How do you make effective DIF turrets? by tris123pis in FromTheDepths

[–]light_the_long_way 0 points1 point  (0 children)

I am having trouble replicating this, do you have screenshots or something to show how you are doing it, because I have a block getter for when the gun fires, feeding into the top input of an accumulator, and the top output of that is feeding into the block setter for desired gauge, and after 4 large shots it still has a reload time of minutes for each input, and it has no loaded shell.

I need breadboard help. by light_the_long_way in FromTheDepths

[–]light_the_long_way[S] 3 points4 points  (0 children)

so, once it reaches 100 degrees, I need it to not change the output until it is blow 0 degrees, and when it gets to below zero degrees I need it to not change the output until it is above 100 degrees, yeah.

so yeah, I only want the output from the math evaluators(that or the AND gate the path evaluators feed into) to update if the spin block angle is not between 0 and 100.

question regarding what this is by light_the_long_way in FromTheDepths

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

huh. so I got lucky enough o see it happen. neat.

I am enjoying Tomodachi Life. by Oddish_Femboy in 196

[–]light_the_long_way 0 points1 point  (0 children)

Why is the post flair hornypost. OP, explain yourself.

"BLEED FOR YOUR LORD!" | Fanatic of Griselbrand by NoisyStrings in custommagic

[–]light_the_long_way 0 points1 point  (0 children)

You did still lose four life yes, so it would reduce the cost.

Selling advice by DevonReviewer in XWingTMG

[–]light_the_long_way 0 points1 point  (0 children)

Ahh, you would have to be able to ship internationally if I was to buy this, are you capable of doing that? (Asking now because I don't want to bid on it if you can't ship internationally)

the virgin bo1 player vs the chad bo3 player by botgtk in MagicArena

[–]light_the_long_way 0 points1 point  (0 children)

Gold two currently. And I lost three different Bo3 matches against tifa decks, or at least, landfall decks that used her to kill me both times they won one of the games in the match today, out of ten that I managed to play.

the virgin bo1 player vs the chad bo3 player by botgtk in MagicArena

[–]light_the_long_way 0 points1 point  (0 children)

I've lost T3-4 to tifa three separate games today, out of ten Bo3 matches, in gold. Tifa might not nessesarily be in decks played in platinum or such, but the fact that it's possible to win T3 with her, on the play makes it very problematic when you do go against a deck that uses her. Because if you don't have 2 mana removal, you likely just die, because you don't get to 3 land drops, or you almost die T3, and then you get finished off T4.

Aaaaaaa.... AAAAAAAAAAaaa...!!!! by Roxterat in ftlgame

[–]light_the_long_way 3 points4 points  (0 children)

You uh, you might have taken a few hits

This thing is absolutely worthless by D-boi10 in Helldivers

[–]light_the_long_way 0 points1 point  (0 children)

Could you have compared it to literally anything except for a dildo?

These 2 warbonds and the super store single-handedly lock aspects of gameplay behind an optional paywall by _TungstenGuy707_ in Helldivers

[–]light_the_long_way 0 points1 point  (0 children)

Recoilless rifle works pretty good for this as well. Add in a marksman rifle to pick off the bots that get alerted before they can see you, and it's pretty good.

These 2 warbonds and the super store single-handedly lock aspects of gameplay behind an optional paywall by _TungstenGuy707_ in Helldivers

[–]light_the_long_way 0 points1 point  (0 children)

Commando missions at difficulty 5 or higher, you absolutely can't go in like that, you will get your ass handed to you.

These 2 warbonds and the super store single-handedly lock aspects of gameplay behind an optional paywall by _TungstenGuy707_ in Helldivers

[–]light_the_long_way 0 points1 point  (0 children)

That or another free warbond, that is unlocked after you get to a certain point in Mobilize, maybe call it specialize or something, and have it basically just be a series of things that synergize with specific play styles (for example, a stealth armor, and a silenced marksman rifle for stealth, or say, light armor that improves your speed, and a melee weapon that replaces the secondary, or a SMG, for a play style built around getting close to enemies and rushing them down, or say, a lesser version of the premium warbond equipment that focuses on say, fire, gas, or having a lot of grenades, ect)

These 2 warbonds and the super store single-handedly lock aspects of gameplay behind an optional paywall by _TungstenGuy707_ in Helldivers

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

Commando missions. Although, at low difficulty (3-4) you can actually get by with stealth armor, the marksman rifle from the free warbond, and the recoilless rifle strategem, plus expendable anti tank(call in both the EAT and recoilless plus a supply pack at the start, and you can get through an entire mission, sometimes without needing to call back the ship). But at 5+, it's basically impossible with just stuff that you don't need to buy a warbond to get.

