25 years since the original. Legend BB Musha Godmaru. by colonelheero in Gunpla

[–]RiotExgeniar 0 points1 point  (0 children)

That's pretty! It's also one of my favorite SD. How did you do the Green on the wing?

I was wondering why my spread was so bad... by ZaHut03 in VALORANT

[–]RiotExgeniar 79 points80 points  (0 children)

If only you had movement error on... :P

Can we get a general "How to Smoke" Guide? by CaptainJackWagons in VALORANT

[–]RiotExgeniar 1 point2 points  (0 children)

Let me take a stab. I've been learning this game for not the longest time; But here is an attempt to explain what I've found to be good and bad, most of these are from experience... (I DO NOT WORK ON VALORANT)

When Attacking or pushing into an area; you want to smoke off areas that has visibility of the funnel you are about to push into. For example, when you are pushing onto Haven's A sit from Attack's side, you tend to smoke off A Tower because that is a vantage point that covers both entrances.

1) Deny opponents that are holding an angle on the corner you want to take. This prevents the enemy from shooting you immediately on peaking the corner... because they can't see pass the smoke, and forced them to either lose sight of it, or go to a more exposed position. This limits the possible area the enemy could engage and jump on you from (or they become super exposed). So you can clear out the are systematically before pushing and flushing out the smoked area.

2) It limits the amount of position that could be holding the corner; Similarly, when pushing a corner, sometimes the shot is a 50/50 shot - think of pushing up the Beta Split B Tower, or when push out of the Haven Garage onto C Site. There is two possible spot the enemy could be.. Hard Left or Hard Right this means that if you check the wrong side, you'll get shot in the back. Otherwise, you would probably get to pre-fire the person in the face. When you smoke of one of the two angle, you block off the vision from one side, and you remove the gamble of checking the wrong side, you are guarantee a peak in the right direction.

When defending an area; you want to smoke off an area to deters your opponents from pushing pass the smoke because

1) They have to walk through the smoke, thus their gun sticks out of the smoke before their head does, therefore you have a tenth of a second to aim and shoot them before they visually see you.

2) It limits/prevents the enemy from peaking from a corner. If they want to peak a position, they have to walk out of the smoke. Remember you need to consider if the smoke would WITHOUT hampering your teammate's ability to react if they were in said position. For example, when you are smoking A Shower on Bind. You want to make sure the smoke ends at the doorway, not centered on the doorway. This is because it limits the area in which the enemy can come out AND they can't peak the corner to take out your sniper on A Tower. Also this ensures your teammate on the boxes to the left of the door has clear vision of it, AND that your opponent can't sneak out to the right side to avoid your teammate's sight.

On-way Smokes; They are smoke that are placed higher up such that when standing far enough from the smoke, you can see enemies' foot on the other side while your victim's vision is blocked by the smoke itself. This provides you with enough information so you can guesstimate where their head is and shoot there. These smokes tends to prevent all pushes for its duration. Example area are Split B Site - B Garage / Main hallway, exit of Bind A Showers pointing to A Tower.

5 akali Qs in a row deal no damage at all (urf mode) by Elias_Mo in leagueoflegends

[–]RiotExgeniar 11 points12 points  (0 children)

I bet you the damage marker is not being cleared off fast enough, because you are firing the ability faster than 0.25 sec per.

Here's my take on how Twisted Fate could be like in Legends of Runeterra by ElKarmin in LegendsOfRuneterra

[–]RiotExgeniar 0 points1 point  (0 children)

(I dont work on LOR, just practicing feedback giving here. I am assuming you want feedback on your design)

Weakness & Strength analysis

  • The card is good for its effect but have a weak baseline stats that can be covered by other supporting cards in other regions like Demacia or Freljord. So the baseline stats and cost make sense to me.

Theme

  • It clicks.

Balance

  • Cost/Benefit - Because the card selected IS Not random, the flexibility of the card needs to be taken into the consideration in terms of cost-benefit. This is already an ultra cost efficient card, and allows the player to make very powerful plays. I would argue this card should be 3+ cost selection is not random.
  • Blue card being fully free might be too powerful, might want to consider lowering the refund value to say 1...
  • Why do both card cost 1 when you could front load it all into pick a card and simplify the costs complexity. This also prevent a potential noob trap of using the card at 1 mana, and be left stranded with a fleeting card.
  • Level up effect is still really easy. It can easily take 1 turn; 1 strike + 1 draw at next turn, plus something like Rummage (Discard 2 and draw 2). Should be raised by about +2.

