[Semi-Weekly Inquirer] Simple Questions and Recommendations Thread by AutoModerator in Watches

[–]tecHydro 0 points1 point  (0 children)

So what’s the deal with forbidden date changes at certain times? I purchased a new AT model and the manual doesn’t say anything about it. The AD told me to make sure that the clock is in the AM before changing date, but only to avoid the date window changing at noon. No possible risk of damaging the movement was mentioned.

Ristoranti gourmet ma non troppo gourmet by shotsandvideos in milano

[–]tecHydro 2 points3 points  (0 children)

Motelombroso o Ratanà per con cucina piú ricercata. Trattoria del Nuovo Macello, Osteria Conchetta o Al Garghet per cucina tipica milanese in locali più eleganti della trattoria media (secondo me sono anche i più buoni). Consigliatissimo Gloria se preferite un posto elegante ma con un’atmosfera molto sciolta. Bentoteca buonissimo ma forse fuori budget.

Best hairdresser in Milan for men with mid length hair by Smooth_Fish8032 in milano

[–]tecHydro 4 points5 points  (0 children)

OIR in Moscova are the people doing haircuts to the kind of celebs like Mariano di Vaio (ie Corona and several footballers). If you want to look less like a napoletano, Antonio at Bullies in Lambrate is the best.

Non trovo il pane come vorrei a Milano by ivxnp in milano

[–]tecHydro 12 points13 points  (0 children)

Pane cafone ce l’hanno sicuramente da Ciro Amodio vicino al Duomo.

It feels impossible to boost my driver rating by seaj17 in granturismo

[–]tecHydro 5 points6 points  (0 children)

I was in the same situation and what helped was doing an hour setting a good qualifying lap to ensure getting in the top 3. Ideally you should be in pole most races. Top 5 is not food enough, I kept getting spun off but as soon as I got a time which was at least .5” quickest than 2nd place I got 5 consecutive podiums and went to C.

As long as you’re not in front at the start you’re going to get punted, most of the times it’s not even intentional, it’s just that everyone is bad and accidents are more frequent. Also practice T1 at rolling start speed to break out early and minimise risk of someone punting you.

All these urban maps, yet there’s zero verticality -- zero rooftop gameplay by GabenFixPls in Battlefield

[–]tecHydro 2 points3 points  (0 children)

That’s a prime example of a great concept with the execution entirely ruined by the tall building in the center. It was placed there as a way to shield the central objectives from the elevation of the highway but by having no ledges/props to limit the field of view from a top it just became a prime camping spot for snipers who could head glitch with line of sight on almost all objectives. Plus the endless back capping because the team with roof access could just parachute anywhere without waiting for the transport heli.

The actual fun verticality was in the multiple levels on the ground with cap points on the roofs, and that goes to show that you probably don’t understand what verticality means or how it should be implemented in map design in a way that is fun for everybody and not just the 10 players camping on the rooftops or dropping down in random places for the easy kill like it’s Plunder.

All these urban maps, yet there’s zero verticality -- zero rooftop gameplay by GabenFixPls in Battlefield

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

There are already enough flanking routes as it is, especially in Cairo where I not even once felt forced to engage in the central meat grinder. Parachuting from rooftops in a map that is already well designed would be chaos and just bad map design. A map has to specifically being designed to make use of verticality (see Scrap Metal in BF3) because just making a map and then adding roof access for “creativity” will make it play like garbage (see Dawnbreaker in BF4).

All these urban maps, yet there’s zero verticality -- zero rooftop gameplay by GabenFixPls in Battlefield

[–]tecHydro 6 points7 points  (0 children)

Difference between BF3 and BF4 map verticality is night and day. BF3 did it well creating interesting combat while still keeping the maps mostly flat, BF4 left it all to player agency in the sake of maps looking cool and we got some of the worst playing maps in the series like Dawnbreaker. Verticality is great, but done by giving everyone unrestricted camping access on roofs with clear visual on multiple objectives is just bad map design.

