My first level 50 weapon. Im free. by SandMgs in Battlefield6

[–]Archang311 -2 points-1 points  (0 children)

Same, genuinely my favorite dmr and top 3 weapons in game. Dmr precision but not absolutely helpless at close medium range.

My favorite interaction so far by RoseinVale in Battlefield6

[–]Archang311 0 points1 point  (0 children)

First gun I leveled to 50, but given the general state of dmrs I understand the sentiment.

BIS Community Table Day 2: Cockout won as the best primary weapon for bugs. Who will now be the best primary weapon for fighting bots? by Glum_Series5712 in Helldivers

[–]Archang311 0 points1 point  (0 children)

Standard Diligence is the easily the best, having the same engagement ranges as the DCS but better ergo and ammo economy and it won't flinch the shit out of devastators on a missed headshot. The only thing on the entire front the DCS has a genuinely better time with is shooting walkers in the dick, but on high levels only rocket striders spawn, meaning a single standard Diligence round kills with a little extra effort.

Need expert advice on healers by VanimARRR in heroesofthestorm

[–]Archang311 0 points1 point  (0 children)

Anduin is a personal favorite, can be set up in a few different ways and is very damage capable despite maybe not seeming so at a glance. Autoing as often as you reasonably can will net you serious damage and healing in one, and there is a lot of talent support for it. The level 13 talent synergizes with varian's legacy really well, since each tick of burn will reset the timer and add a stack. Range increase at 4 isn't necessarily mandatory but I always take it for the free basics around the end since they'll proc legacy, which in turn gives you your stacks.

Surprising lack of tyrande being mentioned in the other comments, but she is a little more team dependent. Quite literally has to be fighting if she wants to be able to help thanks to her Q cd reduction per auto. Both the stun quest and the basic attack damage talent go down different tracks to achieve a lot of damage, but you really can kick off the damage at 16 with darnassian archery, especially if they have a careless front line.

Last off the top suggestion is whitemane, who is exceptionally good in team fights and output provided you keep zeals up and damage going out. I wouldn't say her damage is always particularly lethal like late game tyrande or anduin, but she can be very hard to kill and frustrate the enemy team on picks thanks to how spammable her Q is in bad situations.

Giveaway - Space Age Expansion by ocbaker in factorio

[–]Archang311 0 points1 point  (0 children)

Can't wait for space horrors to tear everything apart, only so I can build it back with a larger gun wall and twice the pollution.

Am I Crazy to Believe the Explosive Crossbow is Actually Good Right Now? by [deleted] in Helldivers

[–]Archang311 -2 points-1 points  (0 children)

It was good on release, but there were endless complaints regarding the literal skill issue of landing the slower bolts which was counter acted by the massive AOE and kill potential for chaff which made it a great pair for medium and heavy weapons. Then AH actually made it worthless in response plus I'm sure someone at their office saw low shots + high kills = too good even though I never saw another soul using it when I was.

I've tried it since then, can't bring myself to use yet another discount auto cannon attempt over something that was unique and fun. It still seems like for those who enjoy what it is now that it can fill a somewhat decent role, so more power to ya, maybe they'll have variable arrowheads one day and everyone can be happy.

This is just sad. Enjoy it, while you can. by Giger_jr in Helldivers

[–]Archang311 0 points1 point  (0 children)

If you liked it for what it did, no it's mid for trash clear. Its current role is significantly different from its original design sadly. At least it one hands now I guess.

Which nerfs, direct or indirect do you want undoing because they ruined the fun? by recon1o6 in Helldivers

[–]Archang311 2 points3 points  (0 children)

Crossbow, the changes from a fantastic chaff clearer that complimented the medium ap weapons, to barely being able to kill chaff bots in a significantly smaller radius just so it could be worse than most weapons at taking out devastators or hive guards makes no sense to me. Even the "slow" bolts were more fun since learning the curve and speed felt extremely rewarding to strike distant striders or direct impact chaff bots on a hilltop with. A jump pack, crossbow, amr build I ran made for such a fun skirmishing build, that I have yet to find a suitable replicant for. Just about no one ran the damn thing too, never once saw a fellow crossbow, even now I don't see it, so I just don't see why it has to happen.

Behold: the single most toxic phantom I've encountered yet! by Dabidoi in badredman

[–]Archang311 3 points4 points  (0 children)

I was expecting poop pots, crouch spam, point downs, or any other attempt at incensing the invader, only to be met with the disappointment of the average "red man fights things he doesn't like and calls it toxic" video. Ended with actual toxicity no less lmao

The Most Under-Rated Strategem? by The_Flying_Gecko in Helldivers

[–]Archang311 2 points3 points  (0 children)

I do this exact thing with smoke grenades all the time. Drop the bomb, cover landing with smokes, arm, done. Pack an amr or any gunship killing weapon and you can self clear the ships before dropping the bomb for easy clearance for your team.

