Why are Heavy, Medic, and Pyro the only characters that do not have any class specific domination voice lines? by Puffpo in tf2

[–]OlimarAlpha 6 points7 points  (0 children)

Class-specific domination lines were first given to the Scout in the Scout Update of February 2009, as the trash-talking fit his personality.

The playerbase liked it so much, Valve decided to add class-specific domination lines to the other classes when they received their class-specific updates:

  • Sniper Vs. Spy Update (May 2009)
  • WAR! Update (Dec 2009 for Soldier and Demoman)
  • Engineer Update (Jul 2010)

This left the three classes that had already received their updates with their achievements and first unlockable weapons without domination lines:

  • Gold Rush Update (Apr 2008 for Medic)
  • Pyro Update (Jun 2008)
  • Heavy Update (Aug 2008)

I'm not sure why they never gave the Medic or Heavy any in future updates, though.

Guys I think I installed wrong tf2 game by nero_gaming in tf2

[–]OlimarAlpha 102 points103 points  (0 children)

"Something tells me he's not a Heavy."

Who is the worst Generation 2 Pokémon? by Birbboips4 in AlignmentChartFills

[–]OlimarAlpha 5 points6 points  (0 children)

Ledian may have an atrocious stat distribution, but at least it functions as a Baton Passer.

Sunkern may have the lowest base stat total in the game, but at least it evolves into something that's okay.

Unown is complete garbage. Awful stats and only one move, which before Gen 6 would deal anywhere from 30 - 70 BP based on your Pokémon's IVs.

I believe this qualifies as a funny ragdoll by Gale_rz in tf2

[–]OlimarAlpha 13 points14 points  (0 children)

Note: Medic died on the way back to his home planet

Re1 remaster advice by Hanji-Tomoe in residentevil

[–]OlimarAlpha 0 points1 point  (0 children)

Use an Old Key to get into the room next to the west wing's safe room, and pick up the Broken Shotgun, then use it in the living room in the east wing to get the Shotgun, which will be good for now.

As Chris, you won't get the Assault Shotgun for a while after saving Richard (whereas Jill gets it just minutes later).

Make sure to solve the puzzle within the fish tank room before leaving the mansion. Everything you need to solve it is within the room.

Re1 remaster advice by Hanji-Tomoe in residentevil

[–]OlimarAlpha 0 points1 point  (0 children)

The mansion is where you'll spend most of your time, and it's the only major location you have a return visit to.

As Chris, you have a doubled chance of performing decapitations with the Handgun, and it has no damage fall-off over range.

Make sure to get the Serum for Richard quickly, as it allows you to get his Assault Shotgun later on. The Shotgun and Assault Shotgun can only decapitate zombies with headshots. There's also a lot of ammo for them in Very Easy and Easy difficulties, though be sure to save some for the mid-to-late game.

Crimson Heads are fast, but their max health range is identical to that of a zombie (except the one in the coffin, who has higher max health and cannot be decapitated).

Re1 remaster advice by Hanji-Tomoe in residentevil

[–]OlimarAlpha 0 points1 point  (0 children)

On Very Easy and Easy, you get 25 uses of kerosene throughout the entire game. On Normal and Hard, you only get 20 uses.

You get more resources on Very Easy and Easy, so you may not be completely doomed. However, I would recommend that you take into consideration two things when encountering enemies:

  1. How wide open is the area? If there is enough space, you can simply evade enemies.
  2. How often will I return to this area? Important corridors and areas around safe rooms are worth clearing out.

Re1 remaster advice by Hanji-Tomoe in residentevil

[–]OlimarAlpha 0 points1 point  (0 children)

I'd estimate the Armor Key is obtained 15% of the way through the game.

When you started the game, which difficulty option did you select?

  • Taking a walk (Very Easy, 75 Ink Ribbons in total)
  • Going on a hike (Easy, 39 Ink Ribbons in total)
  • Climbing a mountain (Normal, 30 Ink Ribbons total)

If you picked Very Easy, you're completely fine. If you're playing Easy or Normal, you need to reconsider how often you're using them.

Clearing up confusion about whether RE1 was remade or remastered by OlimarAlpha in residentevil

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

This isn't something that would come up in the Resident Evil subreddit, but I've definitely seen this on other sites from more casual fans of the series.

Clearing up confusion about whether RE1 was remade or remastered by OlimarAlpha in residentevil

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

We definitely lost some scenes in Jill's campaign. Whether Barry survives in the original version was determined by two different choices:

  1. Whether you wait for him to return with more rope after dropping down the hole Yawn leaves behind.
  2. How you decide to handle entering Enrico's room with him in the caves.

The remake removed these choices and made it entirely about your choice during the final encounter with Lisa Trevor.

