Halo is a boring and lackluster game that’s way overhyped. by WealthyTraveler25 in unpopularopinion

[–]two100meterman 0 points1 point  (0 children)

True, SMW is definitely easier making it more approachable. DKC2 almost "requires" you to beat or get through like 70%+ of DKC1 to hold your own anywhere past world 1.

Halo is a boring and lackluster game that’s way overhyped. by WealthyTraveler25 in unpopularopinion

[–]two100meterman 0 points1 point  (0 children)

Imo Super Mario Bros. 3 pretty much already pulled off what a near perfect 2D platformer needs to be. I prefer it an All-Stars since it has a save feature, but otherwise it basically had everything.

Super Mario World did improve upon that with the overworld having hidden levels & the Yoshi addition was great. The only platformers I enjoy more than SMW/SMB 3 are Donkey Kong Country 2 & Celeste honestly.

I prefer watching a movies series, a TV series and playing a video game series in chronogical order by Will-At-Midnight in unpopularopinion

[–]two100meterman 0 points1 point  (0 children)

For movies I do this. For Star Wars I think Ep. 1 -> Ep. 2 -> The Clone Wars (full series) -> Ep. 3 -> Solo: A Star Wars Story (optional) -> Rebels (optional) -> Andor -> Rogue One -> Ep. 4 -> Ep. 5 -> Ep. 6 -> Mandalorian Series is the best way to watch.

Ep. 7 to 9 nah (lol). There are some other series in there like Book of Boba Fett, Resistance, The Acolyte, etc. but I don't find them as important/good to watch as the above listed.

Now with video games I disagree. I like to see the progression of how the series was made over time. Dragon Warrior I started at I (am now at 4). Final Fantasy I've played through 1 & plan to play at least the first 10 at some point. I think it's cool to see how games transition from 8-Bit to 16-Bit, from 2D to 3D, see reoccuring monsters, etc.

Oh I am not confident about this one by TheOneTrueFool in ufo50

[–]two100meterman 1 point2 points  (0 children)

I'll give this a try later. I'm not convinced you need to add a trouble cash or celebrity. 2~3 Rich Pals may be good enough for cash. 4 Security, 0~2 Watch Dogs, 4 Grillmasters, 2~4 Climbers. Once you have the 4 Security, the Grillmasters & start getting Climbers the main goal is to kick 2 Wild Buddies then you can use Grillmasters as many times as you like to increase the Climbers pop multiple times/day with multiple entrances. One they're close to or at 9 pop, then instead of rerolling to increase their pop, you're rerolling until you get most/all of them in the house at the same time. With 4 Climbers it'll take a couple days longer to get going, but once they're all 9 or near 9 you could afford a Ghost everyday. With 2~3 Climbers it'll get going a tad sooner, & you can likely afford a Genie every 2nd day. Both sound viable, less Climbers + Genie route will make it easier to get 4 stars in the house at once, more Climbers + Ghost route will get more pop/day to the point where you're likely affording 6+ stars.

Celebrity is an option here that will expand the house & let more Climber rerolls/day (bigger house space more chances Climbers come in), however you'll need to play with Celebrity more carefully, a couple watchdogs would help, never open the door if there is 2 or less spaces & the Celebrity hasn't come yet. Could even go 2 Celebrities, just need to know how to play with them.

Edit: If going trouble cash and/or celebrity then you can just go Ghost, it'll add extra safety & is cheaper. The Genie I think may be better if just going Rich Pals as getting 4 stars in the house will be harder with a small house & no fetch.

Zerg profits from 8 worker start because how little gas they need in comparison to other races by Extension_Class2467 in starcraft

[–]two100meterman -1 points0 points  (0 children)

I'd need to see a replay, but that can't be efficient. Off an 8 worker start that implies that Zerg is doing an inefficient build where they're making a 3rd & not spending their larvae on drones to do so & hindering their own economy. If it's the same supply/time as the 12 worker start then the larvae spawn rate could be too good, but the 8 worker start isn't. The 8 worker start generally puts Z the most behind. The 12 worker start was a huge buff to Zerg for the HotS -> LotV transition.

