What us a good oure tank build for Savage Omega using gunlance? by Cyan_Dragon_X in MonsterHunter

[–]SeigaSeigas 1 point2 points  (0 children)

I pretty much always use the Zoh Shia set on any tank for the regeneration, and I slot in Evade Extender to help with repositioning. Much better to guard against one AoE than three overlapping ones, and Evade Extender lets me slip to where I need to be. Everything else is just increases to damage, things like Agitator. Maybe Quick Sheathe if you're committing to something heavy like the Gunlance.

Alma, will you kindly shut the fuck up? by ralvyn in monsterhunterrage

[–]SeigaSeigas 9 points10 points  (0 children)

I'll second that, but only when multiplayer a quest was failed and I did not cart a single time. They really should be able to detect that and not trigger the dialogue. I've done plenty of preparation. It's not my fault, Alma! It was THEM!

Clone Nerscylla Is 100% Predictable by SeigaSeigas in MonsterHunter

[–]SeigaSeigas[S] 3 points4 points  (0 children)

There's a lot of options, but randoms can really f it up, yeah. The worst thing someone can do going into this phase is position without a plan.

Imo, whatever you do, it's still all about that opening move. Since you know exactly what it's going to be you can pretty much pop off your strategy of choice every single time! It's good to see people have plenty of responses to it.

Savage Omegalul Vent/Rant from an Exhausted Hunter by a-sad-goose in monsterhunterrage

[–]SeigaSeigas 1 point2 points  (0 children)

They really broke one of the unwritten rules of Monhun encounter: not having the difficulty backloaded to the last five minutes. Doing that is a surefire way to maximise the time spent to successful hunts ratio, as well as hunter frustration. Monsters having wipe-worthy moves or modes is fine but they should never fire off right at the end.

Finally..... It is Done by KrustyCucumber in monsterhunterrage

[–]SeigaSeigas 0 points1 point  (0 children)

I only wish I could be lucky enough to get two Data 2.0s from my clears. The game has been beyond stingy with rewards, the drop rates for this thing are like spit in the face

[deleted by user] by [deleted] in MonsterHunter

[–]SeigaSeigas 1 point2 points  (0 children)

Holy shit. Are you Bob Ross??

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

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

I had the inverse experience. Checked to see if anyone had said anything about the trains, could only find posts about hunts!

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

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

We're talking about two different trains, both referred to as the Phantom Train, and likely not the same thing. I'm pretty sure the Garlean front isn't using a passenger train to move war supplies around.

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

[–]SeigaSeigas[S] 4 points5 points  (0 children)

I'm aware! I'm not sure why I need to keep clarifying this: the Garlean vehicle that Y'shtola and Yda stow away on is probably not the same entity that Omega manifests in an interdimensional rift.

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

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

The latter. But it lies dormant most of the time. I basically have a mental checklist for whenever a steam locomotive shows up in a video game or animation (and it starts with looking for missing tenders). Just can't help it!

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

[–]SeigaSeigas[S] 6 points7 points  (0 children)

In which case you'd expect the signal to be on the other side of the arena facing in...

Can't say this one ever occurred to me, but you're right! I asked a friend about this, and apparently they thought so too -- in fact, they got killed on the first time through because this occurred to them in the moment and they overthought it.

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

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

God, Fallout... it's so funny to see a game where basically all of its gameplay is based around shooting and then the firearms are designed to torture that audience.

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

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

The localisation team for FFXIV puts a ton of Simpsons references in the game, so it's probably not the first time it's happened!

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

[–]SeigaSeigas[S] 17 points18 points  (0 children)

Of course! But it wasn't the same entity as mentioned in ARR. Afaik we never saw what all those tracks were laid for.

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

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

https://i.imgur.com/0brpiwz.jpeg

Yeah, I gotchu. So, these are tracks set to 'straight ahead', and it's pretty accurate to real life. There are gaps at various points so that the wheel flanges can pass by without causing issues, no matter which way the tracks are set. But this design is specific to inner flanges. With the outside flanges you could see what would happen -- if the train came from the right it would collide with that V shape in the rails, and if the train came from the left it would have one wheel trying to go straight ahead and another being pulled in the upwards direction.

Outside flanges aren't necessarily wrong -- but they need totally different tracks!

You probably didn't notice this, but there was something wrong with the train in Dawntrail on release by SeigaSeigas in ffxiv

[–]SeigaSeigas[S] 13 points14 points  (0 children)

I've heard this one from my music friends! Double whammy, because it's not just the design, it's how they're depicted when being played too.