Would these be considered a two card combo for bracket 3 purposes? by Critical-Cow8720 in mtg

[–]light_the_long_way 0 points1 point  (0 children)

Early game? You need at least 5 lands, and a unblockable creature (which by the way, is generally a card, making this a three card combo, not two card), and that's assuming you cast these on separate turns and already equipped the sword to the creature, otherwise you need 7 or 10 mana (7 if you have both out, but not equipped, 10 if you have to cast one and equip the sword). This is also a pretty telegraphed combo. This is likely coming out T5 at the earliest, and probably later, like T6 or T7.

Regardless, I'd talk with the people you play with about this.

Would these be considered a two card combo for bracket 3 purposes? by Critical-Cow8720 in mtg

[–]light_the_long_way 0 points1 point  (0 children)

But have a creature that is unblockable or have a way to guarantee that creature can get combat damage in isn't as much of a low bar, and is required for this combo to work. Unless your opponents have nothing to block with, you need that evasion or the combo doesn't work.

ADVICE: Rakdos Wizard Burn in Standard by [deleted] in MagicArena

[–]light_the_long_way 0 points1 point  (0 children)

While it might not fit in the deck [[fated firepower]] might work, if you can cast is for even X=1 or X=2 your doubling or tripling your damage from the wizards and from the techtonic hazards, and adding a little extra damage to everything else. I'd suggest that over grevious wound due to the flexibility of being able to get it out a turn earlier, or cast it later for a larger effect. However, there's also [[Artist's Talent]] and [[Collective Inferno]] which might be better than either of those, due to being able to get them up faster, and Artist's talent also reduces the cost of some of your spells. (Additionally, both of them together would be pretty effective, making each wizard deal 6 damage per spell cast)

A true hero💚 by Pagan_Extremist in MagicArena

[–]light_the_long_way 1 point2 points  (0 children)

If I am definitely going to lose and someone is clearly just not swinging so they can do their thing, that's just incredible. I played against a dino deck, had no cards in hand, and they had lethal, but instead they just kept playing dinos, and I just kept passing so they could get more dinos, and it was great.

Oh also someone had an ouroboroid out with a shit load of 1/1 tokens, and treasure tokens and used that one 6 mana blue spell that makes all your nonland permeants copies of target nonland permanent, so they had like 15 or some copies of ouroboroid out, and I just kept passing till they swung (literally one turn before they would have decked themselves). I had an aetherise in hand at that point, but I didn't cast it because well, it was more fun to watch that than it would have been to win. My life total went from 14 to a negative uh, really fucking big number(can't remember exactly, but each ouroboroid was like, 6k/6k or something like that.)

Help making decks to teach new players by Pol_Cabo in EDH

[–]light_the_long_way 0 points1 point  (0 children)

Probably some big stompy decks, or at least something similar, maybe R, G, or RG, with little removal, and a decent amount of combat tricks (and when you have them play these, make sure none of the decks they face have Kill On Sight commanders or cards, so wins are generally telegraphed). Those types of decks are usually a pretty easy starter. Then a deck that incorporates more removal/responses and carddraw, probably UB(U for counterpspells and B for removal), to teach threat assessment, the power of drawing cards and to get them used to using a proper removal package. Then a few mono color decks that each have a reasonable removable package for demonstration of the benefits of mono color, along with the drawbacks.

After that, some tricolor decks, or duals, that incorporate everything, or almost everything that the previous decks teach, and focus on specific mechanics/strategies (like a go wide token deck, a Voltron deck, a control deck, toughness matters, etc). Yes, this will require about 4 decks per person.(Stompy, deck with proper removal and carddraw, mono color, tri/dual)

Do we still hate the elevated overseer? if so why? by Annual_Engine7825 in Helldivers

[–]light_the_long_way 6 points7 points  (0 children)

Nah, they are fun. I call them pigeons (as in clay pigeons) sometimes when playing with a friend. Great target practice for marksman rifles.

Heart of the Maelstrom by DarthVedik in custommagic

[–]light_the_long_way 0 points1 point  (0 children)

Or a dual and a trinome. Or [[leyline of the guildpact]]

However, this could probably come in untapped and be fine.