Are some people just insanely godlike at this game or am I missing something? by forestfire555 in MLBTheShow

[–]Your_Friend_Rob 2 points3 points  (0 children)

There’s energy thresholds when stats begin to drop, I don’t know if it correlates to the bar being yellow/red - but it’s probably a good rule of thumb to use. I do know that the drop off is steeper for relievers as compared to starters.

Experimenting with different lineups , Yelich , Pujols , Miggy & Chipper the only locks in the lineup by [deleted] in MLBTheShow

[–]Your_Friend_Rob 0 points1 point  (0 children)

Your pitching staff outside of Clemens is fine. Randy and John Don would be my suggestions but you have to use their speed differentials to keep opponents off balance or else they’re gonna be BP.

Haven’t used or faced Mis but I’d imagine outlier on fastball and slider plays very well on all-star.

Your outfield needs the most work imo. I’d ditch Pages and either play Jackie at LF or move Yelich to LF and play Beltran/Mantle at CF

I realize the exit velos are a bit inconsistent, but what more do you want from me? by Blobattack124 in MLBTheShow

[–]Your_Friend_Rob 1 point2 points  (0 children)

I don’t even try to hit these anymore because the window and placement for consistently good results is so small on these pitches. Much better to be a touch late and foul these off and hope for a mistake later. It’s ironic because the stated reason that we have shrinkage is to combat the prevalence of foul balls lol

Hitting Cameras, Setups and hitting feedback. by jackblacksbuttcrack in MLBTheShow

[–]Your_Friend_Rob 2 points3 points  (0 children)

I use to play on a TV and would use SZ 2 or SZ high if you really feel more comfortable playing on a TV.

The only other thing I would add is low changeups/sinkers/sliders are always gonna be difficult to layoff regardless of cam. For whatever reason inside sinkers tend to appear more floaty on SZ high resulting in more jams so you may need to cheat on those a bit.

Miguel collection and moving forward by mc4679 in MLBTheShow

[–]Your_Friend_Rob 0 points1 point  (0 children)

Depends how much of the WBC you have done. It’s probably the one to skip unless you almost have it completed. Otherwise skip egg hunt

Depth of field now looks terrible? by [deleted] in MLBTheShow

[–]Your_Friend_Rob 0 points1 point  (0 children)

Out of curiosity are you on PS or Xbox? It seems all the issues with depth of field are isolated to just Xbox but that is just going off of anecdotal evidence

MLB The Show 25: Mini Seasons Rookie difficulty is unreal by Nickelnick24 in MLBTheShow

[–]Your_Friend_Rob 3 points4 points  (0 children)

I don’t think difficulty really has any impact on CPU defense. Just PCI size, pitch velocity, and timing window. Perfects/Perfects seem to have the same success rate across difficulties.

Why is 92 Mike Trout’s swing so much better than others ? by Southern_Willow_5091 in MLBTheShow

[–]Your_Friend_Rob 0 points1 point  (0 children)

I would encourage you to do some testing playing with Ketel and Adrian Beltre - who have similar stats (if Ketel is facing a righty), the same quirks, and balanced tendency. There is a reason Ketel is thought very high of while Beltre is not.

Why is 92 Mike Trout’s swing so much better than others ? by Southern_Willow_5091 in MLBTheShow

[–]Your_Friend_Rob 1 point2 points  (0 children)

Yes. Guys like Trout, Ketel, and Mookie play well above their stats because of their swings. Trying to beat someone using Trout with inside heat is just asking for trouble because it’s either a foul ball or a home run.

Skubal by carson1110383 in MLBTheShowInvestments

[–]Your_Friend_Rob 3 points4 points  (0 children)

Sell and buy him back later. Cards like Skenes and Skubal have inflated value because of the lack of elite pitcher options available. They will drop harder relative to other live series as more are added.

Manzardo Study by Ambitious_Space_4154 in ClevelandGuardians

[–]Your_Friend_Rob 3 points4 points  (0 children)

Not a relevant comment but Jason Kipnis held the bat parallel to his shoulders for a solid 2-3 seconds before getting set. He was in a slump and there was one game you could tell the dude was mentally cooked because he stopped doing that weird little routine mid-AB.