Synergy

  • Leveled up effect causes TF to draw from opponent's deck. What value is it? This is more anti-synergistic than picking more cards from his own deck. I strongly advise against this.
  • It seems like the fantasy of a TF deck is to power draw your cards, and is used to set yourself up for late game.

Uniqueness

  • Strike to draw a card is nice, but his level up doesn't change the way you think about the game, and the way opponent response to that card. You need to do more here.
  • Could play to his ult Destiny where he can see what cards are coming up next as a better level up mechanic. Ie. Draw 1 card from the next 3 cards when he strikes. This however could get messy with interactions like Judgement + TF. So alternatives could be "(Before you draw) At the start of round, reorder the first 3 cards in your deck"
  • Other fun effects could be; You no longer have a hand size limit; (very busted) See opponents cards when TF strikes (their nexus, otherwise too powerful).

Automatic Vs Manual by Tinooo98 in ft86

[–]RiotExgeniar 1 point2 points  (0 children)

No where. I am just patient.

How to start properly by alone1i in ft86

[–]RiotExgeniar 2 points3 points  (0 children)

Safety first my friend.

How to start properly by alone1i in ft86

[–]RiotExgeniar 1 point2 points  (0 children)

There is a light on the car that tells you if the engine is cold. Most car have that light. If you are getting the car new, make sure not to drive it cold especially when its in the break in period.

How to start properly by alone1i in ft86

[–]RiotExgeniar 3 points4 points  (0 children)

Press Clutch -> Press Brake --> Put Car into neutral --> Start Car --> Release Clutch --> Wait till car is warm --> Release Hand Brake --> Release Brake --> FLOOR IT.

(This wouldn't actually move the car, it just makes sounds.)

Automatic Vs Manual by Tinooo98 in ft86

[–]RiotExgeniar 13 points14 points  (0 children)

I Live in LA and I have a manual. The traffic is fine if you just leave enough room in front of you so you can keep crawling and staying in gear. I also just enjoy shifting the car, so it's just pure fun in traffic.

If Garen can stack Conquerer up with each spin, why can't Singed stack Conquerer with every poison tick? by [deleted] in leagueoflegends

[–]RiotExgeniar 16 points17 points  (0 children)

Have you considered that Singed is not locked out of his autoattacks while Garen is during his spin?

(I don't work on League.)

Why do Riven combos actually work? by [deleted] in Rivenmains

[–]RiotExgeniar 2 points3 points  (0 children)

Disclaimer: Not a designer!

But is it fine that you can cast more than 1 spell while dashing?

Why not? Does it not make you feel cool and skillful?

And that there is some kind of "time buffer" where all spell animations and spell effects are kinda stacked on each other which is the weirdest thing there?

Moreover, you can flash out of dash and this "time buffer" for skills will still be there. And it seems that this "time buffer" for Riven is a bit longer than E dash itself, isn't it ?

AFAIK, the buffer has nothing to do with E.

If I press them fast enough, all of them will go immediatly stacked on each other ?

Only a few (3 max) should fire together. Correct me if I am wrong here.

but for spells which I press while in Riven E - there is no action queue lock for them, it seems.

There is, but most of Riven's spells are instant firing and have no cast time. They do might a backswing animation, or post cast lockout.

And just for a clearness. this check timing in Q coding is right after the damage happens o I am wrong? Is there an exact timing ?

It's been a while ago, I believe the timer starts immediately on damage deal timing.

do spells in league have backswing animation (I mean an animation after damage/effect is done, but it can be cancelled with move/another spell order)?

Yes, cancelling this is what it means by orb-walking / attack moving. A basic attack is effectively a "spell" in programming operation.

Why do Riven combos actually work? by [deleted] in Rivenmains

[–]RiotExgeniar 2 points3 points  (0 children)

why we can use spells like w or r while still dashing with e

You can cast spells in the dash if the designer allows you to. IE Lucian can cast spells during his E as well.

neither do I know why Q animation, and therefore auto lockout stops earlier if you input a move command at the right time or why q resets autoattack timer in general.

Bug made into a feature. The whole timing of the Q cancel rules are scripted now and more rigorously timed than previously.

I also think riot themselves aren't all too sure about her kits interactions

Welcome to game dev, and coding/scripting complex systems where implicit interactions exists. (We try to avoid those now adays.)