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Joined 2 years ago
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Cake day: June 30th, 2023

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  • I haven’t been active in TF2 in years, but I have 2.9k hours, all without idling for items. That game was basically another life for me, around 2010-2016. In that timespan I picked up PC gaming, got into shooters, got into TF2, joined a community, started collecting strange weapons, got my first unusual and traded it, and captained a Highlander team as Pyro.

    The game was and still is amazing; I only ever stopped because it was becoming detrimental to my life and schooling. Now, when I try to play, I mourn the loss of my old community servers, get frustrated with my worse skills, and despise the number of bots I run into on Valve servers.




  • I’m having a good time with it! If you’re a Marvel fan, it draws from a lot more than just the MCU, and is much better for it in my opinion. If you’re not a Marvel fan, it’s similar to an Overwatch, but with each character playing drastically different from each other. Character complexity can feel like a lot, but it works out in a chaotic, fun way.

    Iron Man, my preferred character, has a projectile repulsor blast, a close-range unibeam, perpetual flight, boosters to move quickly (with a recharging meter), a temporary damage buff, rockets that can fire while buffed or while using boosters, and an ultimate bomb. If he’s on the same team as a Bruce Banner/Hulk, then whenever Hulk drops Gamma radiation, Iron Man’s buff is stronger (and green).










  • Wyrmspan is awesome.

    If you enjoy Wingspan, Wyrmspan feels like a Wingspan where you can actually “build” in a cohesive manner, and everything feels a little tighter/tougher due to the reduced number of resources you can get per action initially. The ability to earn more actions within a round becomes pivotal. And it feels like there are different viable paths to victory, whereas Wingspan really felt like "get early pink ability birds, then focus on high point value birds.

    My board game group has switched over without looking back, and we had already invested in the Nesting Box and every expansion for Wingspan.


  • Thanks!

    I didn’t know/understand the integrated memory thing.

    It seems like this thing is like 80% of the way to an amazing machine. Hall Effect sticks and a great screen and chip set, but the Windows 11 nonsense and the short RAM keep it from being an auto-recommend.

    If SteamOS goes public, I’d really hope to see how this device fares.


  • Aside from the cruddy software, I don’t understand these complaints?

    Yes, it’s Win11. Terrible interface, awful setup, and I’m not a fan of it.

    16GB of RAM is what’s in my Steam Deck, and the Ally X goes above that with 24GB.

    This seems to be a 1080p, 120Hz, OLED display. Is your issue the lack of HDR/color depth? Or are the resolution and refresh rate too high for the battery? Or is it actually like, RGB lighting on the handheld?





  • Aggression should be part of a game, but shouldn’t be the only way to play it. Obviously, when a game is optimized, it may be the best way to play (Monster Hunter and HAME speedruns come to mind), but a lot of great games try to design so that different archetypes can coexist and play off one another.

    Street Fighter 6 encourages aggression. The Drive Meter system makes it so that turtling and blocking forever will end with you in blowout, taking chip damage and having worse frame disadvantage, as well as removing your ability to use Drive moves and opening you up for stuns. However, also hidden within the Drive System are some of the tools to deter mindless aggression. Drive Impacts are big moves with armor that lead into a full combo, so if you can read a braindead attack sequence, you can Drive Impact to absorb a hit, smack them, and then combo them for 35% of their life total. There are also parries, which can refill your drive meter.

    Magic: The Gathering has tried to balance the various archetypes (Aggro, Midrange, Control, and Combo) so that every format should have at least 1 competitively viable deck in each meta archetype. Typically, Aggro will be too fast for a Control deck to stabilize and kill them before they can get their engine set up. But Midrange will trade just efficiently enough (with good 2-for-1 removal or creatures) to stop the aggression, and then start plopping out creatures that Aggro will have difficulty overcoming. And Combo often has nothing to fear from Aggro, since Aggro oftentimes can’t interact with the game-winning combo pieces. And because of this system, Aggro decks have to have sideboard plans ready for whatever meta they expect at an event or tournament. Removal or protection to get over or under Midrange, and faster speed or other types of interaction to take down or disrupt Combo. Magic’s systems (Mana/lands, instant speed removal, and even the variance that comes from being a card game) don’t punish aggro directly, but they make sure that there are usually answers out there.