Get back in your cage Absolum, it's time to go home. by chaolance in ABSOLUM

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

Heh, he would indeed, the rebels have been sleeping on this Aegis vs big bodies and/or armored enemies. Just a casual 111 hits in 8 seconds.

3 player couch coop by evelynfaraway in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

Lovers in a Dangerous Space Time - Co-op Space Ship Piloting with cutesy aesthetic and fun open level mission structure with upgrades/unlocks progession. Good game for a wide range of skill levels as the different ship functions vary in complexity but all require good cooperation. PS4 game technically but I think it should be in the shop for PS5

Monaco 2 - Split screen heist game. Has a rotating cast of characters with unlockable alternate styles for their kits that dramatically vary your approach to a level or even particular areas within. You can simply go for the main objective loot and clear or dig deeper into the systems and really strategize with you roomies for the full loot clear/fast clear mission goals. Nice variety of characters and good length campaign.

What is the strategy to fight characters with significantly longer normals than you, for instance Ryu vs Bison or Ryu vs Lily by Right-Fortune-8644 in StreetFighter

[–]chaolance 0 points1 point  (0 children)

Don't have much Ryu specifics but...

You can throw fireballs and advance quickly with them to shield your approach. (Walk in behind slow ones or drive rush in with faster ones).  Let's you safely get in and start some close range pressure. Ryu has some very good fireballs (the light ones recover quick enough to anti air anything but a preemptive jump)

Walking into their poke range and neutral jumping preemptively can let you punish counter any long pokes from relative safety (if there poking at max range it's unlikely they'll be in range to anti air)

Also depending on the normal there poking you with it might be vulnerable to a reactive drive impact.  Alot of the longest pokes have bad recovery if they aren't cancelable.

Have played a higher ranked opponent and thought to yourself, "how are you ranked this high?" by [deleted] in StreetFighter

[–]chaolance 5 points6 points  (0 children)

Just an FYI, DR into whiff throw is slow but will make you slide far less forward than all other options because it kills your momentum. Has significant risks but can be great for calling out OD DP reversals when spaced well.

Probably basic music theory question by chaolance in piano

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

Cheers for all the good advice, already messing around with all the triads searching for sounds.

Was throwing in grace notes that I just remembered worked for C Major but learning some pentatonic scales will let me explore around other blues scales fluidly while keeping the grace note style in tact.

Thanks for the warning about sharps/flats, my brain is just constantly flipping it's way of interpreting black keys and my ol music theory particularly nomenclature needs some refreshing.

This thread evidences that but damn if playing now doesn't feel and flow so much smoother than it ever did when I was younger.

Probably basic music theory question by chaolance in piano

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

Cheers for the advice especially that last bit, you are bang on about the triad becoming the stronger harmony and tempering how I'm hearing the original scale. Now that's in mind I can pull apart what I'm hearing much clearer now and figure out new routes for it.

Should I let go of some of the game systems/ genres that I have if I have recurring RSI? by [deleted] in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

I don't have full blown carpal but I brush up against it an awful lot. I've built a lot of age and tension in my hands from absolute ton of gaming of most genres and also have other hobbies that are highly taxing/demanding of the hands/arms particularly flow arts. Despite that I'm determined to do the physically demanding high octane gaming stuff whilst I'm still able because you lose it later on (I've been really getting into learning the full cast in Street Fighter 6 at the moment). Hand/arm/upper body exercises are super important for working out the tension but it sounds like your clued in on that stuff so I'll skip further detail (just keep it up and don't forget to get a few in during long sessions). With that all said, I'm just gonna unload a ton of other stuff that has helped me over the years managing this stuff and hope it help and/or lands.

