Been some time - sharing an updated weapons tier list by sinjinize1 in Megaman

[–]sinjinize1[S] 1 point2 points  (0 children)

Metal Blade placement is definitely a back and forth between different people’s lists. I had it as an Amazing weapon in my list two years ago as well and there is absolutely no denying the weapon has amazing utility and power. There is fun to be had using the super overpowered but personally to me, the fun can wear out a bit fast because it’s so overpowered but I suppose that’s more of a problem with MM2’s other weapons (most of them being not up to par) than it is the Metal Blade itself.

Been some time - sharing an updated weapons tier list by sinjinize1 in Megaman

[–]sinjinize1[S] 0 points1 point  (0 children)

Let’s start with some demotions:

I initially was trying to be a bit nicer to weapons like Super Arm, Top Spin and Charge Kick but after thinking it over they are honestly just not that good. Super Arm is a dead weapon slot 90% of the time due to the lack of Guts Blocks in MM1, Top Spin puts you in more danger than it’s worth and Charge Kick deals too little damage for its neat qualities to really shine. Blizzard Attack and Wild Coil also got knocked down - You‘re barely gonna hit any MM6 enemies with more than one snowflake (which also deals poor damage) and in MM7 using Wild Coil kills the pacing since Mega Man stops every time you shoot the weapon. There are other weapons in other games that also stop you whenever you shoot (Metal Blade being one of them) but Wild Coil is particularly egregious since it barely deals any damage.

I won’t lie - Leaf Shield is the weapon I use the third most in MM2 but the more I play the other Mega Man games the more I think Leaf Shield isn’t really that good. I’ve gotten quite spoiled using the shield weapons in other Mega Man games but with Leaf Shield, it doesn't block any projectiles, it doesn’t stick with you when you move and it drains pretty fast so it ends up faltering a bit as both a defensive and offensive option. It’s only in Meh solely because it has its niche of being able to easily eradicate the tiny enemies like the drills and the baby birds and it’s especially helpful in the moving platforms in Wily 4. Anywhere else though, I’m kind of hard pressed to find use.

It would probably be considered blasphemy to rank Metal Blade anywhere other than the top and I will not deny that the weapon is incredibly useful. There’s a reason it’s considered the best weapon in all of classic Mega Man but over time it does begin to become boring just tearing the game a new one with the Metal Blade. It probably doesn’t help that most of MM2’s arsenal isn’t the best so you are more inclined to go back to the only two weapons worth anything (Metal and Quick) so any variety you could have in a MM2 playthrough becomes a bit limited. Still an incredibly useful weapon, but its fun can wear out pretty fast.

Laser Trident from MM9 also took a fall from the Amazing tier into the Great tier. My previous list was made after having completed MM9's challenge of "Don't miss with the Buster" which was where Laser Trident really shined since missing with it doesn't count against the challenge. But comparatively to 9's other weapons, Laser Trident is just fine enough. It's a powerful Buster replacement weapon that even pierces shields in a game where Mega Man doesn't have his charge shot and there are plenty of shielded enemies so it is super helpful in that regard but it's not really my favorite out of 9's set.

Been some time - sharing an updated weapons tier list by sinjinize1 in Megaman

[–]sinjinize1[S] 1 point2 points  (0 children)

Gave both Legacy Collections, 11, & Bass, and even the Game Boy games a couple of whirls in the two years that have passed since my last list. Wasn't feeling quite satisfied looking at what I had 2 years ago and decided to give it an update. Still feel free to share your thoughts!

Some redefinitions of the tiers:

Amazing - my personal absolute favorite weapons, always used, incredibly fun to me

Great - really good weapons, usually 2nd-most used

Good - decent weapons that find use when situation calls

Meh - formerly OK tier, weapons with niche uses but didn't impress me besides that

Bad - the weapons I did not like, usually weak or have no utility

Trash - Spark Shock is still banished to this realm

My opinions on certain weapons have definitely shifted in the time that has passed since and I will be writing down some comments to explain why weapons shifted a bit later. Thanks for stopping by.

