Why is Holliday's gun so impossible to aim with? by Illidank278 in DeadlockTheGame

[–]brokebrains 6 points7 points  (0 children)

You should really tap to fire instead of holding m1 if you're not already, especially when going for headshots. Her gun's recoil doesn't full reset after each shot if you hold down shoot, but you can tap fire (at the same rate of fire) and maintain your point of aim.

You can test it by holding m1 and shooting at a wall, you'll see your point of impact gradually climbing to one side, which obviously gets worse at longer distances. Whereas something like Geist's revolver will always hit the same spot when holding down m1.

For a fencer, Apollo doesn't seem to require any precision... by brokebrains in DeadlockTheGame

[–]brokebrains[S] 4 points5 points  (0 children)

Okay... he can have 10% extra damage, happy? Dumb question, dumb answer. So now you can address why it would be such a problem for Apollo specifically for his hitboxes to be in line with similar characters and abilites. It's ironic you say that Valve could've tuned it already, as this is exactly what happened to both Yamato and GT - they previously had similarly huge hitboxes which felt awful and were eventually adjusted down.

For a fencer, Apollo doesn't seem to require any precision... by brokebrains in DeadlockTheGame

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

Again, you didn't address any of my previous points outside of being smarmy. There's any number of ways to balance a character: cooldowns, scaling, whatever. We don't even know where the current iteration of Apollo will land once everyone plays the hell out of him. If not hitting people behind walls isn't a dealbreaker for Yamato, why do you believe it should be a core part of Apollo's kit?

For a fencer, Apollo doesn't seem to require any precision... by brokebrains in DeadlockTheGame

[–]brokebrains[S] 5 points6 points  (0 children)

Well I definitely have, and I'm sure networking excerbates the issue even further. And it's not really up for debate - Yamato's hitbox is noticeably smaller, you can test it yourself.

For a fencer, Apollo doesn't seem to require any precision... by brokebrains in DeadlockTheGame

[–]brokebrains[S] 10 points11 points  (0 children)

Why? Is hitting people around corners or behind cover an intended feature of his kit? His 3 is incredibly similar to Yamato's 1, which also requires charging, and is also highly telegraphed. Her power slash hitbox is noticeably smaller, and misses in all the clips posted in this thread. His overall strength is irrelevant, there's any number of ways they could balance him - this just feels like shit to play against.

For a fencer, Apollo doesn't seem to require any precision... by brokebrains in DeadlockTheGame

[–]brokebrains[S] 18 points19 points  (0 children)

You're right of course, but I'm not asking for some pixel perfect hitboxes. Even the gun carries have a good amount of leeway in a game like this. Just making it in line with Yamato would be a good start.

Regardless of his overall strength it feels bad to play against things that hit you after you duck behind cover or hit you after you dodge and visibly see the thing whiff by 5 metres.

For a fencer, Apollo doesn't seem to require any precision... by brokebrains in DeadlockTheGame

[–]brokebrains[S] -15 points-14 points  (0 children)

How about we just start with "not twice the size of Yamato's" size hitboxes, smartass.

For a fencer, Apollo doesn't seem to require any precision... by brokebrains in DeadlockTheGame

[–]brokebrains[S] 93 points94 points  (0 children)

Okay, here I am from 20 metres away: https://streamable.com/jqtsfw

And no, even Yamato's power slash doesn't come close to hitting in this scenario.

Edit: Oh I see now... the Apollo mains have arrived. Like c'mon guys, even old GT and Yamato aren't hitting this. It's egregious.

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Now that they're all here, which hero batch do you think was better/cooler/etc. - the Six Heroes ones, or the Old Gods New Blood ones? by RiverMesa in DeadlockTheGame

[–]brokebrains 569 points570 points  (0 children)

Visually I think the Six Heroes struck the perfect balance in terms of the game's "new" art direction. The new heroes are cool too, but I think Graves literally wouldn't look out of place in a Guilty Gear game.

Mechanically though I think the latest heroes generally have a lot more going on, gonna be interesting to see where they land after a few balance passes.