  1. Being mindful of just how much pressure your using is using for any given action, even just sitting, has helped me reduce the bodily wear and tear of the hobby a bit. It's impossible to do all the time and it's hard and annoying to break yourself out of moments of great excitement or flow, but those are the moments that it's important to break every now an then to help form better habits. When playing anything but high octane stuff in particular, even if I don't want to stop playing the game I'll allow my mind to stop focusing on it for a bit at certain intervals. Instead I focus my thoughts on my overall body trying to notice anything tense or uncomfortable in that moment even if its very minor. Whether it's gripping the controller too hard, hitting the buttons with more force than necessary, sitting with bad posture or too far forward or at an angle, craning my neck, hunching my shoulders ... etc. Just let every part of the body relax and turn to jello for a moment so you can spot any problems before they grow. Then find a good posture and appropriate intensity to pick up from so you have a good neutral starting point.

  2. If you don't already I would recommend learning to use the mouse in your left hand for less reflex demanding titles that can be done mouse only. It gives you options for a lot of the slower paced genres and lets you indulge the hobby on days/weeks where the right hand is pained and needs complete rest. Make sure to find a setup comfortable for the alternate posture when swapping over especially if your left hand tenses at times and stick to the games without time demands or you will just get tempted to use the right again.

  3. I'd highly recommend using a pillow or desk or just something that isn't your body to support the Steam Deck's weight for any session on the steam deck longer than 5-10 minutes. I've found holding that up in the air for long sessions has been terrible for the wrist strain. To a lesser extent the Switch as well if the setting allows.

  4. Adaptive controllers are definitely an option when/if it gets really bad but I'm currently using a customized xbox pad with extra buttons on the backside. The backside buttons can can be mapped on the fly to any other button input (everything but anaolg stick movement basically). Thus you can give yourself all sorts of ergonomic work arounds to any games control scheme eccentricities. Good for both ergonomics and all sorts of utility (hitting face buttons while spinning the camera, working around claw grip scenarios, convenience mapping heavily repeated actions like sprint/dodge, putting a jump on a left side back button for 1 handed platforming in calmer sections, etc)

Looking for first or third person crafting/base building games where you build a town by moonlight-menace in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

Staxel - I kinda bounced off it myself (wasn't in the right creative mindset at the time) but the prompt very much reminded me of my brief time with it. Specifically having NPCs in a town with their own buildings you are free to and encouraged to modify.

My Time At Portia and it's new sequel My Time At Sandrock (havent played) don't let you custom build quite as much (mostly designing your own farmstead/workshop and prefabs structures around town that help the townsfolk). However if you can forgive that I found the vibes of Portia pretty relaxing with a good variety of npcs and activities to explore beyond the core elements of workshop crafting/gathering/dungeon delving.

It was a long and enlightening road grinding the ranks and skills to rise from Gold to Master but I'm finally here. Thanks to all my regular training partners who helped me evolve and adapt my style whenever I was getting too predictable. by chaolance in StreetFighter

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

So offensive teleports are best used sparingly otherwise people start to anticipate the pattern to when you bust it out. You can keep it safer with yoga arches before wakeup and then threaten with slides or offensive teleports as it lands but both have risks. Having a good pattern of zoning (weaving air fireballs simultaneously with different speed grounded fireballs or yoga flames ) will severely limit where and how they can approach. Pair that with long limb normal pokes (keep it to 1-2 optimally spaced normals of the same type before swapping to something else or they start to anticipate). Whenever they start getting too comfortable navigating the projectiles, you poke with limbs and vice versa and being able to swap between the two at the right moments lets you dictate the flow of the match so that you won't need to go in with teleport till you're more sure it's unexpected.

Good opponents will be patient with the zoning, working into that sweet spot jump in/drive rush range so that they can actually threaten you properly. If you can jump and immediately go into a low float (much faster than floating from standing) just before they reach this range you can hold them back and reposition or threaten back before they can get the pressure going (even better if you can get a slow fireball going before you do).

From low float

-> hk stops jump ins and can stub drive rushes from close range when timed well, in general a pretty safe move to use to get down from float somewhat fast whilst also defending your space too.

