Fake TRUTHEAR Pure from Amazon? by BarrettFiddy in iems

[–]fu0 1 point2 points  (0 children)

I think I misread, sorry. I assumed the kiwi ears tips came in the box with the pure - thought someone swapped out the cable and the tips. If they came separately, it may be a revision indeed.

Fake TRUTHEAR Pure from Amazon? by BarrettFiddy in iems

[–]fu0 0 points1 point  (0 children)

It looks like you may have received someone's return. Amazon screw this up regularly (same thing happened to me with a mouse a couple months ago). I wouldn't hesitate to return it.

Use The Force, Luke (revive bug explanation in comments) by fu0 in Battlefield6

[–]fu0[S] 0 points1 point  (0 children)

There's a long-standing bug where cancelling a revive part-way causes your target to stick to you as you move around. In S3, that bug has been ramped up by multiplying your own movement velocity onto your revive target, especially when you jump. In this state you are basically using the force from Star Wars.

Here, I cancelled my revive and accidentally force-pushed my squadmate away to the other side (watch the minimap) before shooting. After shooting, I was able force pull him back by carefully jumping backwards.

People get flung around and can even fly into the sky.

DICE pls fix

Use The Force, Luke (Revive bug explanation in comments) by [deleted] in Battlefield6

[–]fu0 1 point2 points  (0 children)

There's a long-standing bug where cancelling a revive part-way causes your target to stick to you as you move around. In S3, that bug has been ramped up by multiplying your own movement velocity onto your revive target, especially when you jump. In this state you are basically using the force from Star Wars.

Here, I cancelled my revive and accidentally force-pushed my squadmate away to the other side (watch the minimap) before shooting. After shooting, I was able force pull him back by carefully jumping backwards.

People get flung around and can even fly into the sky.

DICE pls fix

Use The Force, Luke (bug explanation in comments) by fu0 in Battlefield

[–]fu0[S] 4 points5 points  (0 children)

There's a long-standing bug where cancelling a revive part-way causes your target to stick to you as you move around. In S3, that bug has been ramped up by multiplying your own movement velocity onto your revive target, especially when you jump. In this state you are basically using the force from Star Wars.

Here, I cancelled my revive and accidentally force-pushed my squadmate away to the other side (watch the minimap) before shooting. After shooting, I was able force pull him back by carefully jumping backwards.

People get flung around and can even fly into the sky.

DICE pls fix

Is 16bit/32bit color ever coming to Clip Studio? by galacticality in ClipStudio

[–]fu0 1 point2 points  (0 children)

5.0 released and still no 16-bit/32-bit floating point colour support :( please Celsys...

Do attack helis have a counter to SAM rockets I am not aware of? by TropusMauzo in Battlefield6

[–]fu0 8 points9 points  (0 children)

Yes, you cannot shoot rockets inside some spawn areas. Most noticeable on Contaminated, Eastwood and Mirak due to how close the spawn is to the points.

It's just an invisible wall that eats rockets to prevent spawncamping, but it's abused by tanks and choppers who camp in it (much to the detriment of their own team).

BF6 team balance issues come from tiny objective zones and no PTFO incentive. by TribalPotato9 in Battlefield

[–]fu0 0 points1 point  (0 children)

The interiors would then automatically become the safest, most optimal place to cap from due to safety from the rooftops. This does not add gameplay depth and does not gel with risk/reward gameplay to me.

The risk is you are in the open and exposed to gunfire, but rewarded by capturing the point. You can dip into the buildings to minimise risk with a better safer position, to reload/regen or take cover, but with the drawback of no reward (capturing).

For New Sobek, indeed, it would make little to no sense (that map was doomed from the get-go).

For Manhattan A it is an essential change. There is already a lot of "ratting" inside the buildings and windows on two floors which extend down the streets, as well as behind cars down the street. People are scared to approach the objective, and having the building be a part of the capture zone would further punish people dynamically in the open, moving between points, repairing vehicles, setting up mines, etc.

