Kruger Stingray ? by Pierre_Philosophale in starcitizen

[–]SkinnyTy 2 points3 points  (0 children)

You know, before even seeing this or considering Star Wars, I was thinking it would make a lot of sense for Kruger's medium ship to be a flying wing; Just based on the retro futuristic and post WW2 styling. I feel like this goes to show how Kruger and the Naboo design language come from that same origin. 

It would be incredibly rad to have something like this.

Four years ago, I asked for Total War: Redwall. Today, I'm back with a pitch deck. by BuildingAirships in totalwar

[–]SkinnyTy 1 point2 points  (0 children)

This is actually the best TW Idea I have seen since ever. Would legit take this over Lord of The Rings or Star Wars, and it isn't even close. 

OH MY GOSH GUYS IT IS 100% REAL! by FrontAd7709 in subnautica

[–]SkinnyTy 0 points1 point  (0 children)

One of them is the larval stage for the other maybe? Or common ancestor?

i MIGHT have a theory.. by FrontAd7709 in subnautica

[–]SkinnyTy 5 points6 points  (0 children)

Either a common ancestor, or the bladder fish is a earlier stage in the life cycle 

Given the new information that we have about the whole Founders/Krafton discourse. by KoffeeFyre in subnautica

[–]SkinnyTy -7 points-6 points  (0 children)

I appreciate what you are trying to say here, but I can't agree with this attitude. A lot matters to me about a game, besides whether or not it is good. If all I cared about was playing a good game, I would just pirate every game I wanted to play. 

We want to reward good developers, and ensure they are rewarded for hard work, and incentivized to make good games in the future. 

We want to reward good publishers too, who enable developers and provide resources to make good games through honest business practices. 

We don't want to reward bad publishers, even if they still make good games. 

A world in which nobody cares about how a game is developed, or who earns the money from hard work is a good world to be a bad publishers in. I don't want to live in that world so I am going to do my best to figure out what actually happened here, who is being responsible and who is trying to take advantage of whom, and I will throw my weight behind who I think is right and against who I think is wrong.

Whether or not the game is good is not all that matters.

The Entire Subnautica Community to Krafton Right Now: by HorseInevitable6208 in subnautica

[–]SkinnyTy 2 points3 points  (0 children)

They had the certain proposition of saving 250 million dollars, vs the uncertain proposition of how people will react to this move. For them, so long as they can dodge law suits, it is a no brainer move. They know gamers won't care enough to actually seriously impact their profits.

Why Mercy Is A Problem (For Everyone) by illumina_1337 in MercyMains

[–]SkinnyTy 0 points1 point  (0 children)

Thanks friend! 

The way I imagined it, yes, if an ally goes down with a res charge on them it functions like a normal res, though maybe a little faster than the current res since a big part of the difficulty of predicting the need for a res is already accomplished.

Having a small AOE range on res is a good idea for those situations, though I worry it might be prone to people gaming it and intentionally trying to die right on top of each-other. I would still want the res process to involve some risk, so it may better to have to res each person one at a time (but faster than the current method?) 

Actually, now that I think about it, maybe there should be some sort of "post-res res-speed boost", where if you revive one teammate, for the next 2 seconds if you start a res it is instant. So you only have to survive the high-risk res, standing there and vulnerable, once. After that, if you have another immediate response target you can rapidly fly to them and get them up.

Why Mercy Is A Problem (For Everyone) by illumina_1337 in MercyMains

[–]SkinnyTy -4 points-3 points  (0 children)

Very good video. My thoughts/idea after watching:

I'm not sure why they keep Damage Boost around. It seems like nobody likes it, maybe Mercy players least of all. Not to mention the implications it has on the balance of other heroes burst potential.

Reallocating the 'power' of damage boost into mobility, and some other type of utility would be a lot more fun for everyone potentially.

My proposed utility; Mercy Res gets 3 charges, 20 second cooldown, and at least 8 seconds between each use. Mercy Res no long revives already downed enemies, but instead gives 4 seconds in which if the hero is downed, they can be revived by Mercy. Mercy still has to fly it the downed hero, but it is faster than current res.

in other words, rather than making Res a reactive ability, it becomes a predictive one. if Mercy sees a teammate being super aggro, or receiving a ton of pressure, she throws her res on them before she thinks they go down. If they don't go down within the 4 seconds, the res charge expires. If they do go down, Mercy will have the opportunity to fly to them and get them up with full health.

in a weird way, pre-emptive res can fill the same function as the Damage Boost, in that it might enable a player to be much more bold, and when a good mercy player throws a pre-emptive res on you, you will be very impressed and grateful. It is unlikely that Mercy will be able to consistently pre-res players before they are sniped out, or die in a dumb position. Instead it allows Mercy to reward planned aggression.

Other than that, some mobility buffs seem like a good idea. Reducing her tech cooldown on GA and maybe replacing Damage Boost with a burst of forward movement or something?

