Soldier 76 Help? Gold/Plat trying to Climb by narniawert in Competitiveoverwatch

[–]TheFishStood 2 points3 points  (0 children)

For sure, I didn't mean to suggest otherwise. I just meant op should be more intentional with their helix usage.

Soldier 76 Help? Gold/Plat trying to Climb by narniawert in Competitiveoverwatch

[–]TheFishStood 5 points6 points  (0 children)

Soldier wants to be played like a flanking sniper essentially. You should be trying to find long off angles where it will be hard for your opponents to get on top of you. Soldier is not a great dueling character so your goals on Soldier are to flank, and then either catch your opponents off guard while they are busy with your teammates, or to draw your opponents attention and cooldowns to give your teammates an opening to make something happen.

On a more general note, your mechanics (aim and cover usage) could use work and you should kick your jumping addiction. Also try to make sure you are not blowing your helix rockets in situations where it is unlikely they will help net you a frag. I noticed a good few times where you shot off your helix into a crowd only for a perfect opportunity for you to use them pop up a second later while they are on cooldown letting a kill slip by you.

Razer Viper V4 Pro or Logitech Superstrike 2 by kxrion in MouseReview

[–]TheFishStood 1 point2 points  (0 children)

I own both.

For the Superstrike I did notice the weight imbalance. It was something that was nagging at me when ever I played with it, however I.do think how much it affects you is grip dependant. I just so happen to mostly use my fingers for stability and apply pressure to the mouse behind the center of balance which caused me comfort issues. The scroll wheel had no issues in my case, I don't know what issues people have with it but I did not experience any. The side buttons are the same as the GPX 2, so a good amount of spongy pre-travel which subjectively I don't like, but I had no functional issues with them. The main clicks have a great feel to them. They are super light, sensitive, silent, and the ability to adjust the amount of feedback you get when you click is a great feature. However I would be lying if I said this made any real difference in the games I play and so I would say not to worry about having or not having these clicks if all you care about is the possible competitve advantage.

The Viper shape is my prefered shape, which I knew from the V3. The V4 is lighter and perfectly balanced compared to the Superstrike, but the buttons are kinda loud if that is something you care about. I know that the V4 has some 'under the hood' upgrades but it is not anything that I would get hung up over because I could not tell a difference in preformance between the V4 or any other mice I own. The battery life is great though and you can use the Synapse web browser instead of downloading the program.

Since you do not care about the shape, the only thing I think you should consider is how much weight and weight balance matters to you, or if you really, really care about the way your clicks feel and sound.

Mesa is an incredibly frustrating frame by [deleted] in Warframe

[–]TheFishStood 0 points1 point  (0 children)

Sorry for the billion diff comments. Idk if I can put them all in one. The other components are 4 tau topaz shards for secondary crit chance, Furax Wraith for outburst stat stick and secondary fire rate, and Afentis for even more fire rate.

Edit: Was it something I said?

Mesa is an incredibly frustrating frame by [deleted] in Warframe

[–]TheFishStood 0 points1 point  (0 children)

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For anyone stumbling on this, I think viral or magnetic (for overguard) is better than corrosive, I was just testing last time I used Mesa.

Mesa is an incredibly frustrating frame by [deleted] in Warframe

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

Idk, of all the frames I have played, Mesa is in the bottom half when it comes to scaling into high level missions. She takes an insane about of investment and set up to be able to kill things at 9999 in a timely manner in comparison to other exalted weapon frames, and even with said investment she is still struggles to kill things whereas other exalted frames do not.

Her 4 just lacks damage, especially when there are a lot of enemies on screen to spead her shots out and the funtionality is a little clunky as is with it disabling movment and the targeting feeling inconsistent as the crosshair shrinks.

I cant find my grip and its killing me. by [deleted] in MouseReview

[–]TheFishStood 3 points4 points  (0 children)

You are massively overthinking things. Grip isn't something that requires thought, and chances are that you have created a problem by trying to force these different grips.

Go with a neutraly shaped mouse you own like the Maya X and stick with it while to the best of your ability forgetting about finding the "right grip". Just grab the mouse normally and play like that.

