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Gloomy

@gloomy31.bsky.social

I like swords. Splatoon is pretty cool, too.

19 Followers  |  137 Following  |  29 Posts  |  Joined: 13.04.2024  |  2.1621

Latest posts by gloomy31.bsky.social on Bluesky

That's what I'm saying, like why do Pen and Jet get the same hitbox buff, Pen has way more range and better gyro ๐Ÿ˜ญ

29.01.2026 20:01 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I really like this change for soloQ so people can see how much damage their teammates have done, making it easier to play off of chip damage without VC.

28.01.2026 05:40 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I have a splitter for my headphone jack. One end goes in my laptop, and the other goes in my monitor.

26.01.2026 20:00 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yeah, I would love to! Which input remapper are you covering? My guess is Steam Input, but I want to be sure I'm tailoring my advice to the right one.

18.01.2026 00:22 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

and none of these settings are available in input remappers like JoyShockMapper or Steam Input. Usage is the same, though, so you'll be training the same skills even with the less restrictive gyro. You could crank vertical smoothing way up, but that may end up doing more harm than good.

17.01.2026 22:06 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Splat gyro works so much differently than most gyro implementations that I don't think it's possible to truly replicate it. There's the anti-recoil filter on camera yaw, the aim-lag filter on camera pitch, and the fact that camera pitch is controlled more by the accelerometer than the gyro,...

17.01.2026 22:05 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Is lactmilk 3flux?

12.01.2026 17:48 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

My preferred sens of 4 RWS would be roughly 122 on MP4's scale, compared to 28 dpad right presses from the far left on MPR's scale (RWS = Real-World Scale; 4 RWS means 1 controller rotation = 4 camera rotations). (2/2)

08.12.2025 06:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

"Dual" Stick gyro player here. I have the opposite problem: max gyro sens is too low. There are ~50 fewer sensitivities than Remastered, and the 101 sensitivities that are in the game cover about a sixth of MPR's range. (1/2)

08.12.2025 06:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I'm pretty sure that's exactly how it works. Armor has 30 hp and can absorb up to 100 dmg from a single hit. Liter does 180, so armor absorbs the first 100 and dies, then you take the remaining 80. The only 1shots that always kill through armor are the few that do 200+ dmg like vac and slider.

08.12.2025 01:30 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

What about passable at best motion implementation and a lack of settings?

16.09.2025 03:30 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

As for interference, I never noticed any issues with my S1 ProCon, but the S2 ProCon's wired mode doesn't add extra input delay, and that will basically guarantee that you won't get any wireless interference.

22.08.2025 18:30 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Motion drift is the exact same, but that's because it's caused by the Switch/Switch 2's gyro auto-calibration rather than the controller's IMU. On PC, using Steam Input to translate gyro to mouse and with gyro auto-calibration turned off, I've had no motion drift issues with either controller.

22.08.2025 18:27 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Also, I should probably mention that x = Splatoon sens and y = real-world sens in the table and graph.

22.07.2025 20:43 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

For context on the real-world scale, the way it works is that 1 360ยฐ controller rotation = x 360ยฐ camera rotations. So, with a real-world sens of 3, if you rotate the controller 360ยฐ, the camera will complete 3 360ยฐ rotations.

22.07.2025 20:42 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Table of in-game sensitivities (x) and their estimated real-world sensitivity counterparts (y).

-5 on Splatoon's scale is roughly 1.3 on the real-world scale
-4.5 is roughly 1.4
-4 is 1.6
-3.5 is 1.725
-3 is 1.85
-2.5 is 2
-2 is 2.15
-1.5 is 2.25
-1 is 2.45
-0.5 is 2.55
0 is 2.7
+0.5 is 2.725
+1 is 2.75
+1.5 is 2.8
+2 is 2.85
+2.5 is 2.9
+3 is 3
+3.5 is 3.05
+4 is 3.1
+4.5 is 3.2
+5 is 3.25

Table of in-game sensitivities (x) and their estimated real-world sensitivity counterparts (y). -5 on Splatoon's scale is roughly 1.3 on the real-world scale -4.5 is roughly 1.4 -4 is 1.6 -3.5 is 1.725 -3 is 1.85 -2.5 is 2 -2 is 2.15 -1.5 is 2.25 -1 is 2.45 -0.5 is 2.55 0 is 2.7 +0.5 is 2.725 +1 is 2.75 +1.5 is 2.8 +2 is 2.85 +2.5 is 2.9 +3 is 3 +3.5 is 3.05 +4 is 3.1 +4.5 is 3.2 +5 is 3.25

A graph plotting the previous image's table. Splatoon's in-game sensitivities are on the x-axis, and their real-world scale counterparts are on the y-axis. The real-world counterparts of Splatoon's negative sensitivities and 0 scale up faster than those of Splatoon's positive sensitivities.

A graph plotting the previous image's table. Splatoon's in-game sensitivities are on the x-axis, and their real-world scale counterparts are on the y-axis. The real-world counterparts of Splatoon's negative sensitivities and 0 scale up faster than those of Splatoon's positive sensitivities.

Yeah, so I just went through Splatoon's 21 motion sens's and estimated their counterparts on the real-world sens scale. The negative sens's scale faster than the positive ones. So the difference between -5 and -4 is larger than the one between +4 and +5. I will never recover from this.
#CompSplatoon

22.07.2025 20:38 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

If they do this I will uninstall the game.

13.06.2025 00:17 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Shoutouts to @goblinintrovert.bsky.social for getting me into Minesweeper. I found every bomb except for 3 that were locked behind two coin flips, then lost to the first flip. This game sucks.

12.11.2024 22:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Looking at the circled 3, we can see that there are 2 tiles that, if exactly one of them had a bomb, could satisfy the 3. These two tiles are also touching the circled 1, so regardless of which of the two has the bomb, the third tile touching the circled 1 cannot have a bomb.

12.11.2024 04:52 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

As for the rightmost safe, we can start by drawing out our Venn diagrams (shown in video form because otherwise it just looks like a giant mess).

12.11.2024 04:33 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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That bomb we just found satisfies the circled 2 and 3, so all other spaces touching them must be safe.

12.11.2024 04:18 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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From there, we can use this 3 to quickly find another bomb.

12.11.2024 04:11 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The bomb we found satisfies the circled 3, so all other tiles touching the 3 (that aren't already flagged) are safe.

12.11.2024 04:06 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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If we compare the only other 2 possibilities, we'll notice that they both have a bomb on the leftmost tile, so that spot must have a bomb.

12.11.2024 03:27 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image Post image Post image

If we focus on the set of 3 tiles that must have 2 bombs somewhere among them, we can create 3 possible layouts for where those two bombs can be. Possibility 3 conflicts with the 2 above the right bomb, so we can rule that out.

12.11.2024 03:24 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I'm doing this during breaks while doing homework, so if I take 3 minutes between one set of 2 posts, but 30 between another set, that's why.

I started by circling certain tiles based on how many bombs could be within that set of tiles to create a sort of Venn Diagram. (Next post in about 30.)

12.11.2024 01:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It's not fully comprehensive, but it would've given a good starting point had I made it 7 hours ago.

11.11.2024 21:38 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I know it's about 7 hours too late, but it was fun to make.

11.11.2024 21:37 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Splatoon 3

07.11.2024 15:19 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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