biowpn

u/biowpn


r/FarFarWest•

The v0.2 balancing changes is definitely the biggest change in meta by far. A lot of the powerful jokers got nerfed, for better or worse. I cannot say I welcome all the changes, and I really hope that this game won't go down the same route as Helldivers 2 - balancing just for the sake of balancing, even it means taking away the fun.

08


r/FarFarWest•

I commonly find myself in an awkward situation where after I equip 3 Legendary/Unique jokers on my weapon with 1 joker slot left, there is no Normal joker suitable for my build. Swift Shot (+10% ADS fire rate) is probably the only combat-oriented one but it doesn't fit my play style and there's no variety. Then I realized that there are actually fewer Normal jokers than Fine jokers. It would be better if we have more Normal jokers.

For ideas, we can have Normal jokers that are just a weaker version of the rarer counterpart:

  • Jog & Gun: +10% move speed when shooting
  • Jog & Reload: +20% move speed when reloading
  • Reload Proficiency: Reloading an empty clip is 10% faster
  • *Ammo
193

r/FarFarWest•

I've spent quite some time on all five main weapons, levelling them up to Prestige II - V. And I feel like Leveredge, the bolt-action marksman rifle, is getting outclassed by others.

Crowd Control: Let's be honest, Leveredge is the least efficient main to kill small enemies. Its bullets do not pierce, so it's one kill per shot at best; the per-shot damage is too high for smalls so the potential DPS is far from realized. The round-reload makes it not ideal for CC; the only other round-reload main, Shotgun, actually reloads faster than Leveredge and kills multiple per shot. Stacked Lever mitigates this, but you're spending 5 joker slots just to get it on par with ... the base Minigun!

2619

r/FarFarWest•

Just had an incredibly frustrating run, ended by being hit during the diving stage of Thunderstrike.

I was low HP, and had my "Ultimate" ready, so I used it to get in the air and out of a bad situation. Looking at swarms of enemies below. Release! Let's go!! Had Thunderstrike landed, I would have cleared an entire hoard and gained HP (Life Pact) and cool down (Battlemage). It would be my dopamine rush.

But the game decided otherwise. It was either a slinger shot or bomber that hit / damaged me as I was diving the moment, mid air. Just enough to kill me. Round end.

This is incredibly frustrating. As a long time Thunderstrike user, I've always known that I'm not invincible while hovering in

7412


r/FarFarWest•

Warning: opinionated piece ahead

Joker sharing, as well as friendly fire, has been under a lot of discussion lately. There have been advocates to make jokers client-side (i.e., every player can get a copy), and to remove friendly fire. The developer is set to change how joker instancing works in the next update so that:

Players individually see their own jokers, and no other player can loot them.

Of course, it comes some balancing changes:

The joker droprate from enemies now scales based on the number of players: from x1 when playing solo, down to x0.5 in a group of 4.

As of writing, the developer hasn't announced

017

r/FarFarWest•

The Destroyer joker, applicable to all guns (all Main weapons, Revolver, and Dual Revolver), is a Prime joker that works as follows:

The first 25% of your clip deals +15% damage

It is not bad; if you see it on the floor mid-game, sure it's nice to pick up. But it is not something you want to spend 3 slots on as your build. The overall DPS improvement is a mere 3.75% (25% * 15%), given you unload an entire clip. In contrast, Lucky Strike of the same rarity provides +10% damage increase on average, regardless of playstyle.

And that's another issue with Destroyer; maximizing this Joker requires early reload, which works against other jokers such as Reload Mastery and Co

799

r/FarFarWest•

So I was trying to figure out how Speedster works because the game doesn't provide numbers for it. I found out a few things, and the TLDR is: Speedsters is weirdly inefficient between 20-30%.

Here's the full story:

1. Damage buffs are additive from the same joker, but multiplicative otherwise

I set out to figure out how damage works in general, and found the above.

For example:

  • Stacking two Glass Cannon jokers gives you 80% damage buff (x1.8), not 96% (1.4 x 1.4)
  • Equipping Head Cannon (+20% on weak points) and Consumer (+20% damage) gives you 44% damage buff (1.2 x 1.2)
  • Weapon damage upgrades are multiplicative to joker damage buffs: A 40% upgrade with `Glass Can
10613

r/FarFarWest•

TL,DR: The percentage is applied to base (unmodified) damage

So back in Playtest #2 I did some experiments to figure out how lifesteal works, because I expected it to heal more than it actually did. I had a few findings:

1. The percentage is applied to base (unmodified) damage

Take for example the Revolver. Removing all upgrades and all jokers, the base damage is 13 (per shot). At max upgrade, the lifesteal is 24%. So the heal per shot is: 13 * 24% = 3.12.

In-game, I do see +3 HP per shot. So does it mean the heal amount got rounded down? Not so fast.

2. HP (and presumably damage) is decimal, only displayed as rounded-to-closest integers

I do, in fact, get 3.12 heal pe

596

r/cpp•

If my understanding is correct, we will have 3 compile time value wrappers in C++26:

  • std::integral_constant

  • std::nontype_t

  • std::constant_wrapper

  • I think there's some discussion in renaming nontype_t to something else, like constant_arg_t or fn_t, nevertheless it'll remain separate from constant_wrapper and integral_constant

I think this mess is worse than that of functions (function, move_only_function, copyable_function). With functions, at least the rule of thumb is "avoid function; use the other two". But with the constant wrappers? It seems that each of them has their legit use case and none is getting deprecated.

Which one should be used at function b

3410

r/cpp•

According to https://github.com/cplusplus/papers/issues/1963#issuecomment-2983219733, the paper "P3312 Overload Set Types" by Bengt Gustafsson will not be encouraged to put more work on. In other words, it is killed.

I find this outcome disappointing. This paper solves an important issue which has annoyed so many C++ users for so long. This issue, overload set not having a type, is the reason why we have to slap lengthy lambdas everywhere that do nothing except forwarding the arguments to overloaded calls, is the reason why std::bind_front / std::back_back / std::forward / std::invoke and many other call he

3118

r/cpp•

I see very little, if any, discussion here about the two competing trivial relocation proposals, namely P1144 and P2786. The whole situation is just unfathomable to outsiders like me ...

I started to notice this "fight" when a paper titled "Please reject P2786 and adopt P1144" showed up in the mailing list. It immediately caught my attention. Like, usually, competing papers would be discussed in the "Prior Art" or "Alternative Design" section and showed why they are inferior in a somewhat subtle way. It's very rare the see it in the title "A is just better than B", let alone in a dedicated paper just to make this point. If this is what we see in public, things must have gotten really heate

7642

r/cpp•

Consider:

int foo(bool init) {
    int a;
    if (init) {
        a = 6;
    }
    return a / 2;
}

In C++23, unitialize reads are UB, so the compiler can assume init must be true (since it being false leads to UB) and transform foo into the following

int foo(bool init) {
    return 3;
}

And, in fact, it does.

Now, since P2795 - Erroneous behaviour for uninitialized reads has been adopted for C++26, uninitialized reads are no longer undefined. My understanding is that a C++26 compiler can no longer assume uninitialized reads never happen. So my question is:

3119