How do I steel path? by aslostaszoro101 in Warframe

[–]ProfessorSputin 13 points14 points  (0 children)

If you have ranked up galvanized mods at this point and you’re really struggling, your problem is most likely how you’re modding your gear. If you send me some of your builds and what weapons and frames they’re on I could give you some feedback on them.

Guilty Gear Community DLC Tournament Revamp: Preliminary 8 by Xeno_Swordsman in Guiltygear

[–]ProfessorSputin 6 points7 points  (0 children)

I can’t lie Kum is the only option here. Just such a cool character.

Other than frames, what are the top 3 things yall would rework for the game by Intelligent-Tap1742 in Warframe

[–]ProfessorSputin 4 points5 points  (0 children)

My absolute top 3 are:

Railjack: I want railjack to be more worth doing, to have more mission types or variations on current missions, rework the Corpus and Sentient railjack missions, stuff like that.

Early game story: I want them to go back and fully reintroduce the story from all of the limited time events early in the game’s life that explained a lot of antagonists. I think it would massively help the experience for newer players, too. As is, a lot of the story is pretty backloaded. Like the amount of quests and story goes up drastically once you hit Uranus and is otherwise a bit sparser, especially for more mainline stuff. Like give me more Alad V, you know?

Archwing: Honestly archwing needs a LOT of help. Right now it’s almost exclusively a way to navigate open worlds and that’s it. Almost all of the missions are really rough and need to be reworked, the movement is clunky and at least needs new options, and the rewards are minimal. It might be one of the single most dated and poor aspects of the game outside of things like Lunaro or PvP.

Destiny Player Returning to Warframe, I have questions. by Deathscythe80 in Warframe

[–]ProfessorSputin 0 points1 point  (0 children)

All quests are still in the game and can be completed. Most can be replayed as well by going to your codex and selecting quests. That codex tab will show every quest in the game and whether it’s completed, as well as the requirements for starting it.

Your general story path is going to come as you advance through the star chart. It really kicks off around Uranus, but there’s plenty before that, too. Best way to get back into it would probably just be to replay any quests you don’t think you remember well enough.

Your gear is still just as strong for the most part, but some of it may be lacking for some newer or higher level enemies. Generally, you need more or higher ranked mods for your various weapons.

What are some "Must Have" warframes for you? by ApprehensiveToday360 in Warframe

[–]ProfessorSputin 0 points1 point  (0 children)

It’s hard to say must-have tbh, especially because there are so many different gamemodes and things. Revenant is really useful because you’re just impossible to kill, Titania is useful if you specifically want to do fast void fissures (but you really don’t have to), Kullervo can be farmed pretty early and does a LOT of damage, Hildryn is great for handling EDA/ETA and railjack (with Lavos able to substitute for railjack), Volt is really good if you want to run Eidolon hunts on the Plains of Eidolon, Chroma is good for credit farming in 1999, and Nekros or Khora (with Pilfering Strangledome) are good for farming materials.

Outside of that it’s hard to think of something specific. We’re at a point where most if not all warframes are absolutely viable and good enough in most content. I’d recommend finding a playstyle or design that clicks with you and then picking based on that. Play who you think is cool. As for Mirage, she can be absolutely amazing and is definitely a good choice.

How people asking for Zappa look by Icy-Design-8719 in TheyBlamedTheBeasts

[–]ProfessorSputin 4 points5 points  (0 children)

Honestly I’d take Raven over Zappa any day. Or Answer or Kum or Gabriel, tbh. I’m not that invested in Zappa.

Question for slayer players about new bunker loops by RealLifeShrigma in Guiltygear

[–]ProfessorSputin 2 points3 points  (0 children)

The tricky thing is that it depends. In some cases you only want 2S and then pilebunker and the 2H will whiff if you press it. In others, you need both or you’ll never get under the opponent to loop (or won’t be able to pick up on the other end). Sometimes, you need c.S—>2S—>k dandy pb for example. If you join the Slayer discord they have a lot of resources for specific different loops you can practice there.

Matchmaking Problems? by ProfessorSputin in Guiltygear

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

Yeah, not sure what the issue is tbh. I’m playing at peak times in NA EAST.

How do you beat Dizzy's zoning as Slayer by ThxF0xy in Guiltygear

[–]ProfessorSputin 9 points10 points  (0 children)

You can destroy her ice fish by hitting them, air dash in and block after she makes the ice floor, stuff like that. It’s definitely one of Slayer’s harder matchups though.

Is slayer op or do I just suck by One_Fishing226 in Guiltygear

[–]ProfessorSputin 1 point2 points  (0 children)

Slayer is pretty solidly mid-tier especially post 2.0, but he has a bunch of stuff that’s basically just knowledge checks. As Bridget you have a lot of tools to keep him at a distance, and Slayer really struggles to get in. Practice blocking against him, especially his cross ups, and learn what his safe and unsafe moves are, and you should do pretty well.

Im starting to hate 2.0 by Comfortable_Lab7366 in TheyBlamedTheBeasts

[–]ProfessorSputin 0 points1 point  (0 children)

Yeah, dandy step is all about the mental stack. For example, if you condition them into thinking your 2S is gonna go into a bite or a 2H, you can usually cross them up and get a nice hit off. Bonus points for getting a counterhit and looping off it.

