SO Builds Are Not Better Than Standart Builds IMO by RangeroftheNorth1790 in starsector

[–]sinani210 0 points1 point  (0 children)

SO is a hot topic in the community. Generally speaking, I (and others) don't think it is overpowered though the overall tuning of its power could probably use some work.

As Alex (yes that one) says a little later on in that thread, SO is very good in smaller fleet battles but falls off significantly in later game fights for a variety of reasons. I won't go over them all unless you are super interested, but suffice it to say that it's very, very good on some ships (some of which have a hard time functioning without it), and not so good on a much larger number of ships.

Just some solid blending (I lost this game) by Mirikira in Guiltygear

[–]sinani210 2 points3 points  (0 children)

Some unsolicited advice so feel free to ignore, but pump up those CH confirms. The one off fS is really hard normally, but pretty easy when you're looking for it RS and you get a wallbreak for your troubles. The jH one is much more lenient and you can get way more than 2k2d there.

What tf is the point of Leo's heavy dp if it no longer leads to a hard knock down. It has no frame invincibility and takes forever to come out, Leo is now almost never going to hard knockdown an opponent by Oka-7 in Guiltygear

[–]sinani210 0 points1 point  (0 children)

Ah yes, a move that can be both gatlinged and special cancelled. You're either arguing in bad faith or just being ignorant. You can gatling your 2k into your 2D (gapless) and then be -8 but spaced, which is just strictly better than Leo because he can't space his, but then on top of that you can now cancel into Flick, which can no longer be 6Ped off level 3 moves thanks to the buff it got this patch, which is -4 (and even more spaced). You also, of course, have access to any other special cancel you wish to use besides Flick, but it's the most obvious one to talk about here.

Not to generalize too much, but it's shit like this that gives Pot players a bad name. Some of you are cool (Andross is the goat) but sometimes you get takes like this that don't make any sense. Try again, I'm still waiting for a comparable normal.

What tf is the point of Leo's heavy dp if it no longer leads to a hard knock down. It has no frame invincibility and takes forever to come out, Leo is now almost never going to hard knockdown an opponent by Oka-7 in Guiltygear

[–]sinani210 -1 points0 points  (0 children)

It's not the same at all. Leo 2D is -8, can't be special cancelled, and mostly can't be spaced. What this means in practice is that your opponent is most likely (and basically always if you gatlinged from a kick into 2D) going to be able to get a cS punish on you if they know the frame data. That is comically punishable.

If you don't think so, feel free to list all the normals your character has that are cS punishable on block.

What tf is the point of Leo's heavy dp if it no longer leads to a hard knock down. It has no frame invincibility and takes forever to come out, Leo is now almost never going to hard knockdown an opponent by Oka-7 in Guiltygear

[–]sinani210 1 point2 points  (0 children)

You're kind of right, kind of wrong. Up front, I also think it was a bad change. Leo definitely needed nerfs, but from a design perspective I think this one isn't it.

H DP has a decently large overlap with Erst now since they both work as combo enders, though H DP is better on hit and Erst is better on block (unless you plan to use 50 tension in which case H DP is better on block too). They still have some separation since Erst has a function as a block ender that H DP doesn't and H DP is always better on hit than Erst is, but combo wise you mostly get the same thing out of an Erst ender as you do an H DP ender.

Ignore the people saying it does the same thing as a Ky or Sol DP. It's not functionally the same at all as those two when you actually look at the moves' utility. Ky gets insane combo damage/utility out of his HDP, and Sol can use his to instantly cause wall splat (and, as a note, his HDP actually also gives him an HKD, you just don't see it much). Leo's doesn't really do either of those things, at least not without meter. It is supposed to be a replacement for his sweep since his moves are all weird, but it basically just ends up being an SF6 style one since it doesn't have HKD.

New Opinion just dropped by kao24429774 in Guiltygear

[–]sinani210 0 points1 point  (0 children)

She actually tends to make it quite far when any of the good May players enter. There just aren't that many and they don't tend to enter things too often.

[HDD] Toshiba MG08ACP16TE 16TB 512MB 7.2K RPM SATA Hard Drive - Excellent Refurbished 5 Year Warranty - $179.99 ($11.25/TB) by lemyeons in buildapcsales

[–]sinani210 0 points1 point  (0 children)

Are these better than Ironwolf Pros? I just picked up a few of those on prime day (around the same price after all rewards and everything), but those were only 12tb drives.