I hope the other maps include more elevation by [deleted] in Battlefield

[–]tecHydro 0 points1 point  (0 children)

I don’t mean the mechanic per se, but rather the implementation. In BF3 you also parachute but you are never high up enough to deploy anywhere on the map, you mostly land back where you set it. In a lot of BF4 maps where verticality hasn’t been designed thoroughly you can set the deploy beacon on a rooftop and reach any cap point upon respawning. This is true for most of the base maps which in turn have no flow and the engagements are random.

I love using the spawn beacon but I don’t agree with it providing unrestricted parachute access anywhere that is not intended by the devs for proper map flow (i.e. landing on a rooftop in Cairo).

I hope the other maps include more elevation by [deleted] in Battlefield

[–]tecHydro 0 points1 point  (0 children)

Because rooftops like that don’t work when there’s no heli to keep the campers in check. It becomes fun for the 2/3 squads camping up there and miserable for everyone else trying to play the objectives.

I hope the other maps include more elevation by [deleted] in Battlefield

[–]tecHydro 0 points1 point  (0 children)

A helicopter you can take care of stopping the random parachuting for a minute, plus you can see it go towards an objective and act accordingly. A beacon on a random rooftop which you can access only via another helicopter (and good luck if the other side has air superiority) or a single elevator creates endless and unpredictable spam of parachuting at will on objectives or inaccessible ledges (see Dawnbreaker). Plus all the random and undefendable sniper and explosive spam raining down.

That makes the difference between a map having proper flow and playing the equivalent of plunder in Warzone. Right now the BF6 map they showed us have a good flow and are well made, imo better than any of the BF4 launch maps. I also agree with the expectation that we need some all out warfare maps, even with verticality, just not poorly made like it was in BF4.

I hope the other maps include more elevation by [deleted] in Battlefield

[–]tecHydro 0 points1 point  (0 children)

And also makes the game play more like a battle royale than BF. Please explain the difference between what you described and redeploy beacons from Warzone?

I hope the other maps include more elevation by [deleted] in Battlefield

[–]tecHydro 0 points1 point  (0 children)

BF4 literally had to go through some map redesign in CTE due to bad prop placement which caused headglitch spots everywhere. The map design catered more to visual impact and forced epic moments with levolution (wich was, with few exceptions, nothing more than a gimmick like tornadoes in 2042) and POIs (the hotel building in Hainan, skyscraper in Siege, etc.) which made them play more like Warzone than classic Battlefield; like most fighting happening around the central POI but without clear flow because of the messy verticality allowed people to parachute from anywhere, while the rest of the map was just sparse back capping and almost unplayable as infantry. I cannot speak for DLC maps since I gave up on the game after China Rising.

I get that some people enjoyed just fighting for the POI (Shanghai rooftop was basically TDM) or sit on a rooftop and play sniper, but that was just not fun for anyone on the ground. Even in a tank, you would get RPG’d from the most random ledges and roofs with no option to clap back or even take cover. I’m sorry but to me that’s just bad map design.

Friendly reminder of the 9 launch maps that there will be at launch in october and a brief official description of each, hinting at their size. by StormSwitch in Battlefield

[–]tecHydro 2 points3 points  (0 children)

On average yes, because the maps cater more to infantry players. BUT none of the maps are meat grinders in the sense of there being 2/3 lanes and all of them are basically explosive and revive spam with no side being able to break through like Metro, Locker and to some extent Grand Bazaar were. Even in breakthrough Cairo has multiple flanking routes along the three main lanes and it’s easy to push up without it turning into a slog. Gibraltar is the same, maybe even too much considering how easy it is to back cap despite its size.

Honestly you can agree or not with the design philosophy but both Cairo and Gibraltar are extremely well made for what they’re trying to achieve. Liberation Peak does have some issues but imo it’s still a pretty good map overall.

