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/bombergirl/ thread 「ボンバーガール」 Anonymous 04/17/2025 (Thu) 12:00:42 Id: e13747 No. 1111927
previous thread: https://arch.b4k.dev/vm/thread/1699423/ >Officials: Website: https://p.eagate.573.jp/game/bombergirl/bg/p/index.html Twitter: https://twitter.com/bombergirl573 (news on the PC version will have 【コナステ】) Current/upcoming banners and maps (PC): https://p.eagate.573.jp/game/eacbg/bg/index.html >Installation Guides: Image guide: https://imgur.com/a/G2fK1Z0 Registration: https://p.eagate.573.jp/gate/k/newcomer.html Download: https://p.eagate.573.jp/game/eacbg/bg/download/installer.html >Technical errors: If you can't get past the bench test screen, change your computer's region to Japanese in the control panel If your NAT type is below C, try forwarding port 5291 on your router If matchmaking breaks more than once, restart the game >Wtf is the point of my role?: Bombers destroy buildings and dig for items. Attackers make space by separating enemies either by distracting or killing them. Shooters make it to mid as soon as possible for the first team fights before going back to base to defend. Blockers delay any inevitable attacks for as long as possible by denying area and stalling with heals, buffs, and blocks. >In-depth resources: JPN wiki https://gamerch.com/bombergirl/ Map Guides https://mega.nz/folder/3lhE3QqJ#t3chGlssiqMYRXhdLWLMPA >Shitpost images resources: https://wikiwiki.jp/9988/絶妙に外す/絶妙に外すSOZAI >Top JP players: テラルナ (Bomber) https://www.youtube.com/channel/UCoxtETWZ0rOaOzkDfF_KFbA だいげんしさん (Attacker) https://www.youtube.com/channel/UCEl7wk5Z_bBl7lzlA9afYXg ぼっすん (Any role) https://www.youtube.com/channel/UCPVwfGSfmFVIYaZV1kaVMow ぽろぴ (Any role) https://www.youtube.com/channel/UCUe6nmjjXr2Rz6doddMum-g
>>1300592 that's a very cute outfit
>>1294022 we're gonna try playing ~25h from now. i'll post the queue times on the 4cuck thread. i'll post here when we're about to play i guess
we'll play in ~15 minutes, queue times on the 4cuck thread
page 7 >ベース戦での弱い動き「敵を追いかける」 weak moves when fighting inside the base ("chasing the enemy") >1)敵の方が有利 >基本的に敵は自分と速度が同類か早いため、切り返しで撤かれやすくボムブロで対応されやすい 1) enemy has the advantage since the enemy moves at the same speed or faster, it's easy for them to shake off defense by placing walls with bombs >2)取り逃すと被害増大 >追いかけて倒そうとして取り逃すと敵は自由に動けるようになり被害が増える 2) as you fail to catch them, damage to the base increases the base takes more damage if you try to chase the enemy and they escape >3)防衛同時の事故 >ベース内を走り回った結果防衛同士のボムで自爆し、スタン状態になる被害が増える事故にも繋がる 3) synchronous defense accidents if you just run around in the base randomly placing bombs, you're gonna stun yourself or the shooter >ベース戦での強い動き「敵を追いつめる」 strong moves when fighting inside the base ("corner the enemy") >「角ボム」を使って敵の動きを制限 >図1角ボム箇所 >図2角ボム後の動き >図3敵のベースインに対応した形 use corner bombs to limit the enemy movement image 1 => placement of corner bombs image 2 => movement after placing corner bombs image 3 => dealing with enemies inside the base >シューターの射線 >敵の進行に合わせ引いていく >取り逃さないようボムで詰めるていく >←解説(4)のダメージを取る動き shooter's line of fire lead according the enemy's movements connect the bombs so they don't miss <= explanation (4)'s movement to deal damage (the enemy inside the area of the rectangle will take damage) >(1)図1のように防衛同士で角ボムを使って囲い敵の動きを制限し、ベースへの被害を減らせる他、シューターの射線を絞ることにも繋がる >(2)ボイスなどを使う場合も基本的に相手の動きを制限させるボムを置いてから行動すると良い >(3)角ボムに置き直すことはできないため、図2のように敵進行に合わせて引いていく(1~4) >(4)無敵がない敵に角ボムから相手に詰め寄っていきダメージを取る事もある(図2の1から繋げる) >(5)図3のように敵のベースインに対しても使用する(1~2ネック下ボムブロ→角ボム) (1) using bombs in the corners like in image 1, you can limit the enemy movement, decrease the base damage, narrow the shooter line of fire etc (2) if there are enemies around, it's also a good idea to place corner bombs when using the voice healing
[Expand Post](3) lead the enemy and place bombs depending on how they move as shown on image 2 (the black circles with 1-4 show the sequence to lay out depending on the enemy -- the sword/attacker -- placement) (4) as you connect the bombs, the enemy will take damage as long as they don't have iframes to use (5) can also place the bombs as shown on image 3 (1-2 bombs below the bottleneck => bomb in the corner)
>>1309863 the purple text wasn't meant to be purple (it's the arrow to the left) but i'm just gonna leave it like that
(3.21 MB 960x540 chase chase bomber.mp4)

