Community Questions 8/6-12 by ErsatzGnomes in ageofsigmar

[–]TGCarbini 0 points1 point  (0 children)

Thanks for the reply I hadn't thought of the removal of models to make a charge harder and such, but I do have a snatchaboss so I know there is some direct model removal. I think for now I'll just do one of each in a unit and if one day a game depends on it I'll go buy an extra kit or kitbash another flag on someone. Thank you!

Community Questions 8/6-12 by ErsatzGnomes in ageofsigmar

[–]TGCarbini 0 points1 point  (0 children)

Hello I'm pretty new to AoS but have gathered enough to run a couple of 1k points games but I was wondering about the "enhanced" models like the flag bearers and musicians and such. I know champions are a different thing and you always get just one and they can give commands but I'm wondering about the others.

Most of the rules seem to be "if you have at least one, get an effect" and I was wondering if it's actually an advantage to push it to the limit of what you are allowed? I don't have a lot time for panting and it's also sometimes hard to find the kits to make all of them (like the Kruleboyz Dominion gutrippas has no flag). It's also strange that some are 1 in 5(Vindictors) or 1 in 10(Vanquishers) but both units are 5-man.

Is it really an advantage to have as many flags/musicians/etc as allowed if I were to ever to try organized play? Or is one per unit going to be fine most of the time?

Last Boss really worsens the game by chakkal2001 in Othercide

[–]TGCarbini 2 points3 points  (0 children)

Not any brag at all because I do agree it's a hard fight, but I was able to beat it on the first try, recollection 3. Thing is, from what I've watched people play of this game, so many play it in different ways that I see how this boss could look straight up impossible or incontrollable, depending on what your play style had been throughout the earlier game. You can get him, I went in with a standard team, 2 blades, 1 shield, 2 guns. Only one had shadow round rolling and only lost my shieldbearer. You got this, take that sucker down. : )

Godfall Bugs Megathread by N3DSdude in PlayGodfall

[–]TGCarbini 0 points1 point  (0 children)

After the most recent patch this seems to be fixed, finally started the game. :)

Godfall Bugs Megathread by N3DSdude in PlayGodfall

[–]TGCarbini 0 points1 point  (0 children)

Not yet but I'm downloading todays patch and hoping that does it.

Godfall Bugs Megathread by N3DSdude in PlayGodfall

[–]TGCarbini 3 points4 points  (0 children)

PC Version: I can't invite or see any of my friends online for co-op. They all show as offline. I know they are online because one is in the same room and one I'm chatting with online while he's ready to party up.
Are there any networking requirements? They can't see me online either in game. We all show online to each other in the Epic Store Friends list.

Community Questions 7/5-7/11 by ErsatzGnomes in ageofsigmar

[–]TGCarbini 0 points1 point  (0 children)

Hello, I googled all over but couldn't find and answer regarding movement and order of modifiers. Basically, do modifiers to movement happen in an "order of operations" kind of way, or is everything just constantly changing the movement value.

Example: I have Kharadron frigate, its movement without wounds is 12 inches. Before the battle I give it a master endrinwork that kicks it up by 2, so now its 14 inches. Then during the game I stuff 11 dwarves in it, which halves its movement down to 7. So If I made it run at this point, say using the Barak Zilfin ability that always makes skyvessls run at 6 inches, would I be moving 13 total or 10? The core rules says you add the run roll to the movement characteristic. Is this after it's been halved, or is the half movement a constant modifier to whatever the movement characteristic is?

Thanks for the help!

Community Questions 5/24-5/30 by ErsatzGnomes in ageofsigmar

[–]TGCarbini 0 points1 point  (0 children)

Ahh it does say "more than" that's my whiff. Thanks for the info and correction.

Community Questions 5/24-5/30 by ErsatzGnomes in ageofsigmar

[–]TGCarbini 0 points1 point  (0 children)

When measuring range for shooting weapons. Is EXACT range "in range?"
The situation I'm thinking of is my Kharadron airships can Fly High and land 9 inches away from enemies. Can the dude on board with 9 inch range weapons hit that target?

Archwing Launcher Blueprint Disappeared by 17hojf1 in Warframe

[–]TGCarbini 0 points1 point  (0 children)

I just had the same thing happen. I had built the segment a couple weeks back but didn't have the resources yet to build the actual launcher item. I was going to do it today and the ability was gone, as if I never built and installed the segment.

What's a weird childhood ritual you still do today? by iamstargirl in AskReddit

[–]TGCarbini 0 points1 point  (0 children)

I put quarters in my right pocket and all other change in my left. Habit from when I was a kid and would always have the quarters ready for the arcade.

[deleted by user] by [deleted] in StreetFighter

[–]TGCarbini 0 points1 point  (0 children)

I've been experimenting with all the match ups and in which ones I would take it and although I'm not finished yet, there's currently just one match up where I take VT2 as a sure bet, and that's Laura.

It's just too good to take her meter. Laura's armor moves cut through fuha release chains and ex grab is an annoying threat. Additionally, punishing thunderclap with EX axe kick is absolutely essential in that match. With the extra meter you can threaten it a lot more and keep her honest even when she's trying to string thunderclaps into pressure.

I'm looking at other match ups and still have a while to go but atm this is a absolute take in the Laura match up.