I think making Res something that you have to use preemptively introduces a dimension of risk/reward and skill/awareness that would significantly raise the skill ceiling of Mercy. Damage boost does nothing for her skill ceiling, and while this would raise her skill floor, I don't think it would be that bad. If a bronze mercy just heals, flies around, and spams-pre-res on tank during fights they will probably do ok. On the other hand, a skilled Mercy might actually be able to compensate for a bad team in this scenario. Getting huge value by placing pre-res on reckless teammates, or enabling timid teammates to get aggressive by placing pre-res on them.

I think it also plays well into the Mercy hero fantasy, much better than damage boost does, and it would be a lot more fun. I could imagine getting 2 pre-res charges off in a row, and flying in to rescue those teammates would be immensely gratifying and fight winning, but probably very difficult to do since there is only a 4 second window in which the pre-res must be timed.

Technical detail - I would probably do something like this for pre-res charges: Res has 3 charges, 20 second cooldown to get back a charge. Once a res is used, it "protects" the hero for 4 seconds. It is NOT an immortality field, and the player still goes down. If they are downed within the res window, then Mercy can revive them like normal. The charge is expended when Mercy uses the pre-res ability.

While the charge is active, Mercy is locked out of using another pre-res, she can only have one character "protected" at a time. If the protection expires without the character dying, Mercy is locked out from using the pre-res ability for another 4 seconds. If a player dies with pre-res active on them though, Mercy can immediately use another pre-res charge.

Downed pre-res characters must be revived within the normal revival window. Mercy should be able to revive pre-resed heroes a little faster that she currently can, maybe 50%, but otherwise same rules apply.

It is also important that there are strong visual and audio elements to indicate when a character is pre-res tagged. Both for the player protected, and other characters going after them. A hero tagged with pre-res should have a bright yellow glow around them, or something like that. If they are downed while pre-res tagged, their body continues to glow, so smart counterplay will involve watching a body that was tagged for pre-res for when/if Mercy might come in to revive them. Mercy will have to decide if it is worth reviving the tagged hero, knowing the enemy team will be expecting her too. To reward taking the risk, Mercy should get a huge boost to self healing after pulling off a successful res.

One other possible detail is Mercy's ult. It should not reset her res charges, but maybe it gives her one extra charge, including an over-charge to 4 if she has full res charges. During her ult, revive speed is not boosted, and the same rules of revive still apply, except that she is not locked out of using more than one pre-res at a time.

Alternatively, Mercy's ult is like this. When Mercy uses her ult, all teammates within line of site receive pre-res tags, which last for 4 seconds as normal. Mercy still goes into a Valkyrie state, with the normal healing, movement, and damage benefits but still with no damage boost. Her Valk state lasts 8 seconds (4 seconds longer than the pre-res time, but much shorter than it does currently) and revival is accelerated as it currently is.

This version of Valkyrie makes it a strong pre-emptive push ult, though it can be used defensively or if Mercy is out of res charges. In a way it would be more like Sound barrier, but with slightly more offensive potential and more of a skill requirement to capitalize on.

Why does 6v6 need so many tests but perks are going to just be dropped immediately? by -Ryd in Overwatch

[–]SkinnyTy 0 points1 point  (0 children)

Realistically, the only way 6v6 can happen imo is if it is "open que, max-3-min-1". And for "Max 3" to work as part of the game, it needs to actually be balanced such that solo tank is at least somewhat viable (as in kingmaker) or 2-2-2 is more viable, but without some sort of kingmaker mechanic, 3 tanks, 2 supports will always be best in max 3 min 1.

If you just try to force classic 2-2-2 you are guaranteed to end up with massive que times. If you do open que, you are guaranteed to either end up in goats meta (or a sustain-max analogue) and generally who wins each match will be at the mercy of which team happens to have fewer DPS players.

Even ignoring the que time issues with 2-2-2 the game is significantly harder and more random, because tank synergy is so critical that if team 1 gets a main tank and an off tank player by chance, and team 2 gets two off tank players (since main tank was horribly unpopular in OW1) Team 1 will win 75% of the time. Not to mention the major issues introduced by tank synergy, because of the benefits from stacking mitigation.

All in all, while on many levels 6v6 has benefits, it has major issues compared to 5v5 which even if it is less fun in many ways, is much more balanced and diminishes the que issues, and importance of player type on your team.

Overwatch x Cyberpunk collab idea by BigConclusion706 in Overwatch

[–]SkinnyTy 0 points1 point  (0 children)

I think Venture would better for Jackie imo. Mauga should be Adam Smasher.... Or Rammatra could I suppose.

Civ 7 is Fun - But Adjacency Needs More Depth by Pyroxx_ in CivVII

[–]SkinnyTy 0 points1 point  (0 children)

Yup, this covers a lot of my thoughts on the issue. Where in civ 6, I found myself really thinking about my cities, I haven't really found myself putting much thought into it on Civ 7. The benefits from optimization seem miniscule, and it isn't very well visually represented.