suisui is ruining my life
>>1313263 konami correction soon brother
>>1310039 I was already freaking out playing on defence.
(31.95 MB 852x480 3.mp4)

one of the games i played today. i tried encoding as av1 with: ffmpeg -i input.mkv -c:v libsvtav1 -vf scale="752:480" -preset 0 -crf 50 -g 30 -pix_fmt yuv420p -svtav1-params tune=0:film-grain=8 -c:a aac -b:a 128k output.mp4 based on: https://gitlab.com/AOMediaCodec/SVT-AV1/-/blob/master/Docs/Ffmpeg.md but the file was too big. iirc at 2 min or 2:30 it was already 28mb. should i increase -g to 60? and the crf to 60? with mp4 i used ffmpeg -i input.mkv -c:v libx264 -vf scale="852:480" -crf 36 -preset veryslow -c:a aac -b:a 128k output.mp4 which made this file
>>1315906 nice!
(5.67 MB 2559x1437 Untitled.png)

i didnt expect to get joker ice wall so soon. this must be a sign
I keep seeing that one Chiikawa character, and thinking it's ball Asagi.
why the fuck /bag/ mika schizo is posting here fuck off
(30.06 MB 852x480 1.mp4)

>>1317890 i also got the ice wall for blueberry and melon shortly after getting them. but i'm still missing the momokek 3x3 another game from the weekend (not the inhouses)
(3.62 MB 1280x720 RTX MORSHU BUT ALL BOMBS.mp4)

>>1315906 Do you have the masters? I can probably encode them for you. So here are some problems I immediately see. >-g is set too low. Generally you want to crank that as high as possible. 300 to 600 for seeking, 9999+ for maximum efficiency, especially because you include loading screens. >film-grain generally is only intended for analog movies because AV1 tends to denoise video, the toggle is intended to synthesize fake film grain, it's got no place for Bombergirl's clean artstyle. You're racheting up the bitrate for nothing. >As desirable as it is to raise the encoding quality preset 2 to 4 have the same features as 0 but are much faster with less time taken. <2 is when you run into placebo territory and you're just wasting your time and CPU. >Audio encoding has come a long way and 128k is kind of high these days. I usually recommend 32k bitrate, although for maximum quality you need to use the original encoders like opusenc and qaac/fdkaac. That slices audio size down 75%. For perspective I figured out how to use two-pass VBR and CVBR encoding with SVT-AV1-PSY and encoded a portion resembling your use case from https://inv.nadeko.net/watch?v=HNld9fWEXGw using tune 1. While it's also got macroblock artifacting like the H.264 encode you made, it's at 1080p60FPS. With this new knowledge, I'll try and comp a proper tutorial together, although my recommendation is to use 1-pass encoding and tune 2 or 3 with SVT-AV1-PSY since PSY hasn't been fully ported to mainline yet and said process tends to avoid the inconsistent quality in quantization shifting you tend to see with VP9 encodes. In the meantime I'm going to experiment around with tune 0 and compare the two to see which one is better.
>>1324509 i tried encoding with this: ffmpeg -i input.mkv -c:v libsvtav1 -vf scale="752:480" -preset 2 -crf 50 -g 9999 -pix_fmt yuv420p -svtav1-params tune=0 -c:a aac -b:a 128k output.mp4 but at ~4:17 the file was already ~34 mb. i have the raw files but they're like 1gb, i don't know where i could upload them. i think most services don't take files that large, streamable would also convert the files after upload also why do you record at 1080p? doesn't the game render at 720p and upscale everything? i record at 720p since i figured recording this game at a higher resolution was a waste. is it not?
(3.15 MB 1280x720 bombergirltest.webm)

