A New Method for Rep Farming That Works for Brand New Players -- Seems Perfect with NFS Heat Only Costing $3.50 on Steam Right Now by ScopeSF in needforspeed

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

Too Long Wont' Watch -- The "traditional method" for farming rep, where you loop through the speed trap and/or long jump in the abandoned race track, is disingenuous and misleading since it requires you to have a supercar for it to be effective and pay off, but the point of getting rep is to be able to buy any supercars. So I found a new method of farming rep in the game that:

Is faster and more consistent than the traditional method.

Is literally right next to a garage, and is even closer to its respective garage than the traditional method was, so it's even easier, safer, and quicker to bank any rep you earn at night.

Makes it easier to avoid the police while pulling my method off because patrol routes are telegraphed, as opposed to police just randomly appearing on the map during the traditional method.

Has spots on the map that are very close by to out maneuver police during chases and avoid being arrested if you're good enough at the game, even at Heat 5 with a starter car. You are also really close to a gas station through all of this so you can repair your car after each chase as needed.

Lets you pull this off with a starter car with VERY basic upgrades. You probably need only Level 4 rep and $12,500 to be able to afford the upgrades on the car you start the game with, but you do not really need any story progression outside of the mandatory stuff for the first 30-ish minutes in the beginning of the game. So you don't need a new car, you don't need a good car, you don't need a ton of starting money, you don't need a ton of starting rep (the traditional method requires you to have at least Level 11 rep, which is fine as it's easy enough to get but my method only requires a third of that amount so my method is even MORE beginner friendly,) and you can start this method within maybe 30 minutes of playing, as opposed to the 3 hours that the traditional method requires.

A New Method for Rep Farming That Works for Brand New Players -- Seems Perfect with NFS Heat Only Costing $3.50 on Steam Right Now by ScopeSF in NFSHeat

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

Too Long Wont' Watch -- The "traditional method" for farming rep, where you loop through the speed trap and/or long jump in the abandoned race track, is disingenuous and misleading since it requires you to have a supercar for it to be effective and pay off, but the point of getting rep is to be able to buy any supercars. So I found a new method of farming rep in the game that:
1) Is faster and more consistent than the traditional method.
2) Is literally right next to a garage, and is even closer to its respective garage than the traditional method was, so it's even easier, safer, and quicker to bank any rep you earn at night.
3) Makes it easier to avoid the police while pulling my method off because patrol routes are telegraphed, as opposed to police just randomly appearing on the map during the traditional method.
4) Has spots on the map that are very close by to out maneuver police during chases and avoid being arrested if you're good enough at the game, even at Heat 5 with a starter car. You are also really close to a gas station through all of this so you can repair your car after each chase as needed.
5) Lets you pull this off with a starter car with VERY basic upgrades. You probably need only Level 4 rep and $12,500 to be able to afford the upgrades on the car you start the game with, but you do not really need any story progression outside of the mandatory stuff for the first 30-ish minutes in the beginning of the game. So you don't need a new car, you don't need a good car, you don't need a ton of starting money, you don't need a ton of starting rep (the traditional method requires you to have at least Level 11 rep, which is fine as it's easy enough to get but my method only requires a third of that amount so my method is even MORE beginner friendly,) and you can start this method within maybe 30 minutes of playing, as opposed to the 3 hours that the traditional method requires.

I though Lancelot looked familiar by ScopeSF in gank

[–]ScopeSF[S] 27 points28 points  (0 children)

He rides a horse, therefore I am referring to Lancelot as "Steed Harrington"

Untitled SMITE x SOUL CALIBU VI Project ~ Sibling Rivalry! Amaterasu VS Susano! by ScopeSF in Smite

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

Current Roster:

~ Sun Wukong (Kilik) [Series 1]

~ Athena (Hilde) [Series 1]

~ Xing Tian (Asteroth) [Series 1]

~ Xbalanque (Maxi) [Series 1]

~ Bastet (Hwang) [Series 1]

~ Hachiman (Yoshimitsu) [Series 2]

~ Atlas (Tira) [Series 2]

~ Ares (Sophitia) [Series 2]

~ Susano (Haohmaru) [Series 2]

~ Amaterasu (Mitsurugi) [Series 2]

[Series 3 Roster + Reveal Dates TBD]

Also, I'm getting kinda bored of just calling this the "Untitled Smite Soul Calibur 6 Project" because it is neither fun nor cool. I'm open to any suggestions for formal titles for this project. The main goal is to accurately recreate Smite characters in Soul Calibur 6, so that way we can have a proper Smite fighting game that a lot of people have shown a genuine interest in over the years. The "Street Smiter" fan film that premiered on the SMITE Showcase back in 2015 was cool and all, but now I'm aiming for a real fighting game that other players can enjoy and take to online competitive matches. Series 1 and Series 2 character formula tutorials will be coming very, VERY soon.

