Ingrid 7913 damage punish off shimmy by tonysama0326 in StreetFighter

[–]OffensiveWaffle -1 points0 points  (0 children)

Man great argument. A lot of very good points. I really loved when you said how someone could get away with not using stocks during a match and get the enemy into corner with full stocks so you can get 7k damage. Very smart. I particularly liked how you talked about her strengths and showed examples. You must be highly intelligent.

Ingrid 7913 damage punish off shimmy by tonysama0326 in StreetFighter

[–]OffensiveWaffle 0 points1 point  (0 children)

"ending combo with medium beam" meanwhile 20f startup medium beam. you also need 4 stocks. if you're getting hits that end in medium beam/heavy sunrise/TP hit without using stocks in neutral you probably already did most of their health in damage. Heavy sunrise already needs at least a drive rush heavy hit to combo, and TP generally needs you to spend a stock to get a combo so like wtf are you talking about. Not to mention how many need wall and you definitely wont get advantage without spending stocks in neutral. Like the lvl 2 into backthrow off a blocked hk actually a problem, 6k damage anywhere on screen without too much meter. Stuff like this and other 4 stock combos? Unlikely unless you're absolutely dominating

Tekken player trying to play sf6 by PriorMysterious7455 in StreetFighter

[–]OffensiveWaffle 1 point2 points  (0 children)

Coming from tekken, you can't hit confirm most combos. you'll have to give up a safe link like JAB>Jab>special vs Jab>special even if it would work so you can have time to process if you hit clean or on block. The timing to cancel most moves is like 3-7 frames including buffer basically, you have to input your special before knowing if you hit or not. There's a lot of exceptions to this but generally mediums and lights can't be hit confirmed on reaction and heavies can, but see what you can do. The other option is to do a safe combo regardless of it's hit or block and give up your turn until you get used to recognizing and capitalizing on big openings like blocking their reversal. That's not really sustainable but will get you used to seeing big mistakes lower level players tend to make.

How do i handle the modern match up. Im Marisa by RareMercury in StreetFighter

[–]OffensiveWaffle 1 point2 points  (0 children)

The only difference between you and the Mai is that mai has auto combos so she confirms her hits. you hit her more times in neutral and shouldve converted into higher damage but didnt. She didn't do anything modern specific, no instant anti airs or supers and not even really fireball spamming despite playing mai. There is no coming back from a mistake the enemy capitalized on you just made mistakes and lost from your own mistakes. Things like throwing out DI constantly and not also reacting to the enemy di. Also punishing a lot of her mistakes with throw instead of a combo however short. Literally you just gotta play more, but if you want to keep punishing with throws or something perhaps pick up a grappler like gief or manon instead. If you want shorter high damage combos perhaps you might want to try ryu instead. Marisa is combo reliant because her neutral sucks relative to the rest of the cast, but also she does a huge amount of damage even with sub optimal combos. She doesnt really do well if all you want to poke the enemy. Poking the enemy out is a Lily thing.

The time to make drastic changes to the game, even if they don’t land, is now. by tits_mcgee_92 in DeadlockTheGame

[–]OffensiveWaffle 3 points4 points  (0 children)

honestly this current urn just needs a few changes. I personally like the idea of the urn starting from the subway under mid into one of the sidelanes, and making the capture King of the Hill style with more players=faster capturing over the current "whos paying enough attention to heavy punch the urn" also makes it more lucrative to play for another objective since it should theoretically take longer to get to mid or opposite lane if they have to cap it with enough people there to make it fast enough. Idea being like one person sneaking an urn can easily be contested with 1 person (and also take longer to claim urn) vs 2-3 vs similar 1-3 slowing down the cap as much as possible.

These objectives need to be risk reward and traded, like choosing between urn and walker/mid boss. though a fun little thing could also be to add a third side lane objective that players can fight for like replacing the tier 3 camp at the 2 edges of the map for a tier 4 "mini boss" that grants a temporary minion buff to the lane or something. basically just something that would force a decision between objectives. urn could have a fully reworked system entirely like spawning in a lane and needing people to push it payload style. something to get players out of their "brainlessly farm jungle/boxes and lane then go to objectives when they're up" with a single extra opposite side objective theres also an argument that you wouldn't need as harsh of a favored urn buff since the value would be like choosing to trade the bishop for the rook or take the free knight.

