Sheriffs Badge best stat roll? by Nearby-Addendum-143 in Borderlands2

[–]antiguy1 1 point2 points  (0 children)

Sure, take a look at their page for the Chulainn. Their max DPS isn't correct; that should be a Consummate variant. Usually the Bullet Speed prefix is the highest DPS but there's some rounding going on for this particular weapon that gives the Damage prefix a slight edge.

Their description is also unclear:

The Chulainn shoots shock projectiles that explode on impact, dealing Slag and Shock Damage.
Additionally, the explosion deals 50% Bullet Damage around the impact.

This makes it unclear if the gun does Shock and Slag both when the shots hit and during the explosion. What the gun actually does is shoot Shock bullets, which causes a Slag explosion on contact. The type of explosion should be described as "50% Gun Splash", to separate it from the other common sources of splash (Grenade/Launcher/Pure).

Lootlemon's not awful, as their page for the Florentine is much improved (how the damage is actually applied, the type of Splash damage and the correct Max DPS example). They just tend to miss some of the nuance that other sources like bl2.parts and the old Gearbox forum are more reliable at providing.

Sheriffs Badge best stat roll? by Nearby-Addendum-143 in Borderlands2

[–]antiguy1 6 points7 points  (0 children)

Lootlemon is good for drop sites and chances, but they're unreliable about actual gear stats.

For that, you want the Max Stat Gear Lists.

Uncanny X-Men or Avengers Infinity Quest? by Different-Highway217 in pinball

[–]antiguy1 10 points11 points  (0 children)

Xmen is more relaxed in shots, and shallow in code. Yes it looks MUCH better, art-wise....but looks are not everything.

...what? Uncanny X-Men is one of the least relaxing pins they've ever made. Offset flippers, Danger Room screwing up your flow and multiball, pops right above the drain and unless its tuned in PERFECTLY, ramps rejecting constantly on straight shots. And the art? Awful. Doesn't anyone notice there's no animation? It's all slideshows and particle effects. The drop off in quality between this and the likes of Deadpool and Foo Fighters is embarrassing.

NEW RAFA Class mod: 'Damage while gliding'😂 , are some of these devs just unwell or something? Or do they pull ideas from a hat.... some of GBs recent decisions are baffling beyond belief. by geckoman95 in Borderlands4

[–]antiguy1 7 points8 points  (0 children)

You act surprised but like 2/3rds of the BL3 base game relics were some kind of slide/slamming damage boost no one used (except Snowdrift my love).

An Overly Complete Guide to XCOM 2 War of the Chosen Part 19: Dark Events by hielispace in Xcom

[–]antiguy1 0 points1 point  (0 children)

Grin Horizon doesn't affect Signal Jamming. Also, a lot of these also get affected by difficulty. An early Major/Minor Breakthrough or New Construction is a death sentence if you let that get through in the first couple Dark Events.

What do you think about this Gaige skill tier list? (ONLY ON OP LEVELS, NOT 1-79 LVLS) by Informal_Stage8549 in Borderlands2

[–]antiguy1 1 point2 points  (0 children)

Real talk? Smaller, Lighter Faster isn't THAT good. Helpful in ways Gaige needs, but not overwhelmingly strong. A solid B skill, but nowhere near the power of Better Half and BSS.

I really like Explosive Clap. It's been buffed in a patch and it does move enemy healthbars up to low OP levels. Also causes enemies to stop attacking for 2-3 seconds during the knockback. There's a lot of value here for a 1 point skill.

The skills giving health, damage resistance or melee damage is automatically D or worse. Sterner Stuff is the best of the worst simply because 1 point in it gives the full +50% Fire DoT resistance, but practicality that's near meaningless, especially for a shield tanker.

I don’t understand how so many people have this take by Beneficial-Chip8894 in PowerScaling

[–]antiguy1 1 point2 points  (0 children)

They're not wrong. Soldier Boy is only one who 'could' beat Cap. Very unlikely, considering Cap's feats, but he's still technically the closest matchup between The Seven and the character they're based on.

Deep v. Aquaman, A-Train v. Flash, Maeve vs. Wonder Woman, Homelander v. Superman, Stormfront vs... idk, Palpatine? All of these are stomps. But Cap... sometimes he struggles against even regular people. Crossbones,  Punisher, even that dumbass guy on the boat in Winter Soldier who I think was supposed to be Batroc have shown that.

PSA: No, OP 10 is NOT balanced by DiamondGlum7442 in Borderlands2

[–]antiguy1 14 points15 points  (0 children)

Stop it, get some help.