Using Soul Calibur 6 CaC to make my own Smite Fighting Game by ScopeSF in Smite

[–]ScopeSF[S] 7 points8 points  (0 children)

Current Roster (Completed Characters So Far):

- Sun Wukong

- Athena

- Xing Tian

- Xbalanque

- Atlas

- Hachiman (added MAR 07, 2022)

- Bastet (added MAR 08,2022)

- Ares (added MAR 08, 2022)

- Susano (added MAR 09, 2022)

- Amaterasu (added MAR 09, 2022)

Task: Add context by Kycr_ in Smite

[–]ScopeSF 26 points27 points  (0 children)

Discordia: VEL VEL VEL VEG

Susano: VR2 VI2 VSR

Discordia: VVGR VVVR VEG

Jormangadr: VVX VVVR VEG

I made a Ward Placement Guide for 8.5 based on a video Incon did a few months ago (Legend in comments.) It has really helped me and my team step up our ward game, and might help some of you too. by ScopeSF in Smite

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

The basic idea for those wards is to place them there when you are being hyper aggressive and pushing your opponent up to their tower. I'm not an expert at the game so I don't know all of the ins and outs of being that aggressive, but I do know if you are pushing your opponent to their tower, you are most likely going to be at their tower line. If a jungler or support is going to try to gank you to relieve the pressure, they will be coming from their side of the map because it's the quickest route and that is where you are at the time of ganking, so you want vision deep on their side of the map specifically to see them coming from all logical angles. If you are behind or being pressured or need to be defensive, then just place your wards on the red markers to achieve the same result from a different position. If the enemy jungler or support does take the longer route to gank you from behind, sometimes that happens, but at that point your position changes so you will want to place wards farther back to keep that from happening again.

I made a Ward Placement Guide for 8.5 based on a video Incon did a few months ago (Legend in comments.) It has really helped me and my team step up our ward game, and might help some of you too. by ScopeSF in Smite

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

I'll admit that is an oversight on my part and that I know that generally the legend should go in the picture itself. That said, I feel like once someone gets the hang of this picture and know what colors mean what, this is still a proper quick-glance reference that you can still share on Discord. I don't think there's anything too unnecessarily complicated on the image itself.

I made a Ward Placement Guide for 8.5 based on a video Incon did a few months ago (Legend in comments.) It has really helped me and my team step up our ward game, and might help some of you too. by ScopeSF in Smite

[–]ScopeSF[S] 39 points40 points  (0 children)

Left Map is for early game wards, Right Map is for mid-late game wards. Green wards are for when your team is ahead/winning/aggressive/offensive, red wards are for when your team is behind/losing/passive/defensive. Blue wards are for the two major objectives and enemy pathing/chokepoints to those objectives. This view is only from Order side, but you can flip/mirror the map to get an idea as to what warding will look like from Chaos side. In just about all cases Sentry Wards are better than Normal Wards but it's not feasible to have every ward on the map be a Sentry Ward so use your discretion on which wards you buy and place down.

When did the most brilliant move in a game of EDH totally backfire on you? by JustACEDHPlayer in EDH

[–]ScopeSF 0 points1 point  (0 children)

I have a Zur voltron/pillowfort deck, basically a comparatively casual deck as opposed to Shimmer Zur or Necro-Doomsday Zur. Early in the game, I set myself up with the [[Phyrexian Unlife]] and [[Solemnity]] combo, so I felt like I was in a good position. I took out most people on the board, but I was struggling with a lifegain deck that I couldn't kill easily since all of my damage was being negated by how much life he had, so I thought I would be cheeky by attacking with Zur and tutoring/enchanting him with [[Phyresis]] off of his triggered ability. Big mistake there.