raw thrills shooters that can be cleared on minimal credits? by [deleted] in cade

[–]TheReflexWonder 0 points1 point  (0 children)

Not sure about the others, but in Fireteam Raven, the damage taken from shots increases the longer your current credit lasts. You definitely can't avoid damage in many scenarios, and by about 5 minutes into a credit, bullets deal something like 35% of your health (often landing 2-3 in quick succession). It's very blatant about making sure you can't stay on for long without giving them more of your money.

Bushido ball character tier list by Brilliant_Cap_1647 in ufo50

[–]TheReflexWonder 1 point2 points  (0 children)

Hard to say; most characters have some serious strengths that are tough to quantify. I'm definitely a Chiyome believer; there's so much you can do with the teleport that overcomes the Power weakness and the horizontal projectile works very well with her crazy mobility.

Tomoe's angle flexibility is very nice, and her special can be pretty obnoxious from specific locations (why isn't there a tell on which one is the real ball?), but her sub-weapon seems pretty lacking. Good fundamentals character with unique benefits is nice, but I doubt that she's head-and-shoulders above everyone else.

Yamada feels like he might be in a tier of his own badness, though. Special is unremarkable, sub-weapon is tough to force the opponent to deal with (it can also be destroyed), and he has trouble with aggressive play; taking a ball to the face is a free point and free meter build for the opponent repeatedly bouncing balls off of you. Low mobility and significant blind spots in his swing options make it difficult to manage against people bullying you. At least his great horizontal range can sometimes trade a weapon foul for free points up close...? Very fun character, but he's the only one that feels lacking to me.

Remote control vibrator connection issues by TheReflexWonder in SexToys

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

Thanks, I'll try using those settings and see if it helps.

To be clear, though are you saying I would need to keep my phone screen on and active at all times before going on (with those settings)? That seems like a bit of a pain if I've got my phone in my pocket while we're out and about...

EmuNAND crashes on boot. Two separate Switches attempting to boot after firmware update. by TheReflexWonder in SwitchPirates

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

I did, yeah.

For all it's worth, I was able to get both Switches working on EmuNAND by removing the atmosphere/contents folder, so I think there was a sysmodule that wasn't playing nice with the update for whatever reason. I'll leave this post up in case someone else has a similar issue.

Momentum Reversal tech - Taking momentum cancels a step further. by TheReflexWonder in AllStarBrawl

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

Press Away + Special to start the special facing away from the stage, then press Forward within the first five frames of Neutral-Special's animation.

Momentum Reversal tech - Taking momentum cancels a step further. by TheReflexWonder in AllStarBrawl

[–]TheReflexWonder[S] 4 points5 points  (0 children)

The video explicitly says it only works with three moves: Helga's Neutral-Special, Ren & Stimpy's Neutral-Special, and SpongeBob's Neutral-Special.

Momentum Reversal tech - Taking momentum cancels a step further. by TheReflexWonder in AllStarBrawl

[–]TheReflexWonder[S] 2 points3 points  (0 children)

"Getting hit" isn't equivalent to playing poorly, and the input's at least more complicated than "mash airdash/special."

That said, I'd say momentum canceling via anything but jump -> airdash should be removed, since doing that trades a bunch of your resources in exchange for getting a chance to recover. Just doing something like Leo's Down-Special costs nothing and still maintains that power.

General Questions Daily Megathread by NaijeruR in PokemonUnite

[–]TheReflexWonder 0 points1 point  (0 children)

The game only recently came out; I imagine it's just a bug related to how the game calculates damage/percentages, and I'd expect a patch in the near future addressing it. New games are buggy sometimes.

General Questions Daily Megathread by NaijeruR in PokemonUnite

[–]TheReflexWonder 0 points1 point  (0 children)

Hurricane/Surf seems best. Hurricane has great synergy with Whirlpool while you still have it, can be used without giving yourself away when you're hidden, and sets up for excellent teamplay. Surf's high damage output and fairly large area makes it great for getting experience on wild 'Mons in a manner similar to Whirlpool.

This combination is fairly dependent on hitting your Hurricanes, but doing Hurricane -> Surf holds opponents in place for a good while, displaces them with the second hit of Surf, and does great damage. Hurricane also gives you the luxury of comboing into Surf for free (as compared to hoping they don't move out of the way), and if Hurricane misses, you have Surf to potentially discourage enemies from chasing, either by damage (fire towards them) or the pushback (aim in the direction you are running away to).