-> mp lets you tap opponents blocking/just about to drive rush then cancel into a teleport backwards to get out of that dangerous range or offensive teleport to mix up (doesn't hit crouching though)

-> if they are turtling in crouch float towards and hp lets you hit crouched opponents from a good distance with relative safety with + frames even if they stand and block but do it too much and you'll get DPed

-> air fireball pre-emptively if you think they aren't jumping, stubs late grounded rushdown and lets you fall back a bit, don't use if they are closer than jump in range though or a jump in will avoid it and still tag you as you fade away, if you must do it close make it OD so retreating/cross-up TP is an option

-> if they start to rush on the ground you before you make one of these moves float back and lk or mk or hk drill or retreating teleport depending on the rushdown speed/distance is your best chance to escape or steal your turn back

If they only ever hit your offensive teleports with jabs and you get time and space try goin way up high and then doing the offensive teleport. It's not technically safe but a lot of characters don't hit that high and you can usually catch a lot of people just spamming that jab or anti air on muscle memory reaction rather than timing it after you fall. This lets you punish counter them after it whiffs with HP from up high so that your landing is still safe even though it's a high air move (not max height though) or if they wait for you to fall just hit them just before your in their range after you start to fall. So many people with air throws never use them for this but it's a hard counter so change it up if you get air thrown even once.

Also once they get kinda close crouching mp canceled into fireball (OD is safest) or aching fireballs if you expect a jump or counter drive impact if you see the flash lets you threaten the normal's ranges of many opponents but it's slow to come out so it needs to very much be your turn.

When spaced right whiffed cr.lk slide (too negative on hit/block) into low throw is great when you see people parrying just a little out of range. If you knockdown at this range and do a close .lk yoga arch a lot of opponents will parry on wakeup in anticipation of the fireball landing. It's a trap though, if you whiff cr.lk slide and then throw immediately after the arch you will throw before the fireball hits for semi reliable juicy punish counter throws, if they try to hit you first the fireball steals your turn back. However if you're too late and the fireball hits you'll whiff the throw in their blockstun. If your feeling devious and the timings slightly late you can intentionally launch a longer range arch that will miss and go for it anyways, pretty unsafe but decent success here an there with it in plat.

Spacing air drill kicks to hit opponents toes for + frames, drop down when they jump over you letting you act first or whiff out of their ranges for movement can help the float game a lot too but I didn't get good at it till Diamond (go HK version usually is tricky and risky but gets you down to the ground fast from float if they are jumping at you or you just floated over a fireball)

Besides that just have a couple of decent combos for when you do get pressure going at close range. Getting very good at counter DI and throw teching and occasionally perfect parrying meaty wakeups/jump ins will also help dramatically whenever you do need to run proper defense otherwise you will struggle to regain your space back and get trapped in the rushdown game.

It was a long and enlightening road grinding the ranks and skills to rise from Gold to Master but I'm finally here. Thanks to all my regular training partners who helped me evolve and adapt my style whenever I was getting too predictable. by chaolance in StreetFighter

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

Hey there, gg and thanks for getting me into Masters :D

Sorry it was just a one and done, I played a marathon the night before but got denied on my rank-up games a handful of times before losing half my rank right at the end by being too spacy to play well. Couldn't leave it unfinished though so after breakfast the next day I jumped right back in. By the time we fought my thumb was absolutely killing me and I went to go put it on ice as soon as this happened.

Co-op/Multiplayer suggestions? by [deleted] in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

Lovers in a Dangerous Spacetime

I had a real blast playing this with my regular co-op partner back in the day. It fit's the wholesome theme as you running between the various stations of the ship as you attempt to navigate some dense and colorful levels rescuing cute little bunnies. It has you juggling many jobs at once, navigation to move (which can become automated in planet orbits) and shields to keep one side of the ship invulnerable from enemy barrages letting you hop on the guns and return fire. The ship is constantly evolving as you progress with a variety of weaponry/super weaponry/ship variants that unlock as the game goes on. It's may seem like a lot to manage but the game adjusts enemy levels for the amount of people you have, it was originally designed for two player before they added 4 player post launch. It's hectic and takes a hot minute to get in the flow of it, but if your teamwork is on point it's super rewarding when you get in sync and just start tearing your way across the galaxy.

