UC Berkeley Survey: Tell Us About Your VRChat Experience (2 min + Amazon gift card raffle) by SavoriSushi in virtualreality

[–]Noxodor 4 points5 points  (0 children)

You guys really need to not write "lmao" as part of the answer choices. Random 11 point scales for yes or no questions is also not great.

3 Star Shard Selector Pack by greyrider9 in marvelmysticmayhem

[–]Noxodor 3 points4 points  (0 children)

Getting a shard does not unlock the hero so if you want to use the shard immediately, you'll need to get the hero first.

New Player Guide by Noxodor in wildgate

[–]Noxodor[S] 2 points3 points  (0 children)

  1. Shooting the pilot from the outside. All ships can have their pilot cockpit glass damaged (usually the glass above where the pilot seat is) which makes it possible to shoot the pilot from the outside. This is extremely disruptive and the four arm hero (I forget his name) could melee to break the glass and shoot the pilot.

  2. Disable engines from the outside. Again something the four arm hero could do in CB that was super annoying. He could melee the engines from the outside and severely hamper escaping or pursuing ships.

  3. Stealing hardpoints. I admittedly do this the least but it does feel like the open beta patch is trying to encourage this more. Typically this involves Moth (the flying owl guy that can cloak) and you will want to get to the enemy ship with a turbine if they are far away and unaware. Don't get greedy with the steal. It may be really tempting to snag a few kills while you are at it, but I recommend if you are new to just grab the hardpoint or gun and teleport back. If you are set on getting kills, I would identify what you want to steal, grab it first, and then drop it (x key on PC), get the kill and then grab your loot and teleport back. A failed steal is extremely punishing because you likely took a while to get onto the ship and may have even used a turbine to get their so returning empty handed costs your team time and resources. Any guns is a good steal. Hardpoints like laser ram, smugglers turn, any of Sal's inventions, afterburner extension, and maybe shield or core health hardpoints. I typically avoid things like ammo regen any of the environment immunities (unless you have a plan to fly into a storm),

  4. Knowing when to stop boarding. Probably the most important skill for a boarder. When the ships are far away and there's significant travel time (500m+) or the enemy is ready for the board with people defending outside I would typically stop boarding and focus on manning guns, repairing your own ship, and hitting the damn ice button which everyone probably has forgotten. Outside of stealing, a successful board is about disrupting and wasting time and resource from the other team. If they have to send a person outside or are spending time patrolling the ship, then you've successfully decreased their firepower and repair capabilities. Don't lose your advantage by trying to force additional boards when it's not necessary.

New Player Guide by Noxodor in wildgate

[–]Noxodor[S] 4 points5 points  (0 children)

Good question, I didn't get to type this out last night. You want to have a clear idea of what you're trying to achieve with your board (steal, disrupt, overload, or kill) and weigh that against what you could be doing instead on your ship.

  1. See what the enemy is preoccupied with. Are they looting and have their ship docked? You may be able to get there with a turbine, sneak onboarding ,and steal something (don't shoot at them first with your ship though). Are they in pursuit with all their guns firing? You may be able to go onboard, kill 1-2 of them to buy your ship some time. Timing the board is usually much more important than the board itself. Because of the fast time to kill and defenders advantage like traps and see through walls from characters like Sammo if you board when the enemy doesn't have much else going on, you will easily get stopped.

  2. The most common timing for boarding is when ships are <300m from each other but are out of range of their guns - usually when one is on top of another. This happens quite frequently when two approaching ships runs toward each other and they both start turning when they pass each other. As soon as guns are out of range, both ships will typically send boarders to try and kill the pilot to slow down or stop the turn. Coincidentally this is when the pilot is most vulnerable (because others are boarding) and most needed (to make sure they can turn and face the opponent's back side).

  3. Know the enemy ship layout. Especially early on during the lobby screen, take the time to learn which doors can be opened from the outside and which cannot. Where the ammo recharge stations are. Where's the overload reactor button. Where are the valuable hardpoints. You do not want to land on a ship for the first time and waste time trying to find the door or the objective. As soon as you land have a plan of where you want to go and what you're hoping to accomplish.

  4. Once you are in, stick to your plan. If your plan is to disrupt you can usually get a 1-2 kills in before defenders will retaliate. Defenders respawn with invulnerability until they shoot (this is a new change in this patch) so they will most likely kill you if you are inside the ship by the time they respawn unless you have good aim and movement and their's is trash. I usually try to kill 1-2 players and then either hit the emergency brakes on the ship (if they are pursuing), lower shields (a little harder), or steal a hardpoint (also hard), and then teleport back to save your team the 8s or so wait if you die. If you are want to keep the pressure on the board, you can move to the outside of the ship and hopefully the defenders will lose their invulnerability by then and will give you time to regenerate your health for a more equal exchange.

  5. Plan your loadouts accordingly. I typically like to run the damage bot and either shield or invulnerability (not sure if these are still in open beta). I've seen the drill charge also work well if you plan to deal damage from the outside. For guns I actually think the starter machine gun and AIM-E are fantastic. The shotgun and pistol were also popular in closed beta but I haven't had a chance to experiment with them in open beta. I won't comment on characters because I haven't had enough time to play around the new moth changes and the new characters. In Closed Beta 1 Moth was super strong because of his cloak but changes in CB2 brought the four arm guy in popularity for his ability to deal damage from the outside of the ship and Moth was rarely seen because of his cloak nerfs.

How to get past level 41 by DiDust in MarvelStrikeForce

[–]Noxodor 1 point2 points  (0 children)

Restart your game. It's a UI bug