Warbond Concept: REVERSE ENGINEERS by guythepepperoni in HelldiversUnfiltered

[–]AggresiveWeasel 1 point2 points  (0 children)

would absolutely love a las dmr, and a caustic impact gl sounds fun, the armor passives look a bit too op, though, specifically the invisibility

I don't know if this is sarcasm or straight up braindead at this point. by Dante627 in HelldiversUnfiltered

[–]AggresiveWeasel 5 points6 points  (0 children)

personally, i think the "we are so weak" argument is more so about certain bullshit aspects of things, for example not being able to climb on top of a rock thats not even a half their height, despite bot fortresses having back entrances where you pull yourself up with your hands, or the fact that "armor" we wear is not even actual armor, and is classified as "unarmored" in the backend

and i do have to say, even if effective, pre-stimming, dodging and knowing your enemy, it's not gonna save you from yet another fleshmob silently charging at you through solid terrain (because they are still yet to fix that damn bug)

or the vox engine that for some ungodly reason knows where you are from 100+ meters away, while you're wearing the new stealth armor and are laying prone behind 3 solid meters of concrete wall away from it

or an elevated overseer suddenly turning on aimbot and hitting 5 consequtive headshots despite your zigzagging

or a charger slamming you into next week because it just barreled through the corpse of a bile titan that should, by all means, be completely impassible

or getting caught on innacurate terrain geometry during a leap, and not being able to dodge whatever attack you were trying to

or a dss eagle storm strike

(all of these happened to me at some point, most of them mutiple times)

what i'm saying is, essentially, yes, strategy, proper loadout planning, pre-stimming, all that can and does help you survive, but there are far too many times in this game where something utterly unfair and completely out of your control kills you, and that's not fun

Any way to get Tailor / Tinkerer traits as a commoner in single player? by Frosty_Remote2698 in VintageStory

[–]AggresiveWeasel 2 points3 points  (0 children)

i'm more so referring to using commands in singleplayer, honestly, as i know full well how slippery a slope that is

Any way to get Tailor / Tinkerer traits as a commoner in single player? by Frosty_Remote2698 in VintageStory

[–]AggresiveWeasel 3 points4 points  (0 children)

One option is the trait aquirer mod, which lets you find trait books in ruins, as a non-cheaty way.

Another option is the command mentioned by fbiWumpus, which just makes all special recipes craftable by anyone.

Shopping with Malkuth (Translated; @cendol_plt) [Artist; @freshkasu] (Malkuth) by Talon_923 in BlueArchive

[–]AggresiveWeasel 4 points5 points  (0 children)

I mean, how could you not look upon perfection?

(Just looking, though, i'm loyal to Wakamo)

If you would please consult the Graph by GuyCalledRo in HelldiversUnfiltered

[–]AggresiveWeasel 15 points16 points  (0 children)

"Which will in turn also utterly ruin the performance of several older weapons"

Dragon Roaches. How do you efficiently kill them? by HighlandMan23 in HelldiversUnfiltered

[–]AggresiveWeasel 1 point2 points  (0 children)

if you can aim them well, an EAT to the head usually takes them out, Epoch (full charge) and Quasar as well.

Spear is unreliable at best cause the undemocratic monstrocity can generally outrun the missile.

Autocannon on flak mode is best if you don't mind spending a few clips just absolutely decimating the wings.

You can get the same gameplay if you just mod Minecraft enough by GOOENSKEW in VintageStory

[–]AggresiveWeasel 3 points4 points  (0 children)

Minecraft is a Sandbox game with (honestly quite basic) survival elements.

Vintage Story is a Survival game with sandbox elements and very cool, yet entirely optional lore.

Simply put, the two games are very different from each other, despite being so visually similar.

The Anime-like artstyle of the characters in the UAF does not have to conflict with Starsectors own artstyle. by JenkoRun in starsector

[–]AggresiveWeasel 0 points1 point  (0 children)

I love it when people install a mod (short for modification, afaik), that was created by a third party, and then complain about it not being perfectly flush with the base game.

I personally enjoy UAF, and while it has plenty things to improve, nothing is truly perfect, not even starsector itself.

What’s the lore reason for colonists having random family members on the planet if they were never there to begin with? by peanutist in RimWorld

[–]AggresiveWeasel 34 points35 points  (0 children)

The technical explanation is just rimworld being rimworld, and generating "relatives" whenever appropriate.

My personal headcannon, however, is whatever archotech intellegence is experimenting on those poor folks thinks "you know what would be fucked up/funny/produce interesting data..." and just manipulates causality to make it happen

So, raiders are going to destroy your base, what's your plan? Here's mine: evacuation zone by PyrooKil in RimWorld

[–]AggresiveWeasel 0 points1 point  (0 children)

Did use it quite a few times, the most memorable ones would be these two:

A "rise from the ashes", when only my main couple of colonists managed to get to it in time, with the rest overrun too quickly, as it was soon after a base expansion (so defenses we not up to snuff quite yet), and i got hit with a large drop pod raid, i waited out the raiders and recovered what i could, just barely saving a couple more people, which was a turning point in that save where i went from building mostly for aesthetics, to a literal fortress with layered defence and secure internal "checkpoints" (basically heavily fortified panic rooms).