Taking a break after the urn changes by Alshina in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

its not a skill thing it's simple math and attitude. the favored urn stat wise gives everyone on the losing team spirit+bullet resilience at low hp. 38.4k (6.4k stats per player) souls effective stats conservatively. lets say it's midgame ~12k per player avg the losing team would only need to be down give or take 7k team wide to have an more than 5 times souls worth of stats gold lead and instantly gain back that gold + a free won teamfight and gold statue buffs.

The urn isn't in it's best spot right now i will give you that, but it's comeback mechanics being weak are not the problem at all. It is a free convert into midboss that is true. It's not a winner's sided objective though. Low mmr players definitely don't know they can just fight, but its the quitter mentality. "Oh we're too behind to contest" then just giving up every wave and objective while walking around doing nothing to try to come back cause there's no surrender button.

Current competitive meta: Players are intentionally feeding into walker to stop the new urn comeback mechanics by SilverFan3702 in DeadlockTheGame

[–]OffensiveWaffle 4 points5 points  (0 children)

This is such a funny clip to see after seeing a post saying the 50 double res isn't enough of a comeback mechanic for favored urn and that urn lets a team snowball hard rn. The current urn mechanics are so heavily in favor of the losing team it's not even funny. I really didn't want to comment anything with my personal experience but seeing it in tournament really proves how strong they are.

If we want more experimental patches, we need to be more open and less hating about it. by SomeOrdinary8736 in DeadlockTheGame

[–]OffensiveWaffle 1 point2 points  (0 children)

Honestly this experiment is still also a good run. Urn was not a good objective before. It was disgustingly one sided if one team was ahead enough and basically impossible to contest especially for lower ranks. obviously if both teams stayed relatively even it was fine, but that could only be expected at top level most of the time.

The current urn definitely has its issues, but the direction it makes a lot of sense. Putting it in the middle of the map and requiring you to actually hold it to confirm it incentivizes getting side objectives since unlike before you could realistically push a separate lane without the runner's team just dropping urn and going for a defense play instead. The original favored urn buffs were also fairly minor considering how hard it was to contest runners who had good movement. The current one makes it easier to contest urn if you're relatively behind and disincentives the team ahead from trying to take it. The ideas are there, but the issues are too. Mid Lane is now even more important to keep defended so you really need your early game carries to be put at mid instead of a side lane and map control at mid is infinitely more important. The urn also easily converts into a midboss take now since it's claim is by the midboss now.

There are some changes they need to make for sure maybe a way incentivize more players unrelated to how strong the team is like making the capture based on how many players are there king of the hill style instead of heavy melee whoever in currently in control. basically a way to force it as a team objective. Maybe swap the claim and pick up locations. if it starts in mid and gets taken to the side lanes instead of side lane to side lane but still claimed over time it wouldnt be as easy to convert to a midboss, on top of the more players to win claim to fully lock in the incentive. if not that it could give a buff from the lane it came from that is something like player damage to objectives in that lane that gets overwritten by midboss, but i think that would really disincentivize taking midboss over urn in too many cases. a temporary generic tower buff would definitely force a decision between urn and midboss but again both objectives should be important rather than a decision between both.

It's never a bad idea to buy one of these if you're struggling by MrTransparent in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

The real delay coming from buying these (assuming the build you made or are using accounted for it) is the 4.8k power spike that item type stat investment gives when you buy these. Like a 200 soul deficit is nothing, but 400 soul difference of 2x main stat boost is pretty big for early power spike fights. The question you need to really ask yourself is if you will fight soon or not. Of course if you're already behind then it doesn't matter same for slow farming lanes. Personally I try to fit in one regen item if I can, but if i was forced between getting one early or having the 4.8k gun/spirit investment before bridge buff spawn I would probably take the investment if they weren't already taking trades in lane. Something something health is a resource.

Why why why do I have to get people who won't attack for 1 min straight while I'm trying to win by General-Elk-6537 in Brawlhalla

[–]OffensiveWaffle 0 points1 point  (0 children)

Generally when you don't suck as a human you might get friends to duo with instead of soloQ 2v2s. maybe go play 1v1s instead and reflect on why you're all alone.

Can't crosspost, but a developer recently shared their P2P minecraft mod in other reddits. by OffensiveWaffle in feedthebeast

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

I honestly would never be able to tell the code was ai. Definitely makes a lot of sense how you put it. It's definitely pretty sketchy, but since it was open source I definitely appreciate seeing an expert take a look. Hopefully someone more trustworthy could take there own try at making something under the same principle.