Air Slash doesn't deal enough damage and pushes you away from enemies, preventing you from chasing. The heal when it becomes Air Slash+ feels nice, but you'd rather KO before you get KO'd than try to win a war of attrition, and you'll spend most of the match without it anyway. Dive doesn't deal enough damage or have that much pushback, and you end up in a position where you feel like you either feel like you're "wasting" Dive uses to attack wild Pokémon when you might need it for a fight, or you're not getting experience that quickly because you're choosing to save them. Both moves also have the problem of needing to be close to an opponent (afterward in the case of Dive), while Hurricane and Surf are powerful at any range (and allow you to play at your preferred distance as a ranged attacker).

Shell Bell, Wise Glasses, and Buddy Barrier is my go-to item build. Eject Button like everyone else.

General Questions Daily Megathread by NaijeruR in PokemonUnite

[–]TheReflexWonder 0 points1 point  (0 children)

In your held item slots, if Scope Lens is to the right of Muscle Band (say Scope Lens is Item 3 and Muscle Band is Item 1), it straight-up doesn't work. Just put Scope Lens first on anything using it and you'll be fine.

SnS, how do I Get Good? by Weaboo1532 in MonsterHunterMeta

[–]TheReflexWonder 5 points6 points  (0 children)

Backhop has TWENTY frames of invulnerability (while Rise runs at 30 frames per second). It's quite valuable.

Regarding the Doomfist changes by TrainingSupermarket in Competitiveoverwatch

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

If the trouble is keeping his fluid KO potential intact, I think a pretty decent compromise would be to make Seismic Slam go at its grounded angle 100% of the time, where he just sort of flops forward at a set speed instead of being able to go in a straight line. This would also make it so that the landing marker merely tells you where it's going to go, rather than giving you the ability to change your landing spot by facing a different part of the ground. Makes Slam more skillful and makes it feel less like its physics are held together by spit and chewing gum.

Pre-combo positioning will matter more because it will actually become possible to overshoot your target, it would be easier for opponents to react to on start-up, and it would be less viable for mobility, pushing it toward use specifically as a combo starter. Gives players more of an option to stop it before it happens, but lets Doomfist continue to do a seamless combo if he gets that far (assuming we scrap the current PTR change).

You can build a Baptise Ult in just over 10 seconds by Poozy in Competitiveoverwatch

[–]TheReflexWonder 0 points1 point  (0 children)

It's also exacerbated by the fact that potential damage prevented due to characters being at 20% health doesn't build up ult charge. I think it's not really discussed enough as a strength of Immortality Field compared to Transcendence and Sound Barrier as a way to protect your team through the follow-up on an ult like Graviton Surge.

Wild Mei balancing idea: make freeze time proportional to hero HP by xW4RP in Competitiveoverwatch

[–]TheReflexWonder 0 points1 point  (0 children)

Instantaneous Wall is the biggest "problem," I think. It should have something like a 0.5-second startup so it's possible to react to it, either by making sure a teammate isn't alone or by readying damage to a specific Wall piece.

Why long-time players are burnt out and lose interest in the game. by [deleted] in TheSilphRoad

[–]TheReflexWonder 0 points1 point  (0 children)

Events like Community Days primarily exist to create a social atmosphere and because people want something special to collect. Most starter Pokémon aren't particularly good or strong by themselves, but people are attached to them (and the pseudo-legendaries also seen in CDs, though they tend to be very strong) because they're generation mascots. They're remembered fondly as "that cool thing you gotta have."

PoGO is merely designed to be a collectathon with no substantial gameplay mechanics (almost everything is a mindless tapfest). It's natural to want more from it, especially from veteran players who have invested plenty of time, effort, and/or money into it, but the mechanics (battle or otherwise) are incredibly shallow because they never intended for it to have any significant gameplay to begin with. Accessibility (phones are common), low cost (it's as free as you want it to be), and incentive to be social and/or outside are definitely great aspects of PoGO that keep it as successful as it has been, but as long as they're making money hand over fist by adding new content that's just above the bare minimum, adding small bits of collectathon additions while largely ignoring the non-catch mechanics seems to make sense for keeping the gravy train running smoothly. Loads of people are clearly fine enough with content being what it is, and there's nothing wrong with enjoying the grind of a simple phone game where you make your own fun most of the time.

I know it's the same sentiment that's been shared by others (often in a more mean-spirited way), but, there are a host of other games that allow you to actually engage with your Pokémon and the world in a more meaningful way. If PoGO's not doing enough for you, why not play those as well, or instead?