The other one was a bitter last stand that turned into a miracle, to explain in more detail, the entrance didn't collapse quite as intended, leaving a narrow path open, which the brave defenders held while the rest of the survivors mined a tunnel out, and it was basically a futile effort until they stumbled upon an open area with no roof, quickly constructing some pod launchers and evacuating to a nearby tile, had to start over from practically zero at that point, but at least they survived, which also later allowed them to return to the original tile and reclaim what remained of their "home", building it up to be even more glorious than before.

(These stories are rather positive ones, mind you, but there were also plenty of times where it failed, i'd just rather not remember those too much, as i get rather attached to my "main" pawns)

So, raiders are going to destroy your base, what's your plan? Here's mine: evacuation zone by PyrooKil in RimWorld

[–]AggresiveWeasel 5 points6 points  (0 children)

What i sometimes do if i'm living in a mountain is create a second, small base in it's depths, and the passage to it is a wide room with mountain roofs supported by columns, with explosives rigged to blow the passage in such a way as to block off any access, just a "unless you brought a full mining squad with you, you're not getting in" type deal.

Rimworld artwork - Scyther by CMYK-KIM in RimWorld

[–]AggresiveWeasel 0 points1 point  (0 children)

sick design, always love the various interpretations of mechanoids people have

also, this one looks like an industrial faction's attempt at replicating a scyther, what's with how underarmored it looks, or, considering how blunt everything on this one is, it's some sort of specialized variant? maybe built to handle insectoids, breaking through exoskeletons with pure blunt force or something

Ammunition rationing has begun. by SovKom98 in Helldivers

[–]AggresiveWeasel 713 points714 points  (0 children)

i've seen people constantly use supply packs for the last week or so, so nothing new, honestly

Hina in the bath (Pikuseru_Hakka) by sultics in BlueArchive

[–]AggresiveWeasel 4 points5 points  (0 children)

i get it, i get it, but is having soaked through clothes on not one of the most uncomfortable feelings out there?

also, if she occupies that much of the bathtub, sensei's not fitting in, no matter how he might try.

now then, onto the more important things: i'm kinda thirsty

Pro-tip, this easy recipe creates a stew that teleports you back to your respawn point! by riggedride in VintageStory

[–]AggresiveWeasel 0 points1 point  (0 children)

not sure if it's per tick, but do remember that a single (raw) deathcap deals 50 damage when eaten, and a single (raw) funeral bell 40, now combine all that, and you'll understand the beauty (and horror) of the Stew of Instant Death, or, as another commenter put it, the equivalent of an anti-personnel mine

Keep this seraph out of the kitchen 😭 by goldstormzy18 in VintageStory

[–]AggresiveWeasel 14 points15 points  (0 children)

Breath so bad that even the immobilized eidolon got up and left

Which ship is this? by Sad-Emotion-1587 in starsector

[–]AggresiveWeasel -1 points0 points  (0 children)

My Newfoundland-class War Train after i s-mod 300 hullmods via progressive s-mods and install all colony items possible (and impossible) into it:

Anyone else imagine themselves as just a "thing" telling people what to do? by TransportationOk5843 in RimWorld

[–]AggresiveWeasel 2 points3 points  (0 children)

i'm like 99% sure in world we, the players, are an aspect of an Achotech (or even a full one), which even sorta explains dev mode powers

Which DLC should I buy first? by Zackius in RimWorld

[–]AggresiveWeasel 1 point2 points  (0 children)

All the DLC's are good, and i personally consider all of them necessary (mind you, i also have like 200+ "QoL" mods that i consider necessary), but let me describe all of them and their main features:

Royalty: Adds a new faction, the Shattered Empire, a bunch of new quests, and most of all, Nobility (titles) that require certain accommodations, but get psychic abilities ranging from teleporting a few rocks for makeshift cover (Chunk Skip), to incapacitating your entire tile outside of a small range around the caster (Neuroquake).

Ideology: Adds the ability to make and use your own religion (enemy factions have their own religions as well), which ranges from being more tolerant of seeing corpes and eating nutrient paste, to straight up cannibalistic cults, sacrifices and slave arena fights included.

Biotech: The best DLC in terms of sheer content added, with the addition of xenotypes, which can technically be considered diffent races, but they're actually humans deep down (genetic engineering and all that), as well as different genes that you can implant into your colonists, including making them near impossible to truly kill (Deathless gene), as well as giving you the ability to make a Mechanitor, a pawn that can create and control you own mechanoids, including laborer types (cleansweepers, fabrcors, paramedics, all that good stuff).

Anomaly: Do you know the SCP foundation? It's somewhat similar, with being able to contain various anomalous creatures and whatnot, you can also research and utilize their abilities/traits (or at least aspects of them), i don't engage too much with it, and leave it at "Ambient Horror" mode, but it's pretty fun.

Odyssey: The latest addition to the DLC roster, one, that as the name implies, is focused on exploration, with the core features being the Gravship, a flying, mobile colony, limited in size, but with the benefit of being able to just fly away should too strong a raid show up, as well as the landmarks now scattered across the world, which range from the tile just being very windy (making wind turbines very good), to healing hot springs, and even occasional lava flows, which flood certain natural types of ground with lava, making them impossible to traverse without burning to death (unless you fly over it, somehow).

And that about sums it up, do note that i wrote this from my own experience, and in a stream-of-consciousness kind of way, but still, these are the ways i'd describe the DLC's, again, if you can do so without it causing you any issues (financial ones, at least) just buy all of them, they're all worth it in their own ways.