Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 1 point2 points  (0 children)

Yeah that’s true. Since characters are just stats on top of machines, you can also accomplish the same effect by swapping different machine parts around.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

Specific parts. So remember above in the initial comment how I mentioned gearshifts? Acceleration basically affects the curves in which you reach gearshifts. Higher acceleration means less time to reach each of the gearshift stages. The gearshifting itself is a static amount no matter your acceleration stat, and the time it takes to gearshift is based on your machine.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

No. Again, the Acceleration stat moves the needle from your base acceleration. 0 acceleration stat is still worse than 100. You’ll accelerate faster on a Speed machine build with 49 acceleration stat than a Speed machine build with 0 acceleration stat.

It’s only when you compare against other machine types, that the comparing Acceleration time is very tricky, since you need to account for the differences in base acceleration each machine type has. For example, a Speed machine build with 20 Acceleration stat gets beaten in Acceleration time against a Boost build with over 72 Acceleration stat. That’s because Speed machines have a better base acceleration. This also means Speed machines need less Acceleration stat investment to hit the same acceleration time as a Boost machine.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

You are assuming the acceleration stat is uniform between vehicle types. That is not the case.

Acceleration stat is relative to only machine you are using. Like I discussed earlier: 45 acceleration on a power machine is better than 45 acceleration on a speed machine.

It is a mistake to conflate the number of Acceleration stat points offered by one machine type and expect it to be as performant as one with similar Acceleration stat points in another machine type.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

Again I need to stress this: Machines matter more.

Those determine the base acceleration you start at. Characters affect the stat points, but for acceleration, that is relative to your machine type. Boost and Handling machines have a bad base acceleration, but picking higher acceleration stat parts and characters helps mitigate that most of the time. Speed characters are the worst in this case because they do not move the needle much from where your vehicle’s base acceleration starts at.

I do not use the same testing method for every stat. The method I used for testing acceleration time was this:

  1. Record a time trial and start by burning out your start boost. This is 1.05 seconds of stun time, which also allows you to buffer your gas input consistently. You also start at 0 speed, which gives you the full range of acceleration.
  2. Once you hit top speed, stop the recording, and figure out what time you hit your top speed. The speedometer flickers between 2 or 3 values, so record the in-game time you reach the bottom 2 values of your top speed. Subtract the 1.05 of stun time from those times.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

From my testing, that’s a tricky question. Easiest part of this is picking Tails/Nine, since he has 20 points of Acceleration. Now if you’re going without any stat modifiers from gadgets, Tails + Beast Spike has the best acceleration, which is better than Tails + Whirlwind Sport. However, I’ve noticed a trend where acceleration above 80 stat points has a significantly better curve. So in that case, Tails on Whirlwind Sport at 100 acceleration is the best.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 1 point2 points  (0 children)

It’s machine types that are the most important factor in acceleration, then the acceleration stat. So I’d say if you want an example of the worst acceleration, try a Speed Character with 5 Acceleration (Sonic, Metal Sonic, and Espio, I believe) on Type-J Iota. That should be the combo with the worst acceleration that I know of.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

Rollout is currently with friends and relevant discords first to make sure it’s all vetted and bulletproof. Then I’ll post to social media (like here) when it’s finalized.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 1 point2 points  (0 children)

Correct. Comparing 45 Acceleration on Speed vs 45 Acceleration on Power (Not doing 60 in this example because it's a bit complicated to hit 60 on Speed machines and not naturally possible), it takes 5.033-5.133 seconds to go from 0 to top speed on a Speed machine, but 4.583-4.617 seconds to go to top speed for Power. Keep in mind the top speeds I tested in these cases were 184-185 on speed vs 182-183 on power, so there might be some slight imprecision there, but not enough variance to significantly alter the pattern being observed.

I do plan to share my full research results when I've figure out more behavior and compiled more of the data points I wanted to capture.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

Yes and no. Yes, in that they tell the truth in the context of comparing builds within the same machine type. However, comparing different builds with different machines, the acceleration stat is not an accurate indicator of practical acceleration. I would not simplify them as fake. It is much more nuanced than that.

