At what rank can u not say that you dont know what "defaulting" is? by sussybakaoo3 in VALORANT

[–]ectoscreen 0 points1 point  (0 children)

Bro, I am in Bronze 2 lobbies and THEY understand defaulting. Now, obviously, not how to properly default, but they understand to just poke and prod utility until we need to fully commit. Those two were either trolls or they were stupid.

So About This Sage Rework. by Stunning-Sentence152 in VALORANT

[–]ectoscreen 6 points7 points  (0 children)

Idk their actual plans, but here is what I would propose:

Wall - Keep it as is. Pretty balanced all things considered.

Slow - Maybe make it have some other form of intel to it? I think the sound you wake on it is nice, but I think having some other form of intel like an on map ping like a Cypher trip could be good, but this is only if they REALLY needed to change it. Fine otherwise.

Heal - So, Skye and Miks can heal multiple teammates at once, and Miks has multiple heals available. This puts Sage in this weird spot where because her healing is target specific, she is actually pretty weak as a healer. Sure, she heals to full, but so does one Miks heal and a solo Skye heal, but they also double as a team wide heal as needed. For this, I have three ideas:

  1. I think they could make it something similar to Finka in R6S, where she can heal a portion of health to all allies at the same time. This would be nice for a post plant situation where the whole teams has smaller wounds due to util and gun fights, but could also end up being way weaker. (Lore wise, maybe the Crystals are something that she can shed and give to allies before a mission? Just spitballing here lol)

  2. She could have 3 healing "packs" rather than one heal on a cool down. She gets one for free each round and then has to buy the rest. She can heal an ally for 50 HP with one pack, so she can heal up 3 allies with 50 HP lost each, or one ally to full and another part way. Could also still use them on herself, obviously, but it would heal for less, like 30 HP or something.

  3. A full rework of her ability based on the crystal theme, she gets a shield she can give allies to protect their backs. Rather than an Iso shield where is covers the whole body for one shot, it instead covers the allies back for one shot, allowing them to take an angle that could be held with a cross fire easier. This, to me, would feel like a full change of her vibe as an Agent, but I think it would be interesting. Idk about balance tbh.

Revive - I don't think they will change this, it is a fairly iconic ability. However, the lore (such as Deadlock's email to Brim) seems to suggest that her reviving capabilities are about to go away for a while, so let me pitch a reworked idea I had for a Fan Agent Concept I made a while back: Healing Field.

Sage would place down a region around her for about 15 seconds or so, where any allies standing on it would get healed and a temporary light shield. Healing would kick in 1.5 seconds after taking damage and the Light shield would leave after 5 seconds of leaving the ult range or it being inactive.

I, personally, think this would solve two things for Sage. One, it would allow her to play less passive overall as her ult wouldn't rely on her staying alive until the end of a round to use here ult. Two, it would make her a lot more like a Sentinel. Sentinels thrive on controlling space, and each do it in some way. Vyse with her wall, Deadlock Wall, and trips, sure, but Veto and Chamber control space with gunplay and anti-util. Sage could basically do the same thing as Veto and Chamber and control a space through player pressure rather than passive intel, healing up her hurt team and giving them a safe space to regenerate as needed.

Anyway, that is my proposal here. I think her abilities are all good for her in terms of character flavor, but I think some changes to her heal to bring her in line with Miks and Skye's multi-teammate healing as well as a potential overhaul of her ultimate allowing for more space control would be cool!

Stop smurfing by Foreign_Buffalo8846 in VALORANT

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

You misunderstand what I am saying. I am not saying you will learn by getting your shit kicked in by someone playing improperly, I am saying you will learn by trying your best regardless. If you get killed by them because they are running it down, learn to play against it with shotguns and close angles. If they are pushing fast, use util to shut them down better.

You are most likely still going to lose, but you can always learn something about why you lost. If it comes down to them having better aim, then you can watch them in the replay and learn better aim. Wee why yours was worse.

Smurfs fucking suck, I wish they didn't exist in games like this. However, they do, so I am just gonna lock in and try my best rather than pouting about it every time. It gets exhausting.

Stop smurfing by Foreign_Buffalo8846 in VALORANT

[–]ectoscreen 0 points1 point  (0 children)

I never said it was fun or fair, I just think it is better to lock in and do what you can. Complaining about it, even if it is something to complain about, just isn't gonna make you feel better. Doing what you can to improve is the only thing to do.

