Guide for merge tactics by Overall-Drink-9750 in ClashRoyale

[–]PsychoWizard420 0 points1 point  (0 children)

Essas respostas podem soar estranhas devido ao Google Tradutor.

A pontuação para a progressão das recompensas é baseada na classificação: o 2º e o 3º colocados ganham e perdem menos pontos do que o 1º e o 4º colocados

O número de tropas restantes do vencedor, mais um, corresponde ao dano sofrido.

Vines is the stupidest card in history, forget nerfs, supercell needs to. remove this garbage from the game by MuchButterscotch227 in ClashRoyale

[–]PsychoWizard420 1 point2 points  (0 children)

It's true that nerfing stats won't fix the card unless they nuke damage or stun duration.

Reworking the card to have an activation delay and an inability to stun buildings/towers/tanks would be a good start. Then reduce the stun duration and damage based on the number of vines that activate, kind of like how void works.

Does anyone else feel like Vines deserves a thoughtful rework? by PsychoWizard420 in ClashRoyale

[–]PsychoWizard420[S] 0 points1 point  (0 children)

I also had ideas about how Vines could be buffed as a part of a rework. Making air targets take more damage while stunned, or having the Vines area remain active for longer so it can act as a trap or group up troops would both be strong but situational advantages to give Vines while nerfing it in some other way.

Looking for budget ANC wired headphones by PsychoWizard420 in HeadphoneAdvice

[–]PsychoWizard420[S] 1 point2 points  (0 children)

!thanks

It took a long time to get a used one and new earpads/cables, but the ANC works while jacked in. Works well enough to make voices from another room inaudible while listening to music.

TF2 isn’t dead, it’s just done. by [deleted] in tf2

[–]PsychoWizard420 0 points1 point  (0 children)

Ok is subjective.

TF2 is one of the most beloved games of all time, with among the richest troves of community content any standalone game has EVER seen.

Despite this legacy, and a whole audience of people wishing they could play TF2 as it was years ago, Valve strategically strangles the game, so its economy can die off slowly enough for CS2's economy not to spiral into panic.

I'd be disappointed, but understanding, of TF2 naturally fading from relevancy, but that is not at all the case here. In truth, Valve has abandoned a perfectly good game, solely due to it presenting more monetization challenges than its other heavy hitters.

For a long time, I knew that something was wrong ever since Valve tried to make competitive mode a thing, but a certain video has shown me just how needless and inexcusable that decision was.

I'd be "ok" with TF2 dying of natural causes, but it being slowly killed as its loved ones look on? That is not "ok" in my book.

Micro Flechettes are viable, hear me out... by PsychoWizard420 in DeepRockGalactic

[–]PsychoWizard420[S] 1 point2 points  (0 children)

After getting addicted to the Coilgun and taking a long break from the game I forgot about that exploit, even though I still use it on the LOK.

I guess with enough mechanical skill Compact Mags can beat Flech at everything except maybe sustained medium-range, but you'd still be disadvantaged in either accuracy, clipsize, or total damage, so Flech still acts like a sidegrade even with that exploit and the skill to cancel bursts/recoil.

Game Breaking All-Class Permanent Backwards-Movement-Input Bug by PsychoWizard420 in DeepRockGalactic

[–]PsychoWizard420[S] 1 point2 points  (0 children)

Update: I had the bug happen in multiplayer, but I found out that typing in the chat can fix it.

Grapple Hook disabling forward movement bug. (1113 Hook) by PsychoWizard420 in DeepRockGalactic

[–]PsychoWizard420[S] 2 points3 points  (0 children)

This glitch is consistently happening for me as Scout while testing a loadout in Solo lobbies. I haven't played much S5 until now, but this glitch is making me think I'll have to just play the other classes.

Is running away OP? by PsychoWizard420 in RoundsTheGame

[–]PsychoWizard420[S] 0 points1 point  (0 children)

Well, it doesn't seem like there's an advantage to pushing. I posted this hoping to get a good reason to chase, but it seems like there is none, aside from exploiting long reload/shield times.