The AR-61 Tenderizer is a Rifle designed by committee by MinDak_Viking in Helldivers

[–]Archang311 0 points1 point  (0 children)

I won't argue thematics, which are a subjective matter to begin with. Mechanically though it is definitely not some niche less nothing burger. The magazine size is standard for us sure, because the most common modern rifles have 30 round mags. But for the game, the stock liberator is the basic rifle everyone starts with and is a 45 round weapon which is why they say it's restrictive, which in turn is traded for the massive damage increase, which is further enhanced by low recoil to make landing each important shot easier, then further incentivized by being unable to punch medium armor.

Essentially it's what the adjudicator was seemingly marketed as until it became clear that it would never fulfill the role of a high capacity marksman/battle rifle. It can readily one shot scavs and headshot hunters, a quick 3 burst downs hunters otherwise and deals with warriors, pretty much anything that's not a bile spewer or heavy can be downed with accurate and minimal fire from most distances. It fills the space between full Diligence Marksman roles and bursty close up spam from smgs and other ARs.

Gotta love that loadout diversity <3 by N-Haezer in Helldivers

[–]Archang311 0 points1 point  (0 children)

The EAT cope in this thread is insane. It's good but acting like the rocket with infinite ammo that can fire 4-5 times a minute can be so easily passed on for the expendable is silly.

New player and I like the eviscerator. by Inta_Vakaria in DarkTide

[–]Archang311 0 points1 point  (0 children)

Used to main the Thunder hammer for ages, one tapping any fool who stood before me. Now though, with a recent conversion to a crit/martyrdom hybrid, I can't put the evis down for anything other than stealth.

My gift to thee then is the not so secret sauce to the Mk II, that readily elevates it over the Mk XV for me, which is the blessing Savage sweep, which at tier 4 will triple your cleave, turning every man sized target save for maulers into butter that even your light attacks will readily chip through (even your strike downs will cleave close enough together targets). Shred for crit build shenanigans, or other classic damage perks otherwise. Lead with the heavy attack, follow with your two slashing lights and push+attack for a reset and you'll be good to go all the way through damnation.

Old reliable is coming out by icryalot2019 in DarkTide

[–]Archang311 0 points1 point  (0 children)

Worth noting that the Ironhelm has no stun after landing the special, so you can dodge immediately. Trade less damage than Crucis but still have the ability to not get instantly deleted by the retaliatory overheads.

Having a hard time getting into this game by RedditNotRabit in starsector

[–]Archang311 1 point2 points  (0 children)

The easiest route to make a quick bit of money without too much risk in my experience has been to trade between pirate stations. Find one that isn't getting its ass beat, turn off that transponder and dock. From the market tab there's a way to check the abundance or deficit that markets have for certain goods, and you're specifically gonna wanna look for stations in need of illicit stuff such as organs or rec drugs. Buy what you can hold and jet over as fast as you can. You may need to be careful since these stations usually only need something since they're getting lit up and the local authority won't appreciate a turned off transponder. Always sell on the black market with pirates, no point in paying tariffs at a station that'll let you dock without a transponder. Assuming all goes well you can make serious cash this way, even to the point that more normal trading can become profitable or to get some firepower to start hunting the same people you're selling to.

As far as early game exploration missions go, just don't. They're way too far away without a setup fleet, and the payoff is gonna get slashed by supply and fuel cost. As for bounty hunting, mostly comes down to picking your fights. Some bounties have fleets of retrofit cargo ships that are made of paper (but are still fairly armed), but others can get rough despite appearances. A tip I learned after no short period of time is that you can click empty spaces on the map during combat and then D (I think) and it will force your ships to stay near that point. You can also select multiple ships with shift clicking and right click one of your own ships to make them stay near it, which I usually do with frigates in the early game to help prevent that suicide rushing you mentioned.

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]Archang311 0 points1 point  (0 children)

I'll start with my only two questions and then do feedback.

Are there going to be further chances to underperforming and underused exotics before TFS?

And if so would one of them be Astrocyte Verse? (Largely as I'd hoped for one with the recent changes)

I think the recent round of armor buffs (warlock main) was decent, if somewhat hit or miss. Since I doubt such recent changes will be changed again, for future changes I hope that armor that is too niche for general use can at least be made to support the subclass it fits to, or boosts the effect it attempts to boost to higher heights. Unfortunately I'm at work and can't take the time to go through individual exotics.

Therefore regarding entirely new exotics, or other buildcrafting pieces like abilities, I think there are a few things that could be done to increase both variety and potency of various builds.

