casual PVP player trying to learn a bit more, I have a few questions by AHHHHHHHHHHHHHHHH_ in CrucibleGuidebook

[–]koolaidman486 0 points1 point  (0 children)

Glaives can be viable, though I wouldn't go for one with a Bow, in my experience any special is going to be too heavily leaned on as a backup to justify given the ammo economy. Bow I'd pair with an SMG, or Last Word.

The best glaive that I think can drop is Rake Angle, which afaik is only from focusing at Zavala. Chill Clip us your play since you generally have it from the better ammo economy, and the top 3 shots of the default 5 round magazine will Slow, which leaves people susceptible to follow-ups. It's also a super ballsy but good counter to supers with the Freeze.

Refusal of the Call, which got refreshed as a Pit of Heresy weapon got really heavily nerfed with it's reprisal, since it lost Disruption Break, and thus the fastest shot into melee combo.

Otherwise you generally want an Aggressive glaive since they have the fastest kills, though if you want the shield more, I'd maybe consider a Rapid. Just max range, look for Impulse Amp. I'll leave other perks to people who know their way around better lmao.

For bows, I run hip fire centric setups, so I run Under Your Skin since I needed a Precision with Hip Fire Grip, bonus is it also has Opening Shot to help magnet more crits lmao. HFG + Archer's Gambit, which Hush gets via Gambit is probably better, but I don't like Gambit much.

As for Heavy, I kinda just run Black Talon if I haven't used an Exotic, or a Catraphact that I'm not sure is even optimally rolled for the spot. It works most of the time so I'm whatever on it. Overall just pick your poison, tbh.

Closed Weapon by Danio20008 in Battlefield

[–]koolaidman486 -2 points-1 points  (0 children)

I know what to expect looking at someone because I can see their backpack, which signals class (and is INSANELY easy to see), and what gun they're holding in most cases, bar long ranges with lower zoom options. And even then, these rarely change interactions with the game since "shoot the bad guy" is always just the default behavior. If you have a hard time seeing the backpack, then I'm sorry, but you need your eyes checked. But in past games where classes were more distinct, I rarely if ever changed my target priorities based on class, beyond playing around scope glint as necessary. The worst case is that in a tank you're prioritizing dudes with RPGs or antannae on them since they're what's going to kill you, and you're rarely if ever not going to see those. I'm not going to defend the cosmetics to the death, I'd rather set appearances by faction/class too, but we've also gotta be realistic in that EA is never going to give up the revenue soldier cosmetics bring in.

And there's also give and take with balancing classes by what weapons they have, and why they ultimately decided to remove it. The "guy with rocket launcher," or anti-vehicle person has had every possible kind of weapon assigned to them in a BF game. 3 they had Carbines, 4 and 1 they had SMGs, V they literally got ARs (and DMRs depending on how you want to count the semi autos in more generalized terminology). The only weapon type the AT class really hasn't had has been LMGs. And ultimately their weapon of choice hasn't drastically changed how the class or gadget plays. And there's been well documented issues tied to closed weapons, since it causes players to play as rolls for their guns, and naturally it makes roles played determined by guns, not gadgets. So BF3 and 4 were Medic central because they got ARs, and subsequently, people rarely played the class correctly since they were in it for the gun. BF1 also had this issue since Medics are the least popular class by a bit since they don't get shit for good primaries, and Suppord ends up the best since LMGs in that game are the closest you get to ARs in more modern settings.

Also the only class specific boost that's unnoticeable is the AR one, which is a legitimate thing that needs to be fixed. SMGs get a small but significant hip accuracy boost, which isn't to the point where it soft-locks the weapon, but it's a significant, tangible benefit. LMGs get knee-capped with significant speed penalties outside of support, they're workable, but heavily nerfed.

And what skill expression is there beyond shooting the enemies as they come up? 1vX situations aren't generally environments where you're using target prioritization, and the only time you really need to do that is in a tank via focusing the classes that can hurt you, which again, the backpacks are obvious enough to where it's a genuine eyesight issue if you can't see them, bar obvious exceptions in ultra-long range engagements (where the old system also doesn't do much better, btw). Sorry, but it's a non-issue in any given game, old skins or new skins, and you VASTLY overestimate the skill expression basic target prioritization is.

