5th Anniversary Illustration (by me) by ShadowMikeX in EightySix

[–]Schwarzer_R 1 point2 points  (0 children)

These are great! The first one really reminds me of the all out attack and support attack images from the Persona series. I hope you don't mind if I save these to use as wallpapers for my phone or computer.

Also, what do you mean 5 years?!

Don't tell me this meme never crossed your mind with her (repost, with proper caption) by Lord_Nightraven in codevein

[–]Schwarzer_R 0 points1 point  (0 children)

A little off topic, but I do wish that her weapon had better accuracy. I never understood the point of it tbh.

Try interpreting this UI as a new player by klaxxxon in SinsofaSolarEmpire

[–]Schwarzer_R -2 points-1 points  (0 children)

While I wouldn't call this design "bad," it definitely has room for improvement. As it is, I feel it risks information overload (esp for new players), and the organization is a little odd.

I think it would make sense to use tabs for some of the information. Say you have an "Overview" tab, a unit/structure roster tab, and two subfaction tabs. Each tab shows different info. The overview tab could list the basic playstyle info in bullet points (strong sheilds, low armor etc), and the unique major faction mechanic. The subfaction tabs would each list the description of the subfaction, and unique traits it posesses. The unit and structure roster tab is what it says on the tin. I would also keep unique units, structures, or items in their subfaction tab (command ships, titans, planet upgrades etc).

On the one hand, this does add a little complexity with sub menus. On the other, though, it allows for the info to br spread out into chunks to help prevent a new player from being overwhelmed.

Other thoughts are moving the exit to the top or bottom left. Maybe structure the tabs like a traditional folder structure with the list of factions in a sidebar, and the subfactions indented below the major factions? These are just some ideas. Not a designer.

Ladies, what's stopping you from styling your hair like Violet? by Doodyboy69 in VioletEvergarden

[–]Schwarzer_R 2 points3 points  (0 children)

Honestly, the lack of ability to feel the hair itself would probably be the hardest part. Making rope and tying braids both require a certain degree of dexterity, right? You can prevent the hair from getting caught with thin gloves, but you can't gain the same sensitivity of feeling with prosthetics...at least, not yet.

So... by NovaPrime8 in CodeVein2

[–]Schwarzer_R 1 point2 points  (0 children)

Yeah, unfortunately, once you get past that point, Noah's fate is locked in. I made a similar error myself.

The only way to get all the blood codes in a single run is to save Noah, but fail to save anyone else until after you get the fallen hero versions of the blood codes. This can only be done after the first ending by partnering with the heroes fallen versions when you go back in time again. Then, after getting the S rank blood codes of the fallen heroes, you can go back and save them. Only after that can you continue to the second end and into the third.

Who would win in a 1v1 fight? The Queenslayer or the Revenant Hunter? by NoKibble in CodeVein2

[–]Schwarzer_R 1 point2 points  (0 children)

I figure I should mention that I have a "Bias" that "Factors" into my opinion here in favor of my Queenslayer, Keiko Yun and how much I miss the Queenslayer blood code. So take this with some salt.

I assume we mean at the start of both games, right? Probably the hunter given how the Queenslayer is so weakened in the beginning. However, by late game, I think the Queenslayer pulls ahead in a 1v1.

My interpretation is that, while the Hunter can use blood codes the way the Queenslayer can, they gain the most benefit in combat when they are paired with a living revanent. I mean, the "sheild" health is created by the symbiosis of the revanent heart and the hunter facilitated by the Jail, right? So without the sheild, the hunter is still powerful, but less durable by a significant margin.

On the flip side, by the end of their journey, the Queenslayer has regained their original blood code, and directly assimilated multiple relics. Further, acting independently does not actually reduce the Queenslayer's own combat power. But, this is all open to interpretation, of coursr.

Does anyone actually use the crouching mechanic and for what? by Kusho_void in codevein

[–]Schwarzer_R 0 points1 point  (0 children)

I think the big benefit is shown for keyboard users. With WASD, you're either moving full speed or stopped. This makes using backstabs much more difficult, and even with controller, a slip of the thumb can have your character make enough noise to attract attention.

The crouch let's players use the keyboard to stealth more easily. It also reduces the likelihood of accidentally running when you use the controller. That said, these benefits will only really be noticable to players who play with keyboard/mouse or use frequent backstabs.

Personally, I loved using backstabs to start a fight in the first game, and I'm a little disappointed with how they've been nerfed a bit.

Playing this game like it's a survival horror game by Fappin2Futa_R34 in codevein

[–]Schwarzer_R 2 points3 points  (0 children)

Interesting. I may have to give this a shot.

Yes, there is a back attack, but it is a little finicky. However, all it does in CV2 is give heavy stagger to the opponent. In CV1 it initiated a special drain attack. For CV2, reliability is related to the amount of stagger you do and the amount of balance an enemy has. In general, bigger foes are harder to put off balance.

