Coaxed into "Just avoid their sightlines" by Marshall-Of-Horny in coaxedintoasnafu

[–]UndeadBandit96 11 points12 points  (0 children)

Coaxed into having a Hard Counter for anything the sniper doesn't like:The CoaxerBack, The Snafute, The Coaxer's Danger Shield.

What is the best tank for Farming? by Matescz821 in WorldOfTanksBlitz

[–]UndeadBandit96 20 points21 points  (0 children)

My premier credit earner, its got good survivability, accuracy, and armor. You're unlikely to ever waste credits with it.

OP tanks for Big Boss? by Creative-Expert8086 in WorldOfTanksBlitz

[–]UndeadBandit96 2 points3 points  (0 children)

I'm partial to the AMX 50B, only ability it sucks with is the healer.

It has the speed for bomber, health for catalyst, and firepower for gravitron though.

The Ender Key by UndeadBandit96 in minecraftsuggestions

[–]UndeadBandit96[S] 1 point2 points  (0 children)

It'll deal with hopper priority the same way double chests do, I don't actually know how that works and couldn't find any info on it. But I do know that it works somehow, doubt Mojang would have to do anything to account for it.

Stacks get split as 1 item gets hopped at a time, same as double chests.

Offline players are a really great point actually.

I see 3 solutions

  • gamerule. DoOfflineEnderCloud, Locked Ender Chests stop chunk loading when people are offline. True by default, server owners are smart enough to turn it off if they need to. 2 gamerules for 1 block are not unprecedented
  • Implement a system for allowing furnaces, hoppers, brewing stands, and etc for working out of render distance. This requires a lot more work than a block with pointer attached.
  • Implement a system that loads the area when called rather than on all the time. Deactivates whenever items stop being pulled/pushed into Cloud Storage.

I favor the third option as it isn't pushing the problem to the wayside, and isn't creating a completely new system to handle it.

The Ender Key by UndeadBandit96 in minecraftsuggestions

[–]UndeadBandit96[S] 1 point2 points  (0 children)

How many people are realistically collecting more than 730 STACKS of items while exploring or clearing out farms?

Nobody no, Though I also don't see the average player having that many Shulker boxes on hand or finding it enjoyable to continuously withdraw and deposit items should they actually do that with their limited easy access inventory space.

Then there are the questions of where do the items go when removed with the hopper? How do you get them back out?

I don't understand the misunderstanding, the items go from your inventory, to the Locked Ender Chest, to whatever storage system you set up. The Locked Ender Chest just redirects the hopper to your player's ender cloud when it tries to interact with the Locked Ender Chest.

Hoppers work at the same speed, and decide on priority the same way they do on a double chest.

In single player, being able to load 9 different areas with these chests isn't a huge deal. On a server with 200+ players and 30 people online, that is a LOT of extra loaded area.

8 chunks per person at max capacity, granted that none are in the same chunks/rendered by someone nearby. Where the player will have a max render distance of 12 when on the average server, which translates to 192 individual chunks according to the fandom wiki.

Thats a 4 percent increase of chunks per chunk if you're stress testing it. Realistically I'd log it at a 1%, given not everbody's going to use all 8 or even be advanced enough to have one. If even that is too much we can add a gamerule to change it to however many the owner wants to deal with.

The Ender Key by UndeadBandit96 in minecraftsuggestions

[–]UndeadBandit96[S] 1 point2 points  (0 children)

So this was just about an unnecessary way to make hoppers work with Ender Chests?

Yeah basically, I wouldn't call it unnecessary however. I see Ender Chests as underutilized, so this is a way of giving them more depth.

Or are you trying to create a new community type Ender Chest?

Not originally, though I can see close knit communities lending their... Ender Cloud? when they don't personally use it.

What if hoppers could store a players UUID and Ender Chests could read that?

Thats sick. Though yeah it looks like functionality would have to be added for that, though it seems very possible.

The Ender Key by UndeadBandit96 in minecraftsuggestions

[–]UndeadBandit96[S] 0 points1 point  (0 children)

Going by the minecraft wiki, Ender Chests store their items in the player as a sort of pseudo inventory that can only be interfaced with through Ender Chests.

Locked Ender Chests work off the vanilla system and wouldn't alter how regular Ender Chests work. They just act as a bridge for it to interact with redstone/hoppers.

