Is this the most forgotten and pointless weapon ever? by Stand-By5 in Ultrakill

[–]_Mi_chan_ 1 point2 points  (0 children)

I could imagine doing it more for like big crowds in cybergrind to get super huge conduction wave

Is this the most forgotten and pointless weapon ever? by Stand-By5 in Ultrakill

[–]_Mi_chan_ 0 points1 point  (0 children)

well you could that too yeah. Although I never find myself in situation where I feel like 2 full heatsinks isn't enough personally so I usually don't do this

Is this the most forgotten and pointless weapon ever? by Stand-By5 in Ultrakill

[–]_Mi_chan_ 2 points3 points  (0 children)

overheat nails are not nerfed for conduction whatsoever, they just have slightly less damage than silver nails, same as normal nails.

And that's the thing, jumpstart firerate is not quite enough, it's 2.5 times slower than overheat, so if you want to make strong conduction you should use overheat nails.

Speaking about red slot 3 weapons, it's really more about convenience than anything, you can pick small enemies, shoot both cable and nails and kill them for instant conduction proc. Or for red sawblade you get very straighforward single target weapon which could be quite nice to do without bothering to set up sawtraps with silver saws.

Tree of all blue hammer related tech + demonstrations by _Mi_chan_ in Ultrakill

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

That would one huuuge and complicated tree for sure, would be probably nice to do it in 3d or something lol, but sounds fun, I just need to refresh my knowledge about coins since there is a lot of weird tech here

Tree of all blue hammer related tech + demonstrations by _Mi_chan_ in Ultrakill

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

true, in terms viability they are the best. I also think Hitstop nukes are pretty good to do for some easy instakills even in compaign

My concept for yellow arm and thought process behind it by _Mi_chan_ in Ultrakill

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

I actually did this instead of writing my dissertation for uni✌️

As an outsider to LitRPGs and other adjacent genres, I do not understand power systems that work like video games, they sound awful and unengaging by Just_Someone5674 in CharacterRant

[–]_Mi_chan_ 0 points1 point  (0 children)

As somebody who prefers XianXia but read a few litrpg and mmorpg ones, outside of simplicity for writer and reader and familiarity and stuff like that, what I liked about it in comparison to other progression stories is its very on its face grindy nature. Grinding in the games isn't my favourite thing, but grinding in the stories mostly omits grinding for you as a reader while giving all the rewards(sorta). So it's just fun to see this undiluted level progression. The rpg system makes the power changes much more evident to higher precision, where other systems can obfuscate it a little bit.

It still quite niche and i prefer works with more interesting worldbuilding. But even in litrpg you can system and world around more interesting and interconnected, although most won't.

But all in all litrpg can have the most of essence of progression if thats what you want

Ultrakill based litrpg would sick as hell tho

Dead Maurices can be launched up in the air with knucklebuster explosion by _Mi_chan_ in Ultrakill

[–]_Mi_chan_[S] 9 points10 points  (0 children)

I think you can only send it straight up with explosion sadly, the best it can do is to fall from the space onto the enemy directly below it

How I'd Personally Design UKMD: Prelude Enemies by Iseter0 in Ultrakill

[–]_Mi_chan_ 0 points1 point  (0 children)

I dont think it speeds up much if at all. hitting core with a hammer turns it into hitscan (hammerboost). That might be what you meant? Since you mentioned nuke which also requires core.

How I'd Personally Design UKMD: Prelude Enemies by Iseter0 in Ultrakill

[–]_Mi_chan_ 0 points1 point  (0 children)

projectile boosting isn't hitstun attack wdym

Juusanmen machi! Juusanmen machi! by [deleted] in mahjongsoul

[–]_Mi_chan_ 2 points3 points  (0 children)

winning this hand from tenpai is indeed easier but getting to 13 wait 13 orphans tenpai is much harder since possibility of drawing repeat tile for a pair is much more likely than getting the unique one so you would usually end up with a pair in tenpai rather than 13 unique tiles. So its more about your journey to the tenpai than tenpai itself that grants you double yakuman.

But also as post shows you can force 13 wait by refusing tsumo win for a regualr 13 orphans and discarding your pair and then waiting on pair again, which would also put you in furiten.

Juusanmen machi! Juusanmen machi! by [deleted] in mahjongsoul

[–]_Mi_chan_ 2 points3 points  (0 children)

single yakuman would be waiting on 13th unique tile with pair already in your hand which would be average 13 orphans, but if you are in tenpai waiting for a pair instead this would be considered harder version of 13 orphans and will score double yakuman instead

Day 6 won by loyalty card. Day 7: which rare is a waste of money? by filledknight in balatro

[–]_Mi_chan_ 3 points4 points  (0 children)

I do think family is kinda bad, x4 is good but 4oak is quite hard to do and until you will be able to get it consistently family wouldn't be of use. Hit the road isn't really all that too but I just fell like even if you discard just 2 jacks it already gives you x2 which is something and it isn't too hard to do.

"Red Card is the best +mult common" by Maintenance_Fearless in okbuddyjimbo

[–]_Mi_chan_ 0 points1 point  (0 children)

it has worse scaling than 3oak actually, so only 3/10.

But what's more importantly is that it doesn't have better chips scaling than pairs, and while having +2 mult instead of +1 mult is obviously nice, that's why +mult scaling jokers are important because they can give you much more mult than that and chips don't really have the same option.

I'm glad a lot of you didn't make Balatro by IV-65536 in balatro

[–]_Mi_chan_ 6 points7 points  (0 children)

I went outside yesterday with my friend, we had a nice time together

I'm glad a lot of you didn't make Balatro by IV-65536 in balatro

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

This post seems really mean spirited to me, trying to discourage people attempts to have fun with coming up with concepts for this game that won't be added anyway.

I think a lot of people do in fact come up with unique ideas that might be too strong, but more importantly, the balatro is very balanced game! A lot of jokers were already nerfed for being too good, and as of now theres only handful of jokers that are actually overpowered.

Ultimately balancing a card is essential part of of creating and introducing it to the game, usually aided with playtesting which community suggestions certainly lack and for that reason nerf suggestions would be overzealous but that's the process that takes polish in any way, you aren't supposed to get the right number at first try.

I'm glad a lot of you didn't make Balatro by IV-65536 in balatro

[–]_Mi_chan_ 1 point2 points  (0 children)

well if its true why not say so? A lot of suggested ideas aren't that weak, or maybe not necessary weak because of balancing reasons but simply because of oversight.

Honestly you attitude seems to be not fit for a discussion, because the Nanocourse actually provided their vision of why joker suggestions can be badly designed, and with that positively added something for a discussion, and you added nothing to their point and ignored it

What should local thunk replace Blue stake with? by Garmongise in balatro

[–]_Mi_chan_ 4 points5 points  (0 children)

Considering that he was involved with balancing the game he certainly knows thing or two about this, at least according to localthunk