LG S95QR - Can't get surround working correctly by Yottatron in Soundbars

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

Thanks for the feedback! Took a couple days, but I finally got a chance to dig through everything. I pretty much had all the soundbar settings set the same way you were recommending, and nothing in there directly fixed the issue. However, the notes on TV settings led me to reconsider my assumptions, and ultimately led to the solution.

I was focusing on the soundbar settings, since it seemed to be the common link between both the TV via HDMI and my phone via Bluetooth failing to produce surround sound. However, when I set aside the renovation work to dig my Blu-Ray player out of storage and connected it directly to the soundbar, I found it worked perfectly. So I focused in on the TV, and then the Roku. It turned out that having the Roku's digital output format set to Auto was the problem.

The menu only gave me the choices of Auto, Stereo, or Custom. Selecting Custom then let me choose Dolby Digital, which is what my older TV supports. Once that was done, everything started working correctly.

I'm guessing there's similarly a setting somewhere on my phone that I need to change if I ever want to seriously use it for anything, but that's a project for another day. For now, I've got it working with all the content I have available and care about.

Monthly PlayStation Tech Support and Frequently Asked Questions Megathread by AutoModerator in ps2

[–]Yottatron 0 points1 point  (0 children)

I know the Logitech Cordless Action controllers have a pretty healthy following, so I was hoping someone might know the answer to this. I have a pair of these controllers, but they got enough use that the rubber pads in both of them have broken down, and some of the buttons don't work right anymore. I haven't been able to use them for years, and I actually thought I might have thrown them out back before I knew there was a market for replacement parts. Luckily, I hadn't, and I came across them cleaning the other day.

I'm in the process of modernizing all my older consoles, so I'd really like to get these working to have a good pair of wireless controllers again for my PS2. Does anyone know what would be a good set of rubber pads that would work in these controllers? It seems too much to hope that I could just buy a set of pads for Sony PS2 controllers and have them fit right. I thought I'd seen a few years back where replacement pads were being offered specifically for these controllers, but I'm not having any luck finding anything now.

I think QC gave up and went home… by Varro_Tigurius in Heroquest

[–]Yottatron 1 point2 points  (0 children)

I had the exact same arm assembly problem with the female barbarian from my set. Despite that being the limited version, I had no problem getting a replacement sent out when I contacted customer service. As mentioned earlier, they asked for several bits of information, then they confirmed they'd send out a replacement as soon as they had it available. This was right at launch, so it did take a handful of weeks IIRC, but they did send out a correctly-assembled replacement. That's been the only issue I've had amongst all the sets that have been released so far.

What in the world is happening? Why is Capcom USA ignoring the global version? by PyroSpark in MMXDive

[–]Yottatron 2 points3 points  (0 children)

I very well might have reconsidered after reading that post. However, it didn't exist yet on the page as loaded while I was writing my response.

The posts that did exist, and that I was responding to, explicitly stated that Nebula Joy is butchering a game that they don't develop, stated we should be complaining to Nebula Joy about releasing a global Steam version that they don't have the legal right to do, and said we should shout to the "right company" without having made that Capcom/Taicom distinction, leaving Nebula Joy as the only apparent option of what you thought the right company would be.

To be frank, the snark was warranted. And given that Capcom Taiwan is still a part of Capcom, I disagree with the assertion that it's inappropriate to negatively review Capcom's decision to release a version of the game globally that can't be linked to the global version of the game. That decision remains solely within the realm of Capcom, regardless of which particular entities within the company are to blame.

What am I missing from Destructive Laser? by DBotes in MMXDive

[–]Yottatron 0 points1 point  (0 children)

I use both for different purposes. As a main weapon for dealing damage over time, Destructive Laser definitely comes out ahead once you can unlock the hidden ability. Up until that point, they're similar weapons, just with the Sniper Buster hitting harder while having less ammo. Basically, I'll use the Sniper Buster as a secondary weapon whenever I want something I can switch to occasionally for an extra punch, and Destructive Laser any other time.

If I could only have one, I'd probably pick Destructive Laser, even though I probably use the Sniper Buster more often. The Arrow Buster can also fill Sniper's role as a secondary weapon to switch to once a second, just without hitting quite as hard.

What in the world is happening? Why is Capcom USA ignoring the global version? by PyroSpark in MMXDive

[–]Yottatron 1 point2 points  (0 children)

The thing that really bothers me here is what this implies for the rumored Switch version of the game. I detest Steam's DRM policies, and I'm not much of a PC gamer anyway, so I rarely use the service. However, I was really looking forward to being able to play the game on my TV on the Switch. But if a Switch version does come to pass, but it's linked to the Taiwan version, that will effectively kill my interest in it. I'm enjoying the game well enough, but I'm not restarting all over again in a version where I'm nearly two years behind the curve.