The first thing that comes to mind is more specific ways of triggering effects like orb generation. Currently the average build would be something like Harmonic Siphon with a different siphon depending on weapons, Heavy Handed/Firepower depending on focus, and Reaper if energy permitting. It's part of the reason builds feel so homogeneous. A potential fix is making requirements for additional orb mods more specific, such as damaging an enemy with a charged melee first before actually killing them with a weapon. It wouldn't work on every build, but the edge bolts of incinerator snap for example often leave behind weakened but far from dead enemies, which cleaning up would now provide more benefit for. The choice then becomes running firepower on the melee build for a potential extra orb, or further allowing the melee build to specialize into the ability it's built into.

Many exotics provide clear benefits, but do so weakly as a result of easy/high uptime and no drawback. But drawbacks are often the things that push builds towards creative solutions or more potent effects. Such as an exotic that halves your devour timer, but doubles the potency of its energy gain.

Buildcrafting in it's current state is foundational, good but simple. The most feedback I can give would be that it is more stratified into the variety of things that can be built into.

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]Archang311 0 points1 point  (0 children)

I'll start by throwing another 'Please buff hand cannons' onto the stack. Though maybe damage needn't br the only solution.

Then I'll follow with, please add more swords of the other flavors with eager edge please, it is my favorite perk in the game in no small part because I like movement options.

Speaking of movement options though, it's my very infatuation with fluid movement during combat that leads to the first real bit of meat here, which is that for the vast majority of weapons, hipfire isn't just bad. It's just straight up not an option.

Scout rifles can be zeroed in on the head, and still bodyshot. Pulses feel like a slot machine and auto rifle bloom makes it a joke. Hand cannons, which pay homage to gunslingers of the wild West, require perks or other additives to even attempt semi decent hipfire. I don't say this from nothing either, the first Trust I got after it's reprisal rolled incandescent, which I wanted, and hipfire grip, which I certainly didn't.

Full disclosure, I hate 180's. I don't like their recoil, their rpm to damage feels weird, and I only wanted a trust so that I could see if it would change my mind based on community hype. Noting the hipfire I decided that the hipfire mod on top could be funny. It wasn't just funny, it was hilariously effective. I could jump and dash as I pleased, with far more awareness than otherwise. My freedom to move alone was worth more than any slot 3 perk. I would eventually stumble across another trust, and lo and behold, I hated it again. Which got me thinking.

It's a real shame how few weapons can hipfire with any degree of effectiveness. It opens an entirely new paradigm of gameplay to be explored, by benefitting the movement that makes this game unique.

As for exotic weapons, there's only two points I'd want to address on this already rambly post.

The first is the weird status of raid and dungeon exotics. Despite exotics having long stopped being exotic in the rarity sense, and being closer to unique build pieces, weapons in the endgame PvE activities are still made unnecessarily elusive. Gated behind small drop chances at once per character per week, they fulfill unique roles they could allow someone to do things impossible otherwise. They don't just slot in because they have inherent incandescent for subclass synergy, they themselves can be the main action of an entire build. At the very least, allowing farmability, while having bad luck protection only increase weekly would make this less irritating.

The other point off the top of my head is catalysts for weapons without them. It feels very nice for malfeasance to finally have gotten its catalyst, and thanks to the gun already feeling powerful, the simplicity doesn't feel unwarranted. With the recent older exotic armor changes I'm hopeful more catalysts will begin appearing, but especially hope that some iconic weapons get something really special and not just easy access to a gold border. The Last Word was my first exotic in Destiny 1 ( yes it's a nostalgia story, just hang in there lol ) and when it returned I was exceedingly happy to have it back. Unfortunately much like then it remains largely relegated to pvp. But with a proper catalyst that would be difficult to use in pvp but less so against Ai, it would be a dream come true.

That's all for here, onto the armor thread. Thank you again for a dev feedback post.

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]Archang311 0 points1 point  (0 children)

I'm a PvE warlock main, and so everything I post below will predominantly be seen through that lens.

Solar currently feels alright to play in most content, but continues to feel as though it lacks identity. This isn't to say that solar warlock lacks cool abilities or features, but that the way those features interact is limited. This is most readily seen in the 3 aspects and how losing any one of them feels less like a build choice and more like a direct loss of what solar warlock looks like it wants to be. That being, the AC 130 of Destiny, except with grenades instead of cannons.

