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Everything posted by Gyokuyoutama
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Similarly, I killed an aimbot sniper when I did it. Doesn't really matter how many insta-headshots he can dish out when I can just slowly walk towards him.
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TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler
Gyokuyoutama replied to Raison d'être's topic in General Discussion
Does anyone have archived versions of that really old 9/11 thread on SPUF? I think it was one of the first times that SPUF came together as a community, rather than as a conglomeration of people who make shitty balance change suggestions. -
The only Makoto Shinkai film I've seen is Children who Chase Lost Voices. But it seems like that's the only film of his that most people haven't seen.
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Basically however much you need so you won't be quickly killed outside of spawn. 800's probably enough.
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Once you get your health up a good bit you can leave spawn to go to some convenient hidey hole to keep doing it until you get your health where you want it.
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TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler
Gyokuyoutama replied to Raison d'être's topic in General Discussion
In my experience (and the experience of people I've asked about it) jury duty usually just ends in the whole thing being canceled because they settled out of court. -
I actually was thinking about not revealing it so as to not steal your thunder.
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I suppose you could, but the point is to alternate between the two weapons as fast as possible, so using the quickswitch button is the best way because you can just mash it. I don't fully understand how the glitch works but it has something to do with the health you lose on switch to the GRU screwing up the math. So you want to switch to the GRU as many times as you possibly can.
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You have to quick switch between the gru and your primary while the bar is recharging. (Hat tip to Wicket for that point of clarification.)
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It still works. I just played a round of 2fort where I had over 100k health. EDIT: Here's visual evidence: Unfortunately we still lost because my team couldn't protect the intel even with me locking down half of blu at spawn, but it was pretty amusing seeing the entire team trying to kill me in the humiliation round with crits and not even coming close.
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Takes me about twenty minutes of queuing to get in. Other issues: Contracts take about two minutes to activate between clicking the button and it actually tracking stats. The gas passer starts out gone for me, and I have to wait for it to recharge before I can use it the first time. Going to a supply locker does nothing. The timer also seems to carry over after death. I don't know if this has to do with me borrowing it or what. If I start the game with a controller connected it automatically boots in big picture mode with seemingly no way to disable it. I can use keyboard an mouse for most things, but not class selection for some reason, that has to be done with the controller. Also the left dpad direction doesn't work even though the controller is fine. And just now, I got the issue where I connected via queuing to a casual server, and immediately after it loaded got a message that I had been matched and I would connect to server in 10 seconds. Only this time the server didn't load because of the error "this server rejects ad-hoc connections" despite matchmaking sending me there.
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Didn't know you were a shipper.
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Casual usually doesn't reconnect you to another server after a match began either. I think it was just another side effect of the servers generally being fubared yesterday.
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Played two matches, then got automatically rematched to another server four times in a row immediately after joining another server. Then I got a message that connection failed too many times and matchmaking completely stalled out. Quit, boot up again, get a message that since I abandoned my team I'm temp banned from matchmaking. Join community servers, no connection to item servers anywhere...
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I'm glad that the Rick and Morty fanbase completely flipped out so now, because it allows us to recognize the truth that the cartoon was mediocre to slightly above average.
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Everyone post the season you tapped out at. I got through season 5.
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TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler
Gyokuyoutama replied to Raison d'être's topic in General Discussion
I mean it's your fault for making us think that this could be anything other than what it was for even a second. I've seen plenty of stories of early robot development and the first step is always as lame as this was, so I knew better. But somehow you still got me a little excited and I want you to be held accountable for that. -
TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler
Gyokuyoutama replied to Raison d'être's topic in General Discussion
I can't even find the relevant scene of Robotics;Notes from the first part to compare to the fight, but that's what it was. This is all your fault TOGE. -
TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler
Gyokuyoutama replied to Raison d'être's topic in General Discussion
More promo videos during the supposed fight slot. This isn't looking promising for being a second part Robotics;Notes match. -
Yetis are from the Himalayas. They don't celebrate Halloween.
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TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler
Gyokuyoutama replied to Raison d'être's topic in General Discussion
"Live Robot fight at 7 PM Pacific" apparently means "company advertisement videos at 7 PM Pacific with prerecorded robot fight to follow later." Come on already, I want to see whether this is going to be the first part of Robotics;Notes come to life or the second part of Robotics;Notes come to life. Because it's going to be one of the two. -
None of the images are loading for me (beyond the banner). Is this just me or did Valve forget to upload them.
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Mystery solved!
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Okay, what the fuck is this:
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Most good 8 bit and 16 bit games are designed in such a way that they naturally teach you how to play the game without explicitly telling you how to. Usually to teach you how to get past an obstacle they'll put you into a situation where it's simple to get past, but where you can't proceed until you've done it, and then later on the same obstacle will be used in more complicated settings, now that you know how it works. Mario 1-1 has several good examples of this, and since everyone knows it, it's the best way to explain what I mean. The first teaching moment is the very first goomba. You're small, and he's right in front of you. If you don't jump you'll just die and not be able to do anything whatsoever. If you mess around with the buttons (and there's really only two that could do something here) you're going to hit jump and realize that you need to jump to get out of the way. On top of this, the first coin block is positioned so that you'll likely hit it during your jump, which teaches you that hitting blocks also is a good idea. Later on we have a great example of this sort of thing with the a set of staircase blocks with ground in the middle, immediately followed by another set of staircase blocks with a pit in the middle. If you screw up your platforming on the first set of blocks, no big deal, you're just mildly inconvenienced. But you learn that you need to be careful in such situations and therefore are ready for getting over the dangerous pit that comes next. These all teach you very basic lessons, but if you had never played a platformer before (and the audience for the game largely hadn't) you do have to learn these things. What's interesting about Carnival Night Act 2 is that it is almost the exact opposite of this sort of approach. To get past the spinning barrel you must control it by pressing up and down. But you've never had to do that before, nor have you had to press up or down at any point in the game before (and I don't think that you have to afterwards for that matter). Now if this was the first time that you encountered a barrel you might try pressing up and down anyway by random experimentation, it's not like there's much else to do in that room. Unfortunately you have seen spinning barrels before, and they've always served as platforms. Thus you go into the room thinking "this is something that I should jump on." To make matters worse it's just almost possible to bring the barrel down far enough through jumping to get past it (and apparently it is possible with two people) which reinforces the idea in the player's mind that jumping is the way to go. Worse still, the room is thin and has a high ceiling, thus naturally encouraging you to jump. If they really wanted you to learn to press up and down they should have made it so that the platform didn't descend when you jumped on it, but only when you pressed up or down, and/or made the room have a short enough ceiling that you could barely jump. Additionally, that should have been the first time that you saw one of those barrels. Really though they just should have taken that section out entirely, since learning the skill was frustrating even if you did figure it out (due to the up and down momentum of the barrel) and added nothing to the game past that point.