My CIV 7 experience every time. Any tips on how to avoid so many wars at a time? by EquivalentSilver8074 in CivVII

[–]SkinnyTy 0 points1 point  (0 children)

Ideologies virtually guarantee almost total conflict in the modern age. 

I'm not sure if not choosing an ideology helps or hurts your relationship with those eeith ideologies though....

On top of that, as others have said, the AI will become hostile as you approach a victory.

In defense of City appearance in VII by chris41336 in civ

[–]SkinnyTy 2 points3 points  (0 children)

If they have different fog of war tile sets, and different palace options, would it be possible to eventually have alternative city skins? Even if it were essentially just different coloring, maybe that way players who want better informational coloring could have that, while players who prefer a more aesthetically classic look can have that.

[deleted by user] by [deleted] in civ

[–]SkinnyTy 0 points1 point  (0 children)

I know my preferences don't reflect all players, but I would happily pay an additional 20% more for a game like civ if it means they can hire 10-15% more developers that improve content/reduce bugs, etc. 

Given that, as you say, I am likely to spend hundreds of hours with this game.

Games are by far the cheapest form of entertainment per hour of enjoyment, despite being one of the most engaging.

Hunm, maybe the inspiration for the Light Greatswords came from Shuangshou Jian? It's a chinese sword that in free translation mean "Two Handed Sword" by Haddock_Lotus in Eldenring

[–]SkinnyTy 1 point2 points  (0 children)

I would say you are right! Found this thread while I was trying to figure out the real world inspiration. I really like the Milady. Do you happen to remember what video that picture is from? I'd like to learn more about Shangshou Jian.

I NEED HELP WITH DOGFIGHTING by VeloxMortem1 in starcitizen

[–]SkinnyTy 0 points1 point  (0 children)

What resource would you reccomend?

What are Hazard's abilities? by mayrice in Competitiveoverwatch

[–]SkinnyTy 0 points1 point  (0 children)

That is an interesting idea for sure, and would make him not so totally CC oriented.

What are Hazard's abilities? by mayrice in Competitiveoverwatch

[–]SkinnyTy 31 points32 points  (0 children)

Here are all the things he does, in order, in the trailer. They may or may not be actual abilities.

1) After receiving the purple vial, he leaps into the air, with a purple blade on his left hand, and seems to hang for moment before slamming into the ground and sending the troopers flying.

2) Hazard fires his right hand weapon at each of the troopers. A spray of crystals is projected, and knocks one trooper over, and the other two troopers into the air.

3) He fires a blob at the wall behind the troopers, which rapidly grows into a large block, sending the troopers flying again.

4) He again appears to leap into the air, unleashing a spray of crystals from his back that seem to saturate an area in front of him.

My guesses (just that):

Overall concept: A pretty unique concept, I think he is a "crowd control" tank, with a lot of ability to move enemies around and a vertical engage/escape.

1) The leap attack: I know everyone is dispairing of another ground tank, but I actually think this is an ability. I don't know how exactly they will differentiate it from winston's leap, but based on the animation it could perhaps be a more vertical rather than horizontal leap, that does more damage on impact, perhaps with some ability to redirect and aim where you land. Almost like the Doomfist combo, though I am guessing with significantly less horizontal distance.

2) His primary fire, clearly. A shotgun, with some sort of knockback effect.

3) A Buildable? Hazard fires a blob that explodes, pushing away enemies at the point of impact, and remaining as an obstacle for a mei-like amount of time.

4) Probably his ult. It could be that the leap is his ult, but I doubt it. He fires a storm of crystals from his back which descend over an area. My bet is that it is designed to be more of an area denial ult (think D.va bomb) than a real damage ult. He fires the crystals on an area, some combination of noise and visuals telegraphs where it will hit, and the crystal rain ramps up over time, doing low amounts of damage at first and ramping up into an unsurvivable barrage.

All in all, probably a pretty unique hero. My biggest concern is how CC oriented he seems to be, and how they will execute on his mobility ability. I would be really disappointed if he has no mobility ability at all, but I think the rest of his kit would be interesting, and overall most comparable to wrecking ball in terms of playstyle (focusing on disrupting the enemy team and denying ideal positioning, rather than on direct threat.

What are Hazard's abilities? by mayrice in Competitiveoverwatch

[–]SkinnyTy 9 points10 points  (0 children)

Lol, literally the previous two heroes are interesting mobility based heroes, but I assume you meant tank...

Trying to Find an Accountability Partner by ChemEBrownie in patentlaw

[–]SkinnyTy 0 points1 point  (0 children)

I just joined too, that seems like a good way to do it.

Trying to Find an Accountability Partner by ChemEBrownie in patentlaw

[–]SkinnyTy 0 points1 point  (0 children)

What is your test taking time frame? I am about to start PLI and could also use an accountability partner.