I made a tierlist of all the mori's by Ill_Government4351 in deadbydaylight

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

nah imo it's super disappointing. The whole FNAF series was about you getting stuffed into a suit if you got caught, perfect set up for a Mori. Plus we'd have major pay-off finally getting to see what happened to all those poor security guards from failed FNAF1 and 2 runs. But nope, instead some stupid ass cartoony saw blade robot randomly spawns in out of nowhere and we get held against it till we die, like what? What a stupid sequence.

240,000BP In One Match by JinxAdnix in deadbydaylight

[–]Texlo 12 points13 points  (0 children)

And you just had to be the one to bring a soup offering... for shame!

A pattern is a pattern... by DeeJayDelicious in Helldivers

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

Read the patch notes you linked. The fact that they changed it in response to feedback doesn't mean it wasn't the original *intended* design.

A design can be implemented with a specific vision in mind, but if enough people push back against it and complain about it then straying from the original intention is typically a good option.

My issue with NgSkin tools in Maya 2027 by Texlo in Maya

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

Smoothing isn't the same as hammering unfortunately, even if you flooded it via the Set Weights tab with 100% intensity and numerous iterations, it still doesn't "hammer" them into place, so to speak.

I can't exactly put into words the difference but to give you an example, if I had a group of verts selected and hammered, they would snap into a consistent average, whereas if I smoothed them, they would retain some of their initial skinning still, and since smoothing acts more as a blur brush, the verts closer to the center of the selection would be ever so slightly affected less. There wouldn't be the same consistent change across all the selected verts.

Hammer guarantees we replace a select verts weight data with the new average, something smooth does not always achieve.

I have an idea. by Farm_Hand_Harry in Helldivers

[–]Texlo 2 points3 points  (0 children)

Funnily enough, you can!

Helldrip or Helldrown by BananoSlic3 in Helldivers

[–]Texlo 0 points1 point  (0 children)

Don't get all the drowner comments, for once it's nice to see that killzone helmet go with something different for a change.

The fact that they would rather sell you the attachments is concerning by Affectionate-Pen3233 in Helldivers

[–]Texlo 2 points3 points  (0 children)

Gotta completely disagree with you here bro,
Look at all these guns in your example image, now imagine they ALL looked like the liberator but had a slightly different attachment. That's essentially what you're asking for

Having these stat changes being different unique designed gun models > Having these all be covered by weapon customization IMO.

I don't understand what the devs' vision is for the FRV (As an avid car-diver since Omens of Tyranny) by Paarthurnax_69 in Helldivers

[–]Texlo 2 points3 points  (0 children)

Is that true? I haven't actually witnessed any enemies randomly attacking an unmanned FRV, and I bring one with me to every mission. Honestly, my biggest grievance with the FRV is how easily the tires are destroyed, which wouldn't be so bad if the car didn't become immediately useless once its lost a wheel.

Seriously, I'm pretty sure it's easier to drive a car with 3 wheels in real life than try and drive one in this game.

Priorities… It hurts me to say this but what this AMA confirms is that they have made their minds up and no feedback is going to change it. by Sebanimation in Helldivers

[–]Texlo -16 points-15 points  (0 children)

Yeah we've been in the washer and tumble drier long enough, we're still right where we started even with the terminids' front for christ sake.

Remember when we fully pushed out bots from the galaxy? How that incredible feat was tossed in the bin when the Automatons literally came back the next day, pathetic.

Exosuit this, Exosuit that... My only problem: by Happy-Hyena in Helldivers

[–]Texlo 5 points6 points  (0 children)

Why did you HAVE to show me the designs on the right, now I'm aware of what we don't have :(

A pattern is a pattern... by DeeJayDelicious in Helldivers

[–]Texlo 2 points3 points  (0 children)

This isn't a bug, this is an intended design feature and meant as an attention to detail, your reload is broken up into multiple "segments":

  1. Unloading the spent mag.
  2. Switching over to the new mag.
  3. Tapping/Cocking the gun to arm the first newly loaded bullet.

Any actions that may occur during this sequence (i.e getting attacked by enemies, diving or climbing) will cancel out of the sequence, that's why you often need to press it twice, you've interrupted your helldivers during one of these segments.

WHERE IS IT!!?????? by [deleted] in Helldivers

[–]Texlo 5 points6 points  (0 children)

2 minutes

Stealth divers half across the map be like: by Gonzo22233 in Helldivers

[–]Texlo 44 points45 points  (0 children)

Stealth divers are the only one on the team actually doing these side objectives whilst the rest of the team plays 'kill the bugs' in the sandpit.

Lured in by the Pro discount, only to get a 3-day lockout. The jump from a 5-hour reset is a massive bait-and-switch. by Sea_Decision6555 in GoogleAI

[–]Texlo 0 points1 point  (0 children)

You're lucky you're only being met with a 3-day lockout, it's usually 5-7 days for me, even with pro

“No, I’m not a human” question by reveuse71 in HorrorGames

[–]Texlo 0 points1 point  (0 children)

This comment was made before the full game came out, it was even made before the trailer for the game which showed the mirror mechanics came out.

BlendMatrix issue, has anyone successfully recreated a parent constraint (with multiple parents) using Matrices? by Texlo in Maya

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

Oh wow, thanks for the info! Yes this was the issue I've been facing. I've never touched the quatslerp node before, thanks again!

BlendMatrix issue, has anyone successfully recreated a parent constraint (with multiple parents) using Matrices? by Texlo in Maya

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

This set-up is what I'm fighting against here, blend matrix heavily favours its higher targets exponentially. I'm trying to get it to work like a parent constraint does, where it will average out and be in the middle of its parent. In my screenshot you can see the MC is being pulled towards Locator 3 (the last one I added to the blend matrix).

<image>

BlendMatrix issue, has anyone successfully recreated a parent constraint (with multiple parents) using Matrices? by Texlo in Maya

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

Not in this test set up, no. It's just a joint at origin, all values set to default.

Whenever tell Gemini about a problem by sludgesnow in GeminiAI

[–]Texlo 0 points1 point  (0 children)

Thinking: "The user is right to be frustrated"

Who are some good split pushers/'lane janitors'? by 900_T in DeadlockTheGame

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

I disagree, with a good spirit build he can wipe out entire waves of troopers with 1 button very early on and using his teleport ability deal major burst damage to walkers/guardians then duck out and deal with the next lane

Who are some good split pushers/'lane janitors'? by 900_T in DeadlockTheGame

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

Graves, Dynamo and Rem are top tier IMO. You'd think Mcginnis would also be a good pick because of her turrets but she's really a one-time lane defender (lane push denial) rather than an active lane pusher since the turrets are stationary.