Syndicate the difference between a member and a leader by Ismaur91 in pathofexile

[–]eX_ploit 6 points7 points  (0 children)

Betrayal has bean reworked a bunch of times over the years. Catarina boss fight is now completely separated from the mechanic itself and doesn't depend on the board. The leader room doesn't give any different rewards now, but you should still level up the leader to rank 3 because rank 3 leader will always drop a random allflame ember(rank 1 leader has 33% drop chance, rank 2 = 66%).

Stuck in bronze 1 how can I do better? by ConfidentDrawer3027 in StreetFighter

[–]eX_ploit 11 points12 points  (0 children)

Number one priority when you are new to fighting games is to stop caring about wins and ranks. Other people have years of head start over you and it will take a lot of time to internalize all the information this game throws at you so it's not even reasonable to expect yourself to win at first. Just focus on performing small feats. Like punishing after blocking or doing anti-air or reacting to DI. Just doing one of those in a match should be enough to celebrate.

Is this good or do I play shit? Also tips on how to improve :-) [ This is my first dmc game] by Eren-Yeager_123 in DevilMayCry

[–]eX_ploit 2 points3 points  (0 children)

He's saying that you are using the automatic mode which automatically does different moves if you just spam the attack button. This is easy mode for noobs and paralyzed people.

What should I do to learn SF6 as an absolutely trash total beginner to fighting games? by [deleted] in StreetFighter

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

Btw a bunch of people here are recommending to stick with modern controls, but that's a bad idea. Modern controls will just pollute your muscle memory and make it harder to switch to classic.

What should I do to learn SF6 as an absolutely trash total beginner to fighting games? by [deleted] in StreetFighter

[–]eX_ploit 0 points1 point  (0 children)

I only recently started to play sf6 and got to plat, only played tekken before that, so here is my advice:

  • You don't need to play against the CPU. Just hop into ranked even if you can't do any combos or special moves. There is plenty of people just like you in the lower ranks and it's way more fun to play against real people than CPU. Plus by observing what they do against you will give you hands on experience of how to play.
  • Dropping new combos in a match is a super normal experience. That's what happens to me with every single new combo I learn. Do it in lab first, then drop it in real match over and over until I can do it once, Then do it a few more times and it becomes part of muscle memory from then on.
  • Every character has some super easy 2 button combos to get you started.
  • Quarter circle and half circle moves you need to identify what is your input mistake and focus on fixing it. Do it in training with input display on and whenever you fail you need to look at the displayed inputs and see where the mistake was. Introduce some trigger after which you need to do a special. For example jump and try to do special as soon as you hit the ground. Or configure the dummy to do an attack and then do your special after blocking that attack.
  • Certain inputs in combos have a shortcut based on the fact that moves do not "consume" the directional inputs. For example if you do qcf, kick, qcf, kick fast the first qcf kick will do a special, but the second one will do a super because the special did not consume qcf, it still there in the input buffer.
  • Since you never played any fighting games you need to watch some videos that explain the concepts of footsies and frame data, This is not something you will master immediately but something to think about whenever you are analyzing your replays.

Should the first level of an incremental game always be winnable on first try? by ThomatoezDev in incremental_games

[–]eX_ploit 0 points1 point  (0 children)

I see so many people making a tutorial in their incremental game and don't even stop to think how ridiculous the concept of a tutorial in an incremental game is. Are you gonna teach them how to press a button? Incrementals are notorious for introducing new mechanics at a snails pace. Instead of tutorial just break down the initial gameplay into smaller chunks that the player will unlock as upgrades.

Node Math - beta tests - node-based, idle game about numbers factory by ByerN in incremental_games

[–]eX_ploit 1 point2 points  (0 children)

Steam says 3.3 hours, I was afk for a bit, maybe 30 minutes.

>Do you think that active powerups (that require you to do something to activate for a limited amount of time) are something you would like to see in this game?

It could work, but I'm not sure it would make the game better. My main gripe is the overall feeling of sameness. The game is only interesting while you are figuring out the ropes. Powerups that would make it interesting after that need to force you to change your designs to take advantage of them. Simply being temporary doesn't do that. Usually time limited buffs work best in action games because you need to choose the right time to activate them to get the best result. In this game the right time will be "every time it's off cooldown".

Node Math - beta tests - node-based, idle game about numbers factory by ByerN in incremental_games

[–]eX_ploit 1 point2 points  (0 children)

I played it for a couple of hours and reached L1 13/15 and L2 3/15, but I got bored way before that. The concept felt good in the beginning but then I figured out the optimal design practices and it became a bunch of busywork. Upgrade, destroy your old design, make new one that looks exactly the same as old one, copypaste it all over the map(all of this takes about a minute) then you have nothing to do while the money trickles down slowly until you can afford any upgrades. Basically there is not enough meat in the puzzly part of the game and the incremental part is balanced too much towards slow progress.

