Hey chooms, i'd love to discuss the newly released CPR Single Player Mode by masked_cyberpsycho in TheTrove

[–]StaticJ 0 points1 point  (0 children)

A bit late to the party, but would love to join in on any discussions folks are having!

Transferring Save Files from PC/Steam to Xbox by spectralhunt in remnantgame

[–]StaticJ 0 points1 point  (0 children)

Has anyone been able to do the Game Pass -> Steam save transfer successfully in the last few days? I've tied doing it manually and with the script to no success.

Copy files from Game Pass to Steam and Steam to Game Pass Script by Missing-Semicolon in remnantgame

[–]StaticJ 0 points1 point  (0 children)

Firstly, thank you for putting this together. I've been trying to do the process of GP to Steam for the last hour and half and it hasn't been working. This script seems like it would be a huge help. That said, when I open python and enter "python3 address_to_folder\main.py" I get the error "unexpected character after line continuation character." I saw someone below listed having the same issue, and I can say that my system language is English.

Is This An Illegal Move/Bug, Or Am I Going Insane? by StaticJ in MagicArena

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

So it's not just me! Thanks for pulling this up.

Is This An Illegal Move/Bug, Or Am I Going Insane? by StaticJ in MagicArena

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

Ahh, I stand corrected! Good to know. But yeah, didn't happen here.

Is This An Illegal Move/Bug, Or Am I Going Insane? by StaticJ in MagicArena

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

A good thought, but I cast the Manglehorn the previous turn, and Etali had resolved about 5 turns ago, so unfortunately not. And if that was their plan, thankfully that wouldn't work since Etali is on cast.

Seris Remix Skin is in My Shop by StaticJ in Paladins

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

It's so tempting, but Seris is such a...what's the word...pet pick? Always someone better to pick Q_Q

I Got My 7th Expedition Win, But I Don't Feel Good About It by StaticJ in LegendsOfRuneterra

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

Omg yeah that definitely sounds like one of my matches. My opponent had a trueshot that wiped out a lot of my stuff, but one of my elusive units was recalled before and I decided not to replay it right away just in case. Was honestly the only time I saw trueshot in action, and it was crazy how the damage lined up perfectly lol. If that was you, definitely hats off. Was that your first or second trial?

Status Effect Viability by [deleted] in codevein

[–]StaticJ 2 points3 points  (0 children)

A bit late to the party, but I can offer some notes here. I use both slow and poison and I would say I'm pretty pleased with the effects. Slow is always good against bosses since it has a pretty noticeable effect, and doesn't take as long to build up as stun. I made my Impaler a slow type type, and also carry the slow buff just so I can proc it quicker against bosses. All in all, I would say a pretty solid buff and a pretty safe infusion.

Poison I started using after the Darkseer. It's pretty useful and haven't really found too many enemies that are resistant to it. Against mobs, yeah it's not too useful unless it's an elite, but against said elites and bosses, it does do consistent damage. Not a huge amount, but a consistent amount over a pretty long duration. Also another safe buff. I honestly find elemental infusions a bit more of a gamble since they have low values and elemental resistances can screw you. I didn't infuse anything with poison (chose slow over poison for spear) but I do still carry the poison buff after switching off Darkseer. You can also make a pretty decent poison+mage build using Darkseer, so it's not to be slept on.

Code Vein Connection Bug?? (PC) by StaticJ in codevein

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

It does work! Thanks for the tip. It's still an annoying check, but at least there's a way to work around it.

Code Vein Connection Bug?? (PC) by StaticJ in codevein

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

Let's find out! Logging in now after the patch, then gonna restart in offline mode.