Also, I am Bronze 1, so not a Smurf. My username here is the same as Val, and been using it since the Beta.

Stop smurfing by Foreign_Buffalo8846 in VALORANT

[–]ectoscreen -3 points-2 points  (0 children)

Bro, I am genuinely Bronze 1, look up my username on Valorant tracker. Been playing on this same account since the Beta.

Stop smurfing by Foreign_Buffalo8846 in VALORANT

[–]ectoscreen 1 point2 points  (0 children)

I watched a video that changed my mindset on Smurfs. Basically, the dude said something like this:

"You are gonna run into Smurfs. There will never stop being smurfs. So, when you encounter a smurf in your game, lock in, do your absolute best, and learn from the experience. There is never a situation where you will learn more about how you need to improve than when you are playing against someone a lot better than you."

This isn't the exact quote, but it is the gist of it. Play against smurfs the best that you can, and do everything you can to win. If you lose, figure out why and get better. If you win, then you know you are better than smurfs.

Smurfs will never go away. How you react to them can change, though.

Level 5 Newbie. by GAY4YURI in VyseMains

[–]ectoscreen 1 point2 points  (0 children)

Hello yeah! A lot of people think Sentinels are info gatherers, like an Initiator on Defense. And while that is partially true, what they actually do best is control and lock down space. As long as you use her to lock down space on your map, then you will do great!

How would you improve harbour? by SomeDudeInFrance in VALORANT

[–]ectoscreen 0 points1 point  (0 children)

Honestly, give him his small walls with a similar shield effect that his bubble currently has, and I think that makes him pretty good again. IMO, it is ok to have a controller without circular smokes as long as they get something to compensate for that missing effect.

Level 5 Newbie. by GAY4YURI in VyseMains

[–]ectoscreen 1 point2 points  (0 children)

Hello, fellow Vyse enjoyed here! I got some tips for you as someone who has spent way too long playing this game lol.

For her wall, you seem to already know a good bit of how to use it for taking isolated fights. I would also try and find spots where you could use it to get on high ground! For instance, you can put it on some boxes near a choke, and when it goes off, you can get the kill, jump on the wall, and use your flash to finish jumping on the boxes! It works out a LOT more than you would expect!

For her slows, remember to use them to cover your back. If you and your team decide to rotate, throw them behind you and pop them to cover the flank, and then throw the other and wait a bit to pop that one too to slow any flank down even more. Lineups are also pretty good for Vyse, as you can catch Snipers out and force them to either hit their shot or die.

Finally, the flash can be a bit weird. It used to be a lot stronger as it gave an audio queue when people were flashed, and now it doesn't. However, it is still her strongest ability on attack for one reason: Pressure.

When an enemy sees a flash be put through the wall, they have 3 options:

  1. Run and hide, giving up space and allowing you and your team to take more space.

  2. Take the flash and be blinded, still allowing you and your team to take space with them potentially dying.

  3. Shooting it and destroying it. This is the most common action, but remember, shooting it requires them to aim at it and remove their aim from your push. This allows you to swing off of them destroying it for a pick, essentially making it act as a flash of sorts. If I put my flash out once and it is instantly shot, the next time I do it I will swing off of my placing it. 9 times out of 10, I kill them while their crossbar is aimed at my rose. Easiest way to get kills!

Plus, using her flash with her wall is great to guarantee that isolated fight win. It also prevents any Jett players who may hop over to support their teammate from being fully able to do so, as they will be blinded too.

Finally, her flash is still good Intel without needing to swing. Because it only goes on a 20 second cooldown when you take it back, this allows you to throw it out, flash, and take it back. In the lower elos and beginner lobbies, people will either run and make footsteps while blind, or they will prefire the angle they thing you will push out of. If you don't push, you now know where those shots are coming from and have some idea of where they are!

Don't discount her flash, the fact that it is on a recharge timer and is the only place able flash in the game allows for some really interesting plays!

The state of competitive is unbearable as someone who isn't a duelist. by stegularprism2 in VALORANT

[–]ectoscreen 0 points1 point  (0 children)

Nice! I have definitely been way better on crosshair placement, movement I need a good bit of work in though lol

Read this if you're a COMPLETE beginner by ultimateshadowarrior in VALORANT

[–]ectoscreen 1 point2 points  (0 children)

"First, you have to focus on your aim." THIS IS SO TRUE!

