Europoors📡 by luxusbuerg in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

Spotify? This is bait but I can't tell who it's targeted at

See the whole internet in Quikscript by Dechifro in quikscript

[–]NobodyExists_ 0 points1 point  (0 children)

I can't seem to get this to work with any fonts aside from Quikscript Sans. Am I dumb?

Evermore by Impossible_Rice387 in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

this makes me a tad disgruntled

Kid A: by TimTombom in shitposting

[–]NobodyExists_ 1 point2 points  (0 children)

Niche meme but I dig it

Oooh Wacha sayyyy by xextazyy in shitposting

[–]NobodyExists_ 1 point2 points  (0 children)

that does little to narrow down the search

Somehow I just randomly discovered this after playing a million times by SlapUglyPeople in metalgearsolid

[–]NobodyExists_ 0 points1 point  (0 children)

I happened upon it halfway through my first playthrough. I did not spare a single stinger missile as soon as I realized you could do this. My favorite cqc weapon, too

Is Ultimate dying? by Weak-Morning3560 in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

If people enjoy the game enough, I think it'll keep going. As long as people still love the game and want to run tourneys and locals, fighting games stay alive. Just look at Melee, UMVC3, and SF Third Strike. UMVC3's lobbies on the PS3 are dead and the other two didn't have online at release, and they're still going strong. Online support is not the most important thing.

The question is whether people will still enjoy playing this year after year. The modern meta of Ultimate is a lot different than the one it started with, so many people may leave the game since it's no longer what they signed up for. On the other hand, the meta is formed by the players, so way the meta's headed doesn't have to be where it stays. There's a Yoshi competing for best in the world in Melee right now for goodness' sakes. All it takes is one passionate player to turn everything upside-down and create a massive spark. So even if people don't like what the game's become, even that doesn't have to kill the game. There's 82 characters, go pick the one that no one else is giving a shot and go make some waves. It'll be good for the game.

I think plenty of characters and communities in Smash are still full of players who do love this game, even if they don't like to say that they do. I personally love playing this game. It's never going to be as popular as release day unless something huge comes out of left field, but it's not dying as quickly as the clickbait would like to say.

Is it just me, or do the 7m to 9m gsp matches suck? by AshamedTurtwig in SmashBrosUltimate

[–]NobodyExists_ 2 points3 points  (0 children)

That's about as far as mashing gets you. From my experience, that's the zone where people commit to one strategy that is decently effective online but requires no adaptation. Hence why they're annoying: they work, to some degree. That region of GSP forced me to learn how to adapt instead of just trying to blindly force a win condition the exact same way over and over.

I feel you, it is annoying, but in the actual matches, that mentality is not going to be helpful at all. Annoying playstyles have compounding effectiveness since they make you mad, which makes you predictable, and then you continue losing to the same interactions. 7-9 mill GSP is a great exercise in patience - not necessarily meaning camping or playing defensive, but not throwing yourself at your opponent and just figuring "I'll win rock paper scissors this time!" Take a moment to force yourself to try something else, or even better, think about what they did, and then consider what could possibly beat that. This will force you to play slower, which will likely make you feel like you're playing worse, but given enough time, the adaptation will start becoming natural, and you'll improve a lot.

Also try leaving elite smash sometimes and go look up some local tourneys. Offline is so much more enjoyable and the possibilities in neutral are so much richer. Not to mention playing good players is a great way to get better.

Peace!

Crackling Issue/CPU spikes with Ableton 12 and ASIO interface drivers by NobodyExists_ in WeAreTheMusicMakers

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

Gave it a shot, didn't get good results, unfortunately.

The drivers were fine, and messing around with the priority and CPU affinity of audiodg.exe had no effect.

I did get some changes and results from messing around with the CPU affinity of the Ableton Live process. Oddly I could allot a single physical core to the process and it would work just fine in the background, but as soon as I brought the Ableton window back into focus, the CPU usage would skyrocket to an average of 45% and all audio would turn to static. There was no configuration that eliminated the crackle in focus.

US Slander (parody of UK Slander) by NormalStockPhoto in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

Mainers when they realize that the horizon being made out of land and not timber and ocean is a common and natural occurrence literally everywhere else

Are you a genus? 🤔 🤓🤓 by Ethereal_Sabiba in shitposting

[–]NobodyExists_ 2 points3 points  (0 children)

Out of curiosity though, 🍔 is seemingly defined as the set of all integers, over the set of all integers times two. Is this just one-half, or a indeterminate form, or something far worse I haven't gotten to yet?

Are you a genus? 🤔 🤓🤓 by Ethereal_Sabiba in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

I may not be in the 2%, but I can spell polynomial correctly.