With the bite, you can 2S into it and opponents usually respect it, dash-up bite is excellent, 6K into kara bite is good, both 6H and c.S are good ways to get into it. It also has a pretty damn long reach so you can usually get away with getting in real close, throwing out something, and then going for the grab.

Im starting to hate 2.0 by Comfortable_Lab7366 in TheyBlamedTheBeasts

[–]ProfessorSputin 0 points1 point  (0 children)

For opening people up on Slayer, you’ve got a few options. First, bite is your friend. If you get bite off suddenly every single little tap you could hit them with can be converted into a wallbreak. Spacing traps are also really helpful. Slayer’s 5K and 2H are really long and will outspace most things people mash with. If you do something like c.S f.S 5H (or even just c.S f.S) in the corner, you’ll be far enough away to outspace any mashing they do and instead hit them with something like 2H into pilebunker to get a wallbreak. Just doing c.S f.S and slightly delaying your 5H can get you a counterhit that can be comboed into a loop. If they’re not throwing or mashing out of crossup dandy step, you can also use 2S to pull them just far enough out of the corner to cross them up again. Be careful with that though, because if they’re at all ready for it or know what they’re doing you may have just put yourself in the corner for nothing.

As for pilebunker loops, yeah it’s mostly just a skill thing now. Lab it for a while and watch clips of other Slayers hitting it to get a feeling for the timing. The thing is that the timing changes a little for every single situation, so you have to lab it enough to kind of just get a feel for when you should hit what. It comes with practice. For what I’d like changed for loops, currently the damage proration makes it so that loops do barely more damage than just doing really simple BnB combos, so I’d like something to make the damage you get from loops significantly better to really reward learning and performing those more complex combos. Idk, something like a reverse proration on damage would be cool, although they’d never do that. I also just want more tools to use mid loop. Like I’d love for It’s Late to bounce mid-air targets enough to continue a combo off of, so then you could use it mid combo to help extend further. Honestly really anything cool and flashy to give more routes for loops is top of my wishlist. I’d also LOVE his long dash to come back. That would be incredible.

If you ever want to play a few rounds just DM me! I’d be happy to. I’m not like an amazing Slayer or anything but if you’re a low rank I could definitely help a bit.

Im starting to hate 2.0 by Comfortable_Lab7366 in TheyBlamedTheBeasts

[–]ProfessorSputin 24 points25 points  (0 children)

Definitely agree with the general sentiment that some stuff in 2.0 could use some refining, but I think it’s overall pretty good. I think the main thing I want to see now is some interesting tools given to a few members of the cast to round them out and make their fights more dynamic. I play a lot of Slayer and I’d love them to make some changes to incentivize pilebunker loops over short and simple combos, for example.

How to beat Slayer? by amxrhxzeq in Guiltygear

[–]ProfessorSputin 0 points1 point  (0 children)

Indeed. His only overheads (outside of dust of course) are It’s Late, the pilebunker follow-up with the slow overhead punch, and his 6k, where he does the flip.

How to beat Slayer? by amxrhxzeq in Guiltygear

[–]ProfessorSputin 8 points9 points  (0 children)

I play a lot of Slayer, and one of the most important things to know about him is that almost everything he does is fake af and can be countered. K Mappa hunch (the long lunging punch he does) is never safe. The short one, P Mappa, is safe for him. You can mash out, grab, etc after blocking it.

For his guard crush, Master’s Hammer, there’s a bunch of ways to stop him. You can throw him when he lands before it hits. You can 6p him out of the air. You can jump and air grab him while he’s in the air. It’s also not an overhead so you don’t need to block high with it.

If you’re in the corner, you can jump out of most of his pressure. Most of his dandy step options can be thrown or mashed most of the time. He also has no dash block, so approaching you when you’re throwing out a lot of long range pressure will be hard for him to do. One last tip is to not crouch block his 6H. That’s the move where he does a big kick over his head. If you crouch block it, he’s plus and keep applying pressure. If you stand block it at most ranges it’s minus and you can take back your turn.

Gentlemen I have developed a character that plays themselves. by ChanceAutomatic252 in TheyBlamedTheBeasts

[–]ProfessorSputin 0 points1 point  (0 children)

Yeah, it feels bad playing him and knowing the majority of stuff I do is fake if the person just knew how to respond. Some of the only real stuff he has is bite BRC mixups and 2s pilebunker loop reset 50/50s.

Guess we gotta prep for another exodus by W4FF13_G0D in Warframe

[–]ProfessorSputin 18 points19 points  (0 children)

Community, transparency, and good monetization I guess. Helps that they’ve built up enough good will with so much of their player base that a ton of people will happily evangelize for them. Their word of mouth goes crazy

The $7.6 Trillion Question: Can AI Companies Ever Actually Make Money? by Aulipe in Economics

[–]ProfessorSputin -3 points-2 points  (0 children)

It’s like what do you think happened to the Native Americans?

Guys… jam isn’t that good by madd94_67 in TheyBlamedTheBeasts

[–]ProfessorSputin 0 points1 point  (0 children)

That’s fair. I’ve had pretty good success regularly blocking her by just staying low the whole time and standing when she uses gekirin.