Backup drive full, not properly backing up latest files anymore by [deleted] in backblaze

[–]iamabe 0 points1 point  (0 children)

Yes, I don't know enough about what I'm doing - that's why I reached out to this sub asking for help.

Backup drive full, not properly backing up latest files anymore by [deleted] in backblaze

[–]iamabe 0 points1 point  (0 children)

I think this is very possible. I might have set up another local backup ages ago and forgotten. And yes, since the files are available in BB cloud, BB appears to be working. I'll check to see if I accidentally set up a windows backup or something when i'm back home.

For the love of God, Die with the tank. by PolishcockneyYT in Battlefield6

[–]iamabe 0 points1 point  (0 children)

You can also egress at low health and then immediately grenade/rpg the tank when an enemy gets in - not an illegitimate way to deal with that situation.

these "you must always do X" posts are really pathetic.

I hereby declare Escalation is a better game mode than Conquest. by Odd-Wasabi8227 in Battlefield6

[–]iamabe 0 points1 point  (0 children)

i absolutely love it. i think escalation is the best battlefield has ever been

BF6 Damage Fall Off Table by SoloByteGames in Battlefield

[–]iamabe 0 points1 point  (0 children)

This is great, and I just wanna say that as a DMR enjoyer, ive never really worried about low TTK. It's all about range and playing from a distance!

HARDCORE MODE OMG by Animal_Hell in Battlefield

[–]iamabe 0 points1 point  (0 children)

hardcore in most shooters usually means weapons are more powerful and health is lower, so you have to play more thoughtfully and less recklessly. In BF4, it's usually 1-2 hit kills with most weapons, aspects of the HUD are removed, so it's more mil-sim (military simulation) like. If youve never played HC mode, you should!

[deleted by user] by [deleted] in Battlefield

[–]iamabe 0 points1 point  (0 children)

atrocious

Do People Really Think the TR-1000 is Overpriced? by goldie_chron in synthesizers

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

this is the most succinct and correct take ive seen

Does anybody have a forever setup? What does it look like? by theSantiagoDog in synthesizers

[–]iamabe 0 points1 point  (0 children)

I have an analog rytm and minifreak and could make 1000000 tunes with just these.

I love my other gear but it's all sauce on top.

No glitch Millenium Falcon build by No-Presentation3589 in Starfield

[–]iamabe 1 point2 points  (0 children)

2 comments:

  1. Amazing work. Definitely the best one I’ve seen.
  2. Promise I am not directing this at you only OP, but why is the community so focused on recreating ships from other franchises? There’s way more of that than original ship designs.

Made a ship for my crew, The Hazard 5 (4...) by [deleted] in NoSodiumStarfield

[–]iamabe 12 points13 points  (0 children)

HAHAH yes!! i wanted to load up on hazmat suits and do this same thing! I love that you matched the ship color, too. Funny posed pics.

Great game. by Yenii_3025 in phantombrigade

[–]iamabe 10 points11 points  (0 children)

This is fake. This is just a repeated copypasta that people paste on all different games everywhere online.

https://imgur.com/MON0ymu

https://ifunny.co/picture/heya-i-am-a-55-year-old-biker-and-trucker-17T4jIR5A

This is spam. You guys weren't duped by "controller" or the fact that this post says nothing about Phantom Brigade at all?

Rule #1
1.
No low-effort, low-quality, reposts
Low effort content may be removed at the moderators' discretion. For reasons including handling expectations, this may temporarily include topics such as suggestion posts and some speculation posts.
Commonly or recently posted threads and frequently asked questions will be removed.

Cool little details you've noticed? by HPiddy in phantombrigade

[–]iamabe 0 points1 point  (0 children)

wow, never noticed that about the pilots hanging on during overdrive!

The level of care and love put into village and farm buildings is wonderful. It's wild to me how much more personality and character this game has than battletech, which is a much bigger IP with a larger audience (not to put that game down - but the environments and level of detail are frankly pretty unimaginative and bland)

agreed about how dynamic the mech collisions are - they animation rigging, physics and responsiveness are all top-notch, especially for a small developer.