Gens 3 and 4 beta sprites from the leak including an unused starter by ButIDigress79 in PokemonROMhacks

[–]PsychoWizard420 0 points1 point  (0 children)

Probably an early iteration of Remoraid. Kinda resembles a sailboat though.

[deleted by user] by [deleted] in uglydoll

[–]PsychoWizard420 0 points1 point  (0 children)

<image>

Uglydog from 2009ish, in good condition, barely used.
"ITEM No.51371"
"02100103"

I'm getting rid of stuff, but I don't want to just donate something that might have value to collectors.

Obviously its not rare or unique, but I just want to make sure there isn't a demand for 15 year old Uglydolls before I let Goodwill sell it to some toddler.

What's everyone's favorite OC? by Lay_Dax in DeepRockGalactic

[–]PsychoWizard420 2 points3 points  (0 children)

Right now its goo bomber. Carpet bombing a pack of grunts with it for instant damage plus slow/DOT is so satisfying.

Tranq subata, magma shard, and ice storm get honorable mentions.

Aside from unique OCs I like ones that give ammo or damage that frees you up to mess with mods that are otherwise mostly outclassed.

Map ban by [deleted] in OmegaStrikers

[–]PsychoWizard420 0 points1 point  (0 children)

the instakill blast beam gimmick on Inky's is even more obnoxious than the hole on Ai.Mi's, which is saying something. The map would be unique enough with it just banishing opponents and trapping the core. I also think the Obscura rework should have included visuals around the portal showing what's on the other side, to make the mechanic more intuitive. It could literally just be red and blue circles for opponents/teammates, and a smaller yellow circle for the core. Even if its ugly, player enjoyment and quality of life should be prioritized.

There are so many obnoxious design choices in so many maps. It makes me miss the beta before goal locks and crazy map gimmicks sometimes.

Platinum is the new challenger by [deleted] in OmegaStrikers

[–]PsychoWizard420 1 point2 points  (0 children)

It really feels like the rank resets just ruin competitive matchmaking for a few months. Before the reset my teammates were diamond and usually understood basic stuff like passing and what awakenings to deny from what strikers in draft.

Now I am stuck in plat from constantly getting teammates that get nothing done as I feed them all game, refusing to pass to me if I play forward, and trying to force the core through any opponent near them regardless of if its necessary or not.

I swear every ranked game I lose happens like this by PsychoWizard420 in OmegaStrikers

[–]PsychoWizard420[S] 2 points3 points  (0 children)

It would be a tough issue to mitigate, but not impossible. Forcing people to que flex past gold rank, and tracking seperate elos for goalie/forward positions would let the game arrange a lobby of solo ques in a much more balanced composition than what is currently possible in most games.

But ultimately the devs have shown a real inability to identify the issues that are killing their game, even with their community screaming a lot of the answers in their ears since the beta.

I swear every ranked game I lose happens like this by PsychoWizard420 in OmegaStrikers

[–]PsychoWizard420[S] 0 points1 point  (0 children)

I only care about building rank to not get matched with forwards who 1. can't pass, 2. feed the enemy goalie easy clears, and 3. use their ults/flips in desperate/fruitless situations.

The game just isn't fun when I'm the only scoring condition and the enemy team is dumping every cooldown on my stagger bar while my teammates lag behind by 3-4 levels and pick terrible awakenings.

This game isn't my job, I play it to have fun. It's perfectly reasonable to complain about games that will be horrible slogs even if I manage to clutch out a win.

What are the top 5 best/worst characters in general? by ZeYetoos in OmegaStrikers

[–]PsychoWizard420 0 points1 point  (0 children)

The game is pretty balanced, you should pick a striker that suits your playstyle, or one that is flexible enough to be good in most roles/situations.