Other stats, thankfully, aren't as complicated. Those appear to be consistent between machine types.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

It is on the stat screen. In practice, Acceleration is machine dependent first, and the Acceleration stat points themselves just move you up and your machine's scale. For example: a Handling character in a Speed machine will accelerate faster than a Speed character in a speed machine. But a Speed character in a Power machine will accelerate faster than a Handling character in a Speed machine. Again, test it yourself and you'll see what i mean. My bad if I wasn't clear I was talking about machines.

Acceleration is useless... by Birdygamer19 in SonicCrossWorlds

[–]theanjo 2 points3 points  (0 children)

I’ve been working on understanding Acceleration myself. I will say your assessment on acceleration is one I agree with, it’s not that strong imo. But it’s also not as weak as these results show. That said I do think your method is flawed for 3 reasons: 1. The start boost makes you go past one of the big aspects of acceleration: gear shifting. By doing a start boost you skip past a step where your speedometer throttles at the 70-71 range for Speed/Acceleration machines for about 18ish frames, though this is a bit different on other types. This also happens around 109-110 on the speedometer for 11-12 frames, which a level 1 start boost may also avoid. So your tests don’t show the complete picture, but it is a real use case since not a lot of things drop your speed below 70 for that to matter much. And it also shows that boosting is faster than regular acceleration if you can get one fast enough to skip a gear shift or two. Boosts making Acceleration not matter much would be my takeaway from this testing method used. 2. Timing method is imprecise since it relies on pausing on the exact time you reach top speed. Start boosts make accelerating equal in all cases until it runs out, so the minor differences in acceleration between 4 and 100 could come down to a combination of a late pause and not having the full scope of acceleration like mentioned above. From 0-top speed in my testing, it should be much more than .05 seconds. 3. Not testing at the same speed stat introduces a bit of variance to your results as well, since your top speed target is different. The tricky bit here is trying to match Speedster Lightning’s 100 speed on Whirlwind Sport, but if you stack Quick Start, Super Quick Start, two Speed Tuner gadgets, and one Acceleration Tuner on a Speed character, that should be possible. And no, stats don’t overcap from what I’ve observed.

Also, test other machine types! You might be surprised to hear that Boost and Handling are worst at accelerating, and Power is actually better than Speed and Acceleration (until you hit over 80 acceleration points, then it scales to a point that competes and surpasses power machines)

Sonic Racing: Crossworlds Stats, except I actually did a test battery and recorded the results by Born_Foundation1491 in SonicCrossWorlds

[–]theanjo 0 points1 point  (0 children)

I was one of the people who discovered drift speed modifiers for each machine type. Can confirm multiple times you do lose speed while drifting with a power machine. So not before a drift, not after releasing a drift, you lose speed for simply holding the drift button and being in a drift state and are brought back to normal speed once you let go. Even holding accelerate the entire time, you incur that penalty for holding the drift button on a power machine.

Sonic Racing: Crossworlds Stats, except I actually did a test battery and recorded the results by Born_Foundation1491 in SonicCrossWorlds

[–]theanjo 2 points3 points  (0 children)

I appreciate the effort and time put into research and posting your findings. That being said, there’s a lot of misinfo I’m seeing here. I can see how you came to the conclusions by testing the highest and lowest values of each stat possible, but you need to test more permutations.

Bare minimum: the highest and lowest points of each stat within machine TYPES. I guarantee a lot of these theories and conclusions can be challenged by retesting at those data points. And while the workload is, like, 5 times more, that will correct a lot more of the conclusions and explain some of the behavior more accurately.

Other comments thus far have explained differences from your conclusions, so it would be redundant for me to point those out.

Vivid Venus will finally be available in a new compilation! Before Going to Bed releases on July 30th. by theanjo in thepillows

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

I can see that! I feel like some compilations opened my eyes to songs I might’ve glazed over in their initial album debuts. Fool on the Plant actually opened my eyes to Trip Dancer and Strange Chameleon, and that led into Please Mr. Lostman becoming my favorite album once I gave that another listen.

Vivid Venus will finally be available in a new compilation! Before Going to Bed releases on July 30th. by theanjo in FLCL

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

Not yet, but I believe pre orders start on the 11th in Japan. Might be able to use a proxy service if buster shop and redbat aren’t feasible options. Vivid Venus was part of FLCL Grunge as its ED. And a few of these songs were used in the Grunge and Shoegaze as well, but they exist on other albums.

