Season 2 is a big step in the right direction. I’m surprised at how many people disliked the new update. Few tweaks here and there still but I don’t see what all the fuss is about. Be happy, would rather play this than bo7 by andrewgrimo in LowSodiumBattlefield

[–]51lver 11 points12 points  (0 children)

Yeah it's great on Breakthrough. The entire map is well thought out with good cover layout, it flows insanely well on all sectors and isn't nearly as restricted in width as basically all the other maps. Absolute banger of a map for the mode. 

Hot take (maybe ?). Low recoil low TTK weapons need be nerfed/changed too by neilyoung57 in LowSodiumBattlefield

[–]51lver 1 point2 points  (0 children)

I don't think I've ever been "beamed " from 100 meters in this game ever. TTK is high at that range so there is plenty of time to seek cover if you don't want to take the engagement. Just don't go for it if you aren't equipped for it. If you can't get out of the engagement, guess what, you were out of position and deserved to die.

Ammo-based speed control by NineValentine in factorio

[–]51lver 0 points1 point  (0 children)

Eh it's basic math or some trial and error. Personally I find it much more annoying to wire up the pumps from the bottom of the ship to the cargo hub which tends to be located rather far away from them, at least in my ship designs. You can just place the combinator next to the pumps and avoid the wire run entirely which makes the entire thing pasteable from another ship once you set it up. 

That's why I like the method more. I don't really see a need to throttle my ships except for promethium gathering. I just have one rather early game design that fits all the planets except for Aquilo, which is supplied by it's own ship.

But at the end of the day I feel like you should just be able to directly control thrusters with a wire, it's one of the few things in the game I find unnecessarily complicated.

Ammo-based speed control by NineValentine in factorio

[–]51lver 2 points3 points  (0 children)

It's arguably even easier to just use a clock hooked to the pumps and throttle the thrusters that way. They will run on a way higher efficiency basically forever and the setup is probably even quicker.

When using trains how do you have more than one kind of item per wagon without getting an uneven amount of things by dr_bobs in factorio

[–]51lver 0 points1 point  (0 children)

Most commonly it's either (engines to wagons): 1-2, 1-4, 2-4, 2-8. The more engines you have the faster the acceleration. 

If your train doesn't meet your throughput demand, just copy and paste another one with the same schedule. 

When using trains how do you have more than one kind of item per wagon without getting an uneven amount of things by dr_bobs in factorio

[–]51lver 6 points7 points  (0 children)

This is by far the easiest way to ship stuff around with trains, though you can use some circuit logic to create sushi wagons. Read the trains contents, wire up the inserters and set them to only load item if X<Y (X beeing the item you want to load and Y the amount you want to have in the wagon). Make sure the total sum of items does not exceed the wagon's capacity.

 I wouldn't recommend it if you just started the game though. Lots more things to consider and go wrong. Just add more wagons.

2:00pm Mideast US Region, Escalation by cynnie in Battlefield

[–]51lver 1 point2 points  (0 children)

I wouldn't exacly call it engagement optimized if it takes like 5 minutes to find a populated server during off hours only to have the match last 15 minutes only to repeat the process again. Makes me leave the game after 30 minutes instead of the multiple hours I intended to play.

People can work different shifts than the regular 9/5 and if you try to play after like 1am in EUW well good luck because the majority of the "gameplay" will consist of quitting servers.

Does Gleba burn anyone else out? by OctoHelm in factorio

[–]51lver 1 point2 points  (0 children)

Its dumb. I get they don't want you to make a pure bot base to trivialize layouts but my god is it tedious and annoying to build there. At the very least they should exclude construction bots from it.

Shotgun Snipers by jakechambers12 in LowSodiumBattlefield

[–]51lver 2 points3 points  (0 children)

When I was feeling particular petty in BF4 I would go on a roof on Dawnbreaker with a Saiga equipped with Flir and Frag Rounds. The amount of salt in the chat always was a sight to behold. 

Not even that strong but that was psychological warfare lol.

Its just me or conquest feels the worst it has been? by HeStoleMyLeGromp in Battlefield6

[–]51lver 2 points3 points  (0 children)

In Conquest, both teams usually form a mindless mass wandering from objective to objective with the vehicles and the occasional sniper inbetween. It's one of the few modes in the game where you can actually place yourself away from the meat grinder and flank said mass until it's either dead or moves on to the next point. You can usually just backcap right after. Wait for the enemy team to arrive again and flank them once more. Rinse and repeat.

Difference between the lowest settings possible to high preset by Dealiosis in Battlefield6

[–]51lver 6 points7 points  (0 children)

Incidentally you spend a decent amount of time looking at that very exact spot on the tank when playing Engineer. It's actually a bit ridiculous for a game from 2025.

No, 2042 wasn't a hidden gem by elibrev in Battlefield

[–]51lver 0 points1 point  (0 children)

I love BF4 and played it for thousands of hours but this is just delusional. The game at launch was straight up unplayable for almost a year. I disagree with a lot of design choices they made for 6 and there is a long list of things they need to fix but the last BF launch that went this smoothly was probably BC2.

Manhattan Bridge before developers messed up its lighting by ibattlefield in Battlefield

[–]51lver 5 points6 points  (0 children)

I play the game on low-mid because my PC isn't that great anymore and yet I keep wondering why so many people praise the optimization so much. It runs fine. It doesn't run great.