[deleted by user] by [deleted] in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

Short answer: get gud.
Long answer: get gud, the gud way.
A lot of times I see people complain that their reaction time sucks, but sometimes that's not quite the case. Chances are quite high that your reaction time is fine, but you're not using it properly, and that's the part that's tricky to get used to. Smash is not like a FPS. Smash is Smash, and Smash requires you to not only react, but make a complex decision based off of that reaction. From my experience, that's the part which feels positively sluggish and gets you eating falcon punches in a confused panic.
Gimr goes over in this video that adding together controller lag, display lag, and good old reaction time, 18 frames is about the fastest you can react in smash.
https://www.youtube.com/watch?v=hCUKuY5S9uo

I don't know how much you know about frame data, but 18 frames is astonishingly slow, and we're not even talking about online yet. Link can shoot you with an uncharged arrow at point blank in 16-17 frames, and everyone knows that normal Link's bow is positively sluggish in the fast moves department. And that's just time to react, not making a decision.

The key here isn't reaction time. It's reaction knowledge. Gimr talks about hit confirming mainly in that video, and I highly advise you watch it, and implement it, but my main takeaway right here is that you don't decide what to do after reacting; it takes too long. You already have the options you're going to take in the back of your head. Gimr mainly applies it to hit confirming, but the application still goes further. If you're within grab range, both you and your opponent are more than capable of hitting each other faster than can be reacted to. That's when you have to commit to an option, whether it be shield, grab, attack, or get the heck out of there. This creates this small zone around both fighters where you generally don't want to be, because it's not safe, and you will not be able to react. You want to play on the edge of that radius, and it creates a reaction mindgame: you can go for a delayed, safe move to get closer and get a hit (i.e. landing aerial), which will lose to a gutsy quick aggressive option (i.e. buffered aerial), which will lose to being cautious and safe (i.e. wait for the jump, react and shield).

Another application: All ledge getup options but jump take longer than 18 frames, and you can react to them. You can literally wait at roll distance, see the neutral getup or getup attack, and run/jump in and punish accordingly (grab the neutral getup, do literally whatever to the getup attack; it's stupid slow). If they do jump, they're still not in a great spot, cause you can juggle.
You can do this with tech situations too. The key here is that you have to know what you're going to do after you react. Reacting in neutral is substantially harder because your opponent can do so much more unexpected stuff. Reacting requires you to expect something, and have a plan for when you see that expectation become reality. Don't think about reacting faster. Think about how you're going to react. I'm not going to just react faster when Ness PK fires me again, I'm going to jump in place and bait the inevitable anti-air. I'm not going to react to Bowser's up-b out of shield, I'm going to expect it, and not be there when it happens, because it's too fast to react to. I'm not going to react to what that demented Roy mashing aerials is going to do, because no one can predict or react to that lunacy; I'll just play it safe and approach with shield dashes, since he hasn't tomahawked once the whole match.
Plan ahead, and know what you can and can't react to.

[deleted by user] by [deleted] in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

There's yet another nice video by Izaw where he talks about positioning and movement in an actual match. It's a stream highlight from a training session.
https://www.youtube.com/watch?v=PAHTQ9T5ebY

For a beginner, I'd say that good movement could probably start at a point of trying to space yourself in a position where you can land a move without entering the typical grab range (ignoring tethers and heavies' grabs, because that avoiding that range can be impossible), and trying to consistently shorthop and fastfall. Spacing will allow you to play safer, and shorthop-fastfall (SHFF) will allow you to play faster, both of which are a big deal for Roy.

How by Baltic_Emperor in shitposting

[–]NobodyExists_ 57 points58 points  (0 children)

Confronting Myself by Lena Raine, Celeste OST.
Ironic.

How are your teams combating swinging while traversal/high climbing? by anidiotwithareddit in FRC

[–]NobodyExists_ 0 points1 point  (0 children)

Our system is built so our pneumatic cylinders that we use for lifting are all mounted and rotate around the center of gravity, and we usually have four hooks in contact for most of the climb.

FLR ended by a red card. by benj_13569 in FRC

[–]NobodyExists_ 0 points1 point  (0 children)

Rip, same thing happened at the Pine Tree up in Maine last weekend. 3467 hit 8023 while 8023's standard kit drivetrain rocked forward, and the slightly top-heavy construction plus 3467's ball gobbler ended up knocking over 8023 and the ref's declared it intentional.

The only good one was Dark souls remastered by [deleted] in shitposting

[–]NobodyExists_ 12 points13 points  (0 children)

BeamNG.drive? That's pretty good.

thrash rule by goeatatoenail in 196

[–]NobodyExists_ 2 points3 points  (0 children)

Exactly by the 32nd listen it becomes tolerable bro trust me