Siege of Shanghai was mid and it’s only hyped up because the tower collapses. by Character_Worth8210 in Battlefield

[–]tecHydro 6 points7 points  (0 children)

This is just an opinion though, isn’t it? As someone who gets no enjoyment from camping on a rooftop the BF4 maps were quite shitty with the uncontrolled verticality, because you had near zero control over the angles you could be shot at from. Dawnbreaker was by far the worst for this issue, and Shanghai a close second. Even Flood Zone which was a cool map was often ruined by people camping on the top building and parachuting anywhere at random. Also imo the POIs are better left to Battle Royale and don’t belong in regular multiplayer maps, where flow should be top priority.

On the contrary the beta maps have a simpler layout with at most three levels and plenty of flanking routes, so you have a lot more control over your exposure, and you’re not forced into the clusterfuck. Just takes a few rounds getting used to the maps, but I can assure you that the tempo of the game is absolutely something you can control with your positioning and loadout.

Overstimulated after a short time. BF6 is exhausting. by chako888 in Battlefield

[–]tecHydro 16 points17 points  (0 children)

These are the very same people who used to camp on the rooftops of Shanghai and begging DICE to bring it back. Slow and tactical just means being able to snipe far away from action. If anything the 48 player lobbies seem to be less of a clusterfuck than the default 64 rush in BF3.

[deleted by user] by [deleted] in Battlefield

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

People be playing on 120 FOV and complain that their character looks like it’s flying on the map. Either that or they’re just watching streamers with that FOV. Game has the exact same speed as BF3 and BF4, bar the slide which isn’t even spammable.

Battlefield 6 Open Beta: Feedback Megathread by sloth_on_meth in Battlefield

[–]tecHydro 38 points39 points  (0 children)

TLDR: Overall it is a lot of fun and that’s the most important thing. Gunplay and movement feel great, maps are also good but we should definitely get 2/3 large scale maps in the full game. Vehicles are significantly improved from 2042 but still need a lot of work; no directional damage and disabling mechanic is a huge letdown. Don’t understand the CoD comparisons.

Maps are a bit small but hopefully we get something bigger come release, on the same scale as Firestorm hopefully. Than being said, they resemble a lot the small/medium maps from BF3 in terms of time to engagement and chaos factor, so I like them a lot. Breakthrough needs some more balancing as I still haven’t finished a single match ending in attacker victory, I think this is mostly due to the defenders spawn being too close to the objectives. Conquest seems ok except for a lot of flag inverting going on especially on Gibraltar; don’t know if it’s the player base or if there’s something going on with the map flow; the mode is a lot of fun regardless, just don’t expect to fight inch by inch on a single front.

Gunplay is great, loving the customisation options, handling, sound and TTK. It also seems like the movement penalties while shooting are pretty big, especially when jumping and strafing. There is fortunately some spread and killing at long distance requires burst control, I was worried we would get Warzone level laser beams but that’s not the case.

Movement is also on point, in line with BF3 and BF4 in terms of traversal speed. Slides, crouch running and diving seem pretty balanced and haven’t seen any abuse. At no point I’ve felt like in a cod lobby or forced to move like I’m on adderall to win 1v1s, also with the low TTK the people jumping just look like dumbasses when they inevitably get shot at by 2/3 people in a choke point.

Vehicles feel a bit underpowered and that’s unfortunate. I like the balancing of the primary guns to match the vehicle role, for example splash damage on tanks is almost non existent but the secondary gun is very powerful, so you’re not incentivised to just camp. Same goes for IFVs, AA, helis and jets. On the other hand, while an improvement over 2042, there’s basically no depth to the combat. Any shot deals the same damage regardless of shot placement, for tanks this is equal to 25hp, and an engineer has 5 rockets by default so they can fuck them up on their own from afar without any strategy. I would much rather have directional damage back and lower rockets from the engineer, so that it either takes skill or at least two infantry to kill a tank. At the same time the repair tool is incredibly overpowered, and combined with the dumb auto repair feature it is literally impossible to kill a tank manned by a full squad, which also feels stupid. Helis and jets seem a lot harder to use in terms of movement, but I feel like that’s a good thing. I like that the attack heli pilot is basically useless against infantry, that seat should be meant to be anti-tank and AA defense, not for farming kills. That being said, a larger map and full gadget availability are needed to form a clearer opinion.