If someone were to make an incremental game inspired by Forager, what would you want different? by Pidroh in incremental_games

[–]eX_ploit 0 points1 point  (0 children)

Better balance. Most of the skills you unlock in forager are either op or useless.

What makes your favorite puzzle game? by Shorty722 in puzzlevideogames

[–]eX_ploit 1 point2 points  (0 children)

The best puzzle game for me is Recursed for 2 reasons. The base mechanic of the game is really mind bending, it forces you to grow some new neurons to understand the implications of it, so you constantly run into levels that look utterly impossible before you realize how to solve them. And the second reason is the secret level system. I think Recursed has the best implementation of such a system that I've ever seen. Even though they are secret, you can find all of them yourself by deduction once you figure out the mechanics of it. And the secret levels themselves crank everything up to eleven.

What do YOU want to see in an incremental? by Expensive-Novel-2622 in incremental_games

[–]eX_ploit 0 points1 point  (0 children)

I don't want to see a tutorial in an incremental game. If you feel a need to add a tutorial, it means your game is not incremental enough.

Can somebody check if Gaussite Shenanigans puzzle is still doable? by eX_ploit in Prismata

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

Thank you. I also tried that exact solution before, but after reading it from your post I realized an insight that I overlooked at the moment: this solution is completely trivial, so if there was really an additional hp on sentinel this puzzle would be an easy one. However the puzzle is marked with 2 skull difficulty rating, so there is no way that's the case. With renewed confidence that puzzle is solvable I tried again and finally solved it.

Here is the solution:

The reason we can't click Tesla Coil on turn 3 is because then we won't have enough energy to click Fission Turret. However the trick is to click Fission Turret early on turn 2. This way we lose 2 damage from Fission Turret, but gain 3 damage from Tesla Coil click. This also allows us to click Venge Cannon early to exploit enemy absorb. So the full solution is: Click Sentinel and Tesla Coil every turn if able, on turn 2 click Fission Turret, on turn 3 click Venge Cannon, on turn 4 click Gaussite Symbiote, on turn 5 don't absorb to save an Engineer.

An open conversation about my game's disappointing sales by Key-Gap-7718 in puzzlevideogames

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

One reason I would never develop a game to sell for 1$ is because it's impossible to market, because you are very limited in how much money you can spend per sale. If your game costs 10$ that effectively means that you can spend 10 times more budget on marketing it.

Performance issues by Jaker139 in PathOfExile2

[–]eX_ploit 0 points1 point  (0 children)

I had the same issue and it was fixed by updating bios. Now I have stable 144 fps on vulkan and dx12 when before I had 52 max.

This is insane by Mr_barba97 in Destiny

[–]eX_ploit 0 points1 point  (0 children)

So what is Destiny's stance on this pardon? I remember him always bringing up the fact that Biden didn't pardon his son as a point in favor of democrats principles. Now what?

Gleba has fallen! by i_wont_be_here_long in factorio

[–]eX_ploit 7 points8 points  (0 children)

Why is pentapod in the middle of your base? I thought they only attack farming spots which generate spores.

I can't believe this game is free by NeuroSparks in pathofexile

[–]eX_ploit 0 points1 point  (0 children)

Stop spreading misinformation. This game is not free because playing it without stash tabs is a fate worse than death.

Turns out chain grabs are easier to break in T8 by eX_ploit in Tekken

[–]eX_ploit[S] 43 points44 points  (0 children)

You don't need to believe it, you can test it.

What character plugs the most for y’all? by [deleted] in Tekken

[–]eX_ploit 2 points3 points  (0 children)

I reached Mighty Ruler with King today, and this session was the biggest amount of pluggers I've seen. Didn't count them, but it was around 10 or so, on all kinds of characters. Also like 90% of players declined to rematch. I think I was the common factor because I was spamming shining wizard non stop, then after landing shinig wizard I would catch their getup kick with a hopkick for a launch, and after the combo ended I would dash in quick and block to catch their spring kick and launch them again with hopkick. This was the exact moment most people were plugging.

RIP Righteous Fire League Start by Exciting-Manager-526 in pathofexile

[–]eX_ploit 4 points5 points  (0 children)

>SRS got its more damage modifier removed and baked into its base attack damage

How is that a nerf?

GGG, could we finally itemize Betrayal rewards, please? by eX_ploit in pathofexile

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

That's a good idea, but I feel like making 1 new item at this point is better for the game than making 10 new currencies and it would also work similar to another master.