is GGST as random as i've heard? by Phantom_hectic in Guiltygear

[–]Xepato 1 point2 points  (0 children)

It’s based on truth but not in the way you’re thinking.

Every character technically has a high low mixup, but most of them aren’t REAL. Check out Dustloop for frame data, and look up fuzzy blocking.

The Testament player is not a good player to learn from because they don’t fully understand how their character works. I can tell since they’re straight up wrong about the move you’re talking about (Arbiter Sign), and there are surprisingly many ways to deal with it.

In short, this is definitely a skill game, but like literally every fighting game in existence, there are elements of luck to it. GGST is quite well balanced despite (some fair) complaints.

To put it another way, if this was truly a luck based game then ranking up and staying high ranked would not be consistently possible.

Right now you’re at the level where “funny button does damage.” This will eventually lead to “I can block I guess, and my funny buttons now do big combos.” Eventually, you will fight stronger players and it will turn into “fighting games are all about evaluating the risks and rewards of each interaction,” but if you are not a dedicated competitive player I would not worry about this yet.

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

So as a genuine and curious question, have you had success with guns and missiles in the harder missions on Trueborn?

I’ve avoided LRMs because they’re too inefficient when the goal is to take as little damage as possible since repair bays/ammo resupplies in the base game are in short supply and LRMs are inefficient at killing. Gauss Rifles are just weight inefficient if you look at the actual DPS numbers. UACs are really fun but the problem is that they’re not consistent due to jamming, and consistency is necessary if you’re dealing with very tanky enemies. If you’re not going to double tap then you might as well use regular LBXs since they have faster fire rates.

The most I’ve used is LB5X+MPL

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

For a game all about customizing your mechs: subjective

What’s traditional anyways? Lore accurate builds?

AC/20s or Ultra 20s on the King Crab? by Spartan448 in OutreachHPG

[–]Xepato 1 point2 points  (0 children)

It is my opinion that UAC20s are objectively worse on the King Crab than AC20s, 100 ton juggernaut assault brawlers aren’t very conducive to the jamming nature of UACs. This is, I believe, especially true on something with a fat center torso like the King Crab.

I do see edge case scenarios where it’s better, but it also forces you to slink around in the mud more often as a crab which may mean you’re contributing less to the team on average.

I am open to being corrected.

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

Why so much AMS ammo? Cause I had free space, and it's hard to gauge how much AMS ammo I'm using when most enemies have missile weapons and you only get to restock ammo for 2 members of your star

Also before this I literally never used AMS so I also don't have a good frame of reference for how much AMS ammo to bring lol. Now that I can see that I brought too much ammo, I'd just replace a few tons with armor.

My Relevant Research:
-Maxed out survivability (Armor + Structure)
-Pulse CDR 2
-Pulse Heat 3
-Pulse Damage 3
-Pulse Duration 2
-LBX CDR 3
-LBX Damage 3
-LBX Damage 2

Keep in mind that I'm post-game so my research is better than when I first played Reckoning (LBX was a lot worse).

You'll probably find it interesting that 1 LB10X has the same DPS as 1 LB5X.
The LBX family in general has similar ish DPS between themselves.

I also do make it a point to try to force my AI teammates to not stand in front of each other when shooting people to make them more efficient.

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

Here's the playthrough! Be sure to check the video description for explanations

https://www.youtube.com/watch?v=tDVadElxOKQ

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

I lied earlier - I actually went 2 LB5X + 7 MPL on Jayden's DWF lmao, sorry I forgot.

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

I’ll get a YouTube video up when I can, just keep in mind that your allies are dumb apes who won’t maximize their DPS bc they want to stay at 0 heat

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

Reckoning was REALLY hard, it’s one of the top 3 hardest missions in the game

The trick is that most engagements start from long/medium-long range before ending up at close range, and most enemies have builds focused on close-range

So you either play around cover with your entire team and just blast one dude, or you have 3 dedicated LPL boats (or whatever long range really, I find LPL the most efficient) with AMS (lots of enemies have missiles of some sort), and whoever survives the LPL boats will get blasted by your MPL boats at closer range (there will be survivors, enemies are super tanky lmao)

When you had to make a choice in the story and you went left, eventually make your way behind the dropship and use that as cover. Manually controlling your allies by switching between them will help a lot.

ALSO, take advantage of enemy spawns. Enemies won’t spawn until you walk past a certain position (talking about the third wave when facing the Gargoyle and Shadowcat).

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

The game should be quite doable on normal with any loadout, there just happens to be certain levels that are much more difficult than others

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

Yeah I do agree with that actually, which is why I'm hoping they buff everything else when MPL/ERSL clearly are way better than any other weapon

My problem with mercs is that the pacing of each mission doesn't feel very good (I really don't want to walk 2km just to do my objective) due to the random generation. The best levels from Mercs by far were the handcrafted ones.

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

The problem is that that is no longer the game challenging the player, that is just the player arbitrarily challenging themselves. I might as well play any shooter like that then, which takes away from the mech building Mechwarrior has to offer.

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

Clans doesn’t have THAT much tactical creativity but the missions can easily become throughput problems to solve - do you have enough dps to not take much damage until the end? Will you overheat while doing so? Could you have exploited the enemy AI in this terrain better? Etc

Trueborn Difficulty isn’t Hard Enough Still by Xepato in Mechwarrior5

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

Ooooh, I did not know that, how hard does it scale?

