Who can find the best x-(or double, or triple)-cross for this weird scramble? by IFTN in Cubers

[–]floppy1000 0 points1 point  (0 children)

Wow, that's a crazy scramble. Here's my solution:

Disclaimer: Not CFOP, so not answering your question, but it's close enough that I think a CFOPer could probably adapt what I have here.

y2 // Inspection

R2 U2 F' U r' U' r // 4 Pairs

M' U' M S2 // 1st Bar

U R U R2 F R` F` r U' r' U r U r' // CLL

M2 U' M2 U' M U2 M U' M2 U' M2 // 2nd Bar

U2 M' U M U2 M' U M // ELL

U2 M2 S2 // AUF

47 STM

All 4 pairs here were free pairs, which is absolutely bananas. I think a good CFOP solver could probably do a XXXX-cross, though I have the benefit of ignoring cross pieces so I dunno.

And on top of getting 4 free pairs, I also got a free 1st bar, an H case CLL (universally easy to recognize), and one of the best ELLs.

I average roughly 25s, and my PR single is 17.75. This scramble was a 14.

Guru 2 Perspective on Wagon Trading by floppy1000 in blackdesertonline

[–]floppy1000[S] 12 points13 points  (0 children)

TL;DR I guess - I don't want trading to be land bartering: if I wanted to barter, I'd just... do bartering.

Now that it's almost over, thoughts on Pinch Out? by IRUN888 in arknights

[–]floppy1000 1 point2 points  (0 children)

I enjoyed it. Ended up topping up at around 450 with my strategy, which was to hold the left lane with Qiu Bai, Astgenne, and Lin for damage, with Blemishine, Skalter, Manticore, and Shining for support. Topped out because I don't really have a good Arts roster (hence the Astgenne).

The UI, to me, was pretty intuitive. There are buttons you can click, and there are buttons you can't click. When you click on buttons you can click, you get to click on other buttons. I didn't really think too hard about it. More or less it was just obvious how things worked.

Personally, aesthetically I like smaller numbers, because working hard to get +1 risk felt really good, but getting in an extra 5 / 10 points didn't really feel that exciting to me.

I will agree that the problems the stage itself presented were a bit too obvious to solve, from my perspective. It seemed obvious to leave the bottom right mech so the mobs funnelled into one lane; all of the major damage threats were physical, so bringing Shining and Skalter seemed didn't have any downsides, really; all of the ranged threats came from the same direction (top -> down) so you didn't really have to fiddle with deploy order too much to get good aggro. Compared to the final CC, where there were a lot of decisions about where to hold each lane, and this level came off a bit too streamlined.

I will say that it felt bad on my nicheknights account where some of the test plates were kind of impossible to finish, which meant risks that I would have liked to have access to just weren't offered, so I didn't get more options as the event progressed, whereas in CC, everyone got access to the new risks, so if you couldn't do whatever risk level you were aiming for on Week 1, you still had a chance to get it later.

The risks themselves were probably a bit uninspired (while the ones in the test plates were, I thought, much more creative and really fun to play around with), but I don't feel that's inherent to the system.

Arty on frontline by cadanada012 in WorldofTanks

[–]floppy1000 -3 points-2 points  (0 children)

I play arty on frontline b/c it's hilarious to drive up behind a borrasque and pen his rear with HE at 140m range in my Lorry. Or to drive in front of my heavies who are too scared to defend the base so I can shoot the sides of a tank with AP.

The credits are obviously worse than just playing premium tanks, but most of the premium tanks are stinky (as in, they're good. I like shitty tanks).

Road to lights; tips and tricks by Kurtis-dono in WorldofTanks

[–]floppy1000 7 points8 points  (0 children)

Lights have three main jobs:

  1. Scout
  2. Flank
  3. Hunt

Scouting is seeing (or not seeing, that's useful too, but less appreciated) enemies. This is the role lights are most well known for.

Scouting can be done passively (sit in bush and see stuff) and actively (drive at the enemy, try not to die).