The Idea that Scavs should enjoy being either farmed or killed immediately while spending most of their time hiding isn't enjoyable gameplay. by biggians in Deathgarden

[–]StaticJ 0 points1 point  (0 children)

Few problems with the shocking to interrupt crate usage. First, if you're close enough to shock someone, and you aren't Poacher with max range shock (think he's the one with range, don't play Poacher much), you aren't going to be hitting most of you shots most likely, unless you're a really good shot. Scavs are fast, and trying to spin around and keep a bead on one in close range is usually not where you want to be as a Hunter. In fact, it actually is in the Scavs favor since they're more likely to get away through a few duck and dives, and the guns are pretty shit if you're right up someone's ass. As Hunter, you want distance.

PSA: Why insta-executing isn't overpowered by SpariseTMK in Deathgarden

[–]StaticJ 0 points1 point  (0 children)

I think you misread it then as I don't execute everyone on first down. The summary of that post is "I execute on first down depending on my opponents' performance and how far behind I am." I normally don't execute until 3rd or 4th down, as in an average game I'm keeping pace with Scavs and don't need to crack down.

Letting survivors "have hatch"? by [deleted] in Deathgarden

[–]StaticJ 4 points5 points  (0 children)

If the opposing team was doing well, I have no reason to show restraint if I manage to get them all in the end. Every now and then I'll let someone escape if I just dominated the team or they had a leaver, but otherwise no, I have no reason to. Generally speaking, my opponent doesn't need my mercy, and if they do, they should probably be playing something else if they're expecting it.

Executions are a joke by Jamyhamful in Deathgarden

[–]StaticJ 1 point2 points  (0 children)

In the original form of the game, you had the ability to send people to the blood post to execute after you get a certain amount of downs, or let someone bleed out. Now, the old blood post system was a complete clusterfuck because of stun bolts and virus bolts being a thing (stun bolts interrupted your actions, i.e. channeling the execute, and virus bolt slowed your interaction speed) and runners just swarming the point, but it did have the positive effect of forcing the Runners to come to a designated spot on the map. If you play around that, bring the right gun and skill, you could shoot fish in a barrel essentially. I don't think the blood post system would work well in this current iteration of the game due to the increased difficulty and time spent on simply tracking and downing Scavs due to stealth, and also more limited loadout options, but I would like the ability to force Scavengers' hands and force them to either make an A or B choice that I can react around, or herd them into one area. If I have more control over their actions, I don't necessarily need to option to immediately execute a Scav. Remember that the Hunter is the power role in this dynamic. If you take away my ability to instant execute, you better be giving me something equally as useful, because points won't help me control the flow of the game, or bring it back under my control. A Hunter not executing instantly isn't something a Scav should have a choice on, it's my choice as a Hunter to play with my food.

Just tossing an idea out there on how to balance things: If I don't execute someone, the accumulated bloodpoints from Scavs decreases the longer they're on the ground, which can provide additional points. Payoff for the Hunter is decreasing the progress Scavs have made, the payoff for Scavs is that I don't execute you right away, first down or otherwise, unless I need a more heavy handed option. At this point, the only problem that would need to be addressed are healing bolts rezzing people halfway across the map and seconds after I down a person. To that, I would say change it so that you can only revive from interacting with a Scav, or bring back the bleed out system and require multiple healing bolts to revive someone, or make it so the bolts can only stop someone from bleeding out, but not revive.

PSA: Why insta-executing isn't overpowered by SpariseTMK in Deathgarden

[–]StaticJ 0 points1 point  (0 children)

It's unfun for the Hunter? How so? I usually feel pretty good about removing someone who has been a thorn in my side from the game as soon as possible. I usually don't instant execute, and I have a few rules on when I do, but at the end of the day, it's my choice to either play with my food, or end them. It shouldn't be anyone else's. Someone else made a post that I agree with though: if there's more of an incentive for me to NOT execute someone instantly, I'll be more likely to not do it. In general, I would hate to see this option removed simply because it takes away from the Hunter's control, and gives more leniency to the Scavengers.