>>1325683 Gofile.io works just fine for big uploads, although it doesn't keep them around forever unless you have an account. I personally use Staxrip for my encoding, since it has the unique feature of frame-exact cutting. It seems like you're also practicing 1-pass encoding, so it looks like it'll be a good fit for you. Encoding a vid right now so I'll post the settings I use later. >1080p The recording isn't mine, I just looked it up on Jewtube to provide you a direct example of what you could do with modern technological advancements. A magic sauce you're missing out on is not turning on enable-variance-boost. ./ffmpeg -i "BomberGirl | Grim Aloe Gameplay #6 [HNld9fWEXGw]_cut.webm" -c:v libsvtav1 -vf scale="1280:720" -preset 2 -crf 56 -g 9999 -pix_fmt yuv420p -svtav1-params tune=2:scd=1:fast-decode=2:lookahead=120:enable-variance-boost=1:startup-mg-size=3:recode-loop=3:enable-dlf=1 -c:a libopus -b:a 32k -ac 2 "bombergirltest.webm" bitrate=555.8kbits/s
Playing blocker in this bracket feels like im relying on everyone else but myself. >>1326155 miiukade? for real?
(24.39 MB 852x480 2.mp4)

(23.63 MB 752x480 4.mp4)

>>1326155 i managed to make 4.mp4 this with that command. image quality does look better. 2.mp4 was made with the ffmpeg command i mentioned earlier i uploaded one of the raws here: https://gofile.io/d/8c0e5147-90e3-4e53-8a3e-738cb6e15c37 also ffmpeg showed these warnings: Error parsing option fast-decode: 2. Error parsing option enable-variance-boost: 1. i guess it's because you have the newest version. i'm using what's on ubuntu 24.04. so the video can probably be compressed further with those flags in a newer ffmpeg version
>>1329876 oh fuck me. i just realized one of them has the wrong resolution lol. i'm not gonna redo it though
(617.38 KB 1920x1080 bomber_mLUxKij3yJ.jpg)

(447.97 KB 1920x1080 bomber_8hZYUyt5U9.jpg)

odd games
>>1341071 what are the odds?
(3.75 MB 1920x1080 shirocide.webm)

I CAN'T TAKE IT ANYMORE
>>1344250 but you won?
>>1344253 after losing 3 games in a row. these matches always feel extremely lopsided and unsatisfying. but it could just be me feeling burnt out
>>1344257 did you never experience 5 losses in a row during ranked? this is nothing
>>1344257 wait until poropi rapes your ass
https://www.twitch.tv/meatboy_90 now with 100% more kuso plays
(1.46 MB 1920x1080 bomber_CweiRFyxXS.png)