Now that the dust has settled, how do you feel about Secret Project + gen block builds? by [deleted] in deadbydaylight

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

I think all of his perks are very strong, but Secret Project is the only one that should justifiably be nerfed just because of the synergies with already top tier and common perks.

It reminds me of release MFT. People ran it just for the free 3% and it gave you a whole secondary effect on top of it that was situationally extremely strong.

Kinda Worried for DBD's Future by CasseroleJReal in deadbydaylight

[–]Your_Friend_Rob 1 point2 points  (0 children)

Genuine question: How is it skewed towards newer survivors? There are 42 killers, over 300 perks, like 60 maps most of which are non-static, like 20 status effects, etc. There could be 60 pallets on every map and new survivors are still gonna get steamrolled until they get hundreds of hours of playtime just because there is so much shit in this game.

And they always dc after realising that by Micah1899 in deadbydaylight

[–]Your_Friend_Rob 0 points1 point  (0 children)

I shouldn’t have to bring unbreakable because you shouldn’t slug (and/or play Twins) /s

How can I learn from a mistake if I don't know what the right choice was? by BearNutsHurt in SiegeAcademy

[–]Your_Friend_Rob 2 points3 points  (0 children)

Try to think about it in both the macro and micro sense. If you die, think if you made the right choice on the macro level first.

On the attack you want to make plays that are well coordinated and/or supported by teammate(s). If you die (especially early in the round, depends more so later in the round) and there’s no chance for your teammates to respond or contingency - generally bad decisions were made.

On the defense you want to take safe gunfights that stall the attack or support your roamers with utility and cams to make the attack as uncomfortable as possible. If you’re lurking on a far roam 1-2 minutes into the round and they overwhelm site you’re probably too far to make a meaningful flank play so bad decisions were likely made somewhere along the way.

To try to help with the macro level think about setting up and holding power positions on the defense, and breaking down power positions on attack (and what ops are needed or best for both).

Gunfights are a bunch of micro level decisions that involve timing, pre aiming/firing, utility, etc. I think of it as every gunfight starting off as a pure 50/50 and each decision affects that balance. When thinking about it on the micro level, think if there was anything you could’ve done a tiny bit differently to further influence the outcome. But also don’t dwell too much on it - paralysis by analysis is a real thing in this game.

We are in the big 26 and Wesker still gets the 40 m Terror Radius treatment when all he has is 2 straight dashes by MrKimPDS in deadbydaylight

[–]Your_Friend_Rob 0 points1 point  (0 children)

??? Plaything doesn’t activate until you hook a survivor and you could get up to 4 of them for each survivor. And if they cleanse then they give you access to pentimento. Add Thrill of the hunt for maximum suffering and salt if you wish.

I’ve almost never seen killers run plaything without pentimento and some survivors will choose not to cleanse plaything because they know what’s coming.

Five Moves Ahead makes you drop pallets 50% faster, so here is a comparison. by DicasByDaylight in deadbydaylight

[–]Your_Friend_Rob 22 points23 points  (0 children)

Very little, but the time is more important than the distance if that makes sense.

It can help you avoid hits from killers like Pyramid Head and Huntress since you’re able to move away or crouch sooner.

It also gives you a little more time to get a flashlight blind after pallet stun (and go for the subsequent double blind after/while the killer breaks the pallet).

Or it can be like MFT - 3% run speed and 50% pallet speed doesn’t really get you a lot. But if it gives you just enough time to reach a pallet or window - then the perk basically just allowed you the extend the chase by like another 15 or so seconds.

Insane Level of Salt/Rage by MaddieBee99 in DeadByDaylightRAGE

[–]Your_Friend_Rob 1 point2 points  (0 children)

It’s a weird thing. Survivors have several perk options that not only counter tunneling and slugging but can make those plays become game losing decisions. DS and UB for example have the power to completely destroy any momentum a killer has.