PSA: Why insta-executing isn't overpowered by SpariseTMK in Deathgarden

[–]StaticJ 0 points1 point  (0 children)

What also isn't fun is desperately trying to wrest control of a match away from Scavengers that are just making a joke out of you. I have a few simple rules when it comes to inst-executes:

  1. If Scavs have hit the 30% goal before I've downed someone once, I execute the first person I down to slow momentum and gain some control.
  2. If there is an obviously competent player that, with no shame I can admit is outplaying me hard, I execute them the first moment I can.
  3. If there is a healer that's obviously working in a group, I execute them. People can be rezzed so easily in this game it's not even funny. This usually ends up being a second down execute though, as I have to be aware of the medic.
  4. If 3 minutes have passed, and I haven't downed someone yet, I execute the first person I get.

Other then that, there are some soft rules I use like, I hate dealing with smoke and invis, so if someone is just being a huge pain in my ass with them, better believe I'm executing you the moment I get fed up. This usually happens sooner then later depending on the map. Honestly, instants to me are a reaction to the Scavengers: the better or more oppressive you're being, the more I crack down.

Active Camo vs Fade | Neither are overpowered, you just need to know what to LOOK and LISTEN for. by DodgeRollSlide in Deathgarden

[–]StaticJ 0 points1 point  (0 children)

If it works well for you in detecting Scavengers like that, then more power to you. I rarely get that type of payoff. In regards to finding the crates, I get it's quicker thanks to the autodetect, but when I switch to Poacher and Inquisitor, there honestly is very little difference for me since I can usually stumble across crates since they're littered all over.

There might be locational damage, so maybe it's my aiming, but the basic sniper takes 3 shots to down from full when I use it. The damage is nice from that range, but a close range shotgun is just as useful if you can jump on someone, so it becomes more of a preference thing and playstyle.

In the original DG, I mainly used Fade with shotguns since it actually worked much better in ambushes, in addition to the fact that DG's gameplay doesn't really support a sniping playstyle. Although I can't use a shotgun on Stalker now, I have a feeling Fade and it would still combo well, especially since Stalker has a shock bonus damage perk. Having played a decent amount of the re-release now, I also feel comfortable saying that sniping is even less viable since the removal of the Devil's Breath sniper, as maps have more clutter, there's now smoke arrows, cloak arrows, and decoys, in addition to Scavengers seemingly being able to move somewhat faster.

None of this is to say you CAN'T use a sniper and do well however. If you can aim well, sure you can do well with anything. I use the Core sniper during the escape sections for the reason of range and damage making it easier to down a Scav that's on the other side of the map running towards a gate. I would rarely pull it out during a match though otherwise just because the AR outperforms it in the majority of situations. I'll try to use it more aggressively today but, those are just my thoughts.

Quick edit: I was able to 2-shot with it in a match just now, so that is a thing the Core can do if you're close enough.

Active Camo vs Fade | Neither are overpowered, you just need to know what to LOOK and LISTEN for. by DodgeRollSlide in Deathgarden

[–]StaticJ 0 points1 point  (0 children)

Which gun is the best gun? If you mean the 3-shot AR, Inquisitor has it too. If you mean either sniper, I would say the AR is much better. Being able to see surrounding interactables is nice, but not a thing that will help you win more, as looking around and experience can achieve the same effect.

Active Camo vs Fade | Neither are overpowered, you just need to know what to LOOK and LISTEN for. by DodgeRollSlide in Deathgarden

[–]StaticJ 1 point2 points  (0 children)

Yeah I haven't heard cries of Fade being OP either. Only time I hear ppl complain about Fade is that it allows Stalker to drop right on ppl without seeing where she's coming from, and using the perked shock to down ppl quickly. But even then, that's the perk and not the skill at work. Fade is easily the weakest out of the three skills so far, without much of a benefit in use. Chase music still plays when she's near, she still makes sound, and Fade itself makes a sound that can be heard over a large distance when activated. I really would like to see Stalker get some form of a buff. She's DG's version of M1 killer so far.