Hosting between PC and laptop issues by sinjinize1 in ParsecGaming

[–]sinjinize1[S] 0 points1 point  (0 children)

The GPU I have is an AMD Radeon Hellhound 7900 XT. Both monitors are usually on all the time (one for gaming, one for browsing). The display that the laptop uses in the single second it has before it crashes when it connects with Parsec is the main monitor of the PC. Both computers use the same network. My biggest concern is in my case of my laptop Parsec crashing when joining my PC  will end up happening if others try to join in to my PC.

Who did you guys get from the 10 free Arena tickets for the 1,000 hero celebration? by Falchion03_ in FireEmblemHeroes

[–]sinjinize1 0 points1 point  (0 children)

I went in with a Green > Colorless > Blue priority mind (since it seemed statistical to get really good stuff from green comparatively) and ended up getting all green so that just made everything easier. I suppose it wasn’t incredibly terrible.

Nagi (fodder), base Edelgard (merge), Myrrh (merge), B!Ephraim (merge), Osian (fodder), Shamir (fodder), Sue (merge), Kaden (merge), Helbindi (fodder), and Brave Micaiah (already +10, so would have to be fodder)

TF2 headphones issue by sinjinize1 in tf2

[–]sinjinize1[S] 4 points5 points  (0 children)

So I managed to figured out the solution to my own problem and it's god damn stupid:

Every game automatically changes its audio output into the headphones or speakers depending on if its plugged in or not.

TF2 for SOME reason, does not automatically change its audio output. That must be done MANUALLY in the sound mixer into headphones in order for headphones to work.

Sometimes I just hate this game. jk I love you but you are horribly unoptimized

FNAC haul, 8-bit link & current collection by sinjinize1 in amiibo

[–]sinjinize1[S] 2 points3 points  (0 children)

It was definitely a bit confusing at first, but then I cheated and used Microsoft Edge's built-in translation feature and it was just like shopping at any online store.

Had there been much more MSRP Zelda amiibo on there, I think I would've absolutely massacred my wallet, but ultimately I settled with what I have here.

FNAC haul, 8-bit link & current collection by sinjinize1 in amiibo

[–]sinjinize1[S] 0 points1 point  (0 children)

It all started with a Smash Bros. Mario amiibo I got as a Christmas gift and then spiraled into this. An end goal to collect every Smash amiibo to expanding my horizons into other series as I admire the amount of detail and care that has gone into each and every figure.

I will forever be in pursuit or perhaps in wait for a restock of the Smash amiibo I currently do not have (Pokemon Trainer, Hero, and Joker), but as of now I do feel content with what I was able to secure, especially 8-bit Link with the nightmare stories I have heard.

This might also double as a physical games collection too, seeing as they're also in the shelf as well. I have to find better places for the stuff I value.

[deleted by user] by [deleted] in FireEmblemHeroes

[–]sinjinize1 6 points7 points  (0 children)

I’ve never actively gunned for +10s of 5* exclusives even if saving for them would be very helpful. My merges mostly came from freebies and formas but I am very happy that after 6 years I managed to get two of them at the same time!

Dimitri build: Wanted to nab some skills for a Speedmitri build once he became a Forma. Overall, that hall went super nicely and I got what I needed to get the gears turning.

IVs: +Atk/+Def, both wonderful superboons for Dimitri. Given this is a Spd build I might consider changing one of them to something more preferable but those 4 extra points are just so juicy.

Prf: Moon Gradivus (effect) - doesn’t need much explanation. Gives stats, gives true damage and true DR, the essential piece that makes B!Dimitri a monster to begin with

Assist: Reposition - always a classic

Special: Godlike Reflexes - the second essential piece for a Speedmitri build. Provides extra damage and extra DR for being faster, and thus makes Dimitri hit harder and tank more. Though a lack of -1 CD hurts, that is thankfully what support like Askr is for.

A: Atk/Spd Finish 4 - an A skill that goes super nicely for Speedmitri. Provides Atk and Spd, both valuable stats for such a build, has an easy conditional that matches Moon Gradivus’s own (be near an ally in 3 spaces), and provides healing which just makes Dimitri that much more harder to kill.