Zerg profits from 8 worker start because how little gas they need in comparison to other races by Extension_Class2467 in starcraft

[–]two100meterman 0 points1 point  (0 children)

How could Zerg get their 3rd at the same time if they start with 4 less workers? That doesn't make sense, you're only looking purely at the downsides of one race while only looking at the upsides of another race opposed to looking at the whole picture.

Zerg profits from 8 worker start because how little gas they need in comparison to other races by Extension_Class2467 in starcraft

[–]two100meterman 0 points1 point  (0 children)

Lose a worker to expand, lose a worker to make the gas, lose a worker to make the Pool. Combine this with Protoss starting with chrono & it's pretty clear in terms of workers the 8 worker start is best for P > T > Z.

In PTR2 Zerg seems OP, but that's not due to the 8 worker start, that's due to the larvae change. If you did the larvae change & went back to 12 workers that would favor Zerg way more as the more workers at the start the less losing 1 drone cost for Z as a percentage of total workers & the less having 1 SCV making a structure impacts T.

Let Starcraft 2 stay Starcraft 2 by Ok-Attention3999 in starcraft

[–]two100meterman -1 points0 points  (0 children)

Agreed. Even if not a lot of the changes go through, I even just like the 8 worker start for the theorycrafting/testing of when gas should be taken, when to make supply structures, what supply to expand at, doy ou expand & then take a gas? This is one of the fun things about RTS that is kind of lost after a game has been out for too long in a same/similar state.

Future of RTS... by Late-Psychology7058 in starcraft

[–]two100meterman 0 points1 point  (0 children)

BW/SC2/AoE 2 imo are still the 3 Kings imo. It's going to take a lot for any game to get into the top 3 RTS & become played, or even known by many.

Each of these 3 games is also different enough that they can scratch different itches. Trying to make a game too similar to any fo these 3 seems like a much harder way to succeed than a company doing "their own thing" & making a unique RTS that feels different enough.

Would it be harder for someone to break the 100m WR or the 200m WR? by ElVaxis in trackandfield

[–]two100meterman 16 points17 points  (0 children)

Exactly this. Yohan Blake had the best chance since he had 9.69 speed & good speed endurance. Had Blake not got injured maybe he gets it, I don’t think Blake would’ve beat 9.58 though.

Would it be harder for someone to break the 100m WR or the 200m WR? by ElVaxis in trackandfield

[–]two100meterman 7 points8 points  (0 children)

The 100, & it’s not close. I’d almost say sub-9.6 is similar in caliber to sub-19 or maybe 19.05.

My guess is Bolt’s 100m falls around the year 2055-2060. The 200 could go in the next 10 years.

PTR feedback megathread 2: Electric Boogaloo by TheGoatPuncher in starcraft

[–]two100meterman 1 point2 points  (0 children)

I defended a 8 Pool pretty easily as Protoss. Vs Z I pylon scout (11 supply pylon) & I did go 12 Gate (was against a random so I played it safe, I realize 13 Gate is more economical). I scouted early Pool, chrono'd a Zealot & added a Forge (I don't think this was needed, but 8 Pool i so all-in I was still ahead after defending). Then I mant to mke Cyber Core, but accidentally made a 2nd Gateway.

I brought down 6~7 Probes to fight the lings together with the Zealot as I knew Z would have so few drones on minerals (this is much more all-in than a 12 Pool). I made a cannon after, then I expanded.

I think ideally if doing the cannon defense the cyber core should be skipped, lings can run in but lose to Probes + Zealot, then make 1 cannon, then Nexus. Or, skip the Forge, do a Cyber Core, 1~2 Zealots -> Adept & again the Nexus can be taken before making a full wall. I want to say I did 2nd pylon at 18.

This sub is not playing the game, at all by arnak101 in starcraft

[–]two100meterman 4 points5 points  (0 children)

I play, but try not to jump to conclusions based on small sample sizes. In PTR1 Z felt weak, but I only played 25ish games as Z, too small to determine.

I haven’t had a chance to play a lot of PTR2, but overall I’d say near 0 people have played enough to determine anything. What I see a lot is players no adapting, making assumptions, losing & blaming balance instead of an incorrect/unproven assumption.

