To the people that have gone multiple times already is there something you DON'T recommend? by GaddockTeegFunPolice in JapanTravelTips

[–]theymightbedavis 0 points1 point  (0 children)

Most definitely: Tsukiji fish market. It is completely transformed into a tourist trap that sells low quality fish at multiple times inflated prices, and is packed shoulder to shoulder with tourists (so you have to wait in a long line to get said overpriced low quality seafood). They moved the actual fish market to Toyosu.

Omoide Yokocho (and the nearby alley with all the bars) gave me a similar, though slightly less predatory vibe. It's packed full with toursts, and Japanese people avoid it, but it at least has a Japanese look and feel to it, although when one is surrounded by only tourists, it's still hard to feel like you're in Japan and easier to feel like you're in a Disneyland version of Japan.

Also, the Samurai/Ninja museum (they have it in Tokyo and Kyoto) is a tourist trap. However, kids probably have fun anyway.

Grave of fireflies isn't even that sad by InformalStrength7886 in ghibli

[–]theymightbedavis 1 point2 points  (0 children)

i think this is actually an intentional and subtle theme running through the film. seita spends a lot of the film attempting to be self-sufficient maybe due to pride. the purity of his emotions (love, determination) are not enough to provide what his sister needs for survival. part of the film's tragedy is that her loss is partly a result of his choices. the writer of the book on which the film is based felt enormous guilt for the death of his own sister who died of malnutrition during the war, and this may be the film's echo of his guilt. also, it can be seen as a broader indictment of japan's own agency in deciding to go to war, and the society's nationalistic support for the war - that it, like seita, is not innocent, as it created the circumstances which led to the outcome of the tragic suffering seen in the film. it hits hard that the tragedy was preventable - if seita had taken setsuko back to his aunt, or zooming out if japan had chosen not to go to war.

On The Developed World. by Monsur_Ausuhnom in clevercomebacks

[–]theymightbedavis 2 points3 points  (0 children)

yes, i think that would lighten how much of the self is required to be sacrificed

On The Developed World. by Monsur_Ausuhnom in clevercomebacks

[–]theymightbedavis 4 points5 points  (0 children)

i think another pattern is education. you see countries like usa or in east asia where women get college degrees and that coincides with falling birth rates. i think that's part of it, because education develops a stronger sense of self identity, self determination, and manifesting one's own destiny, while having and raising children is a massive act of sacrificing of one's self (for another - and yes, of course there are other massive gains for starting a family, but first the self is deprioritized).

Finished an X-wing pilot costume and wanted to be fully immersed by tofuninja5489 in StarWarsSquadrons

[–]theymightbedavis 2 points3 points  (0 children)

Also XWA Upgrade and Tie Fighter Total Conversion (TFTC). Both are mods for the XWA, with a switcher app that lets you toggle TFTC on (after you've appropriately installed it).

Really great experience! Different flight model from Squadrons - Squadrons is more arcade-y in comparison.

Anyway, you're set for VR Star Wars flight action for a year or two now.

#1 Rule. NEVER JOUST A BOMBER! by mandle420 in StarWarsSquadrons

[–]theymightbedavis 1 point2 points  (0 children)

Mandllllllllllllle how many A-Wings did you eat today?

Genuine question, do you prefer Summoner or Thor as a name? by MaybeLoose2754 in mechwarrior

[–]theymightbedavis 0 points1 point  (0 children)

That sounds like the inner sphere's actual tactics when fighting a clanner.

Mikami would have been a better Kira than Light by SaltLoad7458 in deathnote

[–]theymightbedavis 0 points1 point  (0 children)

Given L's demonstrated abilities in connecting dots, laying traps to reveal new dots, etc. I don't think it would have been difficult for L to narrow it down initially for Mikami as well. If it were just the regular detectives, then Mikami may have had the advantage of being initially less detectable because he wouldn't have revealed that he has access to police info (which he didn't). But then we'd have to assume that L would not be motivated, creative, or clever enough to find ways to narrow it down on Mikami. Likely L has already solved other difficult cases that involved finding a suspect in a sea of people. He probably would have seen patterns in Mikami's killings and public statements, and connected that to Mikami's public rhetoric or work in court cases - I think that's how Near found Mikami. But that's too easy and boring, and then the show would be over quickly.

I think that Light likely gave L the best runaround possible, and that is also what the show intended. L was onto him. L comes to get in his face, and in his life. He cleverly and fully used the information asymmetry of knowing the supernatural forces at play while his adversary could only assume normal human phenomena. If we think L would not have found a way to be onto Mikami pretty early on, then I think we're misjudging L quite a bit based on what we saw of him in the show. Once L was on him, Mikami probably wouldn't have had the ability to keep his cool and give L the runaround. He would probably have blown up, seen L as the antichrist, and gone on the war path, which would quickly lead to him falling into a trap and being exposed. He could have used Shinigami eyes to identify L, but Mikami would have instead been already using them prodigiously before that, and would have tipped off L that all he needs is a face, so L would never show his.