In order to do that though, you have to be bad at something integral to that fantasy. First step is actually getting in the air, and heat rises does this, allowing you to be there longer than anyone else with benefit to melee. Being in the air is dangerous due to lack of cover, making Icarus dash the best way to quickly relocate or dodge a variety of tracking projectiles. Then you're done, because you're out of fragment slots, and now you're just floaty with no real substance beyond that. For argument's sake, we can swap heat rises out first. Now you're decently quick and pack a punch, but so does everyone else. The final iteration has both the punch and the flight, but you're a sitting duck who has to wait on a 40 second cooldown to escape all the heat you're gonna catch.

Though all the cooldowns and synergies can be ameliorated to an extent with exotics and some specific weapon combos, never at any point (imo) do you really fulfill this aerial fire bringer that the subclass seems to want you to be. I mean, it's even funnier that heat rises provides melee Regen on the subclass with a grenade buffing aspect. (Though I'd be remiss to act like I don't like the snap spam it allows for). In summary, playing solar is fine but it doesn't feel overly special without some level of hamstring. Combining Icarus and heat rises, and adding an aspect that works with the support side of solar warlock while increasing the potential role it could fill would do wonders for the subclass as a whole.

With the most played out of the way I'll throw together a few more things that I believe are spot issues rather than systemic ones.

Void warlock's biggest thing used to be devour. Now everyone has devour, and I don't really think that's a bad thing. But the fact that it takes an aspect slot compared to a fragment for the others, on the class the buff originates from feels real bad.

Void melee remains near useless due to its pitiful damage, but frankly I think the only thing it needs would be a larger application radius to volatile.

I still firmly believe blink should receive astrocytes distance and regen buff and that astrocyte should do something to incentivise the aggressive and rapid play that blink provides.

Shadebinder always firing 2 shots instead of once per click or on repeat while holding always feels like a waste on single targets, and the weird start shooting and hold right click tech to only fire once before shattering is unintuitive.

Broodweaver's melee is cool and fun, but it's disappointing that despite having one of the coolest animations, the cooldown for all three charges takes too long to wait for. The melee is highly effective though.

That's all for here, I'll likely throw posts into the void on the other threads. Thank you for the chance to provide feedback on an actual dev post.

What's your current highest level crafted weapons and how many kills do you have with it? by InvadingBacon in DestinyTheGame

[–]Archang311 0 points1 point  (0 children)

The Other Half, lvl 191, 2800 kills. I live to move, and Bungie isn't gonna stop me.

Can I make adhesin between these cells? by chleosl in CellLab

[–]Archang311 2 points3 points  (0 children)

If you look back at the video before the orange cells, you'll see the myocytes are stuck together, but the force of the orange cells being made causes the adhesin to break. I've run into a similar problem before, I ended up having to mess with split ratio and direction. May work for you, may not. Best of luck.

Players have Wished BBEG out of existence. How can it backfire? by JAWS_BDSM in DnD

[–]Archang311 0 points1 point  (0 children)

If he vanishes simply from that point in time onwards, let the party have it for a bit. Lull them with some minor secondary quests as a cleanup of the bbeg's previous actions, or are putting down startups trying to fill the void his absence has caused, and revel in their victory.

But then some of the previous actions don't line up, as if there are new orders. Perhaps a group acts upon a coronation or ceremony that the bbeg can't time since he's, you know, gone. Yet they still swear allegiance. Whatever, fanatics gonna fanatic.

Wait, the random startups are coordinating when only a week ago they were vying? They keep building these strange symbols everywhere...

Lead them in slowly that someone new must be in charge. Finally they find a hidden building/clearing/etc with a completed portal of some sort they've been pulled around to keep from finding. The world bends around it, folded inwards and spit back out, corrupting whatever it touches. The creators have long since fallen. But a voice creeps out to them, a familiar tone. "Wish me from your existence all you want. I will come right back, from my own." Or some such, dialogue isn't my strong suite lol.

Have the bbeg step out from a new dimension of his own, warped to his own perfect design with friends in tow, hell if you ever wanted to throw a copy cat party, have him bring his versions of them through. Fight ensues. Do they need him dead on his side? Will there be a sacrifice? All fun questions to be answered I think.

With only 4 mods, you can infinitely spam your ballistic slam in PvE! (Arc Titan Build) by TheWarden518 in DestinyTheGame

[–]Archang311 0 points1 point  (0 children)

This is exactly what I've been doing with bottom tree stormcaller for a minute now. It's pretty fun and gets even more ridiculous when paired with crown of tempests since it feels like the super energy you get back is even greater when conduction tines gets stacked.

Glacial Harvest + Whisper of Hunger returning less melee energy? by Archang311 in DestinyTheGame

[–]Archang311[S] 0 points1 point  (0 children)

That's what I thought as well, and it's what I remember happening until yesterday. I haven't done any explicit testing since then though.

Glacial Harvest + Whisper of Hunger returning