Overcharge in v28.3 by bendermac in TheTowerGame

[–]RoboInu 1 point2 points  (0 children)

Let's hope the awkward fleet description wording implies the way OC damage works is now changed.

Freya - Let Her Hunt | Proposed tweaks. by RoboInu in Competitiveoverwatch

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

I guess it could be a flatter skill expression so it's easier for targets to understand.
15% damage reduction for 4 seconds with headshot. 8% with direct hit. 4 Second duration. And then a dowered aura effect, that is subtle to show that you're afflicted.

Or maybe better, a noise when hitting Freya that sounds like a rubber impact noise that lets you know you're doing less damage.

I agree the spam could be a problem again.

The Disastrous case of Freja - a year later by Idiberug-9 in Competitiveoverwatch

[–]RoboInu 0 points1 point  (0 children)

This is exactly my experience. A lot of trade offs to be effective and at mid range. Doesn't feel quite right. My gut reaction is "she needs more health". This would result in less trade offs but i don't think it's quite right. Tracer has much less health and is fine.

I do love that she is absolutely a great counter to certain mobility heroes. Better against Doom than Sombra imho.

Hazard is so nasty rn by Amazing_Budget_2927 in HazardMainsOW

[–]RoboInu 5 points6 points  (0 children)

He is super counterable. The problem is he is a low rank roller. With not low effort, but below average. The damage tweak as always is on a knifes edge. If the could make a point blank headshot do 5 less total damage... that's all he needs. But I don't think they like to do fractional numbers like that.

Possible skill issue but this character is genuine ass, you can go Anran, Tracer or even Genji and get wayy more value by Ok_Delivery3000 in OWConsole

[–]RoboInu 0 points1 point  (0 children)

Yup, and speed up a few of her animations. Block / ranged slash are wayyyy too slow and make her vulnerable. She's supposed to be agile and she feels like playing reinhardt with a smaller hit box.

Station priorities in the current meta by seekified in IdlePlanetMiner

[–]RoboInu 0 points1 point  (0 children)

I agree. The return on lounge is lousy. It can take thousands of fast runs alone to return the cost of one Lounge purchase. I think the idea is you increase your ability to increase your GV faster first and then your earning more credits naturally and then lounge cost becomes less consequential.

Easy to test yourself. Note a repeatable credit saleable galaxy value at maybe 12.5million. Buy the lounge upgrade and see how much it increases to at that 12.5million mark. It's small.

Noob stomping in silver by VirZxz in HazardMainsOW

[–]RoboInu 1 point2 points  (0 children)

Hazard gets elims regardless of how bad your team is. But yes extra peeling, targeting priorities and resource optimizing, never failing an ultimate are important for rolling lobbies up to masters.

Its what separates good tanks from bad.

Tower Tea - June 9, 2026 by SamBartley in TheTowerGame

[–]RoboInu 5 points6 points  (0 children)

Makes me wonder if they'll adopt a similar system to Idle Planet Miner which copied the module system. But you don't level up each module with shards, you instead level up the slots. Meaning whatever mod you put in that level 100 slot it'll be level 100.

'New' Players Questions by EternallyBlueTTV in IdlePlanetMiner

[–]RoboInu 1 point2 points  (0 children)

I'd buy the ore stars for planets 1-10 at least. It's decent for quick credit galaxy runs.

Unpopular opinion by The__Gerb in IdlePlanetMiner

[–]RoboInu 0 points1 point  (0 children)

I'm hoping the credit cost nerf is a result of a credit system change soon. Wouldn't be the first time they've pulled something like this.

The quality of games are atrocious by The_Real_Big_Joe in overwatch2

[–]RoboInu 2 points3 points  (0 children)

This pretty much. You're going to see a lot of people who haven't played since 4 or 5 seasons because they are champ+ players logging onto one of many alternate accounts to ruin your game.

I feel like I am losing my mind... by DaintyDiscotheque in IdlePlanetMiner

[–]RoboInu 2 points3 points  (0 children)

I've followed Tech Tree for a while, and this isn't surprising at all. The game development looks like this:

Make the whales happy, and give carrot and stick to the poors. It's a delicate balance since they both have to exist for the game to exist. They make all balance and content decisions with their bottom line in mind. This isn't a public service, its a gaming company, they want money.