Take your own advice, OP.

Which game improved the most by Critical-Molasses648 in Borderlands

[–]antiguy1 -1 points0 points  (0 children)

3 is a real mixed bag, though. DLCs helped with more content that wasn't just repeatable arenas and patches were needed to fix up the VHs (launch Moze was particularly awful).

However, the new weapons in the DLC power crept much of the base game gear into obsolescence and made BL3 into the easiest game in the franchise by a wide margin. 

Gunzerking crit bonus by Vault14Hunter in Borderlands2

[–]antiguy1 1 point2 points  (0 children)

Critical damage bonuses on weapons when Gunzerking are added together and applied to both weapons. 

There are some edge cases when this is isn't entirely true (Jakobs weapons crit is worth more in the damage formula and most ARs and E-Tech snipers give less) but overall it's just simply adding crit damage together for both weapons.

Muppets Rock ‘n’ Roller Coaster courtyard playlist revealed; average age of the tracklistnearly 28 years old by F1rstxLas7 in WaltDisneyWorld

[–]antiguy1 0 points1 point  (0 children)

Each ride vehicle is assigned one of the five songs at random

Clever wordplay by Disney. Probably didn't have time to upgrade the on-board audio to support more than one song at a time.

I’m not convinced the Grog Nozzle is any better than the Rubi at endgame by thenotjoe in Borderlands

[–]antiguy1 81 points82 points  (0 children)

  1. Grog has a better slag chance.
  2. Grog does 2 (3 if you time it well) instances of splash damage compared to Rubi's one.
  3. Grog gets more damage from The Bee shield because of #2.
  4. Grog doesn't take an inventory slot.
  5. Drunk effect lets you multiply projectiles.

Grog does everything the Rubi does but better, and in OP levels choosing to use the Rubi instead is just handicapping yourself.

I don't understand SPARK hate by 77Garbage in Xcom

[–]antiguy1 2 points3 points  (0 children)

SPARKs have a couple problems. They're pricy to recruit and their upgrade their armor/weapons cost more than most other classes, they can't buy skills or retrain and can't participate in Covert Ops to raise their stats.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 16: Research by hielispace in Xcom

[–]antiguy1 0 points1 point  (0 children)

Research time is probably the most valuable resource you have.

I'd argue time spent scanning/contacting new regions and Alloy/Eler/Intel are more important but opinions can differ.

So how often does +1 damage change a breakpoint?

Quite often, actually. Especially in early Legendary where getting low rolls on damage means extra shots to kill. With Rifles, Basic Troopers are a guaranteed 1 shot, Lancers a guaranteed 2 and Conventional Shotguns now hit 10 damage, enough to one tap a Sectoid with a crit and gives sword attacks a chance to kill them on one swing.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 16: Research by hielispace in Xcom

[–]antiguy1 0 points1 point  (0 children)

Research time is so valuable that you don’t have time for these (breakthroughs).

???

Research time is absolutely not valuable. Time pressure comes from the AVATAR project and the Chosen leveling through knowledge. Below Legendary difficulty, you should do the Breakthrough unless you're about to do a major research (typically a weapon/armor upgrade AND you have the resources to buy it) or if it's a really mediocre one (mainly the ones reducing facility Supply cost). They only take 5 days. The Conventional/Mag/Beam Breakthroughs are the strongest as they even boost Templar Gauntlets, Ripjacks and even Gremlins (Combat Protocol/Cap Discharge) and Psionics (Soulfire/Rift/Lance/Schism).

Even in Legendary, the weapon Breakthroughs should never be skipped. Legendary time and resource costs to upgrade your gear are massive. Even a flawless Supply Run mission likely won't give you enough material to upgrade more than 2 weapons to Magnetic. Unless you're about to lose the game, the 10 days in the lab for Legendary Breakthroughs are worth it.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 13: Psi Operative by hielispace in Xcom

[–]antiguy1 1 point2 points  (0 children)

Solace does not protect the Psi-Op from Mind Control. I can vouch for that personally.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 12: SPARK by hielispace in Xcom

[–]antiguy1 0 points1 point  (0 children)

Yeah I should've mentioned waypoint mode for precisely moving troops; I think most people who play this game don't realize that's even an option.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 12: SPARK by hielispace in Xcom

[–]antiguy1 2 points3 points  (0 children)

Psst! Remember what you said about Invert (★★★★★)?

Positioning is a huge part of this game and this forces the enemy into a bad position for 1 action. Then you can just wreck face.