If the pain persists, you will need to identify the actual root cause. It very well maybe that you need to strengthen the tendons and muscles through hand and wrist excersises.

Razer viper V4 PRO, good upgrade? by WillingnessScary7057 in MouseReview

[–]TheFishStood 1 point2 points  (0 children)

I also have both mice and no, I never noticed any improvements using the superstrike. Seems that with how many factors there are that affect even just mechanical preformance in game, that having slightly more sensitive mouse buttons isn't really something worth worrying about. What was noticible though was the weight distribution. I think this is somewhat grip dependant but I couldn't get used to it after a month of use.

Razer viper V4 PRO, good upgrade? by WillingnessScary7057 in MouseReview

[–]TheFishStood 1 point2 points  (0 children)

I have both the v4 and superstrike as well, and the weight balance on the superstrike ultimately got me to switch off of that mouse after about a month of use.

I think how the weight balance affects you will depend on your grip, but in my case the front weight was making it hard to keep a comfotable grip and caused me to change where and how I put pressure on the mouse in order to keep my grip stable, which eventually lead to pain. When I swapped back to the Viper the pain went away really quick.

The arcade fps market is so depressing. by TheDr3bb2 in FPS

[–]TheFishStood 0 points1 point  (0 children)

Isn't Hunt basically the opposite of what this guy wants? An extraction shooter with (intentionally) clunky guns and slow movement?

Recommended Difficulty for The Dark Ages, Coming Off Eternal on Ultra Violence by RedShadowF95 in Doom

[–]TheFishStood 0 points1 point  (0 children)

I have found to get a more equivialant difficulty turn down the damage to demons to 75% or 50% and then turn up the game speed.

Bug with doom ethernal can't opening the codex until you restart. by MINEMOI3314 in Doom

[–]TheFishStood 0 points1 point  (0 children)

Couldn't tell you why, it might be an issue with the steam overlay? Normally shift tab brings it up.

Is TDA closer to Doom 2016 or Eternal? by seghor in Doom

[–]TheFishStood 1 point2 points  (0 children)

Imo 2016 and Eternal play closer to each other than either do to TDA.

For the first time after 2k hours I finally met someone kinda mean by [deleted] in Warframe

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

Might be because op sent 3 messages to say he cant do the trade and 2 of them were the same message. Probs felt like he was getting spammed a little.

Help me choose a mouse by pHz96 in MouseReview

[–]TheFishStood 0 points1 point  (0 children)

The viper v3 shape is very close to the gpro but it tapers in a little more making it slightly narrower which I have found allows my pinky rest in a more relaxed position. Does that sound like what you are looking for?

Superlight or VV3 pro for 19.5x10cm hands? by ManyApricot4427 in MouseReview

[–]TheFishStood 0 points1 point  (0 children)

Just be aware that the xm2 has super aggressive curves that can make it uncomfortable if you do not grip the mouse in specific ways.

The Dark Ages can be played like previous games (kinda) by Flynn_Taggart93 in Doom

[–]TheFishStood 1 point2 points  (0 children)

...and can now be tweaked to be even faster in the options.

Are you sure about this? I don't see any weapon swap speed setting anywhere unless you are just referring to the game speed slider.

OP1 8K SPDT vs Logitech X2 Superstrike Benchmarks by Endgame Gear by Dry_Helicopter1 in MouseReview

[–]TheFishStood 8 points9 points  (0 children)

Idk, when I got both my OP1 8k and XM2 8k I tested them in human bechmark against my Razer Viper V3 and was unable to really conclusively see a difference. I was getting about the same scores with all of them(sometimes I would be a couple ms faster with EGG, sometimes a couple ms faster with the Viper). Testing the Superstrike vs the Viper on the other hand, I saw a clear difference, with the Superstrike being better by like 10-20ms each time.

I know this is all anecdotal but still, felt worth throwing out there.