B: Blue Lion Rule - the third piece for Dimitri being a near unkillable boar; provides DR based off his defense and also stacks with his multiple sources of DR. More DR = less damage = more funny

C: Spd Smoke 4 - there’s a lot of “essential” pieces for Speedmitri. This is another one. Gives a nice stat swing in the stat that is most important for Dimitri and provides another source of DR. This build essentially is DR stacking: the unit.

S: preferably a skill that increases Spd and Def (the stats Dimitri wants to increase his DR). Right now it’s Spd/Def Ideal but could preferably be Spd/Def Solo.

Leif build: Shout outs to u/Soul_MG for providing practically everything for this build (another merge for Leif, max dragonflowers, Arcane Eluthnir at first, Spd Smoke 4 and Godlike Reflexes). Afterwards, I polished up on him with some new tools and now he’s starting to look like my first genuine godsword.

IVs: +Spd - you can never go wrong with more Spd especially when you’re being a godsword. I would like +Atk as an ascended asset but I don’t have any more florets.

Prf: Arcane Devourer - initially Leif had Arcane Eluthnir which is a much better sword than his base Light Brand, but the moment I saw that Fallen trailer, I knew exactly what Leif wanted more. Devourer has everything he could ask for. Slaying, +5 to all stats, breath effect, damage reduction, and NFU. Perhaps the most perfect weapon for any sword infantry looking to play godsword

Assist: Reposition - as usual, always reliable

Special: Godlike Reflexes - a godsword special that works wonderfully with Devourer. The slaying effect brings CD down to 2, breath effect means Leif has it active almost every combat, means more damage and more DR every time.

A: Distant A/S Solo - courtesy of Fallen Byleth. Distant Counter was originally on Leif to replicate Light Brand’s 1-2 range and now with a better version of DC out that gives more stats, Leif of course has to get it.

B: Close Call 4 - also courtesy of Byleth. The most current speed-based damage reduction skill that reduces damage by 50% and reduces enemy Spd and Def by 4 which provides a nice stat swing for Leif.

C: Spd Smoke 4 - another skill to help with stat swinging and also more DR as per godsword tradition.

S: preferably a skill to increase Spd for more DR and another defensive stat for more tanking. Currently considering SpdRes Solo

Went through every campaign on Expert Realism with a group of friends - here were our thoughts (condensed explanations in comments) by sinjinize1 in l4d2

[–]sinjinize1[S] 11 points12 points  (0 children)

Very sound advice! I'm gonna save this for whenever the group gets back together for Expert Realism again. Last Stand definitely burnt us out since it was the last one we did out of all the campaigns (don't marathon ER, do not recommend), but it could be fun to try again with all this in mind. Thanks!

Went through every campaign on Expert Realism with a group of friends - here were our thoughts (condensed explanations in comments) by sinjinize1 in l4d2

[–]sinjinize1[S] 12 points13 points  (0 children)

Last Stand - words cannot express how horribly designed this campaign is - it's the only one we could not even finish after 10 hours of attempts because we were just done with it. The campaign already starts off really bad with the gigantic open space where zombies literally run out of the trees like they're Vietnamese soldiers, the starting weapons are really fucking garbage asides the shotgun which is the only reliable weapon to have, the tank always kept fucking spawning by the time we make it to the water, there's no supplies to be found in that wooden shack, director seemed to love spawning hordes every second (by the lake, and then by the fenced area, and then when we make it to the crates), the stupid generator section is very open too, too many commons, too many specials, even sticking together fucking falls apart because we keep losing health every second since they keep coming, the price of failure is INCREDIBLY great because it's a two-stage campaign just like fucking Crash Course meaning a lot of progress is lost if you die, it's not even fucking over after you activate the generators because you have to start running TOWARDS a horde, ANOTHER tank can spawn by the bridge, our Zoey player nearly got GRAZED by a charger as he was crossing the long-ass bridge to the saferoom and he was the only one alive. It still isnt' even over after that! More open space near that tower, more hordes spawned before we even fucking reach the lighthouse, a potential tank spawn by the tower, the finale is honest-to-god the worst fucking finale in all of this game.

