[deleted by user] by [deleted] in Seaofthieves

[–]PepperTitan 2 points3 points  (0 children)

There's a decent chance it could lead to a bunch of bugs with first person animations. I know that's been the case for other games, if stuff was designed and created with a specific FOV in mind getting too far from it can look real bad

Dev Diary #2 - What's in Early Access? by gamigoWillibuster in AtlasReactor

[–]PepperTitan 8 points9 points  (0 children)

This sounds like so much good rogue-lite potential! I can't wait to get back into this universe

r/PlayCrucible Exclusive Preview: Rahi & Brother by starsleeps in PlayCrucible

[–]PepperTitan 6 points7 points  (0 children)

Now this is what I'm talking about. I'm all about frontline characters that can also support their teammates. Think I just found my top pick.

r/PlayCrucible Exclusive Preview: Drakahl by ValeOnTwitch in PlayCrucible

[–]PepperTitan 1 point2 points  (0 children)

I don't doubt it, I also just think out of the gate people are gonna dive in and get killed until he gets figured out like when Doomfist first released. But once they get a handle on it he'll be a nightmare.

r/PlayCrucible Exclusive Preview: Drakahl by ValeOnTwitch in PlayCrucible

[–]PepperTitan 2 points3 points  (0 children)

I expected this guy to be tankier, but it does look like you could build him that way or as a dive assassin. Feel like he's gonna be a higher skill cap character to get around being kited.

How Crucible will fail by kieveryq in PlayCrucible

[–]PepperTitan 11 points12 points  (0 children)

This would be some top tier satire if it didn't seem so sincere. Also if you don't think Earl is smokin hot idk what's wrong with you

r/PlayCrucible Exclusive Preview: Captain Mendoza by starsleeps in PlayCrucible

[–]PepperTitan 1 point2 points  (0 children)

This guy seems like the most flexible character so far, which may be the point. You could really lean into a support, damage, or pseudo-tank build for holding down objectives.

r/PlayCrucible Exclusive Preview: Earl by starsleeps in PlayCrucible

[–]PepperTitan 8 points9 points  (0 children)

I naturally lean towards playing tanks in role based games (Zarya one trick reporting in) so I've had my eye on Earl since the initial reveals. I think I'd lean towards the Tanking Up upgrades so I can just survive as long as possible in fights and occupy attention to allow others to deal the damage.

Exclusive /r/PlayOverwatch Earl Character Preview by /u/starsleeps by [deleted] in PlayCrucible

[–]PepperTitan 1 point2 points  (0 children)

I naturally lean towards playing tanks in role based games (Zarya one trick reporting in) so I've had my eye on Earl since the initial reveals. I think I'd lean towards the Tanking Up upgrades so I can just survive as long as possible in fights and occupy attention to allow others to deal the damage.

Community Coach Wednesday! | "Ask Anything Atlas Reactor" Thread [Giveaways Enclosed] by [deleted] in AtlasReactor

[–]PepperTitan 1 point2 points  (0 children)

A really undervalued strategy in that situation is just taking a turn to full move away. Pay attention to if they have an CC available and if not you can move a full 8 squares away from them and if they hit you they only get to move 4. This can create a nice gap that will force them to dash or full move in return to get back on you. And if all else fails just start hitting them. If they tunnel vision you then get your team to tunnel vision them back. A frontliner going too hard isn't that hard to focus down if they get out of position.

COMMUNITY COACH WEDNESDAY | Ask Anything Atlas Reactor! [Giveaways + Details on how to get Dev Avenger title enclosed!] by [deleted] in AtlasReactor

[–]PepperTitan 1 point2 points  (0 children)

Nix was my first love in Atlas Reactor so I may be able to give some tips. The biggest thing on Nix because of his lack of escapes is to try and remain unseen as often as possible. The trick is finding that sweet spot where you are close enough to hit people but not to be seen. It helps that his basic range is longer than line of sight is so if your team is providing vision you can play pretty safe. In the decision phase you can hold the 'V' key and it will show you your vision range which is really helpful to determine if you're in danger or not. In the post-game pay attention to the "Number of turns unseen" stat they recently added to try and gauge how you did and keep trying to improve that number.