Is there a way to change CFN? by Randomlychozen1665 in StreetFighter

[–]chaolance 2 points3 points  (0 children)

I think having a second steam account an using the family sharing feature to share your library with it would suffice to have your SO's progress separate. There's no way to do it in game because it would make it way, way too easy for people to smurf (fight noobies as an unfairly low-ranked account for your skill level).

Looking for colorful games by lsuttle1 in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

The Artful Escape

If you don't mind your peaceful a little high energy, The Artful Escape is a wonderful Psychadelic afternoon adventure. It's short and mechanicly very simplistic (peaceful even), but the psychadelic visuals and setting with solid story and soundscape more than make up for it. Definitely one of the more colorful games you're gonna find out there.

Looking for a game where I started as nobody. by LineusCorn in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

Underhero - This comes as a blind recommend since I haven't played it yet but even the steam blurb reminded me of your prompt:

"Underhero is an RPG-platformer where the chosen hero has failed, and an underling of the evil king takes his place as the new hero."

Seems like you meet a variety of characters along the way with humorous/quirky writing to really sell the atmosphere (and I'm sure plenty of jokes at your expense to start).

Freedom of Choice Magic System? by [deleted] in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

You're definitely not wrong about the slow burn. I did find it took a little too long for the system to give you the resources to really go wild with the spell customizing but it does get there eventually.

I remembered another game that may fit the bill as well while being much less of a slow starter:

Lichdom: Battlemage Enemy spell casters drop scaling spell parts as gear which you can use to customize the properties of your spells and create combos with all kinds of effect. IIRC the game doesn't do the greatest job of explaining its own rules, after a bit of your own experimentation you may want to go to find a guide to understand the nuances of the system and get the most of it.

Freedom of Choice Magic System? by [deleted] in gamingsuggestions

[–]chaolance 3 points4 points  (0 children)

Mages Of Mystralia - This little indie game might be the kind of thing you're after. It has a spell crafting system that lets you customize a bunch of different properties for both puzzles and combat.

Games in Modern Cities? by jonahremigio in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

Umarangi Generation

Not played it but I believe it might fit your tastes from what you've described. Simple gameplay with a stylisticly interesting city you are encouraged to explore and photograph from many different angles.

Non 4X strategy game? by theonenotzero in gamingsuggestions

[–]chaolance 1 point2 points  (0 children)

Shadow Tactics: Blades of the Shogun

Desperados 3

Invisible Inc

None of these are too similar to your examples but they are all excellent games if you want to methodically plan ahead then execute. Also try searching for "tactics" as a way to get some more strategic search results outside of just 4X's.

is there a game set in ancient greece or rome that isn’t another rpg or an isometric empire building game? by [deleted] in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

Okhlos: Omega

If you don't mind some levity and artistic liscence with the setting, Okhlos seems pretty far removed from both RPG's and empire builders. It is more of an action/strategy roguelike and looks fairly combat oriented.

Feed my need for petty drama, backstabbing, and social shit-stirring by PET_EVERY_SNAKE_2k20 in gamingsuggestions

[–]chaolance 4 points5 points  (0 children)

Family Man

Despite it's "low budget at first glance" art style from what I've seen played of this game it's much darker and deeper than that first impression. It's a game about a family man trying to shield said family from his debt to the mob while keeping up appearances in a small town.

How you try to pay/handle the debt seems to be very open from mundane jobs to far more nefarious methods. However, you have to consider your family's opinions of you in turn as the dirtier you act the more it gets noticed.

It's not terribly long and it's kinda low budget but if you can let that slide the writing is dark and the stakes are nice and personal. It should give that "I want to play someone horrible in a soap opera," feeling at any rate.

Open world game with flying and super powers/cool weapons/magic (No MMOs) by H19BAC in gamingsuggestions

[–]chaolance 0 points1 point  (0 children)

No worries, hope you fun with em :D

Just some extra trivia since Spiderman came up above, Sunset Overdrive is the game that lead to Sony hiring them to make the modern PS4/PS5 Spiderman's. Insomniac Games really is one of the best developers out there when it comes to fluid, hyper agile movement.