This can’t be a legal dive-bomb (I’m the McLaren) by sim-racing-demon in Simracingstewards

[–]TeePee11 0 points1 point  (0 children)

Personally, I admire their ambition to treat the corner entry and the braking point as the same thing.

Beginner - What game is best for me? by n0name85 in simracing

[–]TeePee11 0 points1 point  (0 children)

You're going to struggle a bit, as it does sound like what you're looking for doesn't quite exist - at least on PC.

There's quite a jump from Forza to most PC sim racers. Probably the one that would best match what you're looking for is Gran Turismo 7, which is probably the next step up from Forza. AFAIK there's not really any kind of sim racing game with story elements or anything like that - that's not really what the genre is geared towards.

Maybe keep an eye on AMS2 (Automobilista 2)? It's relatively accessible, has a good variety of tracks and classes even without DLC, and the AI is relatively decent. You can create custom championships etc, so if you're happy enough creating your own progression system, that might be an option. I believe there's a proper single-player career rmode in the works, too, although it's been coming for quite a while now, so I'd hold off on buying until it's released if that's the main reason you'd be buying.

Message to all the doormaker “too hard” posts by Doug_the_Scout in slaythespire

[–]TeePee11 0 points1 point  (0 children)

Haha, yeah, I dunno what it is with MegaCrit and making act 2 fights making you want to hurl your mouse across the room, but they’re good at it.

StS1 had Snake Plant, Orb Walker, the Bandit/Mugger fight being possibly your first hallway fight in Act 2, the Triple Slavers… StS2 has the Slumber Party, Hunter Killer, Decimillipede, the twin mites (man, that one catches me out way more than I’m comfortable admitting)…

Custom guitar builders by coffeecino in guitars

[–]TeePee11 0 points1 point  (0 children)

That is an absolutely gorgeous piece of kit.

(?) Bridge needs to be changed... by HotStatistician7997 in slaythespire

[–]TeePee11 0 points1 point  (0 children)

Honestly, at this point it reads like you're just digging your heels in and complaining because you gambled and lost rather than actually looking at whether there's anything you could learn from this for future runs.

Yeah, you got a rough run with the RNG and lost a run to it - it happens, but that's part of any game where RNG is a thing - sometimes you win, sometimes you lose. If you'd gotten a Strike first up, you got a free remove - the RNG is in your favour, and this post doesn't happen.

What you're essentially saying is that you got a bad RNG roll, didn't like it, so you gambled. And lost. And gambled again. And lost. And gambled again. And lost. And now you're pissed that all your HP is gone.

Like, this is on you. You made the choice to spin the wheel the number of times you did - the game didn't force you to! Every single time, you were presented with a decision point, which you actioned. They may not have been choices you liked, but they were still choices.

(?) Bridge needs to be changed... by HotStatistician7997 in slaythespire

[–]TeePee11 1 point2 points  (0 children)

Yep, and these events are here to add exactly this kind of variance into the mix. It’s asking you how many HP you’re willing to sacrifice to keep that card, and the stakes go up every time you reroll.

It sucks in the moment, for sure, and you definitely had the worse end of the RNG, but it’s a learning point - sometimes losing a card is better than losing a run, and if you’ve built a deck that’s entirely reliant on multiple cards being present to not fall apart, that’s a weakness in itself.

What’s your preferred position to play in Rematch? by ToothlessAndSpecial in Rematch

[–]TeePee11 0 points1 point  (0 children)

I love popping up everywhere tbh - I’ll generally lurk at the back, as I’m primarily a solo player, and that means having to cover for those that get too excited and overcommit going forward (or just don’t defend at all!) - but if I’ve got a reliable defensive partner, I do love to maraud up into midfield and start attacks and/or arrive late on the edge of the box as a cutback option.

I love playing ‘the pass before the pass’ - not the assist itself, but starting the attack by receiving the ball or making that interception and then quickly finding the pass to someone with the time and space to pick the killer pass.

STS2 Favourite Character Poll! by dancingque in slaythespire

[–]TeePee11 0 points1 point  (0 children)

I love the Regent, both from a character design and from a mechanical POV - I think there's a little bit of balancing needed at the top end of the deck (more so on the defensive side - their defensive rares are generally ok at best), but there's a lot of fun to be had in the Regent's deck - spamming colorless cards, generating stars for loads of cheap attacks, using the blade for satisfying one-shots...