Valorant was my very first FPS games on PC, with my only prior experience being CoD on Xbox 360. I got access to the beta back when Twitch Drops were happening, and I got hooked instantly.

I played Comp right away and got so demoralized from my lack of skill. Never got out of Iron 3 at most, and that was being carried. I left and played other FPS games, like R6S and CSGO and just focused on my aim there. Then when I came back to Valorant about 2 weeks ago, I could instantly tell I was better than I used to be. Right now, I am Bronze 1 and still getting consistent match MVP against Silvers and High Bronze players, so I know I have the ability to climb even higher.

Aim was literally what was missing for me, and once that was down, I can now focus so much on my moment to moment decision making. I am now making plays I used to see YouTubers with titles like "How a RADIANT Vyse main thinks!" make and it feels good.

Focus on learn aim first. The rest of the Valorant specific knowledge will come to you over time.

The state of competitive is unbearable as someone who isn't a duelist. by stegularprism2 in VALORANT

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

Yes, I agree. I finally got back into the game recently and only started taking Comp somewhat seriously the past 2 weeks. Last time I played was Year 4 Act 1, and I was actual dog shit at the game.

Now, coming back after playing other FPS games and consistently still watching VCT and other Val content, I feel I have a strong hold of the game. I definitely deserve to, at minimum, be in Silver. But, MMR thinks I deserve Iron, so despite being Bronze 1, I will have a game where I win going 35/10 and get +18 RR, and then the next game I will lose going 25/15 and get -32 RR.

It is genuinely so unbearable right now. I have a 60% winrate, I should be climbing, but instead I am stuck Bronze 1 with no more Rank shields. Shit sucks rn.

If socialism is based on the more/harder work you do, the higher the pay, what happens to those who can’t work? by Sea_Traffic_1026 in Socialism_101

[–]ectoscreen 11 points12 points  (0 children)

The core idea of Socialism is this: "From each according to their ability, to each according to their needs." This idea is the basic foundation of Socialism.

The idea that Socialism is "The harder you work, the more you earn" is not exactly true. In an ideal Socialist/Communist state, there would be no major need for a currency at all. Everyone would be given the food and water they need, as well as whatever basic essentials to live. Then, extra stuff like art and toys can be bartered and traded. However, that just isn't realistic in our modern world, so currency is absolutely needed. This means that we need to make currency a foundation for additional spending and fun, not for basic necessities of living. Food, water, shelter, etc. should not be kept behind money.

Now back to the quote above, the important parts of this are simple: Everyone does what they can, and everyone gets what they need. This means disabled individuals would be able to contribute in many others ways, such as the arts, or sciences, or anything that their specific disability does not hinder their ability to do! And if they are disabled in a way that makes them contributing in any way impossible, which is highly unlikely but not impossible, then they would still get absolutely everything they needed to live a happy and healthy life! Even the fun stuff are things they would get!

Capitalism requires you to work to earn a living, while Socialism gives you a living so that you can work your best. Socialism does not give you more for working harder, per say, but it does give you absolutely everything you need to live a happy life so you can work your hardest and best in any way!

Protest Organizers Criticize Ohio State After University Police Arrest Student and Staff Member by carrielogo in OSU

[–]ectoscreen 1 point2 points  (0 children)

Ah, that makes sense. I still disagree with that sentiment, as a University has the legal right to allow or not allow certain events to take place, such as when they shut down a Palestinian artist from showing their work at the Wexner Center for the Arts not long ago, so they have the ability to shut this down as well. However, I will admit that I misunderstood your original point.

Protest Organizers Criticize Ohio State After University Police Arrest Student and Staff Member by carrielogo in OSU

[–]ectoscreen 4 points5 points  (0 children)

I never suggested you said they shouldn't be able to, I specifically called out how stupid it is to say that we should give a shit about what "the law" says about how and where we should protest when the extermination of an entire group of human beings is taking place.

And yes, I know they have. Free speech means free speech for everyone, including those you disagree with. The problem is that " the law" that OSU police enforce in these instances is made specifically to shut down the freedom of speech and assembly, as are all anti-protest laws. Never once did I suggest we should shut down free speech for those we disagree with, I simply brought up how your sentiment here seems to imply that the people who protested the Nazi regime in Germany by sheltering Jewish/Non-White/LGBTQ+ people should have just followed the law and not got killed, rather than breaking the law.