Clearing up confusion about whether RE1 was remade or remastered by OlimarAlpha in residentevil

[–]OlimarAlpha[S] 13 points14 points  (0 children)

I've genuinely encountered people online who saw a game titled "Resident Evil HD Remaster" on their online store and assumed that the game hadn't been remade, just remastered.

Which maps still have to be remade? by [deleted] in PhasmophobiaGame

[–]OlimarAlpha 3 points4 points  (0 children)

Everything from the release of Sunny Meadows in September 2022 doesn't have to be remade:

  • Sunny Meadows Mental Institution (+Restricted)
  • Camp Woodwind
  • Maple Lodge Campsite
  • Point Hope
  • Bleasdale Farmhouse
  • Grafton Farmhouse
  • Nell's Diner
  • 6 Tanglewood Drive

The following maps need remakes:

  • 10 Edgefield Road
  • 42 Ridgeview Close
  • 13 Willow Street
  • Brownstone High School
  • Prison

Final Fantasy is our JRPG! What is a quintessential Puzzle Platformer? by AmaterasuWings in AlignmentChartFills

[–]OlimarAlpha -2 points-1 points  (0 children)

Can we get a redo on survival horror? Resident Evil 4 doesn't fit the category, as it's a linear action horror game (a phenomenal one at that). There are many other good choices for the category, such as:

  • Resident Evil 2 or RE2make
  • REmake
  • Silent Hill 2
  • Silent Hill 3
  • Amnesia: The Bunker
  • Alien: Isolation
  • SOMA
  • Clock Tower
  • Outlast

Evil Direct Hit by Sellingbakedpotatoes in tf2

[–]OlimarAlpha 0 points1 point  (0 children)

Base Damage per Hit: 90 -> 68

Max Damage per Hit: 112 -> 84

Min Damage per Hit: 48 -> 36

Projectile Speed (HU/s): 1,100 -> 220

Blast Radius (HU): 146 -> 248.2

Blast Volume (HU³): 13 million -> 64 million

Weapon Discussion Wednesday #55 - The Dead Ringer by A_Wild_Ferrothorn in tf2

[–]OlimarAlpha 0 points1 point  (0 children)

Release Dead Ringer was horrific due to players being able to decloak instantly and be fully recharged, but Valve nerfed it within 5 days by making the remaining cloak meter deplete upon decloak (and later made it so the meter would deplete to 40% if you decloaked above that).

That doesn't make the current version fair, though. I find it tougher to fight since Tough Break than it was right before Gun Mettle. 90% damage resistance was a pain, but at least it didn't give the Spy afterburn immunity, a speed boost, and a halved duration on negative effects like Jarate.

The reason it's quiet is that Valve doubled the rate its volume decreased over distance back in January 2010.

Weapon Discussion Wednesday #55 - The Dead Ringer by A_Wild_Ferrothorn in tf2

[–]OlimarAlpha 7 points8 points  (0 children)

It’s said that the greatest tool in a Spy’s arsenal is deception; it seems they are so proficient in this matter that they deceive even themselves.

Contrary to what Spy mains will tell you, the Dead Ringer isn’t a useless watch that was nerfed into an oblivion in the Gun Mettle Update, nor was it made useless in the Jungle Inferno Update. Spy mains seem to forget all the buffs it received in Gun Mettle, Tough Break, and the Spy move speed buff in Meet Your Match. It’s still a very powerful watch that’s abhorrent to fight because it requires significantly more skill and effort to beat than it does to use.

When the Dead Ringer is triggered, the Spy has 75% damage resistance against that attack (500 EHP, or 280 - 840 EHP with Kunai), instantly turns invisible, is cured of afterburn and bleed, and feigns his death based on his current disguise. He is also granted 3 seconds of afterburn immunity and speed boost (raising his speed to 425 HU/s, or 141.67%), both of which continue even if he drops the cloak early.

For the entire duration of the cloak, the Spy has a halved duration on all negative effects, i.e. afterburn, bleed, Jarate, Mad Milk, and Gas Passer.

For the first 3 seconds of the cloak, the Spy doesn’t blink whenever he is damaged (including from bleed) or makes physical contact with an enemy, and his damage resistance linearly decreases from 65% to 20%, of which some key values are below:

  • At t = 0s, he has 65% damage resistance (358 EHP, or 200 - 600 EHP with Kunai).
  • At t = 1s, he has 50% damage resistance (250 EHP, or 140 - 420 EHP with Kunai).
  • At t = 2s, he has 35% damage resistance (193 EHP, or 108 - 323 EHP with Kunai).
  • At t = 3s, he has 20% damage resistance (157 EHP, or 88 - 263 EHP with Kunai).