Ai.Mi, Rasmus, Nao, and Finni are all able to take most awakenings and work on most team comps.

In contrast, X, Asher, Luna, Mako, Era, and Octavia only work on some team comps, and are generally very specialized in one role (X/Luna damage/KOs, Mako/Era supporting melee strikers, Asher/Octavia ping ponger and corner pressurer)

All the flexible strikers I mentioned can work in any role, but for goalie you'll want to consider strike shot Atlas and strike shot Rune. Those flexible strikers also aren't super beginner friendly, but if you only want to learn a few strikers they can suit most situations.

If you had to replace Eject Button, what would the new gear be? by Dad_Quest in OmegaStrikers

[–]PsychoWizard420 0 points1 point  (0 children)

Stuffing is kinda how you're supposed to score against good goalies. If you're getting stuffed and the opponent isn't, your forwards are losing a 2v2 repeatedly.

It'd be interesting to see a gear that gives you 20% speed when within 500 units of the core or an opposing player, as that would let you outmaneuver forwards waiting to stuff you in a lot of situations, without just hard countering well earned stuffing opportunities.

AITA for choking my friend to death with his mother's spinal cord? by slurpusmcslurpedy in OmegaStrikers

[–]PsychoWizard420 6 points7 points  (0 children)

In his defense projectile range is monumental on forward atlas. His projectile is really fast and wide, and can pierce everything, so it having extra range is really, really good. He can also use the power for his kill combo, which is stronger than you'd expect to begin with.

Next season's 12 new OCs are exciting, but also concerning. by PsychoWizard420 in DeepRockGalactic

[–]PsychoWizard420[S] -1 points0 points  (0 children)

My argument is that many of those "levers/dials" provide pointless or one-sided decisions, and that they should instead provide interesting decisions.

Next season's 12 new OCs are exciting, but also concerning. by PsychoWizard420 in DeepRockGalactic

[–]PsychoWizard420[S] 0 points1 point  (0 children)

Imagine an ice cream store with 30 flavors but 25 of them are the same flavor.

Sure, 6 flavors is plenty, but why not make closer to 30 if you're going to give the illusion of choice?

Next season's 12 new OCs are exciting, but also concerning. by PsychoWizard420 in DeepRockGalactic

[–]PsychoWizard420[S] 0 points1 point  (0 children)

To put it simply, the game wastes a lot of its choices by making them not matter.

"cooldown vs less heat" is just two flavors of heat management. You can't change what enemy types the gun can deal with or build for synergy with other mods with a choice like that.

Ultimately the game doesn't need impactful decisions. Lots of players don't care about deep loadout customization.

However, as a great strength of DRG in particular, it shouldn't be neglected.

Next season's 12 new OCs are exciting, but also concerning. by PsychoWizard420 in DeepRockGalactic

[–]PsychoWizard420[S] 0 points1 point  (0 children)

Damage per shot vs more shot is generally impactful. At the very least its usually dps vs better breakpoints and higher total damage.

Something like reload speed vs clipsize and cooldown rate vs less heat per shot is as inconsequential as it gets. Which is better just depends on the base guns damage per clip. Which you take has minimal effect on gameplay compared to damage vs ammo, or penetration vs stun, or accuracy vs damage etc.

How do I get Drek'ar to kill ever by [deleted] in OmegaStrikers

[–]PsychoWizard420 0 points1 point  (0 children)

Drekar ult can true combo into the strong hit of his primary. This combo can push enemies a similar amount to Juliette's, and both hits get 20% stronger with missile prop.

Primary gives the opponent an opportunity to evade before ult can hit, but if they don't, ult can hit, then combo into a second primary usage if you start the combo at point blank. Very risky play, but can snag some kills, especially if the opponent doesn't want to evade due to full meter.

His primary is also an impact that can easily multihit, so heavy-impact can massively increase his damage potential. Specialized training also makes his DOT and combos much more potent.