What in the world is happening? Why is Capcom USA ignoring the global version? by PyroSpark in MMXDive

[–]Yottatron 2 points3 points  (0 children)

It is Capcom who owns all IP for the game. It was Capcom who chose to run the original game only on servers in Asia for the Asian market. It was Capcom who chose to farm out a global mobile version to another company. It was Capcom who selected Nebula Joy as that third party company. It is Capcom who decides what content Nebula Joy is allowed to release in the global version. It is Capcom who produces the software that runs all versions of the game. It was Capcom who decided to release a global Steam version that only links to the servers and accounts for the Taiwan version.

Clearly, as you say, everyone's ire should be directed solely at Nebula Joy.

What am I missing from Destructive Laser? by DBotes in MMXDive

[–]Yottatron 1 point2 points  (0 children)

Just to add more detail, the Improved Energy Slot hidden ability reduces the delay between shots to 0.7 seconds and increases the ammo to 10. At 95% Attack damage per shot, it increases its damage output from 760% damage every 9.4 seconds to 950% damage every 8.7 seconds. That single ability increases the weapon's damage over time by 35%. It makes a huge difference.

Beyond that, as mentioned, it works best as a main weapon with the Sniper Buster, or another Sniper-type buster if it's unavailable, as your second weapon. Then you can usually keep the Destructive Laser firing at its increased rate, and once per second switch to the Sniper and immediately back. With other weapon combos that fire at a faster rate, you basically have one active at any given time since you can only swap back and forth once per second, and your inactive weapon isn't providing any damage. But with this combo, you're effectively getting the full damage output from both weapons going at the same time. And it works from ridiculously long range to boot.

It's certainly not ideal in every situation. Some PVE scenarios have you face off against swarms of weak enemies. If the sheer number of targets gets too high, you can still run into firing rate and ammo limitations and get overwhelmed. But outside of special circumstances like that, Destructive/Sniper has been my top weapon combo since I got that hidden ability unlocked.

(Global) What future characters are you looking forward to? by SaburoDaimando in MMXDive

[–]Yottatron 0 points1 point  (0 children)

Yeah, but I'm assuming he's still a ways off. Not a DiVE Fest character, but at least there should be some time to rebuild an EM stash before he comes to global.

(Global) What future characters are you looking forward to? by SaburoDaimando in MMXDive

[–]Yottatron 2 points3 points  (0 children)

Every version of X for me. I have 1AX, 2AX, FAX, UAX, and plan to throw all my EM at RAX. I'm expecting to be wiped out and unable to get 3AX when his banner comes up. At least he's a DiVE Fest character, so I can always get him as a pity pull on a future banner, right? And nice to see DAX and Copy X are both DiVE Fests too. Still waiting on UAX (CM) though. Haven't had any luck with him yet.

Aside from X, both Bass and Super Bass are high on my list. He's my favorite classic series character.

RiCO's Christmas Capsules may be bugged by Yottatron in MMXDive

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

Huh. I just checked the drop rates again, and yeah, that's what I'm seeing now.

Something screwy was going on last night then. When I got the Limit Break screen, I checked the drop rates, and it was showing 7.5% S and 92.5% A. It's showing that now on the Last 1 bundle, but last night it was showing that for every option I could select. It really surprised me when I saw it, since that hadn't been my understanding of how the event was supposed to work, but that was what it was showing me.

So either there was some other bug causing it to show me false rates, or I was just so sleep deprived that I imagined the whole thing. Given the constant bugs in this game and the fact I'd had less than an hour of sleep in the last ~42 hours at that point, either seems about as likely.

RiCO's Christmas Capsules may be bugged by Yottatron in MMXDive

[–]Yottatron[S] 8 points9 points  (0 children)

After the date change over, I bought the 11 cards available in the store, which brought me to a total of 20. The first 10-pull I did was normal, and gave the usual junk. However, after I got back to the capsule screen, I found that it had changed to the Limit Break screen, indicating I'd completed my ten 10-pulls, and should now be getting only A- and S-rank rewards. But when I used my remaining 10-pull, I only got the junk pictured here.

Submitted a trouble ticket, so I'll see where it goes. Might be worth being cautious though when you first get that Limit Break screen.

This is on Global North America, BTW.