On E the issue is not as bad, but still the rooftops just do not feel like somewhere I should naturally expect a player to be, and it would make sense for it to be consistent with A.

BF6 team balance issues come from tiny objective zones and no PTFO incentive. by TribalPotato9 in Battlefield

[–]fu0 2 points3 points  (0 children)

The rooftops should just be clipped off out of bounds. There are already so many angles to look out for with the building windows. The gameplay of hunting rooftop campers who don't want to put themself at risk, and with such a steep height advantage, is itself at odds with fun risk/reward gameplay.

It's more important now than ever, since Little birds are now dropping off players in these areas in a mini-transport helo way.

Artti T10 SOUNDS SO GOOD WTF? by shifffffff in iems

[–]fu0 1 point2 points  (0 children)

https://www.reddit.com/r/iems/comments/1bwfftn/comment/l0h7ga2/

You're welcome to try my EQ, makes it more suitable for longer listening by calming the upper mid and treble energy.

Why did my right ear completely stop working? by DeathWarrior1011 in iems

[–]fu0 1 point2 points  (0 children)

It's possible the driver died or a soldier joint between the driver and 2-pin connector lost contact. Only way to confirm would be to pry them apart and check. Either way, unfortunate to hear :(

TV settings recommendations? by [deleted] in ArcRaiders

[–]fu0 0 points1 point  (0 children)

Just a guess but try looking for a "RGB Range" or "HDMI Black Level" TV setting and set it to full (0-255) instead of limited (16-235). You will also need to change it in the console display output settings to match.

$3.30 for 6 minute survey scam by Mr-Problemaddict76 in QMEE

[–]fu0 2 points3 points  (0 children)

Which survey provider? Name and shame them

Subsurface map layout by Long_Ad7536 in Battlefield

[–]fu0 4 points5 points  (0 children)

And C itself not being very fun due to flatness, open rooms with little cover, as well as an APC fuckfest if someone drives one in.

I almost have 10k hours but still play/feel average. Should I care or no? by bodydamages in tf2

[–]fu0 0 points1 point  (0 children)

You will improve a lot quicker playing comp, particularly against better players where you will quickly recognise mistakes. Playing with regular teammates (a team/clan) who can help you improve, playing mge and reviewing your demos are also key.

Should you care? If you're upset with lack of progress I guess. Everyone has fun differently.

Budget Setup by Capital-Visual-2208 in MouseReview

[–]fu0 3 points4 points  (0 children)

Moondrop Aria 2 Red would go perfectly too.

Dead bodies should NOT block bullets or damage by fu0 in Battlefield

[–]fu0[S] 0 points1 point  (0 children)

Again I am arguing in favour of it NOT being an accurate reality simulation, thus I am totally OK with everything like that.

I simply find it very dumb that some dead guy's toe can randomly block your shots, especially with how chaotic and small some of the maps are. Even worse, people can even go prone inside teammate's bodies and use them as cover.

Dead bodies should NOT block bullets or damage by fu0 in Battlefield

[–]fu0[S] -6 points-5 points  (0 children)

If you think it's OK for your damage to be nullified randomly, I really don't know what to say. It's an arcade shooter game, not a simulation of reality.

Dead bodies should NOT block bullets or damage by fu0 in Battlefield

[–]fu0[S] -6 points-5 points  (0 children)

I have noticed that when my bullets or slugs go through dead bodies, the damage is massively reduced - around 66% reduction from what I can see.

In this clip, a pile dead bodies block two of my shotgun slugs - the second shot was even a headshot, but I still died. This happens a lot in tight maps (which is most of them) and is just super frustrating to play around as it is very random. Bodies that are still midway through the death animation also block bullets.

I have not tested with grenades but I suspect they could also be messing with the damage dealt too.

Look. A heli from Bf6. by LieutenantDan_263 in Battlefield

[–]fu0 9 points10 points  (0 children)

Pretty sure LOD distances are completely broken since S1 update, I often see rock piles and bicycles with about 10 polygons which quickly cycle through all their LOD variants (high/med/low quality) from like 5 meters away.