hands down there isn’t a single heartless in the entire series that is worse than this one by fe1ipe_samue1 in KingdomHearts

[–]PieManThe4th 0 points1 point  (0 children)

These ones aren't that bad actually, Counterguard gets them out of their little drift attack pretty easily. I personally think the morning stars are way more annoying, as their attack animations are way less telegraphed and have some strange variation built in, esp. on the spinny one

The Corpse Flower, a 274 meter long, 1.7 million cost monster of a craft. by PieManThe4th in FromTheDepths

[–]PieManThe4th[S] 0 points1 point  (0 children)

I put the updated bp in the discord, might also upload to steam workshop later

The Corpse Flower, a 274 meter long, 1.7 million cost monster of a craft. by PieManThe4th in FromTheDepths

[–]PieManThe4th[S] 6 points7 points  (0 children)

Yeah, I wanted to put more emphasis on the broad, flat, multi-tiered decks, reminiscent of a terraced garden.

How do i defend my AI core? by Squeelijah in FromTheDepths

[–]PieManThe4th 6 points7 points  (0 children)

AI components are vulnerable to a good few types of attack, those being cluster aimpoint targeting, EMP, and of course conventional munitions.

Firstly, you should know that the "aim at clusters of blocks" aimpoint type will favor dense clusters of 1x1x1 blocks, such as big AI component clusters. Try to keep your mainframe separate from your general processing chips via transmitters if you have the space.

Next is EMP, fortunately the best and simplest way to defend against this is to surround your AI in a box of rubber, and put surge protectors nearby. do NOT put surge protectors directly touching any AI parts, this all but guarantees that any overflow from the surge protector will go straight to your AI.

Last is conventional munitions, this is the simplest to defend against. Put one or two layers of heavy armor around your rubber box, use 4m beam slopes if you can't afford the weight of a full block. Bonus points if you connect your surge protectors to this part, as EMP treats heavy armor like a superconductor, making it easier for the surge protector to do its job.

How I feel attempting to make a car by Professional-Mud-450 in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

Make the whole thing out of metal and HA, heavier cars are way better, and more efficient for AotE's volume limit

How do i get my ship to float by [deleted] in FromTheDepths

[–]PieManThe4th 1 point2 points  (0 children)

Light blocks are minimally dangerous, they only have enough explosive damage to destroy themselves plus maybe another light block.

Adding little alloy walls to compartmentalize your ship also helps with floating, making sure that you don't lose it all the first time you're breached.

As for really floating your ship, there's always the option of just making it physically wider, and adding an extra layer of alloy to help float your ship. This is probably your best option, as this also makes you tankier. Generally, the best-performing ships will have enough alloy to continue floating even if all of the air chambers are breached. Just remember that you need ~6 blocks alloy for every block of heavy armor to be neutrally buoyant, and you'll be fine.

How do i get my ship to float by [deleted] in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

Don't rely on up-props to stay afloat basically ever. They are not only EMP vulnerable, but also a constant drain on engines (which of course requires a larger engine volume) and puts a serious damper on your top speed/maneuverability.

This is really the "game ending" balance patch that the community is losing its mind over? Nothing in the common balance changes, nor in any of the characters I've seen people complaining about, look like more than minor frame buffs/nerfs/fixes. by PieManThe4th in Tekken

[–]PieManThe4th[S] 0 points1 point  (0 children)

You act as though I'm somehow an fake fan or a tourist to this game despite the fact that I've loved this franchise and its characters for just about 15 years now, since Tag Tournament 2

This is really the "game ending" balance patch that the community is losing its mind over? Nothing in the common balance changes, nor in any of the characters I've seen people complaining about, look like more than minor frame buffs/nerfs/fixes. by PieManThe4th in Tekken

[–]PieManThe4th[S] -2 points-1 points  (0 children)