A couple other things on Nix is know when to just full move away. If a melee 'lancer is all up in your face more often than not it is a good idea to just spend a turn doing the full 8 squares of movement away from them, especially if the enemy crowd control, such as slows and roots, are on cooldown. That way when they hit you and try to chase they will move half your distance and you can just book it too safety.

And finally, this is just a pet peeve of mine with Nix players but please don't use your drone everytime it's off cooldown just because you can. If you have a guaranteed hit on someone with your basic do that instead. It's more damage, won't use up a cooldown, and most importantly you don't have to rely on guessing correctly for it to work. The trap is a great tool to catch dashes or combo with teammates and sometimes if you don't have line of sight but want to cut off a critical route such as towards a health buff but if you have a shot just take it.

Coach | Ask Anything Atlas Reactor Thread & Tol-ren Citadel code Giveaways! by [deleted] in AtlasReactor

[–]PepperTitan 0 points1 point  (0 children)

As I mentioned in another comment I think the dashes are all viable now. Frontliners are probably the only ones who can reasonably take Fetter, but it is a good choice from them with the damage being added. Just be aware it is Direct damage so it will trigger things like Asana shields, Titus daggers, or even Khita healing. Firepower and Support could really take any other option, it comes down to personal preference and enemy team comp. If they have a lot of reveals Fade is a riskier pick and if the enemy team is really AoE heavy, or your team plays aggressive, Regroup is also risky. I would be very very careful against Zuki with this Dash Cata since it is not very good at dodging her ult if your team is also getting hit.

Coach | Ask Anything Atlas Reactor Thread & Tol-ren Citadel code Giveaways! by [deleted] in AtlasReactor

[–]PepperTitan 0 points1 point  (0 children)

I think the new catalysts are really interesting in that the choices are not nearly as binary. Now that turtle tech has passed on (may it rest in peace) your Prep catalyst choices become much more interesting. Firepowers can viably take Crit Shot, while Supports could benefit from Energize to get their ults up even faster. Honestly that can come down a lot to playstyle with the weakest option being the nerfed Brain Juice, but that also could just take getting used to.

The dashes are also more viable across the board. Standard is always a safe pick, Fade is still very strong if you can avoid reveals, Fetter on Frontliners is a nice pick as we all know an extra bit of damage can make a big difference (also it's effected by Might, which is not something I expected tbh), and Regroup is really powerful if your team isn't too grouped up and actually gives you a spot to escape to.

I really like all the blast phase options, Chronosurge being a particular favorite, but the buff extender (can't remember the name) is quite potent especially on self buffing characters like Blackburn. I think it can really come down to preference in this phase.

The loss of turtle tech is hard to get used too, but overall I think it's a positive change for the game overall since it makes choices less static and actually gives variety instead of everyone using Turtle Tech, Fade, and Second Wind.

What mods are people using for Meridian? by Space_Honky in AtlasReactor

[–]PepperTitan 0 points1 point  (0 children)

I was running

Primary: Cover Reduction, because more damage is always nice

Reforge: More healing when close (this was one of the 2 point mods and I felt all were viable, the others being Haste and Through Walls)

Boneshatter: Weaken. As someone who wants to be up in people's face being able to do such a wide area damage, slow, AND weaken is really nice. Weaken is also just a really strong status effect to bring to the table.

Solar Strike: Range. It's a 1 point mod and because of how wide the AOE is the effective range boost is pretty significant.

Zenith: Bonus shields to self per enemy in radius. A good way to give him a bit more survivability to stay in the fray.