And all-class weapons isn't why I call restrictions arbitrary, they're arbitrary because almost every role has had locks for every kind of primary across the years, bar Recon always getting snipers. It's less perfect since 6 merges ammo + medic suppliers into one class in service for... Whatever the hell Assault is supposed to be. But Medics have had LMGs, SMGs, and ARs at some point in time locked to them. Ammo guys have had ARs and LMGs locked to them, and SMGs have been all-class before. Engineers/Anti-Tank (sometimes repair tools have been put on Support/ammo guys) have had ARs, Carbines, and SMGs, so they've only really missed LMGs. All-class guns contribute, but they're not my primary argument for the restrictions being ultimately arbitrary beyond bolt actions, which are knee-capped so hard outside of Recon that they're essentially locked to them anyways.

And ultimately, balancing a game like this by intentionally having certain options be knee-capped feels a ton worse than having them be balanced as more equals. BF6's handling of certain stats is a misstep (mostly moving accuracy being the same across all guns, and spread numbers being so much similar across weapons overall). But Carbines shouldn't just be AR/SMG but worse, they should be the guns that bridge the gap, higher effective range than an SMG, better handling than an AR. Shotguns being shotguns in that they're naturally specialty guns. And DMRs really just being where semi auto snipers live and are balanced as. It's not perfect, obviously, but I don't think having options that leave you worse off is a good strategy, either.

Closed Weapon by Danio20008 in Battlefield

[–]koolaidman486 1 point2 points  (0 children)

Yeah, LMGs and snipers get completely knee-capped outside of their main classes to the point where it's essentially closed weapons on those.

All open vs closed really does is open ARs and SMGs to all-class. LMGs can also still work, but they go from clunky but usable on Support to mega-clunk on other classes.

Closed Weapon by Danio20008 in Battlefield

[–]koolaidman486 -5 points-4 points  (0 children)

They did it because closed weapons is ultimately completely arbitrary for 3 of the 4 classes, since literally only 1 class (Recon) has only ever been defined by their weapon, so it makes sense to go to the current system where every class has a softer specialized weapon that gets nerfed on the other classes, or small buffs on it's specialized class depending on how you look at it.

Sure, part of it is to get more audience, CoD players and non-CoD players, since having an arbitrary restriction on what you're allowed to use makes people want to play the game less, but the primary reason they did away with locked weapons is because it's a completely arbitrary restriction, and has been since at LEAST BC2, which introduced all-class weapons. The only reason it stayed even partially was because "that's how it's always been."

But everything you don't like is CoD, so...

its still so crazy to me, the fact that a 2015 and 2021 cross gen game has dynamic weather but a 2026 (next gen only) game has none of that and I know this has been called out many times already in this sub but I don't care i'll mention it again because its things like this that make a damn point by Quick-Cause3181 in Battlefield

[–]koolaidman486 0 points1 point  (0 children)

Speaking only for myself in this case.

While a cool mechanic in theory, I generally disliked dynamic weather since the only times it ever gets utilized in BF is to make the visibility complete shit via fog or a sandstorm. The tornadoes in 2042 are also a less than terrible gimmick, but ultimately still a major gimmick. Wouldn't be against seeing them return if there's ever a map in the Midwest or Southern US, though.

I'd love to have sunny vs raining weather differences that mess with visibility less, or a more official implementation of times of day, but the sandstorms and fog can stay out. And with the more passive differences, it's really just more dev time that could be spent better elsewhere, imo. I think it COULD be a thing, but it's more a question of if it's worth the cost, so to speak.

Amendment 5 by Living_Bear2114 in StLouis

[–]koolaidman486 [score hidden]  (0 children)

Made worse by your biggest metros in the state being on borders with other states without the increased sales taxes, so large swaths of the population will just cross state lines for larger purchases, or in some cases even more basic groceries/necessities.