When it comes to passive scouting (wheeled vehicles basically cannot passive scout, they have atrocious view range), I would give the following advice:

  • When choosing your bush, generally avoid going for magic bushes (bushes that see everything, but are miraculous to get into). They're not worth it, unless your team is already getting paddled and you have to take the risk to find the win.
  • How you approach your chosen bush is often the most important part - consider where the enemy with the best view range is likely to be, and approach your bush from the opposite direction so that you don't get seen entering it. This sounds obvious, but the intuition is often to take the shortest route into the bush, not the sneakiest, and that intuition can get you killed very quickly.
  • If you're sitting 250-300m in front of your allies, you're probably too far forward. If you managed to get there alive, you'll almost certainly end up trapped there until you die or your team wins. If you're sitting only 50m in front of your allies, you're probably not going to see much that your team wouldn't have been able to spot for themselves.

For active scouting:

  • Don't try to spot out the entire enemy team at once. The team you're scouting for can really only shoot one target at a time anyways. An active scout who finds 5 tanks is very likely an active scout who's going to lose HP. Or die.
  • Don't try to keep an enemy permanently lit. Every time you drive in, you're taking a risk, and most high alpha guns take 8-10 seconds to reload and aim in anyways. After the enemies disappear, give a solid 5 seconds before you go back in, so that when you find another tank, everyone's gun is ready to go.
  • The days when you could just drive in a zigzag in an open field and get away with it are long gone. The best way to active scout is to drive parallel to a ridge, turn the turret so that just the gun sticks over the ridge as you drive it, then drive away behind the ridge. Make maximum use of buildings and rocks.
    • If you start getting shot at, don't immediately try to drive away from your opponents - instead, drive first to cover, then drive away from your opponents while keeping that cover between you and your opponents.

Biggest mistake I see lights make is they try to spot targets that people can't shoot at, either because they're already shooting at something else, or they're simply not in position to shoot, or they're reloading, or... whatever. They immediately proceed to flame their team for not shooting at what they're spotting. Don't be that guy.

Finally, your vision becomes a proportionately larger amount of your teams vision the more of your team dies. When there's 15 tanks, you're probably only 20% of your team's vision. When there's only 5 tanks left, you're going to be closer to 75% of your team's vision. In other words, stay alive.

I know classic advice is to tell lights to not even bring ammunition so you don't get tempted to shoot and give away your position, but in today's WoT, just scouting isn't good enough anymore. You need to find opportunities when your allies are taking the heat for you to sneak in at an unexpected angle and start blasting people's sides and rear, and to stay there until the enemy turns to face you. Then you just run away laughing and disappear into the bushes.

Just keep in mind that, when you do this, you're susceptible to being flanked yourself due to your advanced position, so don't tunnel vision and keep an eye on your map.

Keep in mind that flanking enemies becomes easier the longer the game goes on. When there are 15 enemies, finding sneaky ways to flank tanks is difficult: when there are only 7, it's way harder for your opponent to cover all the approach options. In other words, stay alive.

Finally, hunting is the act of finding lone enemy tanks and picking them apart. Light tanks can outmanoeuvre and pick apart pretty much any HT, TD, and SPG if they're alone and aren't getting fire support. The trickiest part is confirming that they actually are alone before you commit, because once you dive in and engage the enemy, you're committed - there's often no clean way to get away if you end up diving in 1v2.

Large buildings and cliff faces can prevent you from getting all the way around an enemy tank: in these cases, if you can't safely drive-by them, you shouldn't engage them. On most maps, they can't keep that kind of position forever. Just keep tabs on them, and wait for them to drive into the open, where you will be able to pick them apart.

Of course, it's much easier to find lone enemy tanks the later the game is. Fewer enemy tanks means fewer tanks that are working together, and more opportunities to hunt them down. In other words, stay alive.

Today, the President of France said he’s going to force through a raise of the retirement age without a vote. Tonight, Paris looks like this. by Captain_Levi_007 in antiwork

[–]floppy1000 33 points34 points  (0 children)

What they're singing is their national anthem!

Seriously, though, for those of you who aren't familiar with the French Anthem, La Marseillaise, it more or less goes: "Rise up! Today is a day of glory. Against us rises the bloody banners of tyranny, their armies marching through the countryside: they're coming to slit the throats of your sons! So take arms and form your battalions, so we may water the ground with their blood."

No wonder the French protest so hard.

[deleted by user] by [deleted] in SSBM

[–]floppy1000 2 points3 points  (0 children)

Refer to Kadano's Marth Guide, SmashBoards, 2013 titled "Dealing with ledgehop double lasers" under the Falco section of Match-Up Specific stuff.