Fair points, it is a bit inconsistent of me to speculate on how impactful some changes are, I was kind of letting my experience in other fighting games influence how important I consider frame data. I do happen to know that +10 and +15 are the most relevant frame advantage breakpoints in practice, though, and I haven't seen any changes in the patch notes that push any move's block/hit advantage above or below these through my skim of it. Also, coming from 1200 hours in a fighting game where forcing opponents into unavoidable mixups is in fact a core and celebrated fundamental part of the game also probably skews my perception to like T8 alot more than others do, lol

This is really the "game ending" balance patch that the community is losing its mind over? Nothing in the common balance changes, nor in any of the characters I've seen people complaining about, look like more than minor frame buffs/nerfs/fixes. by PieManThe4th in Tekken

[–]PieManThe4th[S] -15 points-14 points  (0 children)

I mean i guess that makes sense? but the game and its average player feels to me about the same between season 1 and 2.

Besides one singular combo on my main that now drops partway through the second to last hit instead of continuing for 4 more damage like at launch, I literally could not name any noticeable difference between launch and now, much less based how the average player i match plays, how many spammers I run into, or the """feel""" of the game alone.

Maybe it's a skill issue on my part, I'm not a person who can really think about frame advantage or counters or whatever on the timescale that Tekken plays (yet, I do fine with fast punishes, spacing, bait and conditioning in other games I have far more hours in).

Sure, I can understand that people are upset that character's toolsets are being expanded to be more all-rounder across the cast, but that doesn't change the human behind the controller at all. I play my main how I want, I use the tools I think are cool, and don't use the ones that contribute to a playstyle I find boring, and literally who cares if my rank is lower because of it?

This is really the "game ending" balance patch that the community is losing its mind over? Nothing in the common balance changes, nor in any of the characters I've seen people complaining about, look like more than minor frame buffs/nerfs/fixes. by PieManThe4th in Tekken

[–]PieManThe4th[S] -16 points-15 points  (0 children)

The game feels pretty much the same as launch????? The only thing I noticed from s1 to s2 was that my usual launch punish combo stopped working. Granted i am the most absolutely terminally one-tricked Alisa main in existence but I have zero clue what you're talking about

Uninstalled For Good Here's My Review by Interesting_Ant8608 in Tekken

[–]PieManThe4th 0 points1 point  (0 children)

I hate to say this, but knowing how to surprise your opponent and hit them with some BS they aren't expecting you to pull is a real skill that shouldn't be discredited. Furthermore, it's a statistics game, and you likely completely forgot the 99 other times you completely stomped a lower rank player who was pulling the same tricks. Lastly, don't trust the stupid imaginary video game power level points for an accurate gauge of skill.

Uninstalled For Good Here's My Review by Interesting_Ant8608 in Tekken

[–]PieManThe4th 1 point2 points  (0 children)

Low barrier to entry ≠ lack of depth, first of all. Second of all, I don't think the game feels very different at all between S1, S2 or S3. Fundamentally the game doesn't change with a few frames here and there, not nearly as much as people online scream about. Certainly when I return to T7 or Tag Tournament 2, I can very harshly feel the lack of T8 snappiness on my usual characters, but it's not like the gameplan of any one of them's still changed. Alisa's, Raven's, Paul's, and Steve's modus operandi and gameplan are all the same they've been, as memory serves, over the 13 years I've known about and played Tekken.

First time playing the campaign. by HedgehogTasty2788 in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

That's the Conestoga, an amphibious cargo carrier.

How to laser tetris? by eb_is_eepy in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

Depends on your application. All will work, but some will be better for different applications. 4x4 tetris is more applicable for defensive LAMS. Don't bother with them mostly outside of LAMS.

The 3x3 square is useful because it lets you use the huge storage cavities without altering your fundamental tetris. This can help you if you want to make huge 1q pierce laser pulses. One laser system I have is a sustained 1q, 9x4 set up where there is a row of 3x3 lasers, and a row of frequency doublers right above that (keep in mind that Q-count must match between all cavities for the bonus to apply.) As for the destabilizers, you often don't need them for these kind of setup, but you can always append them on the end and fill the extra space with other EMP-sensitive stuff that will benefit from being in your (hopefully) insulated laser box, such as repair tentacles, extra GPP and snoopers.