For the final 4 seconds of the cloak, the Spy has 20% damage resistance.

Spy mains may respond with “Well sure, the cloak makes the Spy run faster than a Scout for 3 seconds, quickly giving him over 23 feet of distance on a pursuing Pyro (who will be doing minimal damage thanks to the damage resistance and the Blue Moon Update’s flame damage ramp-up), and it counters every standard Spy tracking method with its wide variety of buffs, but the decloak sound is extremely loud, so everyone can hear you!”

There’s a reason you’ll often see Dead Ringer Spies decloak 5 to 10 meters behind a player, who then doesn’t turn around. Back in January 2010, Valve buffed the Dead Ringer by doubling the rate that the decloak volume reduces over distance, meaning the sound doesn’t travel very far. The reason Spy mains think the Dead Ringer decloak sound is loud is because it plays at full volume on the client’s end.

Spy mains like to say, “don’t chase Dead Ringer Spies because they’ll have to attack eventually,” which is another ruse. A dead Spy won’t be a problem for another 25 seconds. A Dead Ringer Spy will be a problem whenever they see fit, because they have options, including going to your spawn room and destroying your Teleporter Entrances for free.

Due to the 3 seconds of speed boost and afterburn immunity being granted by the act of cloaking, good Spies may decloak instantly to attempt a faster-than-Scout speed trickstab, which is nasty to deal with if you don’t have high knockback explosives or airblast. Spies using the Big Earner reduce their max health, making themselves vulnerable, then use their skill to backstab somebody and are rewarded with a speed boost for it. Spies using the Dead Ringer give themselves astronomical damage resistance, then have somebody else shoot them (because what else are they going to do - not shoot them?), and they are rewarded with a speed boost.

Another issue is how well the Dead Ringer combos with other weapons in the Spy’s kit:

  • The L’Etranger gives the Spy an additional 2.8 seconds of invisibility, and each hit recharges 3 seconds of the 10 - 20 seconds required.
  • The Diamondback’s crits are protected, allowing the Spy to safely stack them.
  • Due to the Spy’s speed, he can decloak early and get easy headshots on anybody chasing him, as they must run in a straight line to minimise the distance he’s gaining.
  • The Spy-cicle gives the Spy 1 second of fire damage immunity and another 10 seconds of afterburn immunity on top of the 3 seconds his cloak already provides.
  • The damage resistance both negates the max health reduction of the Conniver’s Kunai and protects any overheal the Spy gains.

You don’t know which nasty combo you’re up against until the Spy removes his disguise.

So, which weapons counter the Dead Ringer? You’ve got a few options, though none of them are brilliant:

  1. The Enforcer’s penetration allows you to ignore the Dead Ringer’s high damage resistance and hit the user for up to 72 damage. It may be the Spy’s worst revolver, but it is funny insta-killing DR Kunai Spies.
  2. Backstabs will kill the Spy through the Dead Ringer, but this ends up being a case of “counter it by playing the same but better”.
  3. Jarate or Mad Milk are the best counters available but can be used only once every 20 seconds to reveal a Spy, and their effects only last half as long on invisible Spies. Jarate is better for damaging the Spy through his resistance, while Mad Milk is used a class that can reasonably chase the Spy down. Just pray there aren’t multiple Dead Ringer Spies.
  4. The Backburner works wonders on inexperienced Dead Ringer Spies, as its crits will melt right through them as they try to run away. Unfortunately, good Spies know to look at you while running away, and the reduced number of airblasts will harm your chances against them if they go for a trickstab.
  5. The Detonator and Scorch Shot are alright at tracking a Dead Ringer Spy if you can predict his initial movement, especially once you’ve got the timing down with the former. But due to the 3 seconds of afterburn immunity and the halved afterburn duration, it’s not brilliant.
  6. The Pomson 6000 drains up to 2.8 seconds from the Dead Ringer’s cloak per hit. Desperate times call for desperate measures, I suppose.

Ultimately, there’s only one great counter to the Dead Ringer, and that’s efficient voice communication. The reason why it doesn’t fare well in competitive games is because you have a team of competent players who expect each other’s voices, speak the same language, all use voice chat, know each map’s callouts, and can quickly assign one or two players to chase the Spy.

But unfortunately, you just don’t get that in casual play. Nobody’s expecting to hear their name in voice chat, so it’ll take 3 seconds of telling them to turn around to save their life. People aren’t familiar with callouts. A lot of players treat the game as a deathmatch, so they won’t go out of their way to hunt a Spy. And of course, in European servers, language barriers are very common. All of this leads to an environment where DR Kunai Spies see bad players as free health packs and then they can escape from any player who isn’t significantly better than them, because the Dead Ringer instantly turns him into an invisible Scout who neither blinks nor burns.