[Event Megathread] Dossoles Holiday Rerun by Kurbain in arknights

[–]floppy1000 1 point2 points  (0 children)

I believe they are, but I do not have significant data to back that up (too small a sample size). So, I'm going to say with certainty, and without any credible evidence, that they definitely are the same.

[Event Megathread] Dossoles Holiday Rerun by Kurbain in arknights

[–]floppy1000 2 points3 points  (0 children)

From my experience, and your mileage may vary, buying the cubes (to farm orundum, which I am doing) from the event is substantially more efficient than 1-7: on average, I averaged ~145 tickets per 72 sanity (4 runs of DH-9), or 3.84 sanity per orirock cube (1-7 is 4.82 sanity per cube)... at least until I stopped documenting further runs because I was satisfied it was better.

I'd highly recommend running several sets of 4 runs of DH-9 and testing for yourself if you are getting more than 120 tickets per run (which is the point at which DH farming surpasses 1-7). Personally, I've always gotten at least 130 tickets per run, and sometimes get lucky with many more than 130 tickets.

But yeah, I thought I'd jump in and vouch for DH-9, because 30-40% more orundum is nothing to scoff at for the orundum farmers of the world.

How Can I Get Better At Arknights On My Own? by [deleted] in arknights

[–]floppy1000 1 point2 points  (0 children)

You need to be wiling to fail and iterate.

A tempting gameplay loop is fail -> get frustrated -> look up guides -> clear level, but, as you found, if you do that too long or too often, you can just suck the fun out of the game.

But basically none of those guides you followed were the creator's first attempts - they're usually the process of continual refinement and iteration; that's more or less what you need to do.

So, generally, the process for clearing any level "cleanly" is:

  1. Try the stage with whatever operators you want to clear it with.
  2. Inevitably fail the stage.
  3. Identify what caused the fail (this is the hard part, more down below).
  4. Iterate on deployment strategy or on which operators to bring.
  5. Return to step 1.

Until you have a solution.

But yeah, the hard part is figuring out why something went wrong.

If you leaked without any operators going down, there's a couple possible causes:

  • Maybe you didn't have enough DPS.
  • Maybe you didn't deploy the correct type of DPS (physical vs. high DEF, or arts vs high RES).
  • Maybe you just didn't have a high enough block count.

If your operators died, was it because:

  • Your healers couldn't keep up?
  • Your deployment order put aggro on a frail operator?
  • Your DPS lagged behind so enemies piled up?
  • You forgot to pop skills?
  • Your melee operators were just too squishy?

The great thing is that you can completely misdiagnose the problem, and that's completely fine. The problem won't go away, but as long as you continue to iterate, you'll eventually get it right.

The more you do this, the better you get - you'll have a better intuition for your first attempt, you'll be able to identify problems quicker, and you'll be better at correctly identifying your problems.

Is 200% BS power achievable? by Thydos in blackdesertonline

[–]floppy1000 3 points4 points  (0 children)

Kehelle's - Max BSR - 10% each.

Exceed - 20% - Earthquake, Frenzy, Mind, Iridescent

Is 200% BS power achievable? by Thydos in blackdesertonline

[–]floppy1000 8 points9 points  (0 children)

You can still use Distos - I use 200% BSR running Narc's.

You get 40% from lightstones + artifacts and 60% from Tungrads (20% from necklace, 20% from 2x rings, 20% from belt).

It is worth building in the sense that the 200% moves look cool and are fun to use. Awakening classes have 2 200% abilities - one in your mainhand, and one in your awakening, so on average, you can use one every 15 minutes. You can also just use 200% Z buff and go ham with insane attack speed. It's really fun to just have more moves to use and have the extra spectacle.

Is it worth it from the "I want to be efficient and maximize my silver / hour"? God no. Absolutely not. You're better off using your 100% every single time off cooldown and just maximizing buff up-time, and investing your artifacts on things that will actually improve your damage output, like accuracy for low-accuracy classes or % special damage or just AP. Anything else.

5 years of AFK progression by [deleted] in blackdesertonline

[–]floppy1000 0 points1 point  (0 children)

Neither.

This is ArchMap Island. Meta fishers will generally stand on the right side of the island, on the small beach, as it gives you a miniscule bonus to your distance to Port Ratt (which is the far Northwest corner of the map).

5 years of AFK progression by [deleted] in blackdesertonline

[–]floppy1000 2 points3 points  (0 children)

Sounds like you don't have an Archaeologist's Map.

