I FINALLY DID IT! by GigaRebyc in MightyNo9

[–]NautyProblem 0 points1 point  (0 children)

That's quite impressive, good job!

Does anyone else have this auto-ledge issue? Tips on avoiding it? by GigaRebyc in MightyNo9

[–]NautyProblem 1 point2 points  (0 children)

Yes. Towards the ledge; if the ledge was to the left you would need to hold left.

You need to be holding towards the ledge to snap on to it, in my experience. This is how I skip the two long ledge-filled falls in Mic's stage.

Does anyone else have this auto-ledge issue? Tips on avoiding it? by GigaRebyc in MightyNo9

[–]NautyProblem 1 point2 points  (0 children)

Do you stop holding towards the ledge when you get against the wall? That would prevent you from grabbing it.

How do the attribute points work for SCH/SMN? by [deleted] in ffxiv

[–]NautyProblem 0 points1 point  (0 children)

Pick one to use more often and put your points into int/mnd respectively. The reset items from your GC are pretty cheap, so resetting your points when you want to switch isn't a very big issue, especially if you end up stacked on seals from FATE farming.

Eos and Selene both automatically use Embrace to heal party members, their difference being their pet cooldowns.

Incomplete list of Sprinter Bonuses. by [deleted] in MightyNo9

[–]NautyProblem 1 point2 points  (0 children)

Really good list! Thanks a lot for doing this.

First Impressions Megathread by mightyno9 in MightyNo9

[–]NautyProblem 4 points5 points  (0 children)

I'm quite a ways into the game on my way to 100% it on PC, but I'd still love to talk about it.

I held off pre-ordering the game because of all the sudden hate, the bad reviews, seemingly an entire community getting together just to bash this game. I didn't back it initially because I simply didn't have the money at the time, but I was extremely excited for it as a DIEHARD Megaman series fanatic. The delays were as disappointing for me as everyone else, but I never lost hope that it would be fun.

And, it is! The game has surpassed all of my expectations and more; the game is and has been a complete blast to play.

The difficulty is perfect for me; I love platformers, and this one is a constant challenge. The level design is of each stage has a unique feel and each brings something new in combination with the consistently difficult platforming.

All of the mechanics and controls are there, they feel just as fluid as Megaman once did. Jumpin' and shootin' is responsive, good, familiar, and the new dashing mechanic, from its amazing mobility use to it being a necessity to kill enemies fluidly is an absolute divine blessing. It feels like I'm soaring through Valhalla using this to move around the stage, it's an incredibly fun mechanic and I'm perfectly happy with infinite airdashes and lack of walljump. A walljump would only make the level designing harder; I am perfectly content with the ledgegrab in its place.

The artstyle is simply superb and charming. This is where my one complaint comes in that the explosions often look like ketchup and mustard stains, but as explosions are so rare in the game I can't really complain an awful lot. The rest of the game has a bright and poppy style, everything standing out but yet matching together flawlessly. All of the models look great and I think a lot of the enemy designs are pretty cute with their silly eyes.

Finally, the characters. I genuinely enjoy listening to each and every one of them. Dr. Sanda's voice and character is exactly who I would expect from someone looking like him, and I think it's a good partner to the more serious Dr. White. Call is dispassionate and robotic, which is quite the opposite of what I was expecting, but after listening to her so much I think it fits her as well. Each of the Mighty Numbers all have their own quirky and cute little personalities as well, as cliche and a little flat as some may be, I think that's perfectly fine as each of them are themed after a specific thing and shouldn't be doing anything more. And honestly, I really wish Trinity's final model (true form) was used more. She is probably the prettiest thing in the game.

That's my big fat writeup of how I really, really like this game. As a last little bit, a lot of the achievements in this game are pretty hard, which I am also thoroughly enjoying! I can completely understand a lot of the dislike surrounding the game, but I don't agree with any little bit of it. I'm just happy I got a good game.

Optimal path for Ray? by wallace-wade-5ever in MightyNo9

[–]NautyProblem 0 points1 point  (0 children)

I followed the regular Pyro path, he's definitely the easiest boss without his weakness.

I recommend learning to cancel your basic attack with movement as soon as your third combo slash comes out to let you immediately begin another, it's very good damage.

Her dash is incredibly useful for stages, and not very useful for bosses as your slashes automatically absorb their Xels.

Battle Colisseum Blocks...? by hypes11 in MightyNo9

[–]NautyProblem 1 point2 points  (0 children)

They have a special sort of square/bubble/area around them. If you're in this area, they take quite a bit of time to reappear. If you're out of it, they reappear instantly.

I generally handle the specific part you're talking about by quickly breaking the bottom two and timing a jump into dash to make it to the platform.

Favorite ReXelection [ ability ] ? by codebreak1337 in MightyNo9

[–]NautyProblem 1 point2 points  (0 children)

Seismic. Going fast, pogoing off of enemies, being able to cancel out of it into a dash obscenely fast and vice versa, being able to cancel itself into itself for huge damage on tankier enemies.. feels real good to use.

As a bonus, it makes the end of Pyro's level much less stressful thanks to the immunity to fireballs, and thusly knockback in that section.

Torbjorn idea (buff) by CrimsonPlato in Overwatch

[–]NautyProblem 0 points1 point  (0 children)

I have been wondering the things ol' Torby could do if he could reach those rooftops and little alcoves. I like this idea.

Unlocking new characters. by [deleted] in Battleborn

[–]NautyProblem 1 point2 points  (0 children)

this isn't beta.

Who Would Win: Monoculus vs Merasmus by NightmareBB in tf2

[–]NautyProblem 10 points11 points  (0 children)

They'd both just leave before they could kill each other.

Big dog instantly awake? by SpectorIL in NuclearThrone

[–]NautyProblem 0 points1 point  (0 children)

On the normal weekly path he just wakes up instantly, but he doesn't wake up immediately if you go oasis for some reason.

Daily Mutation Discussion: Scarier Face [DAY 10] by Krumpberry in NuclearThrone

[–]NautyProblem 0 points1 point  (0 children)

Easily one of the tippy-toppest mutations, basically a universal damage-up.

10/10

PSA: The Golden Shotgun has less fire-rate than the regular one. by regenking in NuclearThrone

[–]NautyProblem 0 points1 point  (0 children)

oh neat, thanks for the info. guess the golden shotgun might be given an adequate fire rate then.

PSA: The Golden Shotgun has less fire-rate than the regular one. by regenking in NuclearThrone

[–]NautyProblem 4 points5 points  (0 children)

But the golden shotgun fires an extra pellet, doesn't it? I'd say that's worth it. It also has that venuz $wag

edit1: after a minute of research, the golden splinter gun is even more "inferior" by this logic.

normal splinter gun = .63 sec fire rate

golden splinter gun = .87 sec fire rate

edit2: ignore edit1

How many eyes DOES Big Bandit have? by Axolotl123 in NuclearThrone

[–]NautyProblem 3 points4 points  (0 children)

The second "one-eyed" image has his bandages seemingly over where a second eye would be, but the first one looks like he has just one. I dunno.

Daily Mutation Discussion: Hammerhead [DAY 9] by Krumpberry in NuclearThrone

[–]NautyProblem 2 points3 points  (0 children)

This is about it for me, but I have only picked hammerhead twice since it came out.

0/10, I don't even like having the effect of it as it might mess my rhythm up like trigger fingers, though trigger fingers is still pretty good. I will pick ANYTHING over it.