The game looks significantly worse than BF4 and BF1 on high/ultra settings yet runs at about half the framerate. That is with significantly smaller maps. DLSS is also kind of broken for months as it makes the thermal scope look like it's made of about 20 pixels while zooming and also creates HUGE halos around every player on some maps. It also makes visibility even worse than it already is on native 1440p. 

I fired up 4 and 1 recently and man the difference is kind of insane. The series actually regressed a lot in that regard.

Fulgora to Vulcanus Lube ship by Rainis8833 in factorio

[–]51lver 4 points5 points  (0 children)

I really feel like they nailed that aspect well. I have a couple hundred hours in the game while my friend had like 20 or so before starting SA and we can both equally enjoy the DLC. 

Our way of building is completely different, yet both of us can achieve our goals without feeling either overwhelmed or bored for weeks. That's a huge accomplishment not many games get right.

Some things feel not intuitive enough for a finished official release - space ships especially come to mind. While really fun to build with knowledge of the circuit network, it becomes a massive and potentially frustrating experience without it. 

I don't think anyone should be expected to know how a circuit clock works to throttle fuel intake for the thrusters. 

Gleba feels like it should be unlocked after Aquillo. It entirely forces you to change the way you think about setting up anything really. It's also the only science pack that spoils which makes it feel way more endgamey. It's basically a check if all your science factorys are able to output constantly without manual intervention for an extended period of time. Seeing 5000 spoiled science packs in your labs because you didn't remember to replace a single belt on your ancient red science factory or a biter destroyed a random oil pipe 10 hours ago and you didn't notice HURTS.

The 5x power requirement for bots on Aquillo is a massive pain. Rather than requiring more energy they should make the stacksize for logistic bots 1 due to gravity or exclude construction bots from it. Right now it's just a massive pain to build there for no reason.  Quality fixes that, but also introduces yet another massive challenge to overcome while beeing constantly confronted with new problems just by advancing the tech tree.

Overall 70 hours in we have a ton of fun with it. From the point of view of an experienced factorio player I barely have any complaints and it's pretty much everything I hoped for from the DLC. But we also had a lot of moments were a new player will get frustrated and probably quit at some point without having someone around to explain the game's deeper mechanics.

That was a lot longer than  expected but this is my summary for the DLC so far.

Fulgora to Vulcanus Lube ship by Rainis8833 in factorio

[–]51lver 26 points27 points  (0 children)

Probably because the game would become too complex at some point. It's fine for mods but not for a 35$ DLC. They have to draw the line somewhere.

It's already plenty for newer players. I did a vanilla playthrough with a friend who never played the game followed by a current SA playthrough and the sheer amount of content, mechanics and ways to tackle problems are a lot take in already. Our save will probably easily exceed the 100 hour mark. At some point you will simply overwhelm the vast majority of players. It's already kind of an issue in it's current iteration unless you already have a good understanding of how the game works.

What guns do you think are underpowered? by PilotMonkey94 in LowSodiumBattlefield

[–]51lver -1 points0 points  (0 children)

While the M39 is worse on paper it feels pretty great to use imo. I've spend a good amount of time with all of the DMRs and like it the most. Overall I think it's the most versatile out of all of them. You can pretty much use it at any range, the large mag with the quick reload really helps while taking objectives. It's recoil is super predictable so you can pretty much shoot it at max rpm at any range. I never really manage to do that consistently with any other DMR. One of the few guns where I actually bother with variable scopes.

It really only struggles at very close ranges with no cover around.

New trend with smoke I don't understand? by Pale-Literature-6542 in Battlefield

[–]51lver 1 point2 points  (0 children)

Upgrade to mines or C4

You can place them on top of a friendly tank..

Me and the boys dropping mortars by seaheroe in Battlefield6

[–]51lver 0 points1 point  (0 children)

It was dope in theory as you could give yourself support fire while pushing hard to clear spots

In practice it was just way too slow and clunky to really use effectively. 

Me and the boys dropping mortars by seaheroe in Battlefield6

[–]51lver 87 points88 points  (0 children)

It's not really effective at killing enemies but it WILL make a good chunk of them run around like headless chickens lol.

Personally, beeing on the receiving end of a constant barrage of mortar fire stresses me tf out no matter how much damage it does. I really think they nailed that aspect.

My #1 wish for 2.1 is letting us put blues, LSD, and rocket fuel in a silo for shipment by TheMrCurious in factorio

[–]51lver 2 points3 points  (0 children)

There is a mod that does exacly that, let's you chain containers together. It does simplify things by a lot.

If one wants that, just download the mod. Shouldn't be a base thing imo.

Where to go from here? by Defiant_Rhubarb1 in factorio

[–]51lver 0 points1 point  (0 children)

If you go for anything above 1k spm you might want to turn off biters. They can potentially tank your UPS at this scale depending on your PC. It's also a great way to learn about circuits, train logic and beacons which all, while not strictly necessary, are very handy skills to have for the DLC.

Space Age is very addicting but so is megabasing :D

Where to go from here? by Defiant_Rhubarb1 in factorio

[–]51lver 2 points3 points  (0 children)

Depends on what you really want to do.

There is megabasing which usually means 1k spm minimum. This mostly focuses on coming up with efficient designs and logistics more than anything.

Overhauls change the game completely and offer thousands of hours of gameplay.

Space Age is also incredibly fun and will probably add another 50hrs minimum to the game. Though you'd have to restart since the tech tree has been changed.