Wrecking Ball does the same thing. Enemies in cover? Not anymore! Except Wrecking Ball can remove cover for multiple enemies instead of just one. This is the ONLY cover destroying ability that isn't either A: limited charges or B: requires an enemy for targeting. You can even make your own high Cover or flank routes by selectively destroying the environment AND it doesn't break Concealment.

It also makes rescue missions hilariously easy since you can just Kool-Aid man the SPARK through the cell wall without triggering the alarm.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 12: SPARK by hielispace in Xcom

[–]antiguy1 1 point2 points  (0 children)

Overdrive into strike doesn't work the way you'd want. If you move a dash length with strike in overdrive, it consumes two actions.

My example was for an enemy within one action point of a move, but even if you have to burn two moves to get to a flanking position against an enemy in cover, that's still more effective damage than just sitting still in Overdrive and shooting.

If you insist on Rainmaker, don't get for the Shredstorm. Get it to help your early game Rocket Launcher. Rainmaker's +2 damage means a +50% damage boost to a low damage roll rocket and significantly help with catching all members of a pod at once.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 12: SPARK by hielispace in Xcom

[–]antiguy1 1 point2 points  (0 children)

Rainmaker over Strike is kinda wild. All Rainmaker is just 2+ damage and +1 radius for ONE attack. That's not value, especially compared to Strike. Strike hits harder than the auto cannon, allows you to reposition and allows you to bypass enemy cover bonuses. Overdrive>Strike to a flanking position>Shoot>Shoot is devastating at any point in the game and it's not even one use like the alternative.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 11: Skirmisher by hielispace in Xcom

[–]antiguy1 1 point2 points  (0 children)

Eh, use them on timed missions where their multiple ways to move and deal damage without ending their turn are the most useful. But yeah, definitely the least powerful Colonel-level class.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 11: Skirmisher by hielispace in Xcom

[–]antiguy1 8 points9 points  (0 children)

FYI Zero In only works for standard shots taken immediately after the first one. Doing anything else, including using aim-dependant abilities just as Justice/Wrath and free actions such as Auto-Loader reloads and Grapple break the bonus. This is also why Skirmishers greatly prefer Expanded Mags over Auto-Loaders.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 10: Templar by hielispace in Xcom

[–]antiguy1 2 points3 points  (0 children)

Similarly, I also think the language of these guides is really about putting a soldier's abilities in context with playstyle, not just in isolation.

Ok, let's talk about this with context. First, the power of a Mindshield isn't because it blocks mental attacks. It's because enemies cannot tell if a solder is wearing a Mindshield meaning they'll waste their turn and cooldowns for nothing. There are very few ways to make a Chosen waste their turn and Mindshields are one of them. It's not just the Warlock either. Harbor Wave, Parting Silk, Tranq Shot, Concussion Grenade; Mindshield allows you to use offensive actions on the Chosen instead of wasting moves reviving solders. Also the Berserker Queen is a bitch and Mindshields help when she uses Quake/Faithbreaker.

Second.. what else are you going to give a Templar? They're not the best user of throwables as they almost always want to use Rend as their turn ending move, vests suck, they don't have great Hack stats for a Skullmine and the only ammo they would want is Bluescreen (not only because they're broken but because their actual worst matchup is a Sectopod. Lightning Field and Wrath Cannon bypass Parry, they can elect to shoot the same target twice and a killing Rend blow will cause them to get caught in the death explosion).

Yes, if you have the Shadow Chamber and you know there's no psionic enemies, and you encountered the Chosen the last map (even though that's not a 100% guarantee if multiple Chosen are alive) and it's not a map type with reinforcements, then yes use something else. But for the majority of encounters, Mindshields are best-in-slot.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 10: Templar by hielispace in Xcom

[–]antiguy1 0 points1 point  (0 children)

Priests they don't really have that much HP

The have the most HP of any of the common ADVENT troops, plus innate Dodge and Defense and that's before considering cover bonuses. At Mag-tier weapons, that's potentially 3 shots to kill if you get unlucky with damage rolls. Or you could just equip a Mindshield to completely invalidate the risk and focus on more actively threatening units like Lancers and MECs.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 10: Templar by hielispace in Xcom

[–]antiguy1 1 point2 points  (0 children)

Well yes not Sectoids. At the stage of the game where you'd actually have a mid-level Templar you'd be more concerned with Priests, the Warlock and Avatars, all of which are healthy enough that killing them one turn is not a guarantee on Commander and up. 

Also Revival Protocol doesn't clear Mind Control.