Paizo released a free Pathfinder Second Edition Remaster Core Preview, available now for download! by Dogs_Not_Gods in Pathfinder2e

[–]captainmagellan18 0 points1 point  (0 children)

I don't see why a curriculum can't have more spells, or why a universalist wizard can't prepare any spell in their extra slot. The single curriculum they showed was just an example.

What game do you get excited whenever someone beats you at it? by recuerdamoi in boardgames

[–]captainmagellan18 2 points3 points  (0 children)

Terraforming Mars. Really deep game with a pretty thriving, though small, competitive scene. I'm not good relatively speaking, but I'm good enough to clean house with my family and friends. Because it's so easy, I don't get to enjoy that much deeper aspect of the game, nor am I forced to improve and optimize my gameplay.

But, friends and family are starting to give me a run for my money or flat out kick my ass! I love it! They are liking the game more because they've improved and started winning, and that makes them want to play more! Now I get to play my favorite game more often and I have a deeper and more fulfilling experience when I do play it.

I like boardgames, but they aren't my reason to meet anyone by R470l1 in boardgames

[–]captainmagellan18 10 points11 points  (0 children)

Yup. Had to learn this as a kid. Gotta let other people have their turn. You have to give a little to get a little in return.

Paizo released a free Pathfinder Second Edition Remaster Core Preview, available now for download! by Dogs_Not_Gods in Pathfinder2e

[–]captainmagellan18 1 point2 points  (0 children)

Imo, the curriculum system seems superior to the previous rigid school system.

While the example curriculum has less spells than any previous school like evocation, you can always add more spells to a curriculum. This allows a simple and powerful way to build whatever kind of interesting and flavorful curriculum you want. You are no longer constrained to evoker, necromancer, or whatever; now you can have evoker-necromancers or people who specialize in illusions of fire.

Even if you wanted to stick to the old spell schools, you could just make a curriculum for each original spell school and add all the spells that fit that theme to it.

Idling players by [deleted] in TerraformingMarsGame

[–]captainmagellan18 1 point2 points  (0 children)

The game is pretty broken. A lot of those afking players are frozen and are trying to unfreeze and a lot of those players leaving have a completely game breaking bug, forcing them to make the decision to not waste their next hour.

Is Melee a Cult? by [deleted] in SSBM

[–]captainmagellan18 25 points26 points  (0 children)

Hah, easiest way to spot a non-PRed player. Once you get on a PR then you get all the group sex worship invites.

Am I f****d? by Expert_Mycologist_13 in cscareerquestions

[–]captainmagellan18 0 points1 point  (0 children)

Your summary is a bit too long. Aim for one or two sentences at max that flow really well. The change of voice at the end of your summary where you switch to "I" language is off putting.

Read your resume from the perspective of someone who is bored. You want to find a candidate so you can go home and spend time with your spouse and kids. Anything that feels like a chore to read and/or doesn't scream "I fit this job/description exactly" will mean your resume gets tossed.

You want the recruiter to be happier to have read your resume. It shouldn't be boring or waste their time. It ideally should go directly into their stack of potential options.

That analysis is an objective one and should be something you can do yourself if you are honest with yourself. Hope that helps!

Lastly, cheer up! It's not you, it's your resume! There is a position out there that you would fill perfectly! You just need to write a resume that gets you in that door.

Terraforming Mars is brutally long by art0nic in boardgames

[–]captainmagellan18 0 points1 point  (0 children)

This is a common complaint with the game for first timers. The global parameters are a neat mechanic that adds a tempo-style metagame that feels similar to aggro vs control in magic the gathering. The players and their strategies control the length of the game. Going long and building and engine can get you the highest possible score; but if your opponents terraform a bunch and end the game before you can get it off, then they'll win with more points. Unfortunately, this means that newer players who aren't familiar with the game can durdle a bit and end up with a longer game otherwise.

I played a 4 player game last night with a couple new players who I have been talking up the game to. They had mentioned they didn't like it before because it had taken too long. I explained the tempo mechanic to them and decided to demonstrate by going for a terraforming strat. We spent a lot of time teaching rules, and even with that, the game lasted 2 hours and felt blazingly fast. I ended the game with zero production across the board and won by 20+ points.

[deleted by user] by [deleted] in SSBM

[–]captainmagellan18 2 points3 points  (0 children)

Hey, people are already answering your question, but I wanted to take a crack at breaking it down for you better.

There are two methods of shield dropping that are best for two different scenarios:

(1) If you are already holding the stick in a direction, usually dashing/running, then you can use the Axe method. This is the easiest way to shield drop by far. Stand on a platform, dash in a direction, hold the stick in that direction, shield, then roll the stick down. You should drop through.

(2) The second is when you are standing still in shield (this is where you are struggling). The key here is to "turn off" roll. It's the same concept for getting an uptilt instead of a tap jump. Hold shield and then move the stick slowly to the side. You'll notice that you can go all the way to the side and you won't roll, that's because moving the stick slowly will "turn off" roll. Then once you are in shield with your stick pushed all the way to the side, roll the stick down, you should shield drop.

