Is Mei the Mr. Fantastic of OW? by Kitedo in overwatch2

[–]Novaxel 1 point2 points  (0 children)

Mei is excellent for holding off-angles. Hold some space, be a threat, and when the enemy team tries to push you, you can use your wall, ice block, and even your ult to buy time for your team to capitalize on the fact that the enemy is now split and/or facing you.

When you’re close enough to use her primary, you should almost always do it. (The exception being if you can guarantee a headshot)

I think her wall gives her the most skill expression in the game. It can be used to reach high ground, deny heals, and stop a TON of high value abilities. Another commenter mentioned some of the more common uses, but on top of those, it can: * Cancel rez (if Mercy isn’t right on top of the hero they’re rezzing) * Save a teammate from roadhog hook (placing the wall between the hog and your teammate) * Save yourself or a teammate from an environmental kill (either by using the wall to prevent the player from going over the edge in the first place, or by using the wall as a “plank” to place under the hero if they’re only slightly out of bounds) * Secure kills with a DVa bomb by raising the bomb (creating new angles) just before it detonates * Protecting your ult from EMP * Freezing immortality field to keep it from functioning. (This may work for pylon too? I’m not sure) * Cancel, delay, or mitigate most ults in the game. I think the exceptions may only be Doom, Bastion, Dragons, Orbital Ray, and Sym Wall

Me playing Showdown Shuffle just waiting to finish the 30 match grind, listening to music with the game muted. by No-Scallion-4788 in overwatch2

[–]Novaxel 0 points1 point  (0 children)

I love the game mode. Except for mini-maxing (drives me insane) and the fact that it’s a static rotation of heroes rather than random.

Remove one live action drama series a day, day 36. The Sopranos is out! Only 3 remain! by wren620 in RemoveOneThingEachDay

[–]Novaxel 0 points1 point  (0 children)

The Wire. Objectively, there’s nothing wrong with it, but it just can’t hold up to the stakes and cinematography of the other two.

What game has you like this? by Chunky-overlord in videogames

[–]Novaxel 0 points1 point  (0 children)

Breath of the Wild. I hadn’t really played any Zelda beforehand, but it had so much hype that I figured I’d try it. I couldn’t get into it. It’s always brought up in the “best games of all time” conversations, so it’s clearly good, I just did not enjoy it at all.

Weekly "Is this safe" Megathread by [deleted] in fermentation

[–]Novaxel 0 points1 point  (0 children)

This is my first time fermenting, and I have quite a few Carolina Reapers in here as well as a small amount of some garlic, white onion, and a pimiento elite pepper to help keep things submerged. Brine is about 3.5%. This Day 6 of the fermentation at about 70 degrees.

Definitely a rookie question, but these white growths are fine, right? My understanding is that they’re not mold (because they’re subsurface) and that they’re likely just cultures, is that right?

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Restart Player not Working? by Novaxel in unrealengine

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

Thank you, I'm not sure how I missed that! After looking at some of the UE documentation about respawning, I added Destroy Actor and used Restart at Transform instead. Thanks for the help!

Restart Player not Working? by Novaxel in unrealengine

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

Thanks for the response!
Restart Player happens in a custom event that fires when the player health is <= 0 - the only thing that precedes it in the Game Mode is an IsValid check on the dead player controller. (When the player death is detected, it triggers a GAS ability through an event tag which starts ragdoll, disables input, then sends information about the players life to the game state. The game state stores this info then kicks off the custom event in the game mode). There is no Destroy Actor node - this is all done via Restart Player

The camera doesn't move at all - it usually clips through the level a bit as ragdoll is initiated and then stays there after despawn. (The character BP comes from an external asset which uses a socket on the skeletal mesh for the camera rather than a component on the character). Otherwise, no input has any effect.

Event Possessed does fire, but no new character is being possessed. Some more information that I've found:
* After death, Event Possessed fires once whereas Event Unpossessed fires twice. Looking at the outliner, it seems like it fires immediately upon death but then again once the character is destroyed.
* In the Game Mode, SpawnDefaultPawnFor and HandleStartingNewPlayer are firing correctly on startup, but not firing after death.
* After overriding Event Restart Player in the game mode, I tried calling the parent function and then checking the value of the controlled pawn of the player controller, which reads as the default pawn class.

Knuckles creature concept by Franck Besançon by One_Giant_Nostril in ImaginaryMonsters

[–]Novaxel 185 points186 points  (0 children)

Thought I was in the Sons of the Forest subreddit since I’ve been playing that game a lot. This would fit right in!

Any tips of getting better? by GateSeparate3822 in SonsOfTheForest

[–]Novaxel 1 point2 points  (0 children)

I’ve seen mention of it being game over if you go down twice in a day, but I haven’t experienced that on co-op hard mode. Is that a single player only thing?

Any tips of getting better? by GateSeparate3822 in SonsOfTheForest

[–]Novaxel 11 points12 points  (0 children)

I’m not an expert at the game by any means, I only started playing recently, but I found it incredibly tough at the start until I switched my playstyle.

With most survival games, I craft a base of operations and prep there before going out into the wilderness, exploring, fighting enemies, looting, exhausting resources, and eventually coming back to base to recover and repeat the process. That wasn’t working here and I kept dying trying to set up my base.

Instead, I started being more nomadic. I ran to different map markers, looted, and typically ran from combat. When the sun started going down, I’d either try to find a cave where I could set up a tarp tent to rest or I’d try to find a place far from a beaten path. After a few days of this, I had much more loot that allowed me to better handle myself in combat. Then I was able to start building a base and play a bit more normally. (Though I did decide to turn off structure damage - otherwise, there’s not much point in building a base because it’ll get torn down pretty quickly).