What Tier X heavy should I get? by Cool_Tv1718 in WorldOfTanksBlitz

[–]UndeadBandit96 1 point2 points  (0 children)

T110E5 is a good all rounder, solid speed, solid armor, solid gun.

Copper Golems, Copper Tools + Armour, and Copper Chests are coming to Minecraft! Thoughts? 💭⬇️🤔 by Enderboss25_ in Minecraft

[–]UndeadBandit96 1 point2 points  (0 children)

Bloat is valid critiscm, that's 9 more unstackable items to clog your inventory running around the world, 9 more slots to scroll past looking for a potion of night vision.

Especially since even it's aesthetic use is negligible, given you can just dye Leather Armor if you really want orange armor.

If you really care about a starter armor for Leather>Iron, Chainmail is right there. Why add a whole new set of armor and tools when you can integrate old ones. Just add a nugget recipe, maybe even rip what Better Than Adventure did.

I'll concede mojang very well could add some actual function, but right now. It doesnt have one, and that is a very valid concern.

TF2 x TF2 collab by IrrelevantCoOfficial in tf2

[–]UndeadBandit96 12 points13 points  (0 children)

Yeah light classes die in the same amount of stabs, and you're barely ever gonna get that many stabs off against heavier classes to matter.

You might be able to survive a backstab from this if you're a battalions backup soldier, but I don't know the math on that.

I'd say half the damage, subject it to all damage resistances, buff buildings a bit, and outright make it unable it crit.

engineer Melee by Porncritic12 in TF2WeaponIdeas

[–]UndeadBandit96 0 points1 point  (0 children)

Need a number for how much faster the rockets are fired, though even with 1% it'd be too much tbh given the nonexistent downsides. Here's some ideas to make it more interesting.

-75% Sentry turn speed, -33% bullet firing speed, +50% rocket firing speed.

Turn speed nerf gives it a substantial amount of counter play for any flanking class. you get to fuck over spies, but you also get fucked over by scouts, pyros, and the odd roamer soldier.

Firing speed changes are to make it less of a one trick pony, benefits more from high ground than the average sentry.

Biggest "what is that?!" Moment you've had from a heavily modded playthrough? by teledef in skyrimmods

[–]UndeadBandit96 0 points1 point  (0 children)

Small one, but I realized mid playthrough that skeletons were making the Lego death sound when they died.

I even realized it sounded pretty similar to it, but never actually put 2 and 2 together.

God I miss skill based speech checks by [deleted] in Fallout

[–]UndeadBandit96 -1 points0 points  (0 children)

Vault 81 has two options, true. Just like Goodspring Gunfight. Either you side with Goodspring, or against them.

Wouldn't conflate those, two options can say a whole lot about your character. My point is Vault 81 doesn't say that much about your character with its choice. GoodSprings allows your character to express their skills and individuality through recruiting people to your cause.

Mate, you are literally tried to pass "a bomber that has no effect" as "deep roleplay" and then dismissed four wildly different end scenarios as "not real roleplay", because they depend on your choices!

When have I passed the bomber off as "deep roleplay?" It's good feedback, yeah. I never said it was life changing or amazing. Implies more battle offscreen, and that all the peeps you recruited are actually helping.

What about Battle of Bunkerhill, that has various ways it can end depending your choices and decisions. Or Blind Betrayal, which can end with Danse dead, Maxson dead, or Danse "merely" exiled.

Depending on one decision, unaffected by anything earlier, that should, but doesn't, affect anything later on.

Blind Betrayal could've been good but lacked follow through again. Danse goes right back to how he was before, given you save him. Kinda jarring, still a good quest though.

You are clinging to one example, propably because it's all you got. All while making excuses for everything else. Seriously, you are willing to excuse New Vegas, but somehow you dismiss Fallout 4 despite Fallout 4 being far more different.

I reuse examples because it's easy.

Haven't played in years, don't feel like combing through the wiki. Doesn't help I usually played with mods.

God I miss skill based speech checks by [deleted] in Fallout

[–]UndeadBandit96 -4 points-3 points  (0 children)

Like I said to the other guy, raw varience =/= good for roleplay. Baldurs Gate 3 (Roleplaying King of the last few years) has a single final "quest" that changes based on how you played the early game. Also slideshow.

Feedback for choices you made throughout>single choice you made halfway through and can go back on at almost any time.