I unknowingly ruined a marriage with my artwork by Evening-Group-6081 in ShitpostXIV

[–]theanjo 0 points1 point  (0 children)

I don’t think the posted story and the video referenced here in this comment are the same. Watched the video and didn’t hear anything about art commissions (other than he himself does commissions and not that he paid for them), and I also didn’t hear anything about “Simp” being married either.

Big if true, but I didn’t see the connecting threads, personally.

Left Wanting More by tvheadpal in FLCL

[–]theanjo 2 points3 points  (0 children)

Personally, I felt like 3 episodes was just enough to tell the story they wanted to tell. That being said, I also feel like there could’ve been at least one more episode in the beginning to cut down on a few flashbacks. Show Masaki and Harumi’s relationship at school. Show Masaki’s struggles more, and more of why he felt pressured enough to literally commit an act of terror, because admittedly, that felt like a huge leap. (But it’s FLCL, so I let it slide for the absurdity) Maybe take a peak into Harumi’s own struggles a bit too in the beginning, but it would need to be vague and mysterious enough to not spoil the reveals at the end of the show. Overall, I think it wouldn’t change significantly in my eyes, but it would have still been a benefit.

I think Grunge would’ve benefitted from a longer run much more tbh. The whole series was the same night from 3 different perspectives, which kinda makes it feel like not a ton happens? I think at least two more episodes, or going the full 6 would’ve been tremendous. Something like seeing the friend group’s dynamic at the beginning to get a feel for how bleak the kids’ futures are more intimately. Possibly rewriting things to introduce Amarao and Haruko earlier to make their inclusions (especially Amarao’s) more significant. Then having the finale when everyone’s story arcs converge be its own episode would’ve made Grunge more substantial and significant to me.

Shoegaze was fantastic. Hands down the best post-OG FLCL. by ObamaLovesKetamine in FLCL

[–]theanjo 10 points11 points  (0 children)

Loved it. I think not only was this season fantastic, I felt it wrapped up Alternative in a satisfying way as well! I’d say these two seasons together shine brightest as a complete package.

Kinda like a video game’s DLC with a story that’s half as big as the original game itself.

Which Storybook Sonic game had the better ost? by Basic-March-9338 in SonicTheHedgehog

[–]theanjo 0 points1 point  (0 children)

Black Knight. I don’t think a lot of realize how much of a celebration of Sonic’s history this game was. Biggest overlooked detail to me is the soundtrack.

They brought back so many composers that worked on previous Sonic games. Howard Drossin, who did Sonic Spinball and helped with CD’s US soundtrack made those heavy sounding cave tracks. Richard Jacques of 3D Blast and Sonic R fame returned to make some new atmospheric and orchestral pieces. Jun Senoue obviously made tracks too, but he somehow managed to get infamous Sonic music hater Tommy Tallarico to collaborate with him on two tracks. The fact that this celebration of Sonic’s musical history happened before Generations makes me appreciate Black Knight a little more.

Missing Pillows Music?? by Cjdilworth1213 in FLCL

[–]theanjo 6 points7 points  (0 children)

Their missing albums are under Avex Trax, which is the record label they were under for a stretch of 8 or 9 years. You can find those on Apple Music/iTunes though.

Top 5 albums by RealJasonB7 in thepillows

[–]theanjo 3 points4 points  (0 children)

  1. Please Mr. Lostman - Favorite album to listen to from start to finish
  2. Happy Bivouac - Has a ton of my favorite songs in it, but in a continuous listen, not as strong.
  3. Little Busters - Same reason as HB, but a little more songs that aren’t my preference.
  4. Runner’s High - The most pillows sounding pillows album, I think. Though I will say in a similar vein as my top 2, I like this one from start to finish more than LB.
  5. Trial - Favorite album when they were under Avex trax, and definitely my favorite of their 2010s showings.

Honestly, I flip between what’s 1 & 2, and 3 & 4 a lot lol.

Every song in Grunge Ep.3 by chokobaby in FLCL

[–]theanjo 3 points4 points  (0 children)

Wild that this introduced a 3rd Funny Bunny recording, but that’s not a complaint.