closing in
as always there might be mistakes etc page 8 >ボイス(回復)の扱いと体力管理について voice (healing) and health management >(1)各時間帯ごとのボイスと体力管理 >250秒:前線合流から回復 >・最優先はシューターの体力回復 >・体力十分であればゲートやタワーの回復 >・ボイスがない場合は負傷したシューターに帰還回復指示その間シューターの代わりに防衛 (1) voice and health management for each time interval 250 seconds: healing after joining with the frontlines - first priority is healing the shooter - heal the gates or towers otherwise - if you don't have heal and the shooter has taken damage, give him instructions to go back to the spawn point and defend in his stead >250秒:回復で敵のラッシュを防ぐ >・シューターの体力、ゲージが削れている場合は回復しにベースへ戻る >・ボイスがない場合は負傷したシューターに帰還回復指示その間シューターの代わりに防衛 >・その間に味方のラッシュが入る場合、すぐに破壊されるゲートにボイスは使用しないこと >※ここから先、自軍ゲージがリーサル範囲(ベース破壊圏内)に入った場合「(2)リーサルが見えてきた時のボイスの扱い」に動きが変更される 250 seconds: using heal to stop rush - if the shooter is low on health, the base is taking damage, go back and heal - if you don't have heal and the shooter has taken damage, give him instructions to go back to the spawn point and defend in his stead - if in that interval your frontline triggers rush, don't heal gates about to be destroyed * from here on, when your team's remaining healthbar can be bursted, look at "voice management when healthbar is in lethal range" to adjust your movements accordingly >100秒:ラッシュ消化時間終了 100 seconds: rush usage time ends (i think the idea is you're not supposed to trigger rush with less than 100 seconds left) >100秒:ラスト前前ボイス >※ここからタイムアップ後の判定勝ちを目標とする動きを重視 >目標:100秒~0秒までボイスを3回使用 >・ゲージ差有利又は両方MAX → シューターの体力を回復やバフの付与で防衛力強化 >・ゲージ差下利又は拮抗状態 → 先の展開に向かてベースの回復を行う 100 seconds: 3 voices left * from here on the goal is to focus on moments to win by time up objective: use voice 3 times from ~100 seconds until time runs out - healthbar advantage or both maxed => heal the shooter or use the heal for the (speed) buff - healthbar disadvantage or stalemate => heal the base >60秒:ラスト前ボイス >・ゲージ差有利又は両方MAX → シューターの体力を回復やバフの付与で防衛力強化 >・ゲージ差下利又は拮抗状態 → 先の展開に向かてベースの回復を行う 60 seconds: 2 voices left - healthbar advantage or both maxed => heal the shooter or use the heal for the (speed) buff
[Expand Post]- healthbar disadvantage or stalemate => heal the base >0秒:ラストボイス >・試合終了に間に合うように最後のボイスを使用 0 seconds: last voice - use the last voice right before the match ends >(2)リーサル範囲が見えてきた時のボイスの扱い voice management when healthbar is in lethal range >リーサル範囲とは敵が最大火力を出した時、ベースゲージが0になるに近いゲージ量の事 lethal range is when the base's health can be bursted by the enemy firepower >勝負内容がタイムアップの判定からベースを破壊させるまで耐える勝負となる the game turns into a battle of endurance to stop the base from being destroyed before the timeout (i think that's the gist of it, might not) >例:リーサル勝負ゲージ量の目安 >・この状況でボイスを使用するかどうかの判断は次のボイスまでベースをもたせられるかによる >例:1000(ベース)+350(モモコのボイス)=1350で次のボイスまで耐えられるか >※1メモリ=100 example: lethal healthbar example estimate - in this situation, the decision to use voice depends on whether you can hold the base until the next heal or not example: 1000 (base) + 350 (momoko voice) = 1350 until next heal * 1 rectangle = 100 >リーサル回避のボイスをいつ打つか >・リーサル回避のボイスがキリギリになると即爆のレベル5ボムなどにボイスが間に合わずベースが破壊されてしまう >・使用目安は「ラッシューが起きないゲージ量」 using voice to avoid lethal strikes - when the base is about to be destroyed by an instant explosion of a level 5 bomb or something similar, use the heal to avoid defeat - the reference for using is "an amount that doesn't trigger rush" >敵のゲージを削るベースや回復量なども関係するが、味方が敵のゲージを0まで削る時にラッシュー(ゲージ差800)が入らない状態であれば使用しても問題ない。それ以外の状況では後述する「リーサルを遠ざけるボイス」となる the rate at which the enemy health decreases and the amount you heal both matter, you can heal if it won't trigger rush (800 health difference). other situations turn into what was discussed in "using voice to avoid lethal strikes" >(3)体力管理の重要性 (3) importance of health management >ブロッカーの体力があると取れる行動が広がる >・敵の体力を削るスキルの警戒を緩くできる >・ボムを置いて突撃(タックル)行動を取れる >・前ブ(前衛支援行動)の選択肢が取れる if you have health as blocker there's a lot you can do - you can take some damage from enemy skills - you can place bombs and charge (tackle) - you can help the frontlines push through >シューターの体力を回復する重要性 >・敵撃破→体力があれば前遅延へと行動可能。体力がないと帰還回復で5秒ロス >・ベース防衛に撃破されると大被害へ繋がる importance of healing the shooter - defeat enemy => if you have health, move forward to delay. if you don't have health, you lose 5 seconds returning to base - if the base defense is destroyed, it will take heavy damage >ベース防衛時に撃破されると >・序盤から中盤にベース防衛が撃破される時はそのまま敵のラッシュー消化に繋がる >・ラス前ボイス辺りからでは取返しのつかない大損害となってしまう >・リーサル範囲内ではボイスの使用ができない場面があり、撃破がそのままべースの破壊に繋がる when killed inside the base - in the early and mid game, it might lead to rush being triggered - dying around the time of the last heal will lead to major damage - sometimes you can't heal during the lethal range and getting killed leads to the base being destroyed


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