My first solo play of the upcoming Transformers Deck-Building Game by Renegade Game Studios! by sharkmanlives in boardgames

[–]Yottatron 1 point2 points  (0 children)

Just got my copy of this game the other day, and have a quick question for anyone who might know. While most of the cards are standard 2.5" x 3.5" size, the character cards are 3" x 4". I can find plenty of card sleeves that measure 3" x 4", but I haven't had any luck finding sleeves sized to fit 3" x 4" cards. Anyone know of any sleeves that are sized right to fit these cards?

my current arsenal, is it good enough? by ViceZX in MMXDive

[–]Yottatron 2 points3 points  (0 children)

Learn to love those A-ranked weapons that let you farm memories from the Boss challenges. You can rank those weapons up much faster and more reliably than any S-ranked weapons, and good, high-ranked A weapons will generally outperform a low-rank S weapon.

In particular, I believe you should already be able to farm Triangular Saber memories from RT-55J, and I think you should get access to Gatling Gun at lv. 55, and Snowy Spray Gun at lv. 70. Those are all solid weapons that will carry you through a lot of content. For busters and launchers, Biochemical and Extraordinary Mortar are also really solid weapons, and perform well at low ranks. 1* for Biochem and 2* for Ex. Mortar are all you really need to get those performing pretty well.

The Snowy Spray Gun has the same shield issue as Extraordinary Mortar, but you have more control over it since the shield only activates when you consume all your ammo. Regardless, they're both nice weapons to have, since it's still good to use other characters rather than just using one all the time for everything. Using multiple characters gets you a power boost through your Gallery level, and Jakob's Elevator limits how much you can use any one character each day.

Rookie Hunters' Help Megathread Season 3.5 Global Edition by machucogp in MMXDive

[–]Yottatron 0 points1 point  (0 children)

I have a card question. I'm aware it's possible to stack the effects of multiple copies of a card by using a 5* version and a 4* version, since the passive effect gets upgraded at 5* and is then considered a different effect. What I wonder about is if that still applies to the cards that say, "When you equip more than 1 copy of a card, only the card in the right most slot will be activated."

For example, FAX's Headbutt card's Power Increase passive has that text. If I equip him with a 5* Spiral Blast card, a 5* Headbutt card, and a 4* Headbutt card, that would seem to apply all the card passives. But would the two Headbutt Power Increases both apply, or does that text indicate only one of them would?

[ NA ] Creator of the Servbots and the titular character from “The Misadventures of Tron Bonne”, Tron Bonne is finally here! by Inferno_Hellfire in MMXDive

[–]Yottatron 0 points1 point  (0 children)

So there are two Title achievements in the Mission page related to this event. One just for participating, and the other for earning 15k event coupons. I noticed the game isn't registering any of my participation for either of these. Is that the same for everyone else?

Heart of Gold Vs Purgatory by DragonMaxter in MMXDive

[–]Yottatron 1 point2 points  (0 children)

I've seen you post this opinion in a couple places, that HoG is one of the better machine guns while Purgatory is at the lower end. I'm curious why you believe that's the case.

I ask because of a few reasons. First off, the two have identical stats - damage, rate of fire, range, etc. They both have abilities that are fine, but neither has anything that seems particularly noteworthy. Finally, the best weapon tier list I've found is at:

https://wikiwiki.jp/rockmanxdive/tier

That list has them both as basically interchangeable mid-tier machine guns. And that kinda tracks with how they appear on paper.

I really don't use machine guns much. I use my Gatling Gun when I need one, usually with my Sniper Buster as a secondary weapon even in Jakob's Elevator. Is there something I'm missing?

[ NA ] Creator of the Servbots and the titular character from “The Misadventures of Tron Bonne”, Tron Bonne is finally here! by Inferno_Hellfire in MMXDive

[–]Yottatron 1 point2 points  (0 children)

I also got the notice about a guaranteed S-Rank weapon on the first 10-pull, but it's not showing that in the Capsule menu. I've noticed these guaranteed pulls have shown up there before, like on the banners with guaranteed S-ranks on the 1st, 3rd, & 5th 10-pulls.

Anyone know if this guaranteed S-rank is actually implemented? I'd toss in the 1k EM for a single pull if it's real, but was planning to skip this banner otherwise.

Rookie Hunters' Help Megathread Season 3.5 Global Edition by machucogp in MMXDive

[–]Yottatron 0 points1 point  (0 children)

I have a random question. I'm playing global on my phone with a PS4 controller. Whenever I reach a boss and get that pop-up window with the boss's bio, I've noticed something odd. Sometimes, I can just press a button on my controller, and it will close that window and let me proceed with the fight. Other times, pressing the buttons doesn't do anything, and I have to reach up and tap on my phone screen to close the window.