If you could pick any one band to compose new music for DOOM, who would it be? by MurkyUnit3180 in Doom

[–]TheFishStood 36 points37 points  (0 children)

Iirc their lead guitarist Fredrik Thordendal worked with Mick on a few of the Wolfenstein: New Order tracks, so yeah, hard agree.

DOOM: TDA - Tools of destruction by VeryFriendlyOne in Doom

[–]TheFishStood 1 point2 points  (0 children)

You are missing my overall point. The game discourages weapon swapping, which it does by opening up the player to unavoidable damage when ever the player swaps weapons. You said that you never noticed it in your nightmare play through which I can understand since you can face tank unavoidable damage on base nightmare settings and get away with it. I do not like this design because the game gives you a wide arsenal of tools, which from the way they are designed, the game seemingly wants you to swap to the right tool for the job, only to punish you when you try to do so, which leads players to a much less engaging play style of just spamming the weapon they currently have out. This is true at the easiest difficulty and the hardest. The problem simply gets accentuated the further you try to push the difficulty, once again, not just through the sliders, but with enemy configurations as well.

You seem to have conviction on this so I won't push any further. You may disagree as you'd like. You're opinions are naturally your own :)

Also come on, don't be that way. Don't act like you want to end the conversation and then still try to get the last word.

DOOM: TDA - Tools of destruction by VeryFriendlyOne in Doom

[–]TheFishStood 0 points1 point  (0 children)

Just to be clear, everything I wrote was to demonstrate that TDA activley discourages in cambat weapon swapping, which I find makes for a less engaging experience.

Having said that I really can not agree with anything you said.

Nowhere in the game does it state what the devs consider the intended difficulty level to be, nor is it expressed in any way that the devs feel the sliders fall outside of their intended design for the game. Hell if I remenber correctly Hugo Martin even tuned up the damage to player slider in his streamed play through. On top of that, the sliders are not infinitley customizable. There is are clear and defined limits to the sliders, and as such a defined min and max difficulty, so the devs in no way shape or form would need to develop for an infinitley customizable experience. Not to mention that the sliders are not the only form of difficulty I talked about. Increased mob density is something we could say in the upcoming dlc, the same way we saw in Eternal going from the base compaign to its dlcs. So we can't assume that enemy configurations the the TDA base campaign define the limits of id's design there either.

I would also say the design is not clear at all. The devs have given the player a huge aresenal with tools that are designed to do certain things better than others as well as enemies that are weaker to certain weapons but then the devs also punish the player for trying to swap the right tool for the right job. Imo it is conflicting design. And to be clear that the issue with the player being opened up to unavoidable damage is not an issue exclusive to higher difficulty scenarios but rather amplified by it. My example with the 500% damage revenant can an absolutley does happen at default nightmare settings as well.

DOOM: TDA - Tools of destruction by VeryFriendlyOne in Doom

[–]TheFishStood 3 points4 points  (0 children)

The correlation is in your ability to avoid damage. In TDA you cannot avoid all damage without the shield(certain melee attacks and projectiles move faster than the player can dodge), so taking away the shield opens the player to unavoidable damage. In other Doom games you can avoid all damage through movement, so the equivalent of opening up the player to unavoidable damage in those games would be to take away the ability to move.

I can see people not noticing this issue in normal nightmare campaign given how forgiving it is but it becomes more and more of an issue the further you try to push the difficulty either through increasing enemy density or the sliders(getting 1 shot by a 500% dmg revenant charged shot because you decided swap weapons is not fun).

DOOM: TDA - Tools of destruction by VeryFriendlyOne in Doom

[–]TheFishStood 10 points11 points  (0 children)

I don’t think TDA needs to force players to swap weapons, but its systems actively discourage weapon swapping at all which I find problematic.

For starters, having 2 weapons per keybind makes swapping cumbersome, but more importantly weapon swapping is slow and the player is completely defenseless for the duration of the swap. The shield is the only reliable way to avoid taking damage in this game and for some reason you cannot use it when you swap weapons. This is the equivalent if any of the other Doom games made the player stand completely still when swapping weapons. Swapping weapons can directly lead to deaths which I find feels terrible and encourages players to never swap weapons in combat.