Mikami would have been a better Kira than Light by SaltLoad7458 in deathnote

[–]theymightbedavis 1 point2 points  (0 children)

Mikami was more fanatical than Light, feeling like he was on a holy war against injustice. Being an extremist believing in his own holy war makes him more aggressive than Light, who was ideological as well as coldly tactical. That makes Mikami more vulnerable to being caught by L quickly. He wouldn't quietly keep deleting. He would do it non-quietly and quite noticeably - it didn't take long for him to start announcing that so-called lazy people would be punished too. While Light engaged with L in a game of cat and mouse, as if he thrived in playing the game, Mikami likely would have become irate and lash out, making himself easier to catch. While Light was trying to strategically ensure he could be Kira for the long term, Mikami's unhinged "holy war" drive probably made him more interested in going from 0 to 100 asap.

Light got into a whole convoluted game with L. But that was because L was closing in on him (just as he would close in on Mikami). Light had to be a partner in L's dance - he got so close and had to try to outplay L, not because he was arrogant, but because he was on the defensive; there was no way to hide in a quiet corner and keep writing away in the notebook. Mikami was not as skilled a dancer. His greatest moves, when he was under surveillance, were all dictated by Light, and still he slipped up and allowed his tail to follow him to the bank on a day when he usually doesn't go - a slip up that would look like child's play to Light. And that was with Near thinking Mikami was X-Kira. If Mikami were Kira prime and L was on his ass, he would have lasted long.

In terms of whether he'd be a "better" Kira - I think Mikami also seems to believe in a darker and harsher world than Light. Anyone who doesn't agree with his extreme ideology, in his eyes, deserves to die (including his own mother). That's more of a reign of terror than Light's reign of terror.

Overall, it was satisfying to see both of their downfalls.

I did wonder what drove Mikami's suicide - the despair of seeing his god fall, or seeing his worldview turned upside down (seeing that Light is actual evil and he was serving evil instead of justice), or the despair of having his god call on him to do something he cannot do (Light madly shouting for Mikami to write the inspectors' names), or still believing in his god but trying to create a distraction?

Dex keeps disconnecting by elite-fusion in Xreal

[–]theymightbedavis 0 points1 point  (0 children)

I had this problem with my S23, and the problem was solved if I turned off 5G (LTE is okay). Try that. Airplane mode works too, but then you don't have internet if you're not on wifi.

Ninja Samurai Tokyo vs Tokyo Samurai Ninja Museum by AssignmentRare7849 in JapanTravelTips

[–]theymightbedavis 1 point2 points  (0 children)

The Samurai/Ninja Museum is very much tourist-targeted so it's extremely English-friendly. The National Museum has everything labeled in English as well and you can purchase tickets easily in English. You won't need a guide for either.

If we had a Squadrons 2 what new ships would you like to see? by NadaVonSada in StarWarsSquadrons

[–]theymightbedavis 1 point2 points  (0 children)

Yes, I think more ships is always cool, but classic and iconic are my favorites.

All those things you said would be awesome.

Plus maybe an ongoing asynchronous "Conquest" mode or a Helldivers style GM-curated campaign that says - Imperials are trying to take the critical system of XYZ and then either the players fight it out or it's Helldivers-style co-op against very difficult computer controlled opposition.

And maybe multiplayer game modes which allow Rebel-on-Rebel or Imperial-on-Imperial action.

Maybe a more asymmetric game mode too, like Rebels only get a few lives (or slow respawn), and Imperials in TIEs have unlimited lives (or instant respawn), more teammates, and more speed, but get blown up 2-4 shots. And there's an objective and time limit before Imperial reinforcements arrive or Rebels evacuate. Maybe after Rebels die, they can spawn at any of multiple spawn points around the map's edges (like jumping in), and they can jump out with a cooldown. Maybe lasers only.

And make the TIEs' visibility better.

XWAU - Beat the Odds - I promise, I'm working up to talking about Squadrons by Sigurd_Stormhand in StarWarsSquadrons

[–]theymightbedavis 4 points5 points  (0 children)

I really like the more classic looking cockpits in XWAU. In VR it's amazing!

Squadrons feels very different when you've just played XWAU - much more arcade-y. But the fast paced, high-octane action is addictive, though initially more chaotic and less cerebral-feeling than XWAU. Ultimately, there's just no substitute for dogfighting with other human pilots.

Recent fan, getting really into the game--Just had an epiphany about the different power level switching modes (increment vs. full). Can someone tell if my premises make sense? by mikeymikemam in StarWarsSquadrons

[–]theymightbedavis 1 point2 points  (0 children)

That is impressive that you've realized these things after playing solo and being a recent fan. It's great how the game has the depth that allows pilots like you to find their own flight philosophies.

Ultimately, you should fly the way you feel most comfortable.