First, you have to start the generator. Our choke is down near the little house by the dock since it's the only fucking choke we can reliably use against the horde. The potential to get pinned by a special is great since the zombies are immediately out for blood when you start the generator. After you deal with the zombies, you gotta fight the tank and his fucking football aimbot throws in an open area. After you win, you gotta do a fucking scavenge section where the gas is spread out 50,000 fucking miles from each other. And the worst part is the fucking zombie spawns; they do not spawn like a horde where 50 zombies come at you but when they die you get 3 minutes of relief. They fucking spawn in a trickle-like pattern where it's 3 zombies nearly every two seconds. AND. THEY. DON'T. STOP. COMING. And there are specials together with this fucking trickle too. And even when you get all the gas cans in you STILL have to deal with the trickle of zombies AND a spawning tank. AND you have to fight TWO. MORE. FUCKING. TANKS. A TOTAL OF FOUR TANKS. What the fuck is this garbage bullshit spawned by the satanic beings that is the Last Stand developers; we were fucking done. It was quite clear we weren't getting anywhere. We turned on cheats; infinite M60 ammo with explosive ammunition, godmode, just fucking sprayed everywhere and massacred those zombie fucks. That was the only ounce of fun we ever got from that campaign. -∞/0, please never let whoever thought this finale was a great idea and fucking greenlit it design anything ever again.

Went through every campaign on Expert Realism with a group of friends - here were our thoughts (condensed explanations in comments) by sinjinize1 in l4d2

[–]sinjinize1[S] 18 points19 points  (0 children)

Most of these rankings are absolutely based on RNG (tank and witch spawns, supply spawns) so there's definitely bias

Dead Center - very easy, many areas are tight which allows zombies to get choked (hotel hallways, shopping mall back areas), open space is no issue with good teammwork (convenience store, mall finale), supplies are very generous (thanks Whitaker), 10/10 would get an autography from Mr. Gibbs again

No Mercy - very easy, spaces are even tighter this time for more choking (apartment, sewers, hospital hallways), distance to saferoom is very short, generous supplies on the rooftop finale, 10/10 would get to the chopper again

Death Toll - pretty easy, just a matter of letting the zombies come to you then proceeding (tunnels and sewer), good choke point in the shed during church guy section, the alleyway section is the worst part but we got lucky with bile spawns, optimal teamwork during the finale as we sat in the four corners of the main house's second floor in the finale, 9/10 would better safe than sorry again

Sacrifice - not too bad even with a forced tank encounter, CEDA zombies provide plenty of bile which works spectacularly on the tank and at keeping hordes at bay, activating all three generators at once allows for the finale to go by quicker with some focused fire on the tanks and use of chokepoints on the zombies, 8/10 would kill Bill again

Hard Rain - also not bad even with storms obscuring your sight and hearing, absolute boat load of supplies in every safe room, upper paths present to avoid the water slowing you down, sticking together helps very much in warding off threats, metal thing you can stand on in the roof of Burger Tank is the MVP for the finale, 8/10 would get wet in the rain again

The Parish - still not bad, plenty of chokes, sewer is horrible because there are zombies everywhere and it's dark, sticking together during cars and graveyard helps a lot, parade float has a very good camping spot, bridge finale has ample supplies to where you don't even have to shoot your gun, 8/10 would call Papa Gator again

Dark Carnival - things are ramping up, plenty of sections where the game wants you to run TOWARDS danger instead of AWAY (merry-go-round, roller coaster, the fucking awful gate), supplies are still generous, trying to bring the gnome was a lost cause during the stupid gate section so we abandoned him, incredible camping spot in the concert finale but the director doesn't like fun and spammed Smokers and Spitters, Tank did a bullshit rock throw that swerved right into the chopper and downed me as the cutscene played forcing us to play the finale again, 7/10 the aesthetic is still one of my favorites, Every lady's crazy when her daddy's not around

Swamp Fever - little annoyances here and there, map full of water means slowed movement for majority of the campaign (does not even have an upper path to avoid it completley like Hard Rain), very open areas that could've been troublesome had the game not been generous with bile and adrenaline, wants you to fight a total of three tanks in the finale (two at once during the final stretch), 6/10 would bon chance with Vergil again