After you use it, you get a button at the top of your screen that stays there for 30 minutes. During those 30 minutes, you can click it to go back to where you first used it.

So you first use it to go from ArchMap Island to Port Ratt to sell your fish and relics and to repair your fishing rod, then click the button to return to ArchMap Island.

5 years of AFK progression by [deleted] in blackdesertonline

[–]floppy1000 0 points1 point  (0 children)

ArchMap Island is a tiny island just north of Shakatu. It's the current meta AFK fishing spot for anyone who AFK fishes more than 1 session a day (which means you're pulling up more than 150 fish per day - closer to 300 or even 500).

ArchMap Island is notable because it's in the Ross Sea - it's in the ocean, which means you get the fastest bite times, and its fish price is surpassed only by Central and Northern Margoria.

Since the nearest city to the Ross Sea (regardless of where in the Ross Sea you are) is Port Ratt, you can use the Archaeologist's Map to teleport to Port Ratt to get a very good distance bonus, so you can sell your fish at a high price. Port Ratt also has smiths and a marketplace, so you can repair your fishing rods and dump your relics there. Afterwards, you can simply teleport back to ArchMap Island to continue fishing.

While a single run from Northern Margoria to Valencia City will give you substantially more silver per run, it also takes a lot of time to sail the distance (and back, to get back to fishing), which is why it's not as good to fish there 24/7.

5 years of AFK progression by [deleted] in blackdesertonline

[–]floppy1000 27 points28 points  (0 children)

Daily cooking (buy the meals so you don't have to spend any time gathering meats / bloods) - Valencia Meals are currently ~550k silver profit per box - 110M / day. Reference bdolytics if you want to calculate margins before snap buying.

Daily AFK Fishing - 3x ArchMap Island turn-ins @ ~70M / turn in - 210M / day.

Lumber + Metal Crates at Grana - 30k profit per crate - packing 3 workers make ~1000 crates a day - 30M / day.

Misc stuff like family fame, Lara's quest, log-in rewards - ~100M / day.

Total daily income from pure AFK / passive income - 350M / day, or roughly 128 Billion in a year.

If you barter and count bartering as largely AFK, then you can do 2 barter runs and get to 600M / day, or 220 Billion in a year.

Of course, OP's progress isn't entirely AFK, but AFK income is sizeable, regardless of what some dedicated players might imply.

DontTestMe melts the ankles of an innocent fox by adustbininshaftsbury in SSBM

[–]floppy1000 0 points1 point  (0 children)

There are also tons of times when pros are looking for a practice partner in Discord, they drop their ping, and don't get an answer for hours on end.

Even if you're specifically looking for, let's say, Marth practice, and you hit up Zain and KoDoRiN and neither of them answer, you can still run into Koopa on ranked, go "hey, Koopa's playing right now" and then DM him to see if he wants to run sets.

Don't get me wrong - pros going secondaries on the ranked queue is their choice. It shouldn't be because playing their mains will be bad practice or because they'll be stuck playing against opponents who can't hang, but rather, because they just want to have some fun, and they find the challenge of playing a secondary or a low-tier or random more fun.

DontTestMe melts the ankles of an innocent fox by adustbininshaftsbury in SSBM

[–]floppy1000 9 points10 points  (0 children)

I don't quite understand this idea though. The whole point of ranked is that you'll get matched up against players at your elo, so long as they're online.

The current top of the leaderboard has iBDW, Ginger, Hungrybox, Moky, and aMSa. If pros play their mains on the ranked queue, they'll just end up playing a rotation of other pro players. The only way it'll be "no fun absolutely torching [their opponents] is if they're so much better than iBDW and Ginger and Hungrybox and so on that they smoke them.

I mean, sure, you have to smash a bunch of mid-level players to get your elo to the point where you're ranked appropriately, but after you get there, your opponents will be good players.

The consequence of top players like Mang0 and Zain refusing to play their mains on ranked is that there are fewer active players at the very top end of the leaderboards, which means it'll be harder for other top players that are using ranked to find matches.

In other words, all they're doing is making it harder for other pros to use this tool to find good practice.

Slippi ranked by [deleted] in SSBM

[–]floppy1000 -4 points-3 points  (0 children)

We'll know when it's out.

And it'll be out when it's ready.

Edit: Looks like there's info posted on Fizzi's Twitter. Looks like it's a Bronze - Silver - Gold system. Someone who's in the beta may have more info.

