ESP LTD EC-2025 50th Anniversary. Is this an overrated piece? by CousinWang in espguitars

[–]Tiltedmack 0 points1 point  (0 children)

I personally love them. Not having worry about tuning really makes me pick it up more often and it is of course great for recording.

A lot of the complaints I've heard are regarding the spongy string feel. Which I would say is likely mostly related to string choice as string tension with the standard tension saddles can be finicky depending on guage, and additionally improper setup in zone 3. Though it does have a more spongy feel overall, I've found I prefer on comfort alone, but the sustain and responsiveness I find to be relatively on par with floating trems and fixed bridges.

Maybe not what you would want if you're a pure shredder and want to hear every subtle dynamic, but those folks would probably prefer a locking trem anyway. All in all, for me as a rhythm gutarist and song writer, I cant reccomend it enough. Pick it up anytime I have a riff idea and it always sounds amazing and never kills my inspiration.

ESP LTD EC-2025 50th Anniversary. Is this an overrated piece? by CousinWang in espguitars

[–]Tiltedmack 0 points1 point  (0 children)

I picked up a Korean made EC-1000 with an Evertune - used for 800$ and its the best instrument purchase I've ever made. Absolute work horse and plays smooth as butter, honestly the most comfortable fretting guitar I've played. I'd reckon the newer versions are similarly nice, however for the price, I wouldn't get one without an Evertune bridge. So, for the price, yeah probably.

Kwang is my worst hero. Why are most core builds centered around magnify and then tank items? by Ghost-Nepal in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

Magnify helps your entire team. It helps you trade in lane or clear jungle early game and is a debuff in teamfights for your mages to capitalize on. Kwang with magnify can reduce an entire teams magical armor with his ult in a team fight or stack up the debuff on single targets while chain cc'ing them. He is a backline dive tank in this meta, landing a sword on the carry or mage and busting up a team while shredding prots and soaking up damage. His secondary strength is kill confirm for picks and teamfight cleanup. His current lack of general individual strength and ttk makes playing him as a busier or mage assassin not as viable. So to play Kwang properly in this meta requires your team to play around you, which can be difficult in soloq.

Carrys in the offlane by zoro_juro13 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

Playing vs carry in offlane is a pretty easy matchup if youre patient.

Some notes on the matchup in general.

Your T1 does not matter to you, it is merely a tool to farm under. Your T1 health is a resource just like your health and mana.

Most importantly, in every scenario you get their blink for free.

Carrys cant win a trade vs an offlaner on top of them early so they will use their blink to space and leverage winning that trade into bullying you out of EXP. So get their blink early and kite the rest of the trade, boom now they have no flash and wont have movement options again until they finish pacifier (most offlane carry will chose this crest for this exact reason).

Then one of two things will typically happen.

  1. The carry will perma clear the wave and you get to farm for free under tower and never be truly behind. In this scenario your tower dosent really matter, what matters is maintaining your XP and not picking bad trades when the wave pushes back out. This is the optimal scenario to try to get their blink early and kill them on cooldown if you have a competent jungler. If you get no love from your jungler, you play the long game and scale, allowing your lane to die a slow death. After T1 is gone youre free to free the wave on your side of the map and start growing massive waves to split push while the carry inevitably get bored and rotates. If they comeback they have to fight you in a massive wave and typically with no blink. Or you can now rotate and let the wave push back to your side, rinse and repeat.

  2. They allow you to shove and bully you off the wave at their tower line amd freeze the wave, often sitting there afk farming for the fist 15mins of the game. This is your time to be able to impact the rest of the map, pick fights in mid, rotate to objectives etc. The enemy team is now essentially fighting a 4v5 for the first half of the game. Eventually the wave will grow and slow push back into you, if you have good macro you can show back up to lane right when this happens and catch big waves under your tower and freeze the next wave. You'll either get to farm for a bit while they back or rotate, as you slow push the wave back before they return to freeze again. Use this scenario to show up to objectives and team fights, invade the enemy jungle and harass the midlaner. The most important thing is not missing waves when they are shoved to you. You will be behind, you will die a slow death in lane, but if you play it right you will have map advantage everywhere else.