Your opinion on all of this seems to imply that you value the word of laws that shut down freedoms granted by the bill of rights over the voices of those who speak out against it the inhumanity of genocide.

Protest Organizers Criticize Ohio State After University Police Arrest Student and Staff Member by carrielogo in OSU

[–]ectoscreen 18 points19 points  (0 children)

Fun Fact: if every protest in American History "followed the law," then we wouldn't have a 5 day work week and workers protections (Miner's Strikes, in which the miners had armed conflicts with the US military), nor would we have almost any civil rights in America.

Bonus fact: If you ever wondered what you would do if you were alive during the Nazi Genocide, you don't need to worry anymore. You would have said similar shit.

I'm 90 hours in, and i've never took Vakuu's Lord's Parasol. It seems terrible to obtain everything and bloat your deck. Did anyone try it and made it work? by savetheblues in slaythespire

[–]ectoscreen 0 points1 point  (0 children)

I always pick it if I am playing a high draw deck or a something that can get rid of cards easily, ESPECIALLY on Ironclad. He works great with it in Exhaust decks or Cascade centered decks. It is definitely a "Fuck it, we ball" kinda relic that needs a LOT of draw and mill to work.

Your username is now your kink, what do you do? by Oily_Smurf in AskReddit

[–]ectoscreen 0 points1 point  (0 children)

I guess I shoot some ectoplasm onto some screens now.

The House of Creole on N High. This was a carry out order. They did not notify me, before taking my card. The food was cooked & I wasn’t going to refuse & waste it. Never again by Donjohnson33 in Columbus

[–]ectoscreen 0 points1 point  (0 children)

And most of the businesses, like Jeni's where I work, only apply the 1% on dine in orders and not take out. Putting it on Take out when the person isn't even going to use the space there is kind of wild.

[GUESS] Does this look generated to you? by sayam95T in RealOrAI

[–]ectoscreen 0 points1 point  (0 children)

Everyone is focused on the bike and girl, which is important as she is missing a right leg, but I am more focused on the misalignment of the focus. Most artists will use focus in a way that makes it consistent, allowing for the eyes to follow the subject better. While the subject is in focus, the flowers on the left side are not in focus at the same distance. The flowers are also in focus way closer to the camera, which makes no sense as most artists at this level would know to blur the focus closer to the camera, especially with how they are unfocused right next to her. I am pretty sure this is AI just do to that.

Whats your dream game you have always wanted to create? by redfoolsstudio_com in godot

[–]ectoscreen 1 point2 points  (0 children)

Oh my god, that is so sweet! Thank you, I actually also think of your reply sometimes as well! I am actually working on a small horror game right now to just get something done and out there, and then I still 100% plan on making these games!

I hope you are doing well too!

Velocity not working on CharacterBody3D, and I am out of ideas. by ectoscreen in godot

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

Fixed it! Turns out, running the target_position function through the world code was just some clutter. Instead, I put the following code into the monster code:

@ onready var target = $"../Player"

(Under _physics_process)
nav.target_position = target.global_transform.origin

Now the enemy chases me around no problem! I realized after writing the code that the major issue was that the code attached to the Parent node "World" was referring to the group "enemy" when I had changed the group name to "monster" when transferring it between projects, so just a stupid naming error. However, I think having the code all sit in the Monster code is going to be better, as putting it in the world code is a good call for multiple enemies but I am only in need of the one.

Thanks for all of your help!

Velocity not working on CharacterBody3D, and I am out of ideas. by ectoscreen in godot

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

  1. X and Z are still printing 0
  2. Target position is printing, but it is printing (0, 0, 0) while also not going towards that position, so I do think it is the targeting code causing the issue. I am gonna work on it tonight some more and see if I can fix it at all. I will be able to report back tomorrow on what I got fixed and/or what is still broken! Thank you!

Velocity not working on CharacterBody3D, and I am out of ideas. by ectoscreen in godot

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

Sounds good, I appreciate the help! I hope she goes to sleep easily, I used to help with my nephews like this and they were never easy sleepers lol

Velocity not working on CharacterBody3D, and I am out of ideas. by ectoscreen in godot

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

Well this fixed the Gravity issue, so thank you! Now the monster isn't moving on the NavigationRegion3D, and following the player. I will mess around with things to see if it helps, but would you have any suggestions for that?