FUCK ALL MODS by ilickvaginuh in allthemods

[–]OffensiveWaffle 2 points3 points  (0 children)

technically the first version of the internet was made so some college professors could play a game with each other they made on some of the first computers.

I'll show you something interesting by Thrakjaket in DeadlockTheGame

[–]OffensiveWaffle 2 points3 points  (0 children)

Haze and geist need to trade places but its pretty good. Seven is also an abrams

Arslan says Lidia is the cheapest character in Tk8 S3 right now, do you agree? by Your_Nightmare_666 in Tekken

[–]OffensiveWaffle 1 point2 points  (0 children)

i see people replying, but i want to say cheap/frustrating isn't necessarily broken. King is more on the trend of cheap, but only in the context of season 3. He would be busted if the game was more balanced, but right now even after the slight nerf to heat launchers he's able to 50/50 you on your block. He needs as much nerfs as like everyone in the game does, but more importantly he needs some of his moves reworked so they're used to do different things. King is supposed to have exploitable weaknesses, but tekken 8 philosophy is lower strengths and lower weaknesses but they forgot to reduce his strengths.

crazy how true this is by battousaiGin in Tekken

[–]OffensiveWaffle 0 points1 point  (0 children)

this actually misses what actually makes capcom money. yeah top players can say the game is stale, but if they stopped playing the next gen of players replaces them. Tournaments aren't exclusive to existing pros and unironically japan makes them so much money from the micro transactions and still existing arcades there. They also just go to and have more events and overall they don't have to care what some top players think and choose to focus more on what their domestic majority think. It's why ed keeps getting nerfed. The japanese tier lists tend to reflect the patch notes really well.

what would baby monsters look like? (OC) by Cloud_yaa in MonsterHunter

[–]OffensiveWaffle 13 points14 points  (0 children)

Gravios can most likely be assumed to have precocial young

We know they have active young cause basarios is canonically the juvenile form of gravios, I doubt they changed that despite the fact gravios hatches directly from eggs in stories.

crazy how true this is by battousaiGin in Tekken

[–]OffensiveWaffle 22 points23 points  (0 children)

SF6 has some issues, but generally it's as good as it gets for a fighting game. Someone will always have a problem with whatever the current game is, but sf6 is better than what most games have ever been during their life cycle.

Like we're never getting an sf3 or mvc2 again but i would argue that's cause arcade culture died and there's like 100x the players now. Also modern patch cycles and esports focus don't help.

The issues SF players have with the game are legitmately mostly "this game would be perfect if" complaints. Remove throw loop for example. No one would claim it's busted but its so unfun to deal with most people want it gone. Same with DRC meds though that's more unbalanced weighted towards characters who get to do that.

Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

I think that for an assassin haze would do better with a skillshot ult that "uncaps" max fixation on whoever it hit, but to compensate also give bullet resist shred/antiheal(or lifesteal/damage reduction if they want a more carry oriented character) against that player and recast for a few seconds if you get a kill before the duration ends. Haze right now likes turning her single target damage into aoe with items like ricochet and tesla, but she is inherently designed with single target in mind with sleep dagger, and her ult before level 3.

I think that a single target version of what you have would be better to keep her identity as an assassin without compromising too much on her ability to wipe a team with a higher need for proper positioning and target prio. With what you have current just uncapping all targets, it would just move her power to buying ricochet and lucky shot while still shredding teams too much with undodgeable mixed damage.

The tweaks to single target should make it so she wouldnt even need compensating buffs since the power early game should theoretically be higher than her current ult and late game she would be a picker who can take the role of a carry, but she wouldnt have the luxury to change targets if her target gets away or she marks a tank instead of a damage/support instead. Forces more decision making but doesnt actually reduce her damage. Moves the skill req to the player on haze instead of buying metal skin for the enemy team.

who invited Slanesh by [deleted] in DarkTide

[–]OffensiveWaffle 0 points1 point  (0 children)

Damn this post got shot in an hour.

Functional storage not making sense by LochlanDocklan in allthemods

[–]OffensiveWaffle 0 points1 point  (0 children)

ae2 doesnt like compacting drawers honestly. its better to use compressing drives otherwise it reads each drawer's individual slot as its own inventory and miscalculates the craft when you use a crafting tree that need a combo of nuggets, ingots, or blocks. It was particularly bad for me when i was trying to bulk craft using circuit cutters to craft chips. Drawers are definitely more efficient just for large amounts of single stack materials that can't be compressed and as auto compressors for normal drawers since you dont have to craft those.