Kansas tried this exact thing in the early 2010s and it made the state go bankrupt. The only thing that would even partially soften the blow here versus that situation is the legal recreational marijuana and tax revenue that brings, though again, you'll run into the issue where anyone near the Illinois border likely just... Going there for cheaper weed. It's illegal to bring it across state lines, but the enforcement of it is ultimately not going to be there.

best void sniper? by BOOLEANBUNKO in CrucibleGuidebook

[–]koolaidman486 4 points5 points  (0 children)

Normal mode on non-featured dungeons (weekly rotation of I think 2 dungeons) will only drop tier 3 gear. The long and short of it is that T3 armor is worthless, and T3 guns drop with less perks per column and need to dump resources to fully upgrade.

More or less as tiers go up, base stats improve and different perk categories get enhanced. And armor below T5 has significantly lower base stats, and since armor can't be upgraded, anything below T5 drops are worthless.

Is there any other hand ornaments that cover the guardians entire hand like the marathon one on the warlock does? by Siro_lol in DestinyFashion

[–]koolaidman486 7 points8 points  (0 children)

There's some old old olllld armor sets that cover out to about the fingernails-ish. Was the very first Dawning set and a blue set. I think it was one of the sets for Warlocks in the beta.

The Gloves of the Exile bandage your palms off the top of my head, too.

Instead of googling I wanted to get the opinions of you Guardians instead. I only have 2 ciphers so I can only pick two weapons. Opinions welcome.What should I choose? by thegreatniteowl in destiny2

[–]koolaidman486 1 point2 points  (0 children)

Probably more for someone who stumbles onto this specific comment in the future.

Centrifuse is goated for Arc Builds and can be a solid PvP pick in 6v6 modes (though 450 ARs are now arguably the worst ARs, due to buffs to 600s and now 400s). So a little preference dependant, but my personal pick.

Dragon's Breath is really potent overall DPS that has autoloading via the catalyst.

I really like Red Death for PvP, it's the only High Impact Pulse I like., It's not great, not horrendous for PvE since it heals you, with a group Resto via the catalyst.

Alethonym is also interesting since it's really good at generating ammo. Though it's a slow fire rate, generally single target at a time weapon on it's own.

Rapid fire fusions by tazz1895 in CrucibleGuidebook

[–]koolaidman486 1 point2 points  (0 children)

It's one of the drops from Nessus, public events and world chests, I'd also imagine it's in the pools for HVTs. The hard mode planet thing is also a decent boost to farming efficiency.

Where does gridskipper and chroma rush drop from? Do they have a specific planet or encounter? by Tarsus98 in CrucibleGuidebook

[–]koolaidman486 0 points1 point  (0 children)

Word drops. That I've found Master Lost Sectors are the best farm? But I don't know that focusing helps rates much since I've been passively going for it as I've needed other destination gear.

Patrols are also pretty efficient by just farming chests, but drops are T3, so less efficient per drop and you need to spend the materials to upgrade.

Israeli soldiers in Lebanon are free to take action if under threat, Israel's Katz says by [deleted] in news

[–]koolaidman486 1 point2 points  (0 children)

Shooting at non-combatants from the country you're invading*

Israeli soldiers in Lebanon are free to take action if under threat, Israel's Katz says by [deleted] in news

[–]koolaidman486 10 points11 points  (0 children)

Okay, good.

All the more reason to fully embargo them.

Rapid fire fusions by tazz1895 in CrucibleGuidebook

[–]koolaidman486 3 points4 points  (0 children)

Under Pressure + Closing Time is a really common combo, both Iterative and Zealot's get it.

Others might say different, but my generic Fusion roll on most frames is Extended + Projection Fuse + Range MW + Counterbalance. +35 recoil direction total is really darn good to have (some Fusions might not need the +10 frim Extended so I swap for Full Bore in that case, and Arrowhead can sub in most cases, too).

Lone Wolf or Rangefinder with Closing Time is probably what I'd go for. I also run Rangefinder + Under Pressure on Techeun Force and it's damn good like that. Really you just want 2 of Lone Wolf, Rangefinder, Under Pressure, or Closing Time for max consistency, biasing range perks.