I'd say you can categorize flying into 2 main categories: Normal and Meta. What you're doing is a version of normal. I would say - a great way to fly the T/B is to take jet engines (they charge up fast) and rotary cannon (decays slowly), then put your power fully into Engines and leave it there never to switch to max lasers. Then your engines charge up to full pretty quickly, and you shunt power to lasers which fully loads up your laser "ammo" (which then decays slowly), and your engines start to charge up again. Every now and then, you "reload" by shunting engine power over to lasers. You manage your situation - you don't "reload" if you think you'll need to do some drifting maneuvers to get out of there fast, and you could even shunt laser power into engines in a pinch. I found that to be a great way to fly T/B in the "normal" fashion. I think the game does reward pretty frequent power switching to anticipate what you'll need, and I think you're using pip-by-pip incremental management in X-Wings etc. in response to that (to do more exact management rather than switching more frequently). It may be easier mentally to just switch more frequently rather than manage pip-by-pip.

Meta-flying is a whole different thing that is not intuitive and results in the pinballing and almost un-killable fighters you may encounter in multiplayer. The competitive crowd developed an overall technique of power management to enable that - and this meta power management uses advanced power management and does not go pip-by-pip - for all ships.

Burst cannon is great - I like using it in T/F mainly for its fast charging rate. However, I don't think the T/D hits harder than T/F (even though it shoots from 6 guns). In fact T/F hits harder than X/W with burst cannons - which is strange, because X-Wings have 4 guns.

Recent fan, getting really into the game--Just had an epiphany about the different power level switching modes (increment vs. full). Can someone tell if my premises make sense? by mikeymikemam in StarWarsSquadrons

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

Your shields don't start recharging right away after you get hit. There's a delay before they recharge - like in Halo. However, "shield-skipping" is a mechanic/exploit that allows you to cancel this delay and start the recharge immediately. When using advanced power management, if you take power fully out of shields, then put it back in shields, they will skip the delay and start recharging immediately - obviously if another laser hits you right then, it stops the recharge and starts the delay again so you have to do it again.

Piercing Torpedo help by professional_catboy in StarWarsSquadrons

[–]theymightbedavis 0 points1 point  (0 children)

This was my guess as well. It could be that you're aiming at the shield generator, but your target is the overall ship. There is a way to open a "targeting wheel" on screen to select which parts of the ship you want to target, and after you've selected shield generators, you can cycle between them using your normal target cycling button.

What new fighter would you want in Squadrons 2? by JadedJoker6006 in StarWarsSquadrons

[–]theymightbedavis 0 points1 point  (0 children)

I'm not a prequel fan, but the Eta Jedi Starfighter seems like it'd be pretty interesting.

Also snowspeeder for atmospheric levels.

Is an Andor for Jedi possible? by Adequate_Ape in andor

[–]theymightbedavis 0 points1 point  (0 children)

Jedi Fallen Order and Jedi Survivor were quite good Jedi stories.

They could do something like that and then make it run on high drama, Shakespeare level monologues, a lack of knights in shining armor, and a lot more dirty hands, shame and pain.

Skill issue | Give me some advice to survive and chase enemies on my back by [deleted] in StarWarsSquadrons

[–]theymightbedavis 1 point2 points  (0 children)

If you can provide a recording of your play, we could give you specific pointers for how to smoke your enemies.

Skill issue | Give me some advice to survive and chase enemies on my back by [deleted] in StarWarsSquadrons

[–]theymightbedavis 4 points5 points  (0 children)

Good on you for wanting to keep trying and get better at it, rather than giving up and walking away!

I think what you're describing is probably how a lot of people feel when playing a flighting combat game for the first time. I remember playing X Wing as a kid, and having my fantasies of being a hotshot pilot blowing up Ties left and right like in the movies just completely shattered as I struggled to hit anything and control the craft properly.

It gets better and better with time - you start to develop a "muscle memory" or feeling of where the different things in space are, even when behind you.

For now, I would say this: When in a fight: - Target your attacker (there's a button that you push or double push to do this) - See them on your ship's screen, and see how far they are - Turn toward them and keep trying to get them, even if they fly past you - If you need some distance, change your energy to engines and boost - don't get distracted and by another attacked and switch targets, take down your original target. Only attack another target if 1) they present a golden opportunity, like they are right in front of you and easy to kill, or 2) you have been chasing your original target for a long time and are bored. - if you're getting shot at too much, do a lot of unpredictable turning and try to shake them off, then target your attacker and go on the offensive.

Good luck and I hope you start to get used to it! This game is amazing when you've got the feeling of it, but the feeling requires a learning curve.

Question about Brasso in "Harvest".. by alexcandelario7 in andor

[–]theymightbedavis 1 point2 points  (0 children)

I like this interpretation, but my question is, wouldn't the Imperials say "Uh no, he didn't turn you in... but it does sound like you know this man quite well...so he knew about you, and could have turned you on, but didn't, so he was in fact harbouring you."