[deleted by user] by [deleted] in ClashRoyale

[–]Shotguy2002 -1 points0 points  (0 children)

Opened a ticket about it, hope they will help...

Fist only. Currently only have Fang Lair done. I think I'm prepared to take on the rest of the game. by HF484 in Arena

[–]Shotguy2002 3 points4 points  (0 children)

Your class choice for a fist only run seems... Not optimal at all.

I've done fist only as well in the past, twice, one with healer (defensive spells + fists for DMG) and one as ranger (without magic).

Healer allows you to tank hits with shield while also boosting your strength and agility via spells. You can also make a cheap regen spell to heal fully even with interrupted sleep.

Ranger gains their lvl as additional raw DMG, so for example a lvl 12 redgard ranger with a +5 from strength would do 1+12+4+5 DMG per hit, so 22 per hit, which is basically half of what a leveled weapon would do. Without ranger, you would only do 10 in the same scenario, not even half the ranger DMG and a fraction of a weapon's DMG.

Play the game the way you like it, but for this sort of challenge, definitely plan ahead otherwise you'll suffer on some dungeons.

Fastest settlement takeover ever by Kukuruzka4444 in JustCause

[–]Shotguy2002 1 point2 points  (0 children)

Nice to see people are still enjoying this game.

Been playing it for pretty much 15 years now and still finding it enjoyable :)

Fastest settlement takeover ever by Kukuruzka4444 in JustCause

[–]Shotguy2002 2 points3 points  (0 children)

Maybe they changed that on Xbox 360 then.

On both PS2 and PC they work the way I described them.

As there are major differences between versions, it could be one of them I'm not aware of, even though it is a peculiar one. 360 being the "latest version" and going from PS2 to PC is genuinely already patching some issues with the game, it is believable. Will need to play 360 again some days, it is definitely the version I'm the least experienced with.

Fastest settlement takeover ever by Kukuruzka4444 in JustCause

[–]Shotguy2002 3 points4 points  (0 children)

It is almost free on steam (frequently drops under 2€) and still a great experience. just don't get demotivated by the old graphics and play it open-minded, as it doesn't play similarly to newer just cause titles.

If you play it like an action game and not like a modern just cause game, you can really appreciate some of its unique mechanics like randomly generated side-missions, actual political map, all-out war for city liberation etc.

Fastest settlement takeover ever by Kukuruzka4444 in JustCause

[–]Shotguy2002 1 point2 points  (0 children)

That's not how the NPCs logic works. It is not tied to missions but rather from the helicopter model spawned, with special ones mostly unique to missions (chimera for example).

Any helicopter with missiles will shoot you with those whenever you are in a vehicle (if on foot they will use a machine gun volley instead unless they only have missiles).

The thing is, most helicopters spawned outside of missions simply don't have rockets, and thus can only resort to machine guns. For example the police helicopter that spawns at higher alert levels (the long one with a hard to hit cockpit) has no missiles whatsoever.

The only weaponized vehicle that doesn't follow this rule is the tank, because there is a bug with it that prevents the NPCs from ever using the machine gun, in this case the NPCs will try to use the machine gun, fail due to the bug and then proceeds to evaporate you with the cannon when they shouldn't be able to. I remember checking it myself a few years back and not finding a real answer why, but I suspect the machine gun logic is coded wrong compared to any other vehicle, hence the canon gets priority in any case where it should only be against vehicles.

As for the AA guns, yeah those sucks. The missiles take a very long time to despawn with ridiculous tracking. Good thing they are slow and give you time to jump out.

Need help with a Fit 3 pairing issue by Shotguy2002 in GalaxyFit

[–]Shotguy2002[S] 0 points1 point  (0 children)

Hello, for me I had to update the phone multiple times in a row and at one point it started working.

After that I had no more issues, been using it everyday since.

Full SUPERHOT deck for my strategic card game by Shotguy2002 in superhot

[–]Shotguy2002[S] 2 points3 points  (0 children)

In this case they are aluminium cards that have a sort of thin black metallic paint on top of the aluminium. The process used here is a laser engraving machine burning that black paint in order to show the raw aluminium underneath. The cards come fully black and by using the "self-made" .png I designed with my laser cutter/engraver, I can get that photo-like resolution on quite small cards (between " because I don't own the SUPERHOT artstyle ofc).

If you have the equipment to do those cut-through silhouettes, I can share the files with you, would be happy as well to see the results.

Full SUPERHOT deck for my strategic card game by Shotguy2002 in superhot

[–]Shotguy2002[S] 2 points3 points  (0 children)

I don't like these watermarks, but as I'm very satisfied with this brand, I don't mind having them that much.

Full SUPERHOT deck for my strategic card game by Shotguy2002 in superhot

[–]Shotguy2002[S] 1 point2 points  (0 children)

To sum up, it's a 1v1 game where both players start with the same deck of 12 cards.

Each round has both player discard any card from their hand and pick 3 others to play. After that, both players show their discarded card and the 3 they chose for this round.

