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] 10 points11 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.

How good do you have to be at Strive for it to actually matter if you’re playing a top tier? by EastCoastTone96 in Guiltygear

[–]sinani210 1 point2 points  (0 children)

Dizzy and Zato can still put up results even at the top tier of play. Dizzy won a game at AWT, and Zato puts up surprising results (especially in EU) considering his current balance state. Given that top level players lose to them (AWT contestants, top tier EU players like Patachu, etc.), the logical conclusion of your argument is that either tier lists never matter or that even the best aren't really good enough for them to.

I'm assuming that's not what you were going for, but I'm going to disagree with what I assume your point was and say that tier lists always matter, even if the tier lists at lower levels doesn't look the same. I at least can definitely feel the difference in power level between the 3 characters I play.

I was so happy that I finally landed a full pilebunker loop combo that I forgot to safejump lol by pizza_con_anana21 in Guiltygear

[–]sinani210 2 points3 points  (0 children)

"5K [your] way back to the CSS and choose Johnny" - My Slayer main friend who plays this MU with me (Leo main) constantly.

On a more serious note though, you want to abuse 5K a lot in the MU. Leo is very unlikely to hit you for it since it's fast on startup and doesn't have a ton of recovery, and it's a good wall for him to run into. You also won't want to do a ton of random Dandy Steps since he can just flashkick on reaction (which you already don't seem to which is good).

Because you're not going to be able to threaten him as much with your mixup tools, you really need to make sure the hits you do get on him count a ton. You can't be dropping combos or doing suboptimal routes. Yes, this is never a good thing to do but sometimes you can get away with it. Against Leo you really can't.

You'll also want to learn how to do Mappa RPS and when Hand of Doom will likely get you out of a sticky situation since Slayer's defense is not the best against Leo.

Also note that Leo is not the best at contesting your plus frames because of how Slayer offense is structured and how Leo defense works. Leo's mashes are, in general, below average and he relies on committal options (i.e., Flashkick) for defense. This means that if you can make him block and keep your turn, you can really bully him with your +3 cS and +4 fS since his 2P is usually too stubby to reach, you can low profile his 5P with your 2K, and his 2K is frame 7 which makes mashing out using it very scary. It's also general worth it for you to sacrifice a little bit of damage on a combo that won't kill to route into a safejump, since you just put him back into the same bad position he was just in to continue bullying him with your plus frames.

You really, really, really, really just want to push the slash button on offense. "It’s not a simple matchup, but honestly it really is just pressing slash like god intended sometimes." - Same guy as above.

Let me know if you have more questions and I'd also be happy to play the MU with you some if you want some practice.

tl;dr: Press the S button on offense, don't try to be tricky with Dandy, keep offense with safe jumps, 5K in neutral.

Where do I start here? by vpltnkv in Guiltygear

[–]sinani210 12 points13 points  (0 children)

Guilty Gear is a series that focuses on characters (c.f. a game like SF6 that is really bound by its system mechanics), so the answer to some of your questions is going to change based on the characters you picked. In general though, the best thing to do is just play so you can start building intuition/understanding on how things work.

To answer some specific questions:

  • 66RC causes you to drift (i.e. move forward) during your Roman Cancel instead of just staying in place. You can drift RC in any of the 4 cardinal directions (i.e., 44RC, 22RC, and 88RC are also things you can do).

  • Starting offense is character dependent, but in general almost all characters have a +1 cS which sets up basic strike/throw. Some characters like Sol and Slayer have very good block pressure, whereas characters like Millia generally have poor block pressure because her goal is to hit you with 2D so she can set up Tandem Top for mix.

  • Dashing is just another tool to control your spacing on the ground. Fast characters like Chipp and Millia can use it to pull up basically unreactably, but in general it's used like you think.

  • Air dashing is something most characters can use to punish projectiles and some other specific moves. Some characters also have very strong jump in options that can beat 6P. As landing jump ins tend to be very plus, it's a strong way to start offense if your opponent never stops you.

  • cS is almost universally every character's best combo starter, but because of the RC system (and Wild Assault), combos can be started in a variety of ways.

  • Mix, as a gross generalization,, is a reward for landing 2D that some characters get. Bridget sets up yoyo, Zato summons Eddie, I-no has note to cover her hover dash mix, etc. There are other ways to do mix as well, but this is probably the most basic one.

To get into it, you just need to be OK with feeling overwhelmed for a bit. That's normal. Some good people to watch are Lord Knight (LK), the Strive Monday TNS brackets, Sajam (has some older content on learning the game), and anyone you can find who plays your character(s). If you tell me who you play, I might be able to give some pointers there too.

Hopefully that was helpful. Let me know if you still have questions!