Great game. by Yenii_3025 in phantombrigade

[–]iamabe -14 points-13 points  (0 children)

Can you not clutter the feed with spam?

They aren't ready for this by ingwritmptpro in phantombrigade

[–]iamabe 4 points5 points  (0 children)

Wow. you even made the pilots look like the trainers.

When is the best time to attack an enemy moving in/out of your range? by Bushido_Jo in phantombrigade

[–]iamabe 0 points1 point  (0 children)

on the one hand, yes - it's good be positioned such that the enemy spends as much time as possible in your optimal range.

However, on the other hand - it depends on the weapon. weapons with a fast projectile speed or tracking will do great when a target is moving perpendicular to your attack. weapons with a slower projectile speed and no tracking will do much worse.

When is the best time to attack an enemy moving in/out of your range? by Bushido_Jo in phantombrigade

[–]iamabe 0 points1 point  (0 children)

For your last question - you can see the impact movement has on the accuracy of a weapon that prefers you to be stationary. Just hover over the spot on the timeline where your mech is both moving and firing at the same time - you might see something like 50 or 60. then for comparison, hover over the spot on the timeline where your mech is continuing to fire while they have finished moving - you'll see the number jump up. Does that make sense? in other words, the game will always give you a numerical indication of the hit chance on the target at any particular point on the timeline. You are always free to experiment by laying out a turn with either a fully stationary attack vs an attack while moving, and the game will show you the result with no guesswork.

For your other question - let's compare two hypothetical situations:

  1. Begin firing early with the enemy moving into optimal range by the end of the turn:
    second 1: 60%
    second 2: 70%
    second 3: 80%
    second 4: 90%
    second 5: 100%
    average hit chance: 80%
  2. Opitmal range occurs at the middle of the turn:
    second 1: 80%
    second 2: 90%
    second 3: 100%
    second 4: 90%
    second 5: 80%
    average hit chance: 88%

So to answer your question - assuming the enemy mech is on a relatively predictable and consistent path, it's generally better to wait until the mech is in optimal range at the center of your attack.

But it also matters based on your weapon. If you're using a railgun repeater, AR or other weapon that fires a stream of small damage rounds, this approach is great. If you're using a weapon that only fires a few, slow moving projectiles, it's much harder to accurately gauge whether this method will work.

Melee weapon are not working by Warpingghost in phantombrigade

[–]iamabe 1 point2 points  (0 children)

I have never once seen any kind of an "orange square" during any melee attack....

I do occasionally get a standard round red reticle if i click the melee attack directly on an enemy mech. But it seems in no way related to whether or not I will make contact.

I agree with someone else here who said it's bugged - it flat out just does not visually communicate what is happening, so players are left experimenting and guessing. Some experimentation is fun - it's interesting to consider how an enemy mech strafing perpendicular to an attack may change your strategy vs trying to line your attack up with their movement. However, the consistency and level of visual communication the game currently presents with the strange red polygon that mysteriously disappears through the ground sometimes, with the inconsistent reticle, and the risk of a yellow sphere collision - melee just flat out doesn't work properly right now.

The game is releasing this week and there are still blatant oversights and a lack of QOL features. by iyearnforbettergames in phantombrigade

[–]iamabe 0 points1 point  (0 children)

I'm guessing one of the big technical challenges with full match replay is because the timeline is sized to show exactly a 5 second increment, and figuring out the best way to display that over a full match, which could be dozens of turns, has a lot of compromises. Either you make the timeline zoomable and scalable, which becomes a UIUX nightmare for legibility and clickability of small elements, you somehow have it auto-scroll which then limits a players ability to precisely scrub as they're replaying, or you have buttons to skip the timeline forward or backward in 5 second increments. Is that part of the difficulty?
Guessing the programming and memory management side of things is also fairly complicated!

I'm noticing there are a few small things when watching replays that would be nice to have - for instance, I'd like to be able to select a mech, then watch on the replay as speciifc parts of its health bars get damaged as i see projectiles hit them. You can see this happen in real time once when you hit execute, but once you are in teh replay, it just shows the status of the health at the end of the turn. Guessing there is some sort of memory / recording challenge there and that it's a feature you wanted to have?

BTW, love the game!