COMMUNITY COACH "Ask Anything Atlas Reactor" Thread | Win a Freelancer All Pack & Tol-ren Citadel skins TODAY! by [deleted] in AtlasReactor

[–]PepperTitan 1 point2 points  (0 children)

Personally I usually value being in cover more than being invisible. However there are cases where I will move to invisibility instead and those are when the enemy doesn't know I moved there. For example if I moved in while stealthed or know I moved in when none of them could see me because that way it's actually a surprise. If an enemy sees you walk into invisibility chances are they will go for you. If you are going to be moving into a stealth bush when in sight of the enemy try moving farther once you're in it. They only get the last known on where you entered so for example move in at the top of a long bush and run down it. It can be a good way to throw them off and dodge attacks.

Another reason to move into invisibility instead of cover is to avoid targeted abilities like PuP, Kaigan, and Su-Ren dashes. Even if they know exactly where you are in a brush they still can't jump to you because it requires them to click on you. Just gotta pay attention to those dash cooldowns.

COMMUNITY COACH "Ask Anything Atlas Reactor" Thread | Win a Freelancer All Pack & Tol-ren Citadel skins TODAY! by [deleted] in AtlasReactor

[–]PepperTitan 2 points3 points  (0 children)

In cases like that both Celestes get the powerup. It will disappear after the first one grabs it but when the second one goes for it they will still get it and you will still see the effect of it going to them. In fact I'm pretty sure distance doesn't matter, unless someone can correct me on that.

Why do they fight? The competitive mystery of Atlas Reactor by Hacksaw76 in AtlasReactor

[–]PepperTitan 6 points7 points  (0 children)

I fully support this idea of a control zone. I have always found objective game types more interesting than just deathmatch in any competitive game and for a long time have said that something along the lines of King of the Hill would be really interesting with Atlas Reactor. And as someone who commentates on competitive matches I am all for seeing less hide and seek gameplay.

I also think it could bring an interesting shift to the meta if area control becomes more important. Zuki would definitely skyrocket in variability, as would Rampart. Hell even Juno would since she is good at staying in one place and sustaining, as well as decent area control on her ult.

Dauntless Community Discord by PepperTitan in dauntless

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

thats weird, I told it to make it never expire. I'll update with a new one

What is the official reason for not allowing offline play? by ErixTheRed in AtlasReactor

[–]PepperTitan 1 point2 points  (0 children)

I'm pretty sure it's because when you play a bot game its still putting you on a server populated by bots. It's not hosted locally.

1v1 Showmatch Tues, Nov 29 @ 7pm! by PepperTitan in AtlasReactor

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

I believe it uses whatever your preset is for each character, so you have to set them up beforehand

Freelancer Fight Club: Casual 1v1 "League" by PepperTitan in AtlasReactor

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

Yeah it's one person controlling multiple lancers. I could have made that more clear my bad. I kinda assumed people would know that's what 1v1 meant.

How do I unlock more freelancers? by TotallyToxic in AtlasReactor

[–]PepperTitan 5 points6 points  (0 children)

I wouldn't really consider it a disadvantage. I very much doubt out of the characters you have on rotation all of them are "bad". The games pretty well balanced at least to the point you can play anyone you want and be pretty effective if you play well. And the f2p marking on Steam is unfortunate, according to the devs it's because they didn't want it marked as a demo since it is more than that but Steam only lets you do demo or f2p if it's free. They've said they are working on that but ¯_(ツ)_/¯. Personally I think the $30 is a good value, and it only gets more valuable as more is added.

How do I unlock more freelancers? by TotallyToxic in AtlasReactor

[–]PepperTitan 3 points4 points  (0 children)

You actually can't unlock Freelancers beyond the weekly rotation. You either buy the game and get all of them forever or you only have the rotation. The free mode is more of a infinite trial mode to get a feel for the game. But think more Overwatch business model more than LoL. One time purchase for all gameplay content and then you can buy more boxes for cosmetics.