Gloomy
gloomy31.bsky.social
Gloomy
@gloomy31.bsky.social
I like swords.
Splatoon is pretty cool, too.
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)
December 8, 2025 at 6:13 AM
"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)
December 8, 2025 at 6:13 AM
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.
December 8, 2025 at 1:30 AM
What about passable at best motion implementation and a lack of settings?
September 16, 2025 at 3:30 AM
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.
August 22, 2025 at 6:30 PM
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.
August 22, 2025 at 6:27 PM
Also, I should probably mention that x = Splatoon sens and y = real-world sens in the table and graph.
July 22, 2025 at 8:43 PM
For context on the real-world scale, the way it works is that 1 360° controller rotation = x 360° camera rotations. So, with a real-world sens of 3, if you rotate the controller 360°, the camera will complete 3 360° rotations.
July 22, 2025 at 8:42 PM
If they do this I will uninstall the game.
June 13, 2025 at 12:17 AM
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.
November 12, 2024 at 4:52 AM
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).
November 12, 2024 at 4:33 AM
That bomb we just found satisfies the circled 2 and 3, so all other spaces touching them must be safe.
November 12, 2024 at 4:18 AM
From there, we can use this 3 to quickly find another bomb.
November 12, 2024 at 4:11 AM
The bomb we found satisfies the circled 3, so all other tiles touching the 3 (that aren't already flagged) are safe.
November 12, 2024 at 4:06 AM
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.
November 12, 2024 at 3:27 AM
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.
November 12, 2024 at 3:24 AM
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.)
November 12, 2024 at 1:14 AM
It's not fully comprehensive, but it would've given a good starting point had I made it 7 hours ago.
November 11, 2024 at 9:38 PM
I know it's about 7 hours too late, but it was fun to make.
November 11, 2024 at 9:37 PM
Splatoon 3
November 7, 2024 at 3:19 PM