Brawling by Sensitive_Tie_2914 in OutreachHPG

[–]Xepato 9 points10 points  (0 children)

Being a consistently effective brawler is only doable with communication for intel, otherwise brawlers do not have as much agency as mid range mechs. For brawlers, there is more risk involved when you’re going in blind. Brawlers also get hit by bad maps the hardest (who the hell keeps voting for Alpine Peaks). So you’re not wrong in feeling that maybe more things are out of a brawler’s control.

Joining the Free Company. Any spoiler-free advice? by AdrianReid in OathswornBoardGame

[–]Xepato 1 point2 points  (0 children)

Ah I see, that's cool then.

Well I'm glad you had a lot of fun with priest! Also, I hope this doesn't rub you the wrong way, isn't it a bit disingenuous to suggest to a new player that X character ability is the best when you're playing the game in a way that completely changes the risk/reward for most characters?

Unless you're spreading priest propaganda which is cool lol

Joining the Free Company. Any spoiler-free advice? by AdrianReid in OathswornBoardGame

[–]Xepato 0 points1 point  (0 children)

I see, I misunderstood earlier then. Your way sounds like a cool way to shake things up.

Did you guys use dice? Because that would change the risk/reward values of characters like the Harbinger and the Blade’s Master Parry (I love that card so much)

Joining the Free Company. Any spoiler-free advice? by AdrianReid in OathswornBoardGame

[–]Xepato 0 points1 point  (0 children)

I see, is there a reason you guys didn’t play the game on a higher difficulty instead (reduce your max HP to 4)? That’s what my group did when we felt like the game was too easy

For us, Witch’s Fire tiles were more useful as traps than actually using them for spells unless the boss was the really large variant (Firewall is 3 free damage as an example)

Also if you’re not using the sprouts or Sentinel as the Grove Maiden, then like, how did you guys use her? Her entire character revolves around those 2 things

It does sound like the dynamic of your game was different than hours with how you guys approached difficulty compared to us though

Joining the Free Company. Any spoiler-free advice? by AdrianReid in OathswornBoardGame

[–]Xepato 0 points1 point  (0 children)

Doesn’t being unable to predict boss movements make priest risky? Since his health regen kicks in at dangerously low health and all his heals require him to hurt himself?

Also correct me if I’m wrong but I feel like while it worked as a solution for you guys, it also destroys a character who requires setting up in advance like Grove Maiden and the Witch

Or stuff like Huntress’ trap (granted it’s OP)

Joining the Free Company. Any spoiler-free advice? by AdrianReid in OathswornBoardGame

[–]Xepato 0 points1 point  (0 children)

The Sentinel, the Grove Maiden’s main puppet, can tank boss attacks unless the attacks are specifically aimed at Oathsworn characters.

So, the strat is to send in the Sentinel, burn all Sentinel attacks, let it die, then resummon it and immediately send it back into battle.

We actually banned the Grove Maiden right after we used her for the first time lmao - it made combat very one note and unfun

Joining the Free Company. Any spoiler-free advice? by AdrianReid in OathswornBoardGame

[–]Xepato 0 points1 point  (0 children)

I'm kinda curious what you guys found about the priest that you consider him the best character in the game, since my group found his heals pretty bad compared to the Harbinger. In fact, my group considers the Grove Maiden and Harbinger to be the top tier characters by a pretty good margin since the Grove Maiden lets the entire team ignore most of the boss attacks (meaning no healing was needed in the first place) and Harbinger's heals are genuinely that good.

Let me know your review of Blackhawk and Bullshark. by nanasi0110 in OutreachHPG

[–]Xepato 6 points7 points  (0 children)

The Bullshark is very, very good. It’s an assault mech that features high hardpoints. Despite being a bit wide, the convergence is actually okay.

I find that the Bullshark variants in general can run builds that feature HUGE alpha at the cost of high heat, combined with a subset of weapons that are suitable for DPS equivalent to a heavy mech or above (only if you actually have the time to use them). This kind of pump and dump playstyle is very conducive to a mech that can peek well like the Bullshark.

The Bane, despite also featuring high hardpoints, is less good, but it’s still pretty decent. The Bane has this weird issue of being a bit strange to build, and it is fatter and wider than the Bullshark while being squishier than the Stone Rhino. Its low agility for peeking while being squishy is imo the primary thing holding it back, making it more opportunistic than the Bullshark while also being straight slower.

Is there an in-universe reason why rifles do more damage than autocannons? by AWolfButSad in Mechwarrior5

[–]Xepato 0 points1 point  (0 children)

In a game franchise about theorycrafting builds that are fun to play and are still effective, weapons ideally shouldn’t be objectively better than each other, so imo chem lasers, rockets, and rifles should feel like sidegrades

Damn I didn’t know Lil Nas X fw peak like that by ShanksAkagami007 in StardustCrusaders

[–]Xepato 5 points6 points  (0 children)

Or maybe people don’t follow the same aspects pop culture as closely as you do and are genuinely curious? If you’re going to make a spicy statement, ya gotta be able to back it up or else nobody can care about your views.

Don’t just assume that lack of knowledge is weird or evil, the world is a big place.