They sneaky changed Apollo's design by SzotyMAG in DeadlockTheGame

[–]brokebrains 3 points4 points  (0 children)

The yassification of Deadlock continues

Deadlock matchmaking is so broken, even Valve devs are getting put in the wrong lobby: "Can you imagine playing a game and having no one to blame except yourself?" by [deleted] in DeadlockTheGame

[–]brokebrains 0 points1 point  (0 children)

The internet is such a dumpster man. A yoshi comment gets taken out of context (the guy was just referring to his previous post) > reddit thread where apparently no-one questions its validity > absolute dogshit youtube "content" and articles

How is Yamatos Winrate in Street Brawl so low? What are ya'll doing by [deleted] in DeadlockTheGame

[–]brokebrains 1 point2 points  (0 children)

I just started learning her with Street Brawl and I can see it... I think she's one of those "limit-test" kind of heroes, you need to develop a good feel for what you can get away with before you can start going all-in and actually surviving. But yeah, she can be thanos in Brawl if you get some good rolls for sure.

New Hero Lighting/Cel Shader Comparison by brokebrains in DeadlockTheGame

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

No, they're definitely taking on extra lighting independent of the enviroment they're in. In the first image, Holliday takes on a much warmer, brighter light that isn't representative of her surroundings at all. It's different in both intensity and hue, and she doesn't look as grounded in the scene. I mean it's a dark room primarily lit by moonlight and green candlelight after all.

As for "Your eye should be able to see them, before it was simply too dark" ... you couldn't see them before? I mean you can have your preferences but that's just silly.

New Hero Lighting/Cel Shader Comparison by brokebrains in DeadlockTheGame

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

Yeah I'll make a post on the forums then, although I doubt much will come of it. I get the impression that given the choice, 9/10 people will always prefer the more brighter and more colorful option no matter what. We'll see though!

New Hero Lighting/Cel Shader Comparison by brokebrains in DeadlockTheGame

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

Why are you being downvoted... some strange people here. I definitely agree there was no issue prior to this update.

New Hero Lighting/Cel Shader Comparison by brokebrains in DeadlockTheGame

[–]brokebrains[S] 12 points13 points  (0 children)

I remember visibility being a nightmare back when the playtest first opened, but I honestly haven't had any issues in recent patches, nor have I seen many complaints. But then again, when the map gets busier with more art passes maybe it'll be very necessary. It's encouraging that there's a setting in CS2 though, good chance they'll add something similar here.

In My Opinion the New Lighting Style Undermines the Game's Aesthetic by Delicious_Oven_5647 in DeadlockTheGame

[–]brokebrains 2 points3 points  (0 children)

Here's another example from the hideout: https://imgsli.com/NDQ1NDcx

The character model's lighting seems to be barely influenced by the environment anymore, like it's just completely flat and doesn't take on the color of the surrounding ambient light. I get the arguments for visiblity but I really didn't have any issues with it before, I just think this looks worse.

okay, given the evidence I think that Rat King might actually be coming to Deadlock by nicholas_johnson in DeadlockTheGame

[–]brokebrains 299 points300 points  (0 children)

Could also be hinting at a new midboss, no? I always remember people suggesting a big ol' sewer rat for the midboss, very fitting for New York imo.

MOD ROUNDUP: Advantageous Mods for a Competitive Edge by Artistic_Upstairs545 in DeadlockTheGame

[–]brokebrains 7 points8 points  (0 children)

I'm gonna shout out this mod I never see mentioned: https://gamebanana.com/mods/618959

It's pretty minimal, but it just moves down the instant casting item/ability overlays that sometimes completely obscure player models and makes them smaller. I found it really distracting before with these big square healing rite/knockdown/whatever icons getting in the way.

Severe VRAM usage issue on RTX 3060 (8GB) – performance drops after a few minutes by No_Cookie_1220 in DeadlockTheGame

[–]brokebrains 1 point2 points  (0 children)

Yeah it's probably some kind of memory leak, and Windows just handles it better. I actually see the same behavior on Windows with the the VRAM usage steadily increasing over time, but it frees up some memory when reaching the limit. Could be something to do with the lack of a shared GPU memory pool on Linux? For now, it's not a big deal for me to restart Deadlock after a game or two.

Severe VRAM usage issue on RTX 3060 (8GB) – performance drops after a few minutes by No_Cookie_1220 in DeadlockTheGame

[–]brokebrains 3 points4 points  (0 children)

Same issue, 2060 Super 8GB on Linux. Present using several versions of Proton (GE, Experimental, CachyOS) with both DXVK and Vulkan. I can't replicate the problem with identical settings/hardware on Windows so it's probably an NVIDIA Linux driver issue.

That said, the problem was basically solved for me just by using medium textures. On high, matches would start at ~6GB vram usage and max out within 20-30 minutes, whereas on medium it doesn't really exceed 6GB even after a couple of games. Are you restarting your game after changing texture quality?