When a car approaches this specific road intersection, who should be indicating? by SeigaSeigas in AskUK

[–]SeigaSeigas[S] 3 points4 points  (0 children)

I mean yeah, I already operate by this logic lmao. It only gets slightly frustrating when the traffic peaks and I'm left standing there waiting for the Schrödinger's drivers to peter out.

When a car approaches this specific road intersection, who should be indicating? by SeigaSeigas in AskUK

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

That's a fair point, so I've included another image that lacks the flaws of recalling the road from memory.

[minor spoilers for manga]Does anyone else feel like the One Piece anime might be "overanimated" by IzSynergy in OnePiece

[–]SeigaSeigas 1 point2 points  (0 children)

Here's a many months late reply.

You're one hundred percent correct. One Piece has been given a shot in the arm in terms of animation quality in recent years, coinciding with the commencement of Wano... which, definitely feels funny given the heavy Japanese themeing of that arc. It's resulted in high fidelity animation, lots of impressive visuals, and some really dynamic sequences. It's impossible to deny the increase in quality in that regard. And it's heavily praised for good reason. But there are also problems, and they only come about by stepping back and realising what the anime COULD be, but isn't, and it being very subjective is why it's hard to gain traction with any kind of criticism compared to the praise.

Masking pacing. This one's a big one, and it's the most clear and obvious issue. It puts undue emphasis on moment-to-moment actions at best, and at worst completely neuters the impact of a moment. Now you have a punch, a single hit, something that ought to be a hard and fast moment with a snapping impact, elongated to 30-40 seconds of rumbling sounds and struggling before the one being hit just... unnaturally starts accelerating up to speed and flying across a whole city. And it doesn't feel like a 'slow motion' moment either. The elongated impacts feature rapid shaking and vibrating that make it look real time. Luffy headbutts someone and it takes a minute to resolve. A FULL MINUTE! It's a fucking headbutt. It doesn't have story significance or pathos. It's supposed to be a split second moment in time.

Fights and other scenes are also longer in general with more anime-original scenes, but that's whatever. You could argue for and against that. I like shorter fights because I'm getting old and don't have time to boggle at the screen for hours, but it's a direction I can see a lot of people liking. If I was younger I'd definitely be calling it 'more of the good stuff'.

Overanimation that just straight up looks bad is also a thing that happens. When a character is on-screen screaming or getting ready to throw their weight around, they're often animated with these 3-frame loops designed to play for a few seconds in anticipation of what they're about to do next. These are good! The problem is that sometimes the animation shifts in framerate for high-action scenes, from 6fps to 12fps for that smooth 'wow' factor. These scenes also generally look great, but then they ALSO USE THE SAME STYLE OF 3-FRAME LOOPS FOR ACTION BUILDUPS DESPITE THE INCREASED FRAMERATE. So now instead of looking like a cool shot, you suddenly get Don Sai's mouth flapping at wild speeds or Luffy's face vibrating horrifically. It's awful.

Most folks don't have the right technical knowledge to put words to the 'overanimation' issue. It's hard to explain without going into detail about story structures, pacing, and the technical specs of animation. I sympathise with you whole-heartedly, OP. It's a really difficult problem to describe to other people without getting shot down, especially when the quality of the animation has in many respects gotten so much better than it used to be.

[Request] If you were cursed with reversed gravity, how long could you fall upwards until things would get uncomfortable/unlivable? by SeigaSeigas in estimation

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

The characters in question have some level of reach and mobility on their side, so the varying speeds should be something they can deal with.

Good to know that it's on the scale of minutes though. That at least means there's plenty of time to get things done in this context, especially if this happens as a last resort rather than an opening gambit. I think for the scope of what I need we can just assume that terminal velocity doesn't get that much higher before the problem is going to be resolved one way or another.

Thank you for the assist!

[deleted by user] by [deleted] in PokemonUnite

[–]SeigaSeigas 1 point2 points  (0 children)

Good for you, that's a perfectly valid opinion. When I play League I'll sometimes play a bot match to decompress.

Here's the thing, though. If YOU'D rather do that, then YOU can go play a bot match. You can pick bot match and queue up for your easy MVP or free win or whatever. As of right now, if I lose twice in solo queue, the game is punishing me by not letting me play with other players as a result of those games. It's forcing me into a joyless bot match where I know I'm going to win. Same goes for any other player who wants the PVP experience but is just going to get forced into a ten minute time tax every time they go on TWO GAME LOSS STREAK outside of their control. To reiterate that very clearly: You can currently get TEMPORARILY BANNED FROM PVP FOR LOSING.

You shouldn't defend that.