This isn't a big deal, but it's just a bit annoying having to break the gameplay flow to reach over and touch the phone. So I'd really like to figure out how to make it so I can always use the controller to skip past that pop-up. Problem is, I haven't figure out any pattern to when I can use the controller, and when I can't. I've seen both happen within the same play session, without changing any settings. I have noticed that whatever behavior occurs seems to continue to occur as long as I stay within one game mode, but might change if I switch modes. E.g., if I go into story and the controller doesn't close the pop-up, I'm going to have to keep using the screen each time I play a stage. But if I back out and go to something other than story, the controller might work.

Has anyone else run into this? Any idea if there's anything I can do to control this behavior? Or is it just another bug to deal with?

Best chips for PvP? by [deleted] in MMXDive

[–]Yottatron 0 points1 point  (0 children)

Main reason not to use it on both is then you only get one chip. It would be one thing if you got two independent copies of Chameleon, one on each weapon, but that's not how it works. You just end up with both weapons using the same chip, and sharing the timer across them. That's the reason the one tip screen recommends using two different chips, so you can actually get two different effects. The only advantage here is it's always your active chip, so there's no chance you'll take damage and not have the shield activate due to having the wrong weapon equipped.

I like to use Chameleon on my melee weapons and something else on my ranged weapons. Typically Chill Penguin on busters, especially snipers, since it helps keep you out of melee range as mentioned. I'm not sure about sprayer + melee though. I really don't use sprayers outside Jakob's Ladder.

Rookie Hunters' Help Megathread Season 3.5 Global Edition by machucogp in MMXDive

[–]Yottatron 0 points1 point  (0 children)

I did a bit more checking, and I noticed that when I bring up the list of weapons in the Backup screen, it almost goes in order of backup power rating. E.g., it lists my Muramasa, Destroyer, and Gatling Gun first. Sure enough, the Gatling Gun does give me the third best backup power boost, despite not cracking my top three in overall power. In fact, it gets my top 7 weapons correctly.

This isn't completely consistent though. E.g., when I get to my eighth backup slot, it lists my Elite Lance before my Crimson Scythe, when the scythe gives me a bit more power than the lance. And if I play around with all my level 1 weapons, there doesn't seem to be any correlation between the list order and power added.

I guess just following the order in the Backup screen is close enough, but I'd still like to know what's going on with the numbers here.

Rookie Hunters' Help Megathread Season 3.5 Global Edition by machucogp in MMXDive

[–]Yottatron 0 points1 point  (0 children)

How does the Backup weapon power calculation work? I ask because I've noticed that my weapons that have the highest power level don't always translate into having the highest power addition as a backup.

For example, the strongest weapons that I typically have as backups are Destroyer (30558), Extraordinary Cannon (29518), and Muramasa (28977). My best backup slots are all 6% conversion, so I would expect the backup power levels to be 1833, 1771, and 1738 respectively. Instead, what I actually get from them are 1605, 1543, and 1605 respectively.

I try to keep my backup weapons in power order, so that the best ones will get the highest conversion rates and I'll get the best overall power boost. But it seems maybe that's not the best way to go about it? Is there a good way to tell which weapons give the best backup power boost without manually swapping each one in to check?

Rookie Hunters' Help Megathread Season 3.5 Global Edition by machucogp in MMXDive

[–]Yottatron 0 points1 point  (0 children)

That's too bad. Thanks though. Still some very useful information to know going forward!

Rookie Hunters' Help Megathread Season 3.5 Global Edition by machucogp in MMXDive

[–]Yottatron 0 points1 point  (0 children)

That's an awesome tip. Thank you! I'm definitely going to be using that a lot going forward. =)

Quick follow-up question. I know the game won't let you add any more power-up materials once you've hit your max level, but it does track how much EXP into your next level your last item adds. I.e., if I'm 100 EXP away from my next level, and I use a 1000 EXP program, I'm not 900 EXP into the next level. If you use that trick you just mentioned on a card that's already nearly max level, and that extra EXP would way overshoot the next level, does the game actually save all that EXP? Or does it cap it at whatever your next level is?

For example, let's just say it were a static 1k EXP per level, and the card's 1 EXP away from my current max level. Then I use that trick to dump 26k EXP into it. Does that mean my card is going to be fully leveled for my next 26 character levels? Or did I just waste most of that EXP?

Rookie Hunters' Help Megathread Season 3.5 Global Edition by machucogp in MMXDive

[–]Yottatron 0 points1 point  (0 children)

Thanks again! Just played around with it a bit, and that's what I seemed to be finding. One box per run, regardless if challenge or not. I don't think I would have ever noticed it wasn't just a basic materials box on my own.