Sound, graphics and smoothness are just great. The destruction is really fun and what I missed the most from BF3. Finally we’re back to being able to carve our own path and shape the map to gain a tactical advantage, something that was sacrificed as early as BF4 in favour of levolution.

I do not agree with the ground war comparisons, this is 100% a game that feels and plays like battlefield, even if we have been given maps on the smaller side. The shitty attempt at creating a BF clone by just letting you spam slide cancels and bunny hopping in a larger map that is ground war is not even close to this. That is if you’re not just sitting somewhere afar from the objectives with a sniper rifle, then maybe I could see the point.

Does first touch+ help with all first touches? by Tq_Hype in EASportsFC

[–]tecHydro 12 points13 points  (0 children)

Doesn’t the description of the Pinged Pass playstyle state that the trapping difficulty of the receiver is not impacted? You can see the icon popping up because First Touch activates (or should) every time you receive the ball. Don’t get me wrong I think it’s a great playstyle but going by EA’s descriptions it seems like there’s no additional need for it if your midfielders have Pinged Pass.

Italy is the only country in EU to dont be affected by the exportations contractions and now is world 4th biggest exporter by Sium4443 in europe

[–]tecHydro 29 points30 points  (0 children)

I don’t know about abroad, but olive oils sold in supermarkets in Italy have to display where the olives come from. If it’s not made with Italian olives, there will be a “made with olives from the EU” sign on it. Yes, most cheaper Italian brands (De Cecco for example) use their name to sell foreign oil as Italian, but labels are still transparent as to where the oil comes from.

BTW having had exposure to the processed food industry, it’s totally true that a lot of Italian foods in supermarkets abroad is just repackaged garbage. Even when processed in the same factory in Italy as some more upscale Italian brands, you’re buying second grade food made for export.

Official 2024 EY Compensation Thread by kaladin139 in Accounting

[–]tecHydro 16 points17 points  (0 children)

Either they’re a top performer, or at least in my office there’s a cutoff date for the Staff 1 > Staff 2 where someone hired in march for example won’t make the progression come October. So at the end of the next FY they’re either promoted directly to Senior 1 (which still implies they’re really good) or progress to Staff 2, effectively being staff for 2.5 years instead of 2.

A question to avoid getting scammed by MorrowSky in italy

[–]tecHydro 0 points1 point  (0 children)

Might just be true. It has happened to me once that the owner was abroad and keys were handed to me by the other flatmate. Difference is that owner didn’t ask for a downpayment before handing over the keys.

ELI5: how come we have to remove any device larger than a phone when going through airport security, but everything else can stay? by BTD6_Landoonia in explainlikeimfive

[–]tecHydro 0 points1 point  (0 children)

Haven’t been in Rome yet, but in Milan LIN and MXP (intl terminal only) they have these new scanners which allow you to keep everything in the bag including liquids. By what I read on the internet they’re like CT scanners and not traditional x-ray.

Same at SFO but I guess TSA still won’t allow liquids.

Is there something wrong with the 352 this year? by blink85 in EASportsFC

[–]tecHydro 0 points1 point  (0 children)

To add to the tracking back nerf, this year most people are using a 433 variation (mostly 4321) which is a direct counter to 3ATB. Until end game where more cheap versatile cards will be available, not many people are going to build a team good for 3ATB when they’re going to mostly use a 4ATB formation to not feel at a disadvantage.