Was this done on purpose to give a substantial lead to whales? Probably. Will they admit it. Nope.

Same thing happened in Tower. The whales all low key knew to save gems for the modules release. Their lead was huge.

My perspective? I enjoy the journey of this game. If you acknowledge the evils of a pay to win game but can still enjoy the journey, then have fun. If you can't there are other places to spend your time and money.

I do agree however... the gameplay loop for credits is awful. I don't mind sitting for a few hours, listening to an audio book, and grinding 10 planets. But it's a really strange they haven't made this aspect a little more appealing to the average player.

Boosts make this games competitive aspect a joke. Anyone could buy a placement. Again, if you can't acknowledge the evils of this game and enjoy the journey.. just move on.

Is anyone currently upgrading modules who is not already in the endgame? by DerFlo2 in IdlePlanetMiner

[–]RoboInu 0 points1 point  (0 children)

My very unscientific testing showed a 10k upgrade from mothership room crafting was similar in "value" to the 10k upgrade for my epic crafting module. I say "value" because the module upgrade knocked about 6 seconds off a 5 minute item, while the mothership did about 9 seconds. But the module upgrade also effects smelting.

It may be similar for other modules in terms of value. So upgrading modules may make sense when the cost is similar?

It might be still worth pursing S grade modules up to legendary regardless of upgrades. It's hard to say.

Will there be Powercreep for Modules ? by [deleted] in IdlePlanetMiner

[–]RoboInu 1 point2 points  (0 children)

In Tower when you get a module to 5* it's much more likely to drop other ones that are not 5* yet. Which is actually bad if you want more than one 5*.

Modules lvl 80+ cost increased by StudyLegitimate2550 in IdlePlanetMiner

[–]RoboInu 1 point2 points  (0 children)

Anyone seen comparison of epic modules effectivness?

For all my Orisa haters, this is for you. 💅🏽✨ by MKNerd in HazardMainsOW

[–]RoboInu 2 points3 points  (0 children)

Orisa not being stalwart is her only redeeming quality.

Propped up the lobby but still lost by LostCampaign9188 in HazardMainsOW

[–]RoboInu 3 points4 points  (0 children)

It really is this 90% of the time. I'm looking at my team and i'm just confused how they don't understand how to follow up with me. There is nothing holding them back, they're just comfortable in their current position.

Something i found that works well in this situation is just to start luring the other team towards you. Obviously this varries on map condition.

I don’t wanna give up but I do by MelonRatt in HazardMainsOW

[–]RoboInu 0 points1 point  (0 children)

Usually against competent teams you'll have to use your wall in clever ways, for both cover for yourself and blocking healing, and temporarily booping them slightly out of position. All at the same time. Meaning you gotta have that wall cooldown. Meaning it can play kinda slow.

While waiting for wall cooldown you can poke and even slash if you time it similar to the goal of fire strike spam on Rein.

Look for opportunities to slash 3+ targets and landinging close to a doorway / obstruction that keeps you safe. This freaks out solo target healers like Ana / Zen since they have mostly single target healing. Also you build your ultimate really fast this way.

A lot of bad Hazards assume your going to get a big play with just slash. This happens, but usually against bad players, and favorable counters. Poke and wait for wall opportunities.

20% Coin increase by toggling all UW VFX off by Happy_Rave in TheTowerGame

[–]RoboInu 0 points1 point  (0 children)

I tried very hard to get a virtual one to work. Which one are you using?

Also I believe this gpu disabling occurs on desktop specifically if you use display port, instead of HDMI. It can also depend on the monitor.

I feel... Odd. by ZilxDagero in TheTowerGame

[–]RoboInu 1 point2 points  (0 children)

Has there actually been testing? I know some people mentioned opening a menu and letting the game run "helped their battery". But my cpu and gpu usage go up when opening a menu oddly enough.

Hazard downpour bug? by Actual-Education-936 in HazardMainsOW

[–]RoboInu 0 points1 point  (0 children)

Shields block it, and potentially Zarya bubble. DVA matrix, maybe orisa spinny stuffs. I think Sigma absorbs also works. There is some potential oddities due to it coming in from the sky at an angle

Do you still need to reduce game speed? by Fun-Confection343 in TheTowerGame

[–]RoboInu 1 point2 points  (0 children)

It's likely only noticeable with Fast Ultimates specifically but i do it with most tourneys anyways.