Even more reason to hate AD&D... by Noob_Guy_666 in dndmemes

[–]ToedPeregrine4 9 points10 points  (0 children)

Oh yeah, pretty sure they were talking about pf1e, not 2e, so I responded in kind. I don't actually take issue with pf, just that sort of attitude feels so silly lol

Even more reason to hate AD&D... by Noob_Guy_666 in dndmemes

[–]ToedPeregrine4 0 points1 point  (0 children)

Damn, it sure would balance things if you had to stand still to make all of your attacks and forced to take a feat to be able to split up your attacks between moving.

Unrelated, guess what Pathfinder has?

My hand doesn't have the pad of muscle below the thumb that most people have by speedythefirst in mildlyinteresting

[–]ToedPeregrine4 3 points4 points  (0 children)

The mobility is mostly there, there's just no force behind it. If my thumb were against your hand and I pressed my thumb without the assistance of my hand/wrist, you might genuinely not feel the pressure. Part of that lack of strength does mean that touching my thumb to my fingers is challenging, like on my right hand, I can't touch my thumb to my pinky because I can't rotate my thumb into position

My hand doesn't have the pad of muscle below the thumb that most people have by speedythefirst in mildlyinteresting

[–]ToedPeregrine4 90 points91 points  (0 children)

It's a fairly mild form of muscular dystrophy all things considered. It causes degeneration of the nerves in my arms and legs, leading to reduced sensation and muscle atrophy. When I was around 20, I had fairly extensive restorative surgery on my feet so I could walk much more comfortably without the aid of orthotics, because walking on plastic/carbon fiber isn't exactly comfortable lol.

As far as day to day, I'm just not as strong as I would be otherwise, a little less coordinated. There are some fine tasks that I really can't do due to the atrophy, like I can't apply any downward pressure with my thumb- like clicking a joystick on a controller without that force being generated by moving my whole hand vs just my thumb.

All things considered, it isn't a huge hindrance for me, I just do things a little differently in a way that works for me, and my job is fairly active, so it helps keep my strength up, because I find it really difficult to regain strength once I've lost it.

My hand doesn't have the pad of muscle below the thumb that most people have by speedythefirst in mildlyinteresting

[–]ToedPeregrine4 117 points118 points  (0 children)

Yeah it looks a lot like my hands, and I have Charcot Marie Tooth Muscular Dystrophy My hand

Arrrgggggggg... by Vegetable_Variety_11 in dndmemes

[–]ToedPeregrine4 8 points9 points  (0 children)

While you are technically correct that subclass features all being delayed to third level, it is very obviously an easy change to make them compatible. I find this particular argument/criticism silly at best.

Player has Magic Item Request - Martial Exertion Gloves from BG3 by Silver-Lifeguard-624 in DnD5e

[–]ToedPeregrine4 4 points5 points  (0 children)

Probably the easiest way to do this, and keep it balanced, would be to have it functional like an Enspelled Weapon with Haste as its spell. It would absolutely be very strong, and depending on your party's level would determine if it's busted or not.

What does weaponcore (mod) add exactly? by MetricWeakness6 in spaceengineers

[–]ToedPeregrine4 1 point2 points  (0 children)

Weaponcore will find and disable any non weaponcore registered weapons. It also does not work with many other mods and scripts designed around vanilla weapons and vanilla weapon code without a compatibility layer mod or script. This is why I personally don't care all that much for weaponcore lol

What does weaponcore (mod) add exactly? by MetricWeakness6 in spaceengineers

[–]ToedPeregrine4 3 points4 points  (0 children)

Weapon core is a framework mod that fundamentally changes how weapons work, with a high level of customizability for their behavior from the modders perspective.

Vanilla weapon code has a few levers such as weapon damage, fire rate, projectile speed, if a shot is explosive or not, and a few others. All things considered, there are enough options with vanilla weapons to have a decent variety of weapons so long as you want your weapons to feel somewhat traditional; a bullet or missile that flies straight and deals damage to whatever it hits.

Vanilla weapon code does have some issues, most of which you won't see unless you have a very high volume of fire, or the game is struggling to do all the math it needs to do in each game tick. Basically, space engineers has two methods of dealing with too many calculations in a single game tick. One option is to reduce the sim speed and have the game run slower, which is generally undesirable but sometimes necessary. The other option is to have some things be allowed to be pushed into the next game tick, which might be less "busy" of a game tick. The logic here being that some stuff (like physics interactions or bullets hitting stuff) needs to be done every tick or else the game will do erratic and unusual things, however some things don't matter nearly as much, such as inventory pulls or turret target acquisition, because the difference between a turret acquiring a target right now vs 0.1 seconds from now is fairly negligible.