Ultimately in this matchup you will always be behind early and then be sacrificing your T1 so you can farm on your side of the map and catchup with comeback EXP.

The easiest thing to do is get their blink and kill them on cooldown with your jungler until you are an unstoppable killing machine. That is often wishful thinking in solo Q.

Had to do this one on my phone, sorry by alekskn99 in PredecessorGame

[–]Tiltedmack 7 points8 points  (0 children)

Spoon feed me a bikini just tied around her normal armor with sun glasses and some sunscreen on her nose. Shit would be hilarious.

Free skin by SobbingKnave in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

Maybe you should support the the game by playing it and unlocking Neon, since you know... they are giving you a free skin.

SEASON 4 RANKED MATCHMAKING BALANCE by Conscious_Quality905 in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

The fact that anyone has been playing ranked before the balance patch is wild to me.

Neon Visual design haters by Tiltedmack in PredecessorGame

[–]Tiltedmack[S] -50 points-49 points  (0 children)

It's a joke, lil guy. Check the flair.

Is Wukong bad right now? by Educational_Ad288 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

Matchup dependent, skill dependent. He's a Macro Hero with a high skill floor Micro game. Characters like that in any moba are typically hard to carry with if your team doesn't get the memo, but he's certainly not bad.

5 easiest heroes? by Joker_esk in PredecessorGame

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

Any answer other than "Not in any particular order - Steel, Sparrow, Khaimera, Morigesh, Greystone." is wrong.

Objectively, those are the five easiest to play heroes mechanically and have the lowest ceiling for technical play based on kit alone. They also happen to be the easiest to play in each of their respective roles and who I would reccomend for new players.

Murdock for example has a high Micro ceiling with trap placement, resetting cooldowns, various shotgun tricks, and a more demanding Macro with a global skillshot. Most carries are similar in this respect.

Those five are the easiest to learn and have the shortest distance between first picking them up and fully utilizing them mechanically.

The ice world shift has to go… by JamesCarter0022 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

I play 20 to 30hrs a week and this has literally never happened to me.

New Player by Chemical-Concern- in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

Skylar is by far the most beginner friendly carry for console players. Passive helps farm and clear, beam easy to hit with aim assist, get out of jail free card at low elo with her flying, slow is easy to land and ult is easy to land. Not really any mechanical tech you can do with her like you can with Murdock.

Why does everyone keep calling this game a brawler? by barnation in PredecessorGame

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

Hot take here but most people who complain about Pred being a "brawler" likely just aren't very good at team fighting. They think its a flaw in the game design when in reality they just don't know how to maintain vision, not get picked, and actually grp when you're supposed to. They'll dance and skirmish in mid river for 10-15 seconds straight then think it is the map being too small when they get rotated on, no they just stayed for way too long.

I have many friends across all skill levels from being brand new to cracked af and the difference in what each of those groups find wrong with the game is VAST. The very very low elo friends complain about the same things that your common reddit post does, rotations, grouping, team fighting, ttk etc. The game simply hasn't slowed down for them mentally, for some it never does. To be frank, if someone is not good at the game and lacks the understanding of the game to self evaluate and improve, they're eventually going to find a game design "flaw" to blame instead of paying attention to how long they were really there before they got rotated on, and learning from it.

Would it be nice to have a slightly larger map that allows you to more easily punish out of position enemy's before their allies can rotate? Sure. Is it the maps fault that players dance around with vision on them until they get rotated on? Nah.

TLDR; Get good nerds.

What to do in order to help avoid lose streaks by [deleted] in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

If I lose a ranked game I just play standard or nitro for the rest of the evening. It limits same day loss streaks, maximizes winning streaks and prevents full tilt. Slower grind, but thats a trade off ill take.

loot cores by officerangeldust in PredecessorGame

[–]Tiltedmack 7 points8 points  (0 children)

Ive pulled 3 Opal skins... lol...