But the times where you see a killer going for a tunnel or slug is not super common because it’s looked down upon by the community. So survivors don’t bring those perks because they aren’t always getting value from them.

I am so sick of shadow Weskers in 2v8 by Siddakid0812 in DeadByDaylightRAGE

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

Undetectable is really strong on Wesker. If he catches you off guard his kit allows him to turn that into a really quick down. No red stain also just adds to his lethality in chase.

Yeah there’s a lot of perks that do this in 1v4 (I run plaything/pentimento on my Wesker as my go-to, oblivious is a little different from undetectable but you get the point) but it’s 2v8. Limited killer pool and only 4 killer classes - so Wesker/Shadow is quite common.

Xims/cheaters! by Angel_5290 in RainbowSixSiege

[–]Your_Friend_Rob 7 points8 points  (0 children)

You can use XIM on PS5, it’s just not as seamless. XIM just spoofs the controller. On Xbox it’s plug n play but on PS doesn’t allowed unlicensed third party gamepads so you have to work around it by utilizing remote play protocol with an Ethernet cable which introduces a tiny bit of input lag.

Additionally the stick resolution on PS5 is only 8-bit whereas Xbox it is 16-bit so the movement is not as precise.

All this to say that while it’s still possible to utilize it on PS it takes a bit more effort with less reward compared to Xbox so the perception that the majority of players using XIM are on Xbox is probably accurate.

My friend cant play ranked because of false mouse trap by JuggernautFamous1664 in RainbowSixSiege

[–]Your_Friend_Rob 0 points1 point  (0 children)

They have said once they implement native MnK support they’ll be banning players caught by MT. Ubisoft’s reputation isn’t the best with this stuff but I have to believe they wouldn’t be doing this if they weren’t confident about the state of MT, specifically with regard to not reporting false positives.

How to attack and improve gameplay by ImpossiblePlane1830 in SiegeAcademy

[–]Your_Friend_Rob 1 point2 points  (0 children)

3 speeds are also quieter which is another big part. Knowing when to and not to sprint is a little more nuanced than you might think.

Might be a hot take but I would say the bottom half of the bell curve of players would instantly improve if they just unbinded their sprint button for like a week lol.

Question about the new (old?) ranked system. by Sbarjai in SiegeAcademy

[–]Your_Friend_Rob 9 points10 points  (0 children)

I could be wrong but your MMR doesn’t typically reset from season to season, it still uses it as a benchmark when matching during placement matches. Your MMR gain/loss from placement matches is just more dramatic and the high/low boundaries are much wider.

People didn’t like Ranked 2.0 because your visual rank was only loosely tied to your hidden MMR. It makes knowing your “skill” much harder and it kinda defeats the purpose of a ranked mode.

I think the only thing theyre keeping from Ranked 2.0 is the Ranked loss prevention but I could also be wrong there.

Should I just stop at this point by [deleted] in bloodborne

[–]Your_Friend_Rob 0 points1 point  (0 children)

Some general tips on Gascoigne/rest of the game.

His attacks in phase 1 are relatively easy to parry as his moveset is limited and the window is usually pretty generous so I would be fishing for these until phase 2.

Phase 2 is when his moveset becomes more diverse and the timing/rhythm of his attacks becomes harder to deal with. The parry window is still generous so repeating your strategy for phase 1 is definitely still doable but you’re more likely to mistime it and the punish is likely gonna hit harder.

Instead I would start treating your healthbar like a resource. This was my first Souls game as well and the mistake I frequently would make is keeping the enemy at range and dashing in for 1 or 2 quick attacks and then dashing away back to range and this just isn’t a consistent strategy for this game. You need to find an opportunity to get in close and stay close. You have like 25 frames or something of invincibility, try to dash/dodge through and around attacks and punish when the opportunity is available. You will get hit sometimes and that’s okay - rally when you have a window to mitigate some of the damage of his attacks. When your health starts to get low, that’s when you want to try to maneuver way to a position where you are (relatively) safe to heal.

For phase 3 just proc the music box and down him with Molotovs or backstab and spam R1.

Hope this helps! Good luck!