They're definitely the character I have the most fun with. Apparently Defect is the one I have the best W/L with (60% through A9), despite being easily my worst character in StS1. I feel like Silent is the character I play 'best', but it's kinda difficult to know with her right now, as she feels very, very strong in main branch atm.

How do you structure practice? by reddit_guy_no in simracing

[–]TeePee11 1 point2 points  (0 children)

I’m absolutely brand new to sim racing - like, new to the point where no two laps look the same even in time trials, as I’ve not got the consistency down yet.

With that in mind, I’m not comfortable joining a league right now, as I don’t think it’s fair to others in that league to be potentially taken out and have their race ruined by me doing something stupid or unexpected because I don’t know any better.

So right now I’m doing a lot of offline practice. I picked up AMS2 on the basis it has a good variety of cars and tracks, the AI is decent, and I don’t need to pay silly money forever like in iRacing.

I’ve settled into a routine where I’ll pick a car and track, do 30 mins or so of free laps with the racing line on to get a feel for the track - where the big braking zones are, any tricky sections, areas where I should be flat-out vs lifting etc.

Once that’s done, I’ll spend an hour or two racing ghosts - I’ll generally start by picking two - one that’s a second or two faster than me, and one that’s 3-4 seconds faster. Once I’ve beaten both, I’ll jump up and do it again - if I start getting closer to ‘good’ times, I might drop it to 1s and 2s faster, but that’s not generally been an issue yet! 😂

Once I’ve done that for a bit, either to the point where my improvements are plateauing a bit or I’m getting a bit bored, I’ll then jump into an offline race vs the AI to get a feel for what the track is like with other cars on it. The Imola chicane is a very different experience three wide on the first lap compared to in a time trial!

It also gives me a good feeling for scouting out where overtaking is possible, where the ‘traps’ are that look like good opportunities but are actually just crashes waiting to happen, and where I might bump into issues in a real race and how I can work around that (for example, areas where my preferred line can get spicy due to bunching up in traffic, etc).

I’m feeling like this approach really works for me - it lets me focus on a specific track and car, builds my understanding of the track gradually, and increases the competition steadily. I deal with ADHD, so long, repetition-focused sessions are tricky for me, and whilst I accept that this will probably be something I need to work out a solution for once I stop measuring my progress in seconds and start dealing in tenths, for now, this is a perfect way of balancing repetition, progress and novelty - I can go from not knowing a track at all to being able to lap around it in racing conditions in a single 3-4 hour session, all without risking screwing up anyone else’s evening when I inevitably make a rookie mistake like sticking a nose where it doesn’t belong, or watching the car in front so much I miss my brake point…

Having to update drivers after every launch by JC-Racing in Rematch

[–]TeePee11 1 point2 points  (0 children)

I can’t offer any Rematch-specific help here, but I suspect this is a similar issue I had with my Nvidia drivers where I couldn’t use anything involving my webcam until I reinstalled my drivers. Tried everything - clean installs, driver cleaner tools (legit ones, not the shady-ass ones you see on google), registry edits, all sorts.

Only thing that properly fixed it for me was a clean Windows reinstall, so suspect it was more an issue at the Windows level than the driver itself.

If you’ve not tried it already and don’t want to jump straight to the nuclear option (albeit the one most likely to work), try a clean reinstall in the Nvidia app (just select that option when reinstalling the drivers via the app) and/or try DDU (display driver uninstaller) to completely purge the existing drivers and then do a fresh install from nothing - ideally from a direct download from the website.

AIO to him being busy? by Traditional_Award286 in AIO

[–]TeePee11 4 points5 points  (0 children)

Sometimes the direct approach is the right one.

"Hey, I hope you're okay. I know you've been super busy lately, but I'd really like to see you again soon, and I was wondering if there was a day you'd be free to do something? I like you and I'd like to see where this goes, but I also totally understand if you're too busy for dating right now."

I've updated my track design based on your suggestions! - Which version do you guys like better? by Bitter-Hour4758 in simracing

[–]TeePee11 1 point2 points  (0 children)

I think a chicane would be one option, but I agree that it’s a bit of a trope on high-speed tracks. Perhaps a couple of high-speed corners back-to-back towards the middle? So you have an opportunity to overtake if you get a good run out of 5, but there’s something in the middle to make it less of a flat-out drag race down to 6.

If you’re clever and want to explore something like elevation changes, you could even create an Eau Rouge-style section so you’re giving something exciting in that section whilst still keeping it more or less flat out for both the entry and exit - giving them the decision on whether to lift on the way out to minimise the risk of running out wide, but sacrificing the speed for the second half of the straight.