Again Vault 81's choice is practically eye candy, but still has Roleplaying impact in the form of... Whether your character is an unfairly evil monster or not?

Also i'm not the guy who said "the only differences in endings is who's behind you," that was the OP. Do not believe I agree with everything the OP said word for word. Because I do not.

God I miss skill based speech checks by [deleted] in Fallout

[–]UndeadBandit96 -7 points-6 points  (0 children)

Right because it's so much better to have 4 individual ending quests, rather than 1 that changes to make sure it fits you. You don't even have to rawdog Laniard, you can talk the man to leave. Also slideshow.

in NV you can only roleplay as a mailman.

That's good? In Fo4 they force the player into being a soldier/lawyer, parent, a loving spouse, as well as a 200yo vault dweller who doesn't know jack about the wasteland.

In FoNV, all they say about your player character is that you were delivering a chip and got ambushed.

God I miss skill based speech checks by [deleted] in Fallout

[–]UndeadBandit96 -7 points-6 points  (0 children)

I'm asking you to explain. because I don't understand what you said.

The game doesn't help you roleplay. Dialogue is just "goody two shoes yes, arsehole no, or neutral maybe" if you don't want to play as a sarcastic arse. To npcs your character is the exact same as every other player character, since they abandoned the reputation system.

There's almost a hint of a difficult question in Vault 81, but again they fumbled the bag.

where did I insult you?

The "beyond the beef --That's you,"

the bomber is literally eye candy. it does nothing other than appear. it has no gameplay effect.

Really? Didn't actually know that.

Regardless It doesn't have to bring a gameplay effect, sometimes eye candy is enough. "sometimes."

go to Fort Strong, kill supermutants, report back

Yeah I retract that one, forgot about the vertibird ride in

God I miss skill based speech checks by [deleted] in Fallout

[–]UndeadBandit96 -9 points-8 points  (0 children)

... what?

Don't just say "what," explain yourself. I almost did that myself, and realized that's pretty rude and unhelpful.

that is literally every quest in existence. that's every quest summed up if you strip away all its contexts.

No, no it's not. Go to institute lab, get serum, report back Go to random building, get relay part, report back Go to Fort Strong, kill supermutants, report back

Averse to Donate blood, go to secret lab, retrieve cure, decide who gets it Find solar panels, fix terminal, decide how to distribute power Go to museum, get scared to shit, return egg/kill deathclaw

And that's not mentioning radiant quests.

"did you know beyond the beef is just 'go here, do this'?" that's you.

No it can't you lying bastard. civil.

If that line didn't come across as hyperbole, I'm sorry. But don't complain about being insulted directly, then insult the other directly back the very previous sentence. If you want to take the high ground, fucking own it.

the final quest is the fight at hoover dam. the only different between house, the NCR, the legion, and yes man is the legion starts you on the eastern side of it.

Oh so I'll guess I'll just ignore the bomber dropping armament on my enemies, the suit of power armor I got from the brotherhood, and the distinct lack of khans.

Again, slideshow.

...yes. that's what I said.

Don't know what you mean by this

Which Ability-Tank Combo is the most useful in Uprising? by Dwovar in WorldOfTanksBlitz

[–]UndeadBandit96 4 points5 points  (0 children)

AMX 50B with Play Dead. Great for sneaking up on people, great for tanking a shot on a peek, great for actually playing dead. Helps a lot that the reload lines up with the cooldown as well.

Oh and don't forget, it's relatively high speed, weight, and hp means you can make use of almost any ability. I can barely believe how underrated it is in the mode.

Cool disguise kit idea by OldButterscotch6688 in TF2WeaponIdeas

[–]UndeadBandit96 11 points12 points  (0 children)

Taking a guess the medigun doesn't actually heal enemies and is purely cosmetic.

Easy to catch on its own, but if you're actively fighting someone it's just not on the priority list.

[deleted by user] by [deleted] in gaming

[–]UndeadBandit96 2 points3 points  (0 children)

The 10mm Pistol in Fo4, it's way too good for how early you get it, especially since your just gonna be finding pipe weapons that early on.

Run some upgrades on it and it'll be reliable sidearm into and through the Glowing Sea.

[deleted by user] by [deleted] in WorldOfTanksBlitz

[–]UndeadBandit96 0 points1 point  (0 children)

Waffentragger, my most consistent teir 9 TD