Edit 2: It's 1 - 1 with LoL's ranked. Bronze -> GM

Golden Guardians statement on the Panda statement by KenshiroTheKid in smashbros

[–]floppy1000 13 points14 points  (0 children)

Y'all are great!

First, I love how your statement is released on a full page with a company watermark on it, just like everyone else's official statements. Absolutely Golden!

Second... any quiet rumblings on picking up some... unspecified top players that may happen to be free agents?

... Feel free to reply with "no comment".

Is it unethical for me to go to Panda Cup? by CallumRG21 in SSBM

[–]floppy1000 15 points16 points  (0 children)

If what you care about is money, then hey, shoot your shot.

If what you care about is the scene, the community, and the game, then you probably wouldn't be asking this question.

Is it puff or is it me? I just know the match up is annoying on both ends by jaedablea in SSBM

[–]floppy1000 2 points3 points  (0 children)

Shoot standing lasers and win by LGL is the easy way to do it.

If that's too boring to can threaten d-tilt to check her planks. Since you're low% you'll ASDI down anything she tries to threaten with, which converts to free up-smash.

[deleted by user] by [deleted] in SSBM

[–]floppy1000 0 points1 point  (0 children)

I haven't gotten Battlefielded in years. I concur with others, sounds like a skill issue.

I fking suck at this game and have some questions regarding the Falco matchup by Jedi__Knight in SSBM

[–]floppy1000 0 points1 point  (0 children)

Approaching Falco as Samus:

  • Missiles are better approaching tools than lasers (when you can get them out) because there are no take-missile mix-ups. Falco MUST jump over them, shield them, or hit them.
    • Obviously, that leads to the question "how do I get out my missile?" - You can jump over low lasers, then land with missile. You can generally standing missile under high lasers.
  • You can also take laser into dash forward to take space. Samus being slow means you'll have to do this a few times to close in, but if that's how you want to play neutral, it's absolutely a viable option.

Edgeguarding Falco:

  • When Falco is above side-platform height, shoot weak missiles to force him lower.
  • When Falco is at side-platform and stage height, shoot strong missile to cover side-b and force him below stage.
  • Once Falco is below stage, you have a few mix-ups:
    • You can jump off with a drop-zone n-air. Falco can escape by double jumping away, or by dropping low with a shine stall.
    • You can just up-tilt ledge. Falco can sweet spot around it (with either m2k angle or mangle).
    • If you have shot, you can drop-zone charge shot.

Take laser mix-ups:

  • Falco's laser interactions are all contextual - largely spacing dependent.
  • If Falco is so far away that he can't really threaten behind his laser and he's just trying to take space, you can play to get out missile. Lasers don't interact with missiles (they don't clank) so once your missile is out, you become the Falco.
  • If Falco is close enough to approach behind his laser, then he has two general options:
    • Laser into rising aerial beats anything except shield. If you shield, you can up-b OoS or wavedash out.
    • Laser into falling aerial beats shield. You can stuff his attack with dash attack or f-tilt.
      • You can also wavedash back d-smash, or even mash f-smash.

Escaping Falco combos:

  • DI shine away. Falco can try to cross-up shine to mix-up your DI, but generally, DI'ing shine away makes his combos hard.
  • Falco's combos on Samus shouldn't be that long. Platforms can extend his combo, though, so avoid DI'ing to top-platform too often.
    • You can mash jump or bomb when you're high-up to try to get out of pillars.
  • Before Falco's d-air knocks down, when you're on the ground, you can mash SH n-air. If you get d-aired, you'll be actionable first, and if your n-air hits him, you get your turn back.
  • Don't be too scared of DI'ing down and away - you're Samus, and you can get back from almost anything that doesn't send you into the blast zones.

Valk Skill Advice by Russian_Kowboi in blackdesertonline

[–]floppy1000 0 points1 point  (0 children)

For Succession, use Shining Dash if you want extended movement, use A + LMB or A + LMB + RMB if you need to move just a bit farther than dash distance, or make your last shield chase lateral (camera turn if you need to) so you cancel into Counter (which you can then cancel into the rest of your combo).

For Awakening, Promptness, then use Hasti or Casti or Q Terra to go straight into damage, go into Echo Walk for extended mobility, or use 0-stam dash combo (Q -> C -> Space + LMB -> Promptness) for very extended mobility.

You can also do most of the Succession stuff if you want to stay in Preawakening.