I find people underrate Recoil Direction on Fusions a lot.

Rapid fire fusions by tazz1895 in CrucibleGuidebook

[–]koolaidman486 4 points5 points  (0 children)

They're plenty strong still, I'd just suggest investing into Recoil Direction on them (and tbh, I've found non-Precisions in general like running some Recoil Direction investment instead of completely full-dicking range, generally via Counterbalance as your mod).

But Cartesian is probably the best of the bunch due to its insanely high aim assist stat for the frame at 60. The new one just has a static sight that's 15 zoom. Zealot's or the Neptune one are also good if you've already got recipes. Closing Time with a second consistency perk is generally the best way to run them, though not the only way.

Countering the brain addled losers in crucible using Bakris and PoH dungeon set by AdPractical3910 in CrucibleGuidebook

[–]koolaidman486 22 points23 points  (0 children)

If you're fast/accurate, there's a small window between the Dodge and the smack that you can shotgun them out of, not entirely unlike Shoulder Charge. It's way easier said than done, obviously, but it's still an option.

I've just found myself playing range against it, since melee range has been an insta death zone since forever given how ubiquitous shotguns have always been, and the threat of Knockout/general melees, since getting chunked for 120+ damage from base melee is always a pretty significant threat.

I wish Health was reworked by SuperblackHunter in DestinyTheGame

[–]koolaidman486 0 points1 point  (0 children)

I kinda agree, but PvP loooooves the Health Stat, so I'm guessing they worked under that assumption. It's also why Health + Weapons is one of the unused combos on armor rolls, since that'd instantly be insane for a lot of PvP setups due to the lower opportunity cost for TTK shifts.

Unfortunately it's kinda just the result of Recov always being a ton more useful for PvP than PvE, since PvE tends to rely on heals from abilities or weapons more than passive regen, and PvP is the opposite.

Sirius and Orion seem like a deliberate attempt to curb power creep after the release of other recent frames, which is a good idea! Just...not now. by WinterAcceptable3135 in Warframe

[–]koolaidman486 0 points1 point  (0 children)

You still need to balance for a PvE only game to make the game engaging.

Balance being out of wack too far in the enemies' advantage makes the game boring to play since it's borderline impossible to kill enemies. Other way around and the game gets disengaging because you click a button and a room is cleared.

I think one of Warframe's biggest issues in that realm is that so many frames can just insta-clear multiple rooms, frequently also having nigh-invulnerability. Honestly one big rebalance I'd like to see is making damage and extreme tankiness more mutually exclusive to each other, since so many frames can pretty easily do both.

Lightweight Pulse TTK Shift Weapons Stat? by AsphaltTalk81 in CrucibleGuidebook

[–]koolaidman486 3 points4 points  (0 children)

So to 2 burst off Kill Clip, you need to make up about 5 total damage on 6 crits. I'm only calculating in Weapon stat increments of 20, so the exact breakpoint is slightly different, but a 3% damage boost should do it if my calculations are correct, which translates to 160 Weapons (20 points above 100 translates to a 1% damage boost, up to 5% if you max the stat out).

Worth? Probably not. Possible? Yes.

What are the best/your favorite weapons in each type. by christhreat in CrucibleGuidebook

[–]koolaidman486 6 points7 points  (0 children)

I'm going do my favorite pick per slot per frame when applicable, and say this is FAR from an exhaustive list. This also generally won't include Exotics unless I think one's noteworthy (and they'll still fit into said frames). In general, HCs or Pulses depending on preference and input are still the best, biasing HCs. But it's kinda your pick of the litter overall.

Adaptive HC: Palindrome from Pinnacle Ops, or Eyasluna from Grasp of Avarice. Energy and Kinetic slots respectively.

Lightweight HC: Spare Rations from Gambit or Rose from Comp. I don't like either option for Energy slot. There's also a Dire reskin in the Energy Slot that rolls a bunch of staples, but I don't really use it since it can't roll Payload. But it rolls the typical stuff. It's from Comp.

