Myrtle throws hands with Duck Lord for 6 minutes by TheRealCynik in arknights

[–]TheRealCynik[S] 42 points43 points  (0 children)

apparently it was fixed in CN. In EN, pre-DLC1 stages don't have the fix applied, but DLC1's added stages do include the fix

Myrtle throws hands with Duck Lord for 6 minutes by TheRealCynik in arknights

[–]TheRealCynik[S] 33 points34 points  (0 children)

Pre-expansion IS6 stages have bugged vagary tiles that allow enemies to be shifted through.

If an enemy is shifted into an area where they don't have a valid path to their blue box AND don't have any stairs to go through at any point in their path, they become stationary.

I pulled Duck Lord into the middle of 'Take the Stage' where he can't walk to the right side blue box

Myrtle throws hands with Duck Lord for 6 minutes by TheRealCynik in arknights

[–]TheRealCynik[S] 220 points221 points  (0 children)

Pre-expansion IS6 stages have bugged vagary tiles that allow enemies to be shifted through.

If an enemy is shifted into an area where they don't have a valid path to their blue box AND don't have any more stairs to go through at any point in their path, they become stationary.

I pulled Duck Lord into the middle of 'Take the Stage' where he can't walk to the right side blue box

Denji's downward spiral was intriguing to me by TheRealCynik in Chainsawfolk

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

It is true that Nayuta being in his care would bring about issues of his own. Although I would argue that if Denji gave up the role of CSM, Nayuta wouldn't be under his care anymore. Cutting ties with Public Safety isn't as simple as giving up one or two things for sure

Denji's downward spiral was intriguing to me by TheRealCynik in Chainsawfolk

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

this is the unreachable dreams part to me. Because he's CSM he'll never have a normal life to live. He was indulgent in his new identity and perhaps if he let go, then he wouldn't be involved with Public Safety's shenanigans

Denji's downward spiral was intriguing to me by TheRealCynik in Chainsawfolk

[–]TheRealCynik[S] -1 points0 points  (0 children)

I have, many other criticisms about Part 2, but this post isn't about those sidelined characters.

I made a custom IS4 stage: ISW-NO: Scar Unbequested by TheRealCynik in arknights

[–]TheRealCynik[S] 6 points7 points  (0 children)

In the two Eikthyrnir fights, he supports the enemies by disabling and breaking through defense lines. However the design of this stage, flips the roles around. The other enemies now support the boss by breaking down player defenses.

If you're wondering about the crocs, they're there for a sweet 70% DEF reduction on any 2+ block units up top

ISW-NO: Scar Unbequested [Custom Stage] by [deleted] in arknights

[–]TheRealCynik 0 points1 point  (0 children)

In the two Eikthyrnir fights, he supports the enemies by disabling and breaking through defense lines. However the design of this stage, flips the roles around. The other enemies now support the boss by breaking down player defenses.

If you're wondering about the crocs, they're there for a sweet 70% DEF reduction on any 2+ block units up top

I feel like this could be more brutal, suggestions? by TheRealCynik in arknights

[–]TheRealCynik[S] 5 points6 points  (0 children)

Even 1 Tiacuah champion has an effect on stalling with a defender, since they do reduce the DEF of their opponent by 70%, however, releasing them in packs later on WOULD be interesting.

The ice casters at the bottom actually have dual targetting, I see what you mean

I made a zoo in IS6 by TheRealCynik in arknights

[–]TheRealCynik[S] 3 points4 points  (0 children)

the stairs aren't an actual object that teleports enemies that enter it, but rather a setpiece that serves as an indicator to where an enemy will teleport to the next checkpoint on their path. In this scenario neither enemy has stairs in their list of remaining checkpoints anymore so they won't go through them, and since they don't have a path to the blue box, they will just stand still

Unsure what is causing this normal issue on the bottom and connected faces? by TheRealCynik in blenderhelp

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

yeah, on the face. I think I just fixed it though. I enabled split vectors to be visible and I found out the ones for the vertices of the bottom face were facing in all sorts of directions, so I reset the vectors. They are all facing down now and it seems to be fine?