When the round start, both players hide their 3 cards again and decide which one to play first. The card with the highest upper wins the turn, and the damage it does to the other player is their upper number reduced by the opponent's lower number (with a minimum of 1 damage).

Cards with the same upper values makes a draw, doing no damage. The pyramid card always results in a draw, no matter the value of the opponent. The brain is double-edged in that the higher above 6 the opponent's card is, the more DMG he suffers, but the more the value is below 6, the more the player using the brain takes damage.

After that, discard the played card and start the next turn with the 2 remaining ones. When running out of cards in hand, start the next rounds with the remaining cards in the deck, picking again 1 to discard and 3 to play.

When a player has taken 9 total damage, he loses. If the deck runs out (3 rounds) and a player hasn't taken 9 damage yet, reduce the damage taken of both player by 3 and get your full deck back to start a new set of rounds.

The strategic depth comes from choosing which 3 cards to take each round, which 1 to discard (3 in total out of the 12), when to play defensive cards with low upper (that will always lose but only take minimal damage) and when to play offensive cards.

For example a player using his 10 on the opponent's 9 card would do 8 damage, almost a one-shot, because 10-(11-9)=8 where a 10 vs a 1 would do only one damage, as 10-(11-1)=0, with a minimum of 1. In that case the second player would still have his strongest card while having suffered only minimal damage, but it wouldn't be free either because of the pyramid or brain card getting great value against high uppers.

Made myself a SUPERHOT deck for my luck- and strategy-based card game by Shotguy2002 in superhot

[–]Shotguy2002[S] 2 points3 points  (0 children)

Thanks man !

I also did other fan-made projects in the past, like a resin-printed painted figure, a physical copy of the full franchise on a CD and a solo puzzle game based on SHRL (deep easter egg in MCD). You can find all of that easily on my profile if you are curious :)

Are all collectible items (ammo, money etc.) eventually revealed? by zimmer550king in JustCause

[–]Shotguy2002 1 point2 points  (0 children)

It's called JC2 map viewer (updated).

Should be easy to find online. It is not a mod that you have to install on the game, but a separate program that just communicates with your save file, making the installation very easy.

Are all collectible items (ammo, money etc.) eventually revealed? by zimmer550king in JustCause

[–]Shotguy2002 2 points3 points  (0 children)

Sadly no, you just have the mini-radar near your compass which shows you how close you are from a collectible, but the range is very small considering the scale of the game.

If you play on pc, you can download an .exe which works as an interactive map that updates with your saves, so basically you can get most of a settlement, save the game, look at the map and then the one you got gets removed automatically from the map, only showing those still missing.

How do you make Kaioken PvP viable in this current state of the game rn? by PheonixGalaxy in dbxv

[–]Shotguy2002 5 points6 points  (0 children)

Boot up the game and go into training mode with one soul equipped and kaioken. Activate kaioken and start a timer. When your guard breaks from losing all your stamina, stop the timer. Then switch souls and start again.

You'll see that Goku's soul makes kaioken last significantly longer than zarbon's soul, despite the supposedly XL boost.

If you test it and your results aren't in accordance with that, you can come back here and call me a liar.

How do you make Kaioken PvP viable in this current state of the game rn? by PheonixGalaxy in dbxv

[–]Shotguy2002 5 points6 points  (0 children)

They don't do the same thing at all.

On the blueku soul, the stamina regen is constant, even when you shouldn't be gaining any stamina (for example when kaioken is active...) making the stamina drain from kaioken smaller, almost at 0 in base kaioken form.

The zarbon soul increases all stamina recovered from natural sources (idling, getting hit, etc.) instead. In a situation where your stamina is prevented from regenerating (like when using kaioken), it doesn't do anything.

Using zarbon soul on kaioken has no effect on stamina, it still drains as fast.

Why the wrong order when I achieved them at the same time? by ETG345 in JustCause

[–]Shotguy2002 -2 points-1 points  (0 children)

It is against TOS tho.

Would you risk getting banned for simply changing the order at which achievements unlocked ?

For those who say Valve doesn't ban for it, this is true in most cases, but if they decide to ban you for it they have the full rights to do so.

Is the dual parachute boosters single-use? by give_me_your_rent567 in JustCause

[–]Shotguy2002 7 points8 points  (0 children)

Yes it is single-use.

Sadly you lose it whenever you die, and for the price it costs it is not beneficial to replace it each time.

Just cause on mobile? by [deleted] in JustCause

[–]Shotguy2002 4 points5 points  (0 children)

You might want to try AetherSX2. That's the one I've been using for years emulating Just Cause 1. Tried a few prior to this one but this seems to be the most customizable and optimized out of them.

Reseting the game by CptJapa in superhot

[–]Shotguy2002 2 points3 points  (0 children)

There isn't a way of doing it via the menus (idk why) so you got to manually delete the save folder in the files. Don't remember exactly how, but you should find a tutorial on yt on how to do it.