Candras

u/Candras


r/noita•

I was fighting the acid blood dudes in first stage, it angered the gods. I was like, that's fine, i'll statue kick steve.

Except, the statue's didn't move. I was like, okay, ill tele around, try the other statue. Kicked it easily out of the alcove, everything fine. The moment steve was close, statue stopped being kickable. I got out of holy mountain, decided to try again (it was a lucky run with black hole and teles in first shop). Steve got out of mountain, I went in, tested the statues, perfectly kickable, no issues. I set it up, lured steve back in, nothing. Statues fused into rock immediately.

It happened repeatedly. Could kick the statues perfectly fine, but only not when I actuall

01

r/baldursgate•

Im trying a 99% pacifist playthrough.

My self-imposed rules mainly revolve around not getting xp from things dying. E.g. i wanted the hide in shadows boots so i lured the flaming fist to the hobgoblins.

Hobs died, i get the boots, I didnt kill the hobs and so got no xp.

I can get certain items via charm and pickpocket. E.g. I could get varscona by charming greywolf, making him swap to fists, then pickpocketing the sword from his quick weapon slot. For this purpose Algernon's cloak has been very useful.

Mulahey tragically died to his own minions after being charmed. I dont remember if I got xp for that, but it didnt show up in my stats. Same with Bassilus.

Bandit camp was an in and out w

2341

HMV 082:

5.00/s
79.5 damage (upgrade level 3)
719dps.

This does not add up, and it especially doesn't feel like 700 dps either.

Even if you consider Pierce (3), you would get 1192.5 dps.

On the other hand, the Ronson 77-A (which I've found performs much better):

2.00/s
82.5 (upgrade level 2)
Burst 3
226.4 dps

Again, doesn't add up. If you just consider the Damage and fire rate, you'd get 165 dps. With the burst added in, you'd get 495dps. Not what is stated, but feels like what it actually is.

So how are these values calculated and why are they so off/what am I missing?

123

r/Planetside•

I didn't realise this until just now when I was looking at the medic certs and found an additional slot for "Passive Systems" that I had never seen before. It doesn't appear on the main loadout screen, or at least I don't know where. In all my (relatively short) time playing, I didn't realise that there were additional hidden upgrades you could get.

From what I can tell, only infil, engi and medic have passive systems upgrades, though the engineer has mana turret and spitfire turret upgrades as well.

Am I dumb, or is this stuff just not mentioned anywhere?

3521

r/Planetside•

Symptoms:

Can't spawn in/redeploy (not due to not appearing on map, but because pressing the button does nothing). Redeploy does the countdown, but then nothing happens. Changing spawn doesn't do anything, trying to log out gets me stuck on a loading screen. If it happens mid game, then I can see people running around, I can shoot, but cant do or take damage. If it happens when i'm dead/trying to respawn, I can still see game updates, e.g. alert countdown, squadmates running around on the map, etc.

I have internet, task manager doesn't say anything about PS2 not responding. I don't know tech personally so I will just blab somethings that might help/disambiguate. Memory/CPU are at 88%/30% i

45

r/Planetside•

Context:

Guy was cheating with a magrider, zero gameplay sense, new account, shooting through walls/terrain, ridiculously good aim etc.

Eventually I got sick and went Vanu as well and blew him up (He was stationary on a mountain). He proceeded to keep spawn killing me (through an elysium spawn tube) using a knife going at 1000rpm. I was fine with this since it meant he wasn't ruining the game for others. He eventually asked me why i killed him, refused to stop cheating in very broken english. I told him that as long as he kept cheating, i would keep trying to kill him.

Eventually I think he got open the google translate and gave this absolute banger of a line:

"Cease to deprive me of lif

10820

r/Planetside•

I've been using the wiki (outdated I know/assume) and the damage ranges don't seem to line up with what I have tested.

I shot a single round of the M20 Basilisk Front (Sunderer) at a liberator at ~80m (used sweeper hud for measurements). It did 23 damage. According to wiki, the Basilisk is a Heavy Machine Gun type, so Liberators have 75% damage resistance to them. Thus, 23 damage multiplied by 4 should give the raw damage value at that range for the basilisk. 23*4=92. The minimum damage range of the basilisk is 167 at 100m or, including the libs dr, 41.75 per shot. Since the actual damage was lower than the theoretical damage, there is something missing from the equation.

The liberator h

1013

r/ivernmains•

Hello Ivern Mains,

I was scrolling through the wiki and saw that Daisy procs Ivern's on-hit effects. How does this interact with guinsoo's double on-hit passive? If Ivern stacks guinsoos, will Daisy proc Ivern's on-hits twice per auto? Will it consume the guinsoos passive? Will Daisy's knockup stack faster? If it works on daisy's knockup, can it double cast the knockup?

Side question, I'm assuming if Ivern has runaan's hurricane, Daisy will not be the origin of the additional bolts, nor will they give stacks of daisy's knockup. If they do, I would assume it would work like Vayne's w passive where it would reset due to the clause about the knockup stacks resetting when switching target.

Un

34


r/ViMains•

Lethal Tempo, Titanic, Hexplate.

Basic Idea:

Use combo to stack lethal tempo very fast and use attack speed to stat check enemies.

With the titanic combo, (q, aa, e1, titanic, aa) You can get 5 procs of w passive quickly, add in r, aa, ee2 and you get 6 stacks of lethal + Hexplate attack speed buff.

In practice tool, with the build:

Lvl 18, Tri-Force, Titanic, Cleaver, Hexplate, Botrk, Zephyr (I was doing it just to see, not because I'm recommending it)

you get just about max attack speed, and around 500 ms while attacking and hexplate is active.

The biggest flaws I can see is the lack of resists meaning squishy in teamfights, or if anyone can cancel your q (which is a lot of things),

18

r/leagueoflegends•

First things first, I know Sevika is going to change in S2. I've stayed mainly spoiler free, but I know that much.

Secondly, It's a lot of words. The post kind of ran away from me... enjoy.

Season one I loved Sevika's character, and like many others, started imagining how she would play in game. Fast track to now and season 2 is coming soon so I decided to actually finish off the kit and see how Sevika changes in S2. Not everything in the kit will be fully fleshed out since I'm not good enough at the game to give exact values. Any actual values are mainly ballpark values but those with thought in them will be laid out in the reasoning section. I'll lay out the kit first then go through my

20


r/ARAM•

Note: I am coming out of a game where enemy was at our t2, it was still up but was gonna go down no matter what. My team stagger their death timers by being idiots (voli goes in 1v5, mf doesn't pay attention and takes hexgate into all 5, etc). This allows enemy team to just insta kill our t2, inhib, and both nexus turrets before my team has a chance to even regroup from the mistake.

They gave t2 turret a 5min protection where after t1 falls, t2 has like 80% resistance for 5 mins. Why don't they do the same for Nexus turrets so that one mistake doesn't fully punish your team like that?

14

r/ARAM•

TL:DR Hypothetically widen the bridge and essentially add flank routes separated by terrain on either side of the bridge.

How would this affect gameplay? Which champions would benefit most?

I know that people will inevitably ignore the actual point of this post in favour of the meme: "add flank routes, then add jg, and oh look you have sr". Oh well, I don't particularly care about those opinions if they don't interact with the Spirit of the post.

In Sr, when people inevitable group and push down mid, its often called "araming". However, in Sr even though the other lanes are irrelevant in that situation, they can still dip into the jg to attempt flanks.

The question in this post is if alc

113