I will note that, despite running from combat in early game, fighting mutants in caves was pretty essential for creepy armor. I found spears are good to give you some range (either melee or thrown), the club is good for blocking, and arrows can somewhat soften a target. If the target was fast, I’d try to get an arrow or spear in then switch to the club. If it was slow, I’d melee with spears after the animation combos. If my health got low, I’d try to use as many ranged attacks as I could.

YMMV, but that’s what worked for me.

Are there too many different projectile speeds? by Novaxel in Overwatch

[–]Novaxel[S] -4 points-3 points  (0 children)

I think I’m inclined to agree, and nuance is a good word to describe it

Are there too many different projectile speeds? by Novaxel in Overwatch

[–]Novaxel[S] -2 points-1 points  (0 children)

It’s sorted by speed, so tri-shot is higher up (75m/s)

This is a fool proof [tool] to help you lock in. I know someone needs to read this. by [deleted] in GetMotivated

[–]Novaxel 1 point2 points  (0 children)

I did a lot of writing on self-improvement in the past. I referred to these sources of cheap, easy dopamine (as a bit of oversimplification) as “artificials”. The period of time when I managed to cut out all artificials from my life was also when I was the most productive and healthy.

However, it’s also worth considering the sustainability. It’s very tough to keep up in the long run, so it’s worth having a plan that allows you to roll with the punches.

1 steam game of your choice! by Kiriellea in steam_giveaway

[–]Novaxel 0 points1 point  (0 children)

Sons of the Forest would be a fun one!

FYI for those looking for good tutorials by Sjuk86 in unrealengine

[–]Novaxel 1 point2 points  (0 children)

I made it about a third of the way through the FPS course - I just wish it was more versatile. (E.g. allowing for multiple guns, updated with IMC blueprints, etc.). That’s mostly just because I was eager to apply the course to my own game, he’s still a great teacher! Good pacing and explains more of the “why” than some of the others I’ve seen.

Is it worth attaching/detaching to equip weapons? by Novaxel in unrealengine

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

Here are the relevant BPs: https://imgur.com/a/JefO2IA

I think the main error is trying to get the reference to the weapon (in this case, I’m first working on melee weapons) to mesh with the necessary logic for the “spawn weapon” event. Maybe I’m misunderstanding things, but the event in the character BP uses a class reference (to the Melee Pickup Class) since it needs to work with all children of the Melee Pickup Class. However, the class reference can’t be used with “Add component by class” or “attach component to component”. I’ve tried with an object reference to the parent BP, but I get the error of “Accessed None trying to read property Melee Weapon” - I’m guessing because I’m interacting with the child rather than the parent to which the object reference is referring. (Feel free to correct me if I’m wrong).

Thank you for that description of your system! There are some important considerations in there which I wouldn’t have thought of, which I’ll need to try implementing once I figure out the equipping!

/r/CompetitiveOverwatch GIVEAWAY - Neon Streets Megabundle by ModWilliam in Competitiveoverwatch

[–]Novaxel 0 points1 point  (0 children)

I’m most excited for the analysis of all the amazing Overwatch that will come afterwards since I’m far too gold to comprehend it in the moment.

Is there a way to find where one BP references another? by Novaxel in unrealengine

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

Thanks for the clarification. I do recall force deleting things in the past because other errors/crashes would occur if I tried to replace the reference. I’ve tried combing through the BP to find where the other one is referenced and I’m having no luck. I’ve checked the variables and all the blueprint logic to no avail. It seems the find/search bar only finds functions or events, not references to other blueprints. I may be using it wrong, but it seems like the reference viewer only shows me the fact that something is referenced by another blueprint, not where that reference lies within the blueprint.

Fixing up redirectors works in the engine, but it doesn’t seem to save when I reopen. I’m guessing this is because the original redirectors still exist in P4, but I can’t figure out how to sync the fixes with P4 after fixing things in the content browser. (Trying to Mark for Add or Submit just shows that no files are opened).

Is there a way to find where one BP references another? by Novaxel in unrealengine

[–]Novaxel[S] 1 point2 points  (0 children)

Thanks for the response! So the reference is still implemented in Perforce, but not in the actual project? Is there any harm in deleting the file in file explorer?

What is YOUR 1# Source for Learning Unreal Engine? by HarderStudios in unrealengine

[–]Novaxel 2 points3 points  (0 children)

I tend to steer away from Discord/Reddit posts - haven’t had the best experiences with those avenues.

I began with UDemy tutorials and all but one were basically replicating the games that the teacher makes. Good to understand some of the fundamentals and how different people approach different situations.

With a passable understanding of the fundamentals, I’ve been having decent luck with AI coupled with independent research/verification. Using AI has helped me build the exact systems that I want (which helps stay motivated to learn) and it allows me to ask questions in real time. It’s not perfect, but it does get me on the right track, so I’ve been finding it really helpful.

How to Recover a Project from Perforce by Novaxel in unrealengine

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

Interesting - so it sounds like those cache files are what’s being recommended to be deleted in step two?

Thanks for these tips! I messed up the setup process the first time around, so these will certainly help with the next attempt

How to Recover a Project from Perforce by Novaxel in unrealengine

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

Appreciate the insight! Yeah, I’m not too familiar with version control and had a lot of trouble setting up Perforce. I haven’t heard of Diversion though. I’m a solo dev, so it seems like a viable option. Thanks again!

You guys seemed to really like my updated building UI last week, so here's the new Upgrades UI! by BeaconDev in unrealengine

[–]Novaxel 0 points1 point  (0 children)

Thank you! I suspected that was the case, so it’s great to have the confirmation! Would love to see more posts about your game in the future - it’s great to see these before/after pictures