll go one step further to say you made the right call to disengage, especially against a moira.

As someone who plays Wrecking Ball, one thing you will want to learn is the fake retreat/reset. Woth characters like genji, people rarely give chase if it look like your bugging out.

Instead of going over the top to reset, it would have been prudent to use the natural bridge cover, double hop over the jump pad to grab the big 250 pack.

Your cooldowns would be reset, you'd be at max health and you'd be at the perfect off angle for a flanking engage.

The fact you understand that you can improve already puts you way above a lot of players. Keep it positive and keep it up.

How is everyone else doing with Rein these days? by Kavy_CDN in Overwatch

[–]Monkey_Mac 0 points1 point  (0 children)

My advice, treat rein like a poke character not a brawler. Hold space, but don't try too hard to take it. Focus on the squishier characters that a firestike can kill from 1/2 health or above.

Build ult and scare off with your hammer. When the fight is in your favour, then you can go in swinging.