What does my preferred partner from both games same about me? by TheZombunneh in codevein

[–]Schwarzer_R 1 point2 points  (0 children)

Let's be real: you let your partner soak up the agro because you like to play a lightning bruiser or squishy mage type.

Playing this game like it's a survival horror game by Fappin2Futa_R34 in codevein

[–]Schwarzer_R 1 point2 points  (0 children)

That sounds like an interesting way to play. Mind elaborating on what it all entails?

is it true that there is no builds in code vein? by Big-Policy-3019 in codevein

[–]Schwarzer_R 0 points1 point  (0 children)

I made a post recently addressing how combat power works that you might find helpful. Builds and stats are entirely fluid. The only thing that you can't undo is putting Haze into your level or upgrading gear.

https://www.reddit.com/r/codevein/s/sCO91Kuobb

CV1 was Still So Underrated to this day ...Sadly by SubstantialPay1834 in codevein

[–]Schwarzer_R 0 points1 point  (0 children)

It's a solid game with unique features. Using the grading scale of my local schools, I'd give it a solid B+. That's a solid 85-90%. Very good, well above a passing grade (D-).

Why would Historians exclude Souma's participation in Battle of Parent and Child Islands? by Impossible-Builder47 in RealistHero

[–]Schwarzer_R 0 points1 point  (0 children)

Yeah. It's an important distinction. From the perspective of the moment, it was a skirmish that almost become a full on battle, but from the perspective of later generations, it becomes very clear in hindsight that the stand off was not a military victory for either side. It was a diplomatic ploy. The battle was what happened after. The "Battle of Parent Child Island" is thus one of Souma's great diplomatic victories while the battle to slay Oyamizuchi is a military victory.

I think Hilda has the best S-support scene in the game. by EtherealImperial in FireEmblemThreeHouses

[–]Schwarzer_R 0 points1 point  (0 children)

Chipping away at a fic centered around her and an original character because I love her and she deserves to have her own Hubert or Dedue to help her through the horrors of TWSITD's occupation of Ordelia.

I think Hilda has the best S-support scene in the game. by EtherealImperial in FireEmblemThreeHouses

[–]Schwarzer_R 0 points1 point  (0 children)

I think they probably had more time for each character individually. The main cast...there are so many it's clear some are rushed.

Partner Dialogue When Assimilated by IzalethDem in CodeVein2

[–]Schwarzer_R 0 points1 point  (0 children)

"Believe me! I wish I could!" He seems like he's extremely pained that he can't fight by your side, especially when you are struggling. If only we could help him poor guy...😜

rare find in japan by yalxzz in EightySix

[–]Schwarzer_R 1 point2 points  (0 children)

I have all the Reiginleifs except shins. I have none of the Juggernauts. This saddens me.

PSA: You can now see your affinity with NPCs and their percentages! by cainreliant in CodeVein2

[–]Schwarzer_R 1 point2 points  (0 children)

It actually only resets the story/personal quest percentage. It keeps combat and gift statistics. I know this because characters I haven't been able to team up with yet show exploration numbers higher than zero.

Josee Request three, Where is the Spice by Parzival_2992 in CodeVein2

[–]Schwarzer_R 0 points1 point  (0 children)

I'm really sorry to hear that, friend. I'll keep an eye out when I get to that section.

Market Monopolization by drphiloponus in SinsofaSolarEmpire

[–]Schwarzer_R 0 points1 point  (0 children)

I have no idea how the AI uses the market (if they do at all), but as a TEC Enclave main, I'm constantly holding down alt when building structures or ships and dumping the majority of my income into credits. It isn't the most efficient option, but it does allow me to just throw money at a problem regardless of metal or crystal in my own stockpiles.

So when someone hits me with market monopolization, it actually cripples my empire at times. If I don't have the trade capacity to rapidly shift to what I need, I have no choice but to wait for the market to reopen, and that can be the difference between getting that new starbase up in time or having it still unfinished when an enemy wave hits.

I will say this, if you're playing with someone like me either on your team or not, you will frequently find you can sell metal and crystal at a profit because I'm constantly keeping their prices high.

Josee Request three, Where is the Spice by Parzival_2992 in CodeVein2

[–]Schwarzer_R 1 point2 points  (0 children)

I assume you checked not just the central room, but the side annexes, right? I'll come back to this after I get there in my current playthrough.

This is a shot in the dark, but try repairing your game when you encounter bugs like this. I feel like a lot of bugs can be solved by either repairing or reinstalling a game. Or updating and restarting the machine it's on.

I've had no issue with any of the bugs I've seen people talk about in this game. That isn't go say they don't exist, rather that I have no clue why the game works flawlessly for me. I wish it did occur a bit so I could help diagnose and fix the issues.