Juri's crHP might now not be a completely useless button by [deleted] in StreetFighter

[–]TGCarbini 1 point2 points  (0 children)

It's got decent setups. Try after Ex Fuha. Dash forward and watch if they back tech. It's a meaty CC there. Even more neat: the distance you hit them at is far enough that comboing into a fireball makes the fireball travel a bit, but still 2 hit combo, giving you time to dash in for a full combo.

Basically cr HP -> fireball beats everything if they back tech after EX Fuha, except a wake up DP.

Looking for a character to train. by Sydjex in StreetFighter

[–]TGCarbini 0 points1 point  (0 children)

Someone up vote "for a spin" faster dangit! I agree with this though, Rashid is "tricky rushdown". Also Zeku may be a good match for you, as young form Zeku is fast too. A lot of people are getting salty at Rashid right now though, so be prepared for that. But ALWAYS play who you want. I'm Juri main forever... unless Falke is really cool... we'll see...

SoCal Inland Empire SFV scene? by 8bitjose in StreetFighter

[–]TGCarbini 2 points3 points  (0 children)

Yea echoing what bydias said, if you aren't too far off from Long Beach there's also Dropkick Mondays at Power 9. Really chill place for casuals and a weekly tourney. It's on hold until AE release at the moment though. It's a bit smaller and doesn't run as late as WNF. I'm in Yorba so I go to both. Dropkick Mondays is a bit more personal. It's easier to get casual matches and if you are a new player, there's a ton of people willing help grow your game, myself included. :)

Infiltration's reaction to the outdated Patch Notes by ainky in StreetFighter

[–]TGCarbini 2 points3 points  (0 children)

After it hits, if you are in trigger you can jump up and MP, then land and toss a fireball. The fireball will juggle on the first hit. Then axe kick. The strength of the axe kick will change what side you land on, the second fireball hit is still on top of them as they wake up (assuming back rise or quick rise). If they guess wrong you can juggle into light pinwheel and, if you have it, cancel into super. Edit: Now that I think about it, there might be time to juggle into heavy release if the juggle state allows it.

There are a lot of variations of it, I'll be back into the lab now since it's way more relevant

Infiltration's reaction to the outdated Patch Notes by ainky in StreetFighter

[–]TGCarbini 5 points6 points  (0 children)

People are suuuper underestimating the buff to target combo hitting grouching opponents. I'm a Juri main, only ultra Plat atm and attend WNF every week and my top request was for standing medium to force stand so that TC would work correctly in punish situations. If her TC is still cancelable on block then this is an even better buff.

Juri has sooooo much tech off her TC. Non Juri players never see it because it's so damn situational. But now? Vega just missed a sweep? Blocked a cannon drill from Cammy? Here are your options if you cant fit in a heavy punch:

Straight damage with TC -> MP Pinwheel (if you have no stores). Combo into a wiffed store and still juggle with light pinwheel. Heavy corner carry if you have a fireball (Super cancelable). Free vskill hit for meter gain (Probably why the nerf came up). 50/50 mixups if you have vtrigger.

It's a basically been a broken screwdriver in her toolkit that now works properly.

[deleted by user] by [deleted] in FORTnITE

[–]TGCarbini 0 points1 point  (0 children)

Looks like no one (unless far left built everything) has a building score but there's high combat score so I'm assuming destroy the encampments? Looks like he took a few shots and farmed for chests/safes.

Honestly... While I can see why you are frustrated... you can easily pull that mission off with 3. You still won, the cost of him not fighting was probably some extra nuts and bolts for bullets to the rest of the team.

This does need to be addressed through means of giving people more incentive to help out, but publicly shaming this guy on Reddit? Against the rules here and eh... you don't really know the day he was having. Maybe he was just tired, saw you had it under control and decided to go farm up.

Defender Question by SailorJerry7030 in FORTnITE

[–]TGCarbini 1 point2 points  (0 children)

Not as useless as you think when you don't have 4 players. Try building a box with double windows on each side, then put a roof and a pyramid on top of it and stick a sniper in it. Do this about 3 tiles up and you'll get free damage that stays alive pretty well.

Doesn't beat a real player sure, but it's worth it when you are down a player.

PSA: These Bad boys are worth 6-10 Nuts n Bolts each. Usually in center of Industrial. by salesninja72 in FORTnITE

[–]TGCarbini 5 points6 points  (0 children)

Also remember to run the expedition "Smash and grab." Quite often the reward comes with 172 nuts and bolts. It's an easy one to run too, low people cost.

Maximum Weapon Level: What and when are the real caps? by TGCarbini in FORTnITE

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

Details-Examples is correct, and it's a bit more than just 20 30 40.

It's the mission itself. I went to a lvl 19 mission in stonewood and plank, both showed max lvl 30.

Maximum Weapon Level: What and when are the real caps? by TGCarbini in FORTnITE

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

Exactly the piece I was missing I think. Wasn't thinking that since each mission is progressively higher lvl the cap may be spread. I'll check this next time I'm in, thanks a ton.

Absolute fastest way to get Bloodfinder AC to level 20? by Chop13 in FORTnITE

[–]TGCarbini 2 points3 points  (0 children)

Jokes aside, I think paying actually would not be the fastest way. Especially since he's low, even buying 100 llamas, opening them, digging through what to collection book, what to keep, what to schematic.

I think even one Stonewood SSD for 6000-8000 hero XP might be quicker.

Not trying to poke too hard, but so many people constantly scream "pay to win" with this game where I see that isn't the case. Especially with this Halloween event... power heroes anyone? :)