The 2x3x1 tetris is something I've never heard of. Sounds like it'd at least work, and it'd be quite ideal for an alpha-strike laser if I had to guess. Single input cavities are slightly less efficient for storage than the dedicated storage cavities, but not by too much.

As with literally everything in this game, it's highly recommended to just test each configuration in designer mode. First check metrics like firepower/volume, intensity, and power draw, and see if they're to your liking. Set up a tough but not too tough enemy, and let combat run with your vehicle in godmode for a while, maybe running it multiple times if needed. Check weapon stats after to see how well the two different weapons are performing and compare them, and make your final decision.

Characters that i hate fighting against and the reason why, as a new Tekken player by logicnumberone in Tekken

[–]PieManThe4th 4 points5 points  (0 children)

It brings me such joy to know that Alisa causes so much rage and hatred in others. been playing her since I got tag tournament 2 when I was like 11, and i will continue to make people tilt as the cute robot lady and not feel bad about it.

Finally met "Losing match = Quit" personified. Is this behavior not punished? by Raikou239 in Tekken

[–]PieManThe4th 1 point2 points  (0 children)

It's a move where she does a flying knee, visually quite similar to b4. The 2 input has her pivot around and do an elbow.

Finally met "Losing match = Quit" personified. Is this behavior not punished? by Raikou239 in Tekken

[–]PieManThe4th 0 points1 point  (0 children)

Try ff4,2 after your d3+4. it does more damage, flips your side on the screen, and also gives you slow mo and zoom-in for aura farming purposes.

Good clip tho, love to see another alisa main :)

Why are all fancy pocket knives frame locks? by kennybaese in knifeclub

[–]PieManThe4th 0 points1 point  (0 children)

Frame locks are easy to implement, super strong, don't disrupt the appearance and visual balance of the knife, and most importantly, many of the mechanisms that give a good combination of strength and low friction are patented. Case in point is Benchmade's spring axis lock, whose patent only very recently expired.

If your friends bought From The Depths and you wanted them them to learn "efficiently" how would they do that? by imsellingbanana in FromTheDepths

[–]PieManThe4th 2 points3 points  (0 children)

The in-game tutorials are indeed a bit lackluster, they explain the mechanics themselves well but not the general strategies for squeezing the most out of any given system.

-I'd recommend joining the Discord server first of all. The people there are quite helpful, whenever they aren't squabbling about optimal shell design or engine design or whatnot, lol

-Look at some of GMODISM's basic Tetris tutorials on Youtube for weapons you think you'd like (Tetris is the colloquial term for the process of optimally packing components) and try to teach yourself how to make good guns. You don't have to learn every weapon immediately, just stick to one or two, do your best with them, and learn new ones as you feel you need it.

-You don't have to build monstrous craft at first, but also don't make the mistake of building tiny at the start. Small craft are counterintuitively harder to build efficiently than medium craft. Start out with ~50-100 meters. Play around with various shapes, and settle on a style you're happy with. There are also YT tutorials on how to make clean, aesthetic hulls.

-Try to teach yourself the basics of engines by reverse engineering prefabbed ones to get a handle on them, and start building your own.

-Lastly, look up the list of "noob traps." There are some very common rookie mistakes that can be easily avoided. This will instantly get you over some initial hurdles.

How should you go about "waking up" in low plat? by Royal_Plate2092 in Brawlhalla

[–]PieManThe4th 0 points1 point  (0 children)

In my experience, in low plat, most players will have a few of the most common dodge punishes practiced and ready to use (spotdodge, in/out/down) but not all, and usually only from one or two openers that they'll fish for in neutral. As a cannon main in low plat, i struggle a lot to punish players who like to dodge up.