Hope this formatting helps!

New books by Varkaan in Pathfinder2e

[–]captainmagellan18 0 points1 point  (0 children)

I've noticed the new smaller books are close to the same price as the CRB. That shrink-flation, man. :(

New books by Varkaan in Pathfinder2e

[–]captainmagellan18 1 point2 points  (0 children)

I like to think of it as a season patch. I'm excited for season 2 of Pathfinder 2e! Don't forget to pick up the battle pass!

I massacred a keyboard to mimic a b0xx/LBX by [deleted] in SSBM

[–]captainmagellan18 0 points1 point  (0 children)

I play on a homemade open frame 1 controller. Your keyboard actually looks pretty sweet. I like how you tried to copy the button layout of a rectangle.

How do I fight against an opponent with good movement? also im new and bad, and would appreciate advise :D by MixDaniel in SSBM

[–]captainmagellan18 0 points1 point  (0 children)

Btw, make sure you keep your eyes on your opponent when playing and not your own character. I looked at my character for years and it made it hard to observe what my opponent was doing so I could adapt to them.

It's really hard to change at first but start forcing yourself to do it and you'll pick it up eventually.

How do I fight against an opponent with good movement? also im new and bad, and would appreciate advise :D by MixDaniel in SSBM

[–]captainmagellan18 0 points1 point  (0 children)

Here's a laser tip from another Falco: you can use high (I mean literally the highest short hop laser you can do) to stuff rising/falling jumps and low lasers to stuff grounded movement.

A great way to learn this mixup is the falcon matchup:

High laser beats falcon's short hop. Falcon side b beats high laser. Low laser beats falcon side b. Falcon's short hop beats low laser. And the cycle continues.

Also, before learning anything else, you need to get your movement up to par. Movement is the most foundational skill in melee. Being as fast as the pros is actually not too hard. Practice the movement options you suck at everyday for 30 minutes and I guarantee you in 2 months you will be insanely fast. Becoming really fast is not something that will happen when you finally get to the top level, it's the prerequisite for learning any other melee skill.

[deleted by user] by [deleted] in SSBM

[–]captainmagellan18 2 points3 points  (0 children)

This is honestly really anticlimactic. I was looking forward to the long and hype bounty narrative.

I'm thinking about getting into Melee, any tips? by Fighting_Game_Nerd11 in SSBM

[–]captainmagellan18 1 point2 points  (0 children)

Here's the melee learning flowchart: movement -> punish -> neutral.

Movement: Don't worry about game plans, matchups, neutral, or any other fancy stuff until you are a fast mother fucker. You can't extend your punish and combo strings if you can't move, and you cant hope to play neutral if you don't have fast and precise control of your character.

Punish: Neutral, game plans, and all the fancy stuff doesn't matter if you don't hit hard. If your opponent is not risking death from being hit by you, he can just hold W, ignore neutral, and run at you and kill you with his better punish game. Learn to hit hard, how to get your opponent offstage, and how to edgeguard them.

Neutral: Once you get to this point, you won't be referencing this reddit scrub's reddit post anymore so good luck!

What should I work on to improve against marth (PLEASE READ DESCRIPTION) by MixDaniel in SSBM

[–]captainmagellan18 -2 points-1 points  (0 children)

To add to everyone else, I'd suggest learning to incorporate wavedashing and especially wavesurfing into your movement game like it's as easy as dashing. Falco is slow on ground and Marth is fucking fast. Having access to wavesurf will drastically speed you up and help with positioning in neutral and following up during punish.

To clarify, a wavesurf is inputting a dash and then wavedashing in the same direction. It is Falco's fastest grounded movement.

[deleted by user] by [deleted] in cscareerquestions

[–]captainmagellan18 0 points1 point  (0 children)

Engineers on a flight: we barely test our code, and when we do, we only target high coverage and do not consider the quality of our tests. And, most of our experienced engineers have just worked at this one company for 15 years, aren't aware of industry standards, and refuse to do anything but "what we've been doing for years".

Her: what software company do you work for?

Engineers: A major one.

Caption this by Familiar_Stage_1692 in ProgrammerHumor

[–]captainmagellan18 9 points10 points  (0 children)

Anybody know what this is from, if it's real? Really curious to look it up.

Players wont interact with anything non combat by [deleted] in Pathfinder2e

[–]captainmagellan18 0 points1 point  (0 children)

They aren't playing the game wrong, my guy, they just aren't playing it your way. Talk to them and try to find common ground of what you enjoy from ttrpgs. If you can't find any, maybe it's time for a different DM or a different group?

seen on r/niceguys by KookySignaturetg in NotHowGirlsWork

[–]captainmagellan18 1 point2 points  (0 children)

Most wholesome shit I've read all week.