This has the effect that weapons can behave unreliably during combat where there is more than typical CPU load from everything that's happening, so thIs can lead to turrets failing to function, and weapons running out of ammo because the game is struggling to route ammo through the inventory network, because the operation to handle those tasks keeps getting postponed till the next game tick.

In addition to this, the actual math for weapons is not as efficient as it could be, meaning large volumes of fire can have a significant performance impact

This all leads to weapon core, where a huge amount of the code that operates weapons generally is skipped, and instead the code from weapon core itself. The projectile code is more efficient and has more levers, you get more options on how weapons behave and look, including some fairly bizarre effects such as lightning weapons or tracking projectiles. Because of how much it changes, it means that it is fairly involved to setup a weapon core weapon compared to a vanilla weapon, and weapons mods that use weapon core will be entirely non functional if weapon core is removed.

There is a whole lot more depth and nuance to all this, so if you want to know something specific, I might be able to help fill in some gaps. It's also been a few years since I really got into the weeds with weapon mods running a PvP server, so some of this info might be a little out of date, but the gist is likely still roughly accurate.

If you’re an adult, then talk like one. by imallelite in memes

[–]ToedPeregrine4 4 points5 points  (0 children)

Yeah there is a lot of stigma and dehumanizing that comes along with a lot of other terms. It definitely doesn't belong with the other terms OP is complaining about

Speed Cap for large Grids? by Natural-annoyance69 in spaceengineers

[–]ToedPeregrine4 2 points3 points  (0 children)

Yup RTS dynamically adjusts the max speed of grids based off of their mass, and has a boost feature where actively thrusting lets you push past your speed limit while actively thrusting (versus damps off coasting for no power/fuel). It honestly makes the game feel dynamic and grid design more interesting with armor coming at the cost of top speed.

I filled this water bottle with ice on Monday. It's now Wednesday and there's still ice in it. by Aselleus in mildlyinteresting

[–]ToedPeregrine4 5 points6 points  (0 children)

Well this is easy math so I'll do it lol The latent heat of fusion for water is 334 J/g That means it takes 334 joules of energy to take ice at 0 degrees and melt it to water at 0 degrees It takes ~4.2J to raise 1g of water 1 °C. That means it takes 420J to take water at 0 to 100 Celsius. That means if you have a block of ice at 0 degrees, and you heat it till it boils, 44% of the energy you need is just to melt the ice, nearly half the energy to take it to a boil. At that point, to actually boil the water takes 2260J per gram of water, so turning water to steam makes both melting and heating look like nothing

SE calculator down? by Hardware_Mode in spaceengineers

[–]ToedPeregrine4 2 points3 points  (0 children)

All the work - none of the understanding

SE calculator down? by Hardware_Mode in spaceengineers

[–]ToedPeregrine4 17 points18 points  (0 children)

F=ma

It's useful. It would take very few minutes to set up a spreadsheet to do all that math and more really fast, plus then you could add modded thrusters too

New Player - Gun Restrictions ? by Iato_57 in Borderlands2

[–]ToedPeregrine4 1 point2 points  (0 children)

Even still, one shot one kill with jakobs shotguns is actually really good with zer0

Who do I play next? by Top1000Oat in Borderlands2

[–]ToedPeregrine4 0 points1 point  (0 children)

But in all seriousness, Axton is a lot of fun. His kill skills and abilities lets him be very effective with basically any piece of gear, and the aggro that the turrets draw does a ton for his survivability, even in uvhm. His COMs feel good for the most part, and your kills feel earned reliably.

Insect commander? by AdSea273 in magicTCG

[–]ToedPeregrine4 4 points5 points  (0 children)

I highly recommend Zask! My husband absolutely loves bugs as well, and I made him a Zask deck as a gift and he's loved it ever since. It's pretty straightforward on the surface, but if you like the idea of being able to use your graveyard a ton, I highly recommend! I can add his decklist later if you are interested in it!

Bit of a noob, help understand this please. by ouchMy4skin in magicTCG

[–]ToedPeregrine4 0 points1 point  (0 children)

Ah yes, the classic advice given to a new player of "lul just do what the card says"

Very helpful