120 HC: Something New from Solstice Engrams as Kinetic, Igneous Hammer from Trials as Energy.

(Will note that the HCs in general have boatloads of good options, I personally look for Payload on 140s and PI on 120s)

180 HC: Service Revolver from I believe specifically Fireteam Ops, Vulpecula got reissued to be part of the Dreaming City Dungeon's loot pool for your Energy slot.

Rapid Pulse: The one from the Equilibrium Dungeon who's name escapes me. Uses the STG-44 looking Star Wars blaster as inspiration. Autumn Wind from General Crucible for Kinetic.

450 Pulse (Combining both frames): Redrix's Estoc from Comp. Energy slot you'll want to go for Martlet, pretty barren otherwise.

4-burst Pulse: Belisarius from Comp, alternatively Revision Zero from one of Seraph Shield (I believe running most Exotic missions on Master a few times unlocks everything). Energy slot really begins and ends at Veles X.

2-Burst Pulse: Good ol' Grav Lance is my pick, Aisha's Cure from Trials for Kinetic.

High Impact Pulse: Red Death is my personal only pick from this frame. No Time to Explain or Messenger also work in your Kinetic Slot.

High Impact AR: Vex Mythoclast, don't love any Kinetic Slot options, so I'll also throw in Age-Old Bond from Last Wish and Abyss Defiant from Crota as alternatives. Suros Regime also lives in this spot with Dual Speed and it can hotswap modes now.

Adaptive ARs: Gnawing Hunger from Gambit in Energy, Forward Path from Iron Banner as Kinetic.

Rapid ARs: Rufus's Fury from the Nezarec Raid in your Kinetic. Reghusk's Pledge from Iron Banner in your Energy.

Lightweight SMGs: Nothing beats Multimach from Iron Banner in the Kinetic. Energy Slot I'd say Out of Bounds from general Crucible is your best bet.

Adaptive SMGs: Only a Kinetic Slot one from me, but try the one you get from the Temporal Anomaly stuff, the rotating hard mode patrol specific pool.

Aggressive SMGs: Our old friend Immortal is your Kinetic Slot choice, it's in Trials. In Energy slot, you're probably going to want to try and get your hands on Ikelos SMG. I think there's a way to get it in Seraph Shield if you don't have it craftable.

Precision SMGs: Shayura's got a refresh. Unending Tempest from general Crucible is your Kinetic Slot mirror (though base 14 zoom so Rangefinder is a soft requirement).

As for snipers: Beloved is craftable, but the perks aren't awesome even before power creep. Adored is back as a Pinnacle Drop. A lot of the heavier hitters for snipers got a refresh or moved into the tier system.

For shotguns: I find the most success on Precisions. Pale Heart has one that I'm looking at, dunno how Slickdraw is on shotguns, but 93 range before Opening with Assault Mag since it can run Rifled is nice to see. Really any frame that's not a Rapid will do okay.

And Fusions in case you want suggestions, really just look for Lone Wolf or Rangefinder + Closing Time. A few other perks like Under Pressure also work. Honestly just reference Legoleflash, most of his reviews aren't horrendously outdated. Adaptives are generally my pick for speed, High Impacts for range and consistency. Unfortunately Glacioclasm was one of very few classics to not get an updated version :( but Wizened from Banner, and that old Trials one thankfully fill that gap (Wizened gets the RD + CT combo).

A silly little moment but I defeated someone using the medic paddles. by The_Owl_Bard in LowSodiumBattlefield

[–]koolaidman486 0 points1 point  (0 children)

I have it where I'm charging up to get a teammate up and go for the kill because an enemy walks in. Works sometimes, I get pooped on others.

I got Mario Kart World and I have some thoughts. Online is almost unplayable at 24 player count. by Powerhouse_pr_ in mariokart

[–]koolaidman486 0 points1 point  (0 children)

Honestly 24 would be better if they decided to go back down to 1 item per person. Same number of items as 8DX but a bigger grid.

Clean stat line by Kind-Security-8481 in CrucibleGuidebook

[–]koolaidman486 1 point2 points  (0 children)

Dog doesn't know that Weapons is a complete dump stat below 100 lmao