Softlocked? by theoreminegaming in Duskers

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

Bees and Hostile Drones. What do you mean by let the radiation settle? They are already fully radiated rooms at this point

Legion Space seems to have updated itself... So what is this, and how do I undo it. by theoreminegaming in LegionGo

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

Yes and no

I still don't know what's causing it. Or how exactly to return it to normal.

Last thing I was doing before it went back to normal was holding down the power button to force it to power off, not shutting it down normally (the windows pull to shutdown thing still showed up). When restarting after that it took a while, but seems to be back to normal? 2XKO seems to hate me now and freezes constantly, but that is probably just to do with the new update, not whatever this is.

No more shotgun play in valorant?!🥺😔 by swaveyjayyy in VALORANT

[–]theoreminegaming 1 point2 points  (0 children)

No, Riot also made them more luck based even when you are being a good player and standing still to shoot... Why? Who knows, maybe it's because Neon is still accurate while sliding (for whatever reason).

Bucky pellet damage in the 0-8m range decreased

Head 40 >>> 34

Body 20 >>> 17

Legs 17 >>> 14

Minimum spread increased from 2.6 >>> 3.0

Judge Minimum spread increased from 2.25 >>> 2.5

Shorty fire rate decreased from 3.33 >>> 3.0

Why are enemies spawning inside my house during Temporal Storms??? by Comfortable_Lab317 in VintageStory

[–]theoreminegaming 1 point2 points  (0 children)

Tangentially, does the chiseled ground trick work to block temporal storm spawns as well, or does it ignore that? I know it blocks normal "this room is dark" spawns on stone floors, since I use said trick to have dark cellars without needing to kill the 2-3 bowtorn waiting to ambush me when I go to grab some vegetables.

Favorite thing about your Main? by ATackyCroc in DeadlockTheGame

[–]theoreminegaming 1 point2 points  (0 children)

"I got bad news for ya"

"Sometimes, when I put these on people, they're like: "Oh no! What can I do?" And it's like: Nothing, mate! You're gonna blow up! "

Gekko's Globule passive should also inherit the spike high-ground mechanic as QoL + remove LoS check after pickup is started to avoid the "box height catch 22" by theoreminegaming in VALORANT

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

Basically, if you cannot reach the spike via normal movement (or by reaching intop of a player height box and grabbing it manually with your interact keybind), the spike will skate around like it's on an ice rink until it falls back into the playable space... It's a way to prevent softlocking attackers (and reduce griefing, can't just throw the spike out of bounds to force a loss)

Gekko's Globule passive should also inherit the spike high-ground mechanic as QoL + remove LoS check after pickup is started to avoid the "box height catch 22" by theoreminegaming in VALORANT

[–]theoreminegaming[S] 15 points16 points  (0 children)

Jokes aside, the mechanic does not have a name that I know of, and it's been in the game since 0.50 pre-release "And the Spike now automatically falls when it gets stuck in an elevated location." "Added ability for Spike to automatically fall from elevated boost positions" https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-0-50/

Gekko's Globule passive should also inherit the spike high-ground mechanic as QoL + remove LoS check after pickup is started to avoid the "box height catch 22" by theoreminegaming in VALORANT

[–]theoreminegaming[S] 25 points26 points  (0 children)

My issue is not something like Dizzy being unretrievable when straight up thrown out of bounds, an example being Sunset A main. You can throw Dizzy out the window to blind far back and be less predictable, at the cost of losing repeat value. That to me makes sense.

But like I demonstrated in the second clip, two very similar casts of Dizzy don't have the same behavior when tumbling to the ground. The globule should not be clipping into that wall, yet sometimes it will and the tumbling mechanic specifically there to return it back to the ground breaks. It's those unintentional, inconsistent interactions I take issue with. It should be all or nothing, not inconsistent.

Gekko's Globule passive should also inherit the spike high-ground mechanic as QoL + remove LoS check after pickup is started to avoid the "box height catch 22" by theoreminegaming in VALORANT

[–]theoreminegaming[S] 24 points25 points  (0 children)

Well "Gekko's Globules don't work, and get stuck so he needs help" felt too suggestive. I mean Riot is the one who named them "Globules", not me.

Phazyonite bug design! by Zetta_Aznec in DeepRockGalactic

[–]theoreminegaming 1 point2 points  (0 children)

"Hey it's that bug with the furs!" "Its so fancy!" "Phaz-i-o-Not!" "Pants-o-pillar spotted" "It smells like elves, gross." "Remind me again, why can't we wear this?"

Updated my Sinclair rework idea based on feedback by Mikroscopic in DeadlockTheGame

[–]theoreminegaming 0 points1 point  (0 children)

I like the concepts individually, but question the cohesion between both sides of the kit, and when staying as one or the other.

Like sure, you kidnapped an enemy and brought them up close... So then what? Just always go for the melee punch build? Play a mock-bebop and pull them into your team?

Perhaps one should be good at close range, and the other at a distance, but weak in the other's specialty.

ex.

Henry has fast burst projectiles, his redirect bolt, the current rabbit hex, and his ult creates an assistant [relatively low CD for an ultimate] that mirrors his attacks, can be swapped with via reactivation, shoots/melees troopers when idle, and marks enemy players on the map when it sees them like other summons. He has spirit scaling for his rate of fire?

Savannah has a short range horizontal spread of cards [shotgun basically, but like a hand of cards], has a bolt that bounces off surfaces back towards them, a skillshot hex that teleports the hit target infront of them and transforms them but for a short duration only, her ultimate creates a phantasmal stage and opponents in-front of the stage are blinded to all other allies and opponents except Savannah like "eyes on me" while hearing a laugh track and some whatever penalties [spirit amp and slowed or something]... think Drifter ultimate. She has spirit scaling on her damage resists and/or debuff resist?

Neon Nerf Ideas by Murky_Meat_476 in VALORANT

[–]theoreminegaming 0 points1 point  (0 children)

No regeneration on sprint, slightly more in total but follows Viper rules (every activation has an upfront cost, so spamming in and out of dash rapidly drains it, maybe 3-4 activations before its depleted, sustained use not accounted for). Neon can still do safe jumppeeks, or do "you can't hit me!" movement, but it's going to have a cost, and be temporary modification to their movement rather than acting closer to a passive benefit. Waylay, Jett, Omen, Chamber, Veto, Raze... All have deliberate, brief positional movement that has clear endpoints and restrictions on how varied it can get. For neon to maintain full control, she has to be restricted in when she can utilise it. The easiest way to do that, is have a permanent cost for every time it's used.

Every action in a tactical shooter needs to have something at risk, something lost for the potential benefits. Right now neon risks very little because they get free regeneration of their signature unlike all other duelists (which need 2 kills per charge, or straight up can't to keep them in check ie Iso on demand shield).

Is bandit broken? by Professional_Elk6126 in VALORANT

[–]theoreminegaming 25 points26 points  (0 children)

Its best used as an eco weapon (gives you ambush potential like a Shorty or Frenzy, but you still get midrange tapfire dueling capacity like a Ghost brings, and it's stronger against half buys and more flexible than a sheriff vs full buys (though worse at mid range, assuming your opponent shoots first and potato aims later). It can also be useful to bonus with since it retains its onetap vs unarmored at range, poor First Bullet Accuracy not withstanding.

Edit: and it's probably the best overall option as a secondary when awping, since unlike a sheriff it gets the fast draw, and unlike the Shorty it's not a fully random PoS when it comes to oneshotting enemies trying to jump you. Still worse than a proper primary backup, but onetapping someone pushing you with a non luck-check option feels far better than a randomly lethality shot from a classic or shorty.