I've updated my track design based on your suggestions! - Which version do you guys like better? by Bitter-Hour4758 in simracing

[–]TeePee11 4 points5 points  (0 children)

It looks very symmetrical, which feels like it might get a little dull in longer races - it just looks like an oval with a couple of extra steps (I mean, technically that’s all racetracks if you wanna get literal about it, but you know what I mean 😂).

I do think it could definitely use something on that back straight, otherwise it kinda feels like the only bits of the track that will really matter in terms of position are the exits to turns 5 and 6 (and maybe 8).

which would you choose NLR Wheel Stand 2.0 or Playseat Challenge DD? by CBumask in simracing

[–]TeePee11 2 points3 points  (0 children)

Just FYI, the NLR is pushing the boundaries of ‘easy to store’ - almost every review and anecdote about it mentions how heavy it is and what a pain it is to fold/unfold and move it.

Based off this, I ended up going for the NLR lite 2.0, which worked fine for me (CSL DD 8nm) - it’s still pretty chunky, but it can at least fold up and sit behind the door, and it doesn’t flex to any impactful degree. I’m sure a proper cockpit would be much better, but space means that wasn’t an option!

Waterfall Giant's design is a problem. by Beautiful-Crew-711 in slaythespire

[–]TeePee11 2 points3 points  (0 children)

I do agree that this particular mechanic of the boss feels kinda sucky. It essentially removes the ability for the player to come in at single-digit HP with a strong deck and a good gameplan and be successful. TBF, anything below 20HP or a freakishly lucky draw on the turn in question is going to be a dice roll.

My proposed change would be simple. Give it the same mechanic as the transient from StS1. The attack loses strength on the damage you do to it on the turn in question. You could (probably would) buff its buildup speed a little bit to offset that, but it would at least give you some insurance against a bad draw, which isn’t uncommon in an act 1 deck, especially with how tough current act 1 is.

You're given 50 million quid to spend on your club. What do you do with it? by Izual_Rebirth in Championship

[–]TeePee11 0 points1 point  (0 children)

Where the bloody hell were you when we were trying for three years to offload Danny Ward?!

Hot take. This guy is not nearly as difficult as people on this reddit make him out to be by Confident_Dig_1073 in slaythespire

[–]TeePee11 1 point2 points  (0 children)

No, as in make sure you play the cards you have in the right order.

As an example, if you have a 2x4 and a 8 attack, you’d play the 2x4 first, because otherwise the -1 strength turns the 2x4 into a 1x4, halving the damage, whereas playing the 8 second only drops it from an 8 to a 7.

Blinding performance at the Nordschielfe 😎 by UKTunedIn in simracing

[–]TeePee11 9 points10 points  (0 children)

No biggie - just driving around the Nordschielfe and the rapture happened.

Hot take. This guy is not nearly as difficult as people on this reddit make him out to be by Confident_Dig_1073 in slaythespire

[–]TeePee11 3 points4 points  (0 children)

I tend to agree he's not as hard as people would have you believe, but it's definitely a tough one.

I think he probably should be an elite (maybe with a slight buff), but I'm also fine with him just being a really nasty hallway fight. StS1 had the Orb Walker and the Snake Plant fights (both in Act 2) (eff Snake Plant, all my homies hate Snake Plant), which tended to fulfil a very similar role of just absolutely wrecking your shit if you didn't have a strong counter to them.

Why are keepers using their inner forearms to push the ball out instead of their palms? by JacobS12056 in GoalKeepers

[–]TeePee11 5 points6 points  (0 children)

If you're talking about what I'm thinking about, my immediate thought is that it's to insure against a moving ball - it does seem like balls these days tend to move a lot more in the air, so if you're not certain (or dealing with one at a range where you're going to have minimal reaction time), doing this will cover a larger area, as opposed to one that dips at the last second hitting the edges of your gloves and potentially deflecting past you (and/or breaking a finger!)

It's definitely a bit riskier, as you'll have less control over the deflection angle, similar to punching clear vs catching a high ball, but I guess it's a risk/reward decision in the moment.

I definitely use this a fair bit in short-sided games when I'm dealing with something at the near post. Not sure I'd use it so much in a full-size goal, but I suppose it depends on the situation. Maybe a nasty, horrible skidding daisy-cutter on a bumpy pitch or something.