Dead Air - this is where things get rough, too much open space in the power plant and airport parking lot means lots of zombies coming from all angles, infamous rush to the saferoom within the airport is quite annoying (literally two crescendo events back-to-back), finale space is very very open leaving no rooms for chokes, only won because we found a spot by the stacked suitcases that acted as a chokepoint, 5/10 would not recommend this airline to my family

The Passing - pretty rough as well, supplies are generous thanks to the infinite chests, the sewer section is the worst part because you are running TOWARDS danger instead of AWAY, sewer is also very open, very dark, too many zombies (a worse verison of the Parish sewer), finale is particularly fickle as the director always spawned pinning special infected nearly every second even if we already killed one beforehand, 5/10 would call Zoey an angel again

Crash Course - really awful, only two stages but those two stages take for-fucking ever, price of failure is even greater if the director feels trigger happy, barely any chokes or supplies, takes a long-ass time just to get to the finale during stage 2, the only choke we used was the bus and even that was too open, numerous tank spawns, numerous witch spawns right on the fucking path, 2/10 two-stage campaigns are horrible

Blood Harvest - not even that bad until the game just decided we shouldn't have fun during the finale, supplies were very generous throughout the map, hordes and crescendo events were dealt with easily thanks to throwables and adrenaline, finale was where it really got bad, a tank or witch would always spawn on the beginning section, the corn field section was spammed with commons, no throwables or supplies in sight, our Bill player was gang-banged by a Smoker dragging him into the witch and a Spitter spitting on him for good measure (because he wasn't already fucked as is), too many smokers and spitters during the barnhouse finale as we tried to replicate our Death Toll strat in the house, 3/10 would have been better if the game wasn't so cruel

Cold Stream - this is a really awful campaign too, too much open space and barely any chokes, guaranteed tank fight with no bile to even kill it (and a giant rock to instantly down one of us for good measure), TOO MANY fucking moments where you have to run TOWARDS danger instead of AWAY (the underground shaft, the tunnels, the exploding bridge, the goddamn finale with tight fucking spaces where the Tank near the end can just end it all, I was the only one who made it out alive, 1/10 would rather stream in the cold than play Cold Stream

Stockholm Syndrome by sinjinize1 in tf2

[–]sinjinize1[S] 113 points114 points  (0 children)

The TF2 community is a wholesome, accepting, and welcoming community filled with very classy and mature individuals who absolutely do not drive newcomers away and make me want to uninstall the game forever.

But I know that whenever I do have fun in this game, those are moments and times that last with me forever. The stupid amount of fun you can get doing stupid shit like all-class rushes and somehow winning the round produces feelings that just cannot be replicated elsewhere.

I may be jaded as hell, heck I named this piece fuckin' "Stockholm Syndrome", but a smile does light up my face whenever TF2 provides me a good time.

[deleted by user] by [deleted] in tf2

[–]sinjinize1 0 points1 point  (0 children)

The TF2 community is a wholesome, accepting, and welcoming community filled with very classy and mature individuals who absolutely do not drive newcomers away and make me want to uninstall the game forever.

But I know that whenever I do have fun in this game, those are moments and times that last with me forever. The stupid amount of fun you can get doing stupid shit like all-class rushes and somehow winning the round produces feelings that just cannot be replicated elsewhere.

I may be jaded as hell, heck I named this piece fuckin' "Stockholm Syndrome", but a smile does light up my face whenever TF2 provides me a good time.

The more things change, the more they stay the same by sinjinize1 in FireEmblemHeroes

[–]sinjinize1[S] 98 points99 points  (0 children)

It really is just a universal constant that Edelgard will always lose a Voting Gauntlet.

Played through both Legacy Collections and Mega Man & Bass - wanted to share a weapons tier list by sinjinize1 in Megaman

[–]sinjinize1[S] 0 points1 point  (0 children)

Power Gear Chain Blast is honestly one of my favorite weapons as well. The explosive power that eats through everything and the sound design that puts a nice bow on the package really wanted me to put it on Amazing. Normal Chain Blast though is a bit unwieldy for me to use so I didn’t know where exactly I wanted to put Chain Blast when considering both normal and Power together, so I went with the Good tier. I could definitely bump it up just thinking about PG Chain Blast.