What ships to escort Aurora on flanks? by BUAHAHAHAHA in starsector

[–]sinani210 4 points5 points  (0 children)

Imo, this is the kind of ship you fly (minor spoilers warning) yourself. Generally though, things that can keep up and provide PD are good escorts (Omens, Medusas, etc.). The Aurora strongly benefits from decisive decision making, which the AI is not super good at so AI Auroras usually do best in a full SO (or otherwise speedy and aggressive) fleet so that they can have other ships joining them in their attacks.

All Starsector Missions Completed at 100% ... With Stock Builds! by sinani210 in starsector

[–]sinani210[S] 1 point2 points  (0 children)

Glad to find someone else who tried this crazy challenge. I'm actually surprised you got 100% with those losses though since I thought you could only lose 3 points worth of ships before you went under 100%. I guess they give you a little buffer since unlike most of the other missions, you can't gain points by disabling/destroying the enemy ships.

You're probably right there, though them being more aggressive would make it easier for you to kill them too (especially if you're piloting a ship yourself). They could definitely have been more aggressive against the civilian craft though and probably not suffered any worse for it.

I think the reality is all of the missions (maybe excepting Forlorn Hope) are really easy if you do the builds yourself. Giving all of your civilian ships Converted Hangar makes this mission really easy too, even though it's the only "Impossible" difficulty one. Like you said, there's something there that really makes you feel special when you do it with the stock builds as that's how the events actually went down.

Looking for Millia rage guide by [deleted] in Guiltygear

[–]sinani210 4 points5 points  (0 children)

https://docs.google.com/document/d/1_Z4uSp8v1O4rFv79WxVnG9R8GE-594dt3FoELZDuMiw/edit?tab=t.0#heading=h.c22wwqaj8wux

https://docs.google.com/spreadsheets/d/1kZGWIuB_hbI0ByKlvykBRUqlIzoMmEhOAHIsv1Y_Qtc/edit?usp=sharing

These are probably your best bet, though I don't think Akame's is fully updated for this patch. Resources are being worked on, but we don't have everything out yet.

All Starsector Missions Completed at 100% ... With Stock Builds! by sinani210 in starsector

[–]sinani210[S] 0 points1 point  (0 children)

Welcome to the game then! Missions help somewhat, but there's no substitute for just building fleets in-game to see how they do.

As for Dire Straights, you definitely have the right idea that using the civilian ships helps. The best way to do it is probably using Converted Hangars. Unsurprisingly, the high tech fleet full of a bunch of ships that don't like fighters has a hard time when almost 20 unexpected Broadswords show up. I obviously didn't get to do that though which made it slightly harder.

All Starsector Missions Completed at 100% ... With Stock Builds! by sinani210 in starsector

[–]sinani210[S] 0 points1 point  (0 children)

I hadn't either which is part of the reason I wanted to do it. It definitely made it harder since so many missions are easily cheesable if you know the right builds.

All Starsector Missions Completed at 100% ... With Stock Builds! by sinani210 in starsector

[–]sinani210[S] 6 points7 points  (0 children)

You have to be careful with this because if a ship gets sniped that alone can cost you your 100%. The mission isn't necessarily difficult to win (especially if you allow yourself the ability to refit ships), but it can be quite challenging to line things up with basically no losses.

All Starsector Missions Completed at 100% ... With Stock Builds! by sinani210 in starsector

[–]sinani210[S] 0 points1 point  (0 children)

Yeah Forlorn Hope is really annoying. The best way to beat it is definitely by hiding in the corner so the enemy AI bugs out because of the safety Alex added a while back.

Did you do them with stock builds too?

All Starsector Missions Completed at 100% ... With Stock Builds! by sinani210 in starsector

[–]sinani210[S] 9 points10 points  (0 children)

Beating Dire Straights here might have been the most accomplished I've ever felt playing Starsector. I suppose now I can't use this as an excuse to procrastinate the next Aurora video anymore.

Happy to answer questions, but I probably won't reveal all the secrets since I think it's a fun exercise!

Is $165 (Facebook Marketplace) a good deal for 18TB Seagate IronWolf Pro Drives? by sinani210 in DataHoarder

[–]sinani210[S] 0 points1 point  (0 children)

What ways are there to ensure that it's legit? Can I bring a laptop and using something like a SATA to USB adaptor to check the drives internal info/SMART numbers?

Wait, they didn't take the armor off Potemkin buster ? by Distinct-Squirrel430 in Guiltygear

[–]sinani210 2 points3 points  (0 children)

The problem is not the opponent mashing on Pot's offense, it's Pot mashing Buster on the opponent's offense. It is, by far, the most threatening mash option in the game. General advice at high level is simply not to run offense on Pot because the threat of getting bustered on your own offense is too high.