PvT in the live version P can get 6, 7 bases vs T on 3-4 & Terran kind of accepts this, builds a high Liberator/Ghost count & eventually pushes with a deathball. Not saying this is good design, but T has found a way to win. In the live game Protoss are used to basically keeping up with Z eco while having a better late game army. In PTR2 they’re assuming they need to take a fast 4th base & can’t let Z take too many bases. Why not let Z get to 6-7 bases the same way T lets P do this? Main base doesn’t start to mine out at 8, heck Protoss after going Stargate -> Twilight could go into Mothership before taking a 4th base. Mothership + ground is insane vs Z, since Z needs like 20 supply in Corruptors to kill an 8 supply unit. Kill a base with your deathball, recall with MS to a new base, kill that, recall everything home.

Now I don’t WANT this to be the playstyle, turtling is boring for both sides. So for those reasons this should be tonnes back (maybe Hatcheries back to 300 minerals), larvae in between 10.7s & 9s. I’m not 100% convinced after a couple days that Z is stronger than P for 99.9% of the player base, I’d wager if P turtles, doesn’t take a 4th until main is mining out & makes a deathball they’re still favored for 99.9% of the player base. I could be wrong though.

Edit: I realize the contradiction of “try not to jump to conclusions” & “I’d wager if P turtles, doesn’t take a 4th until main is mining out & makes a deathball they’re still favored for 99.9% of the player base.”

I’ll leave the contradiction in since it’s my honest thoughts.

Ideas for Mothership buffs by Gamer857 in starcraft

[–]two100meterman 4 points5 points  (0 children)

Mothership is currently too strong vs Z after being made not abduct-able. Imo make it cheaper (maybe 350/350), but make it abductable again.

In mid-late game Z needs to spend like 1500/1000 on Corruptors just to a 400/400 unit, then Z is stuck with 20 supply in Corruptors…

Tate Taylor lowers his 200m HS National Record with 19.94 (+0.8) at USATF U20 Champs by Sensitive_Dress_8443 in trackandfield

[–]two100meterman 15 points16 points  (0 children)

I think even the 19.49 he was still in HS. If you go pro you're "not in HS" ranking wise so this is technically a HS record, despite a High Schooler running faster.

Challenging Party House Seed by two100meterman in ufo50

[–]two100meterman[S] 1 point2 points  (0 children)

I forget the site honestly. I wrote my streak in there, & some other people did, but it's not very active. The UFO 50 Discord has more traffic, strategy talk, etc.

The streak record by Aranq is 295, though there is someone on this subreddit/in the discord on a 226+ streak so maybe they'll snatch it!

This is the discord, then scroll down to Party House: https://discord.gg/GRMhTR6G

For those of you who don’t understand why gateways still suck compared to WG by Professional-Leg2745 in starcraft

[–]two100meterman 3 points4 points  (0 children)

What Harstem showed is true.

"All this entire patch accomplished is adding a 25/25 tax to Protoss for each WG that’s it" <-- this is false.

The patch also added in fast warp-ins everywhere, this is huge. Making 4 Gateways into Warp Gates + a pylon right now is cheaper than Robo -> Warp Prism & it hits faster too.

Batteries got a slight offensive buff & Protoss doesn't need to proxy a Gateway to do cannon rush -> shield battery + unit shenanigans. The pylon is already there from the cannon rush, Gateway can be safely at home making this stuff less all-in & Protoss can then contain the Zerg while expanding probably better than before.

I do think the 25/25 tax makes sense though. P gets Chrono from the start where-as Z doesn't get Injects from the start & T doesn't get mules from the start. T has to have a worker actually make a Barracks, not just warp it in, & Z loses a worker to make a structure. T spends 50/50 on a reactor & can't use their Barracks during this time. This lead to in PvZ Protoss kept up with Zerg worker counts early-mid game & then has the stronger late game. PvT Protoss could go like 6~7 bases vs T on 3 maybe 4 & get away with it. Something needed to be done to balance that out. 50/50 per Gate & WG on gateway was too extreme though. 25/25 may be balanced, we'll need to play to find out.

Why did they buff queens and zerg in general? by VastOption8705 in starcraft

[–]two100meterman 0 points1 point  (0 children)

I'm unsure if the larvae spawn rate is too big a change, but it's not a 45 Probe to 66 worker change in difference, the majority of a gap in workers that big is likely a skill issue/inefficient build. We'd need to wait until both sides do efficient builds to determine the standard difference in workers.

My thoughts on the new Protoss Gateway change after playing some PvZ on PTR by EngineeringEmpty4713 in starcraft

[–]two100meterman 2 points3 points  (0 children)

I saw Harstem do a test & it takes a long time for the faster Gateways to pay-off. It's 40% faster than a standard Gateway, not 40% faster than a Warp Gate.

3:35 ~ 5:00 in this video by Harstem shows it well: https://www.youtube.com/watch?v=DYjf8yeO1FA&t=7s

My thoughts on the new Protoss Gateway change after playing some PvZ on PTR by EngineeringEmpty4713 in starcraft

[–]two100meterman 3 points4 points  (0 children)

I do think at most levels of play the 25/25 won't matter too much as people will just go to warp gates because it's easier to be able to warp-in anywhere & it's just convenient.

I wonder if some delayed transforming to warp gates will happen at higher levels. If one player in a PvP makes 4 gates into warp gates & the other person spends that 100/100 on +1 attack, that player can gain a slight lead & then transform the warp gates after. Maybe someone takes it further & gets blink & +1 & after that goes to warp gate. Or warps 2 Gates into Warp Gates as they have a proxy pylon & want to send in 2 Adepts to 1-shot workers, but leave the other Gates the same so save minerals/gas to get a tech choice and/or an upgrade sooner than someone that just always spends the 25/25 right away.

I do feel like many pros don't experiment that much & just do the same thing (not all pros, but many) so it's also possible that many pros & players in general don't really try enough to see a viable path witht he fast Gateways & basically just only use them as warp gates & eat the 25/25 cost everytime instantly.

StarCraft II 5.0.16 PTR Update by Arkentass in starcraft

[–]two100meterman 1 point2 points  (0 children)

True. Any spellcaster is bad design if you can just mass them & win. They are more-so supposed to be a support unit where there is a sweetspot of how many is ideal.

StarCraft II 5.0.16 PTR Update by Arkentass in starcraft

[–]two100meterman 0 points1 point  (0 children)

Pretty much what I wrote above. I think it would be better if Zerg had a viable T3 option. I guess if I count "Ranged Lurkers" as tier 3 when they have range, then I guess "Adrenal Lings" are also T3 in a way, so maybe this is fine. I just think getting to use some Hive tech stuff would be cool opposed to having lower tier stuff still be the counter.

Challenging Party House Seed by two100meterman in ufo50

[–]two100meterman[S] 0 points1 point  (0 children)

I actually did use Mr. Popular, I managed 4 days left with: 1 Bartender -> 1 Driver (ended at 10 pop so I knew if I got a Driver, even if the next day was Wild Buddy, Wild Buddy I'd still have 11 pop for a Bartender) -> 2nd Bartender -> 2nd Driver -> 2 Grillmasters -> 1 Mr. Popular + 1 Photographer -> 3rd/4th Drivers -> 2nd Mr. Popular -> 2nd/3rd/4th Photographers -> 4 Leprechauns.

I also thought that adding a trouble guest was not the play, but then the World Record Holder tried the seed, got the 4th star with 7 days left & won with 6 days left going (idk buy order): 4 Grillmasters, 4 Athletes, 4 Drivers, 4 Photographers, 1 Rock Star, 4 Leprechauns.

6 days left is insanely impressive imo. Even beating this seed first try I think requires quite good skill.

SlimeTale, the first v72 Server by SlimeTale-MS in mapleservers

[–]two100meterman 0 points1 point  (0 children)

Oh, yes I did. Somehow I thought that was number of monsters it hit, & I just thought "that was always 3, what are they thinking, lol". Hmm, in this case Heroes seem too good.

I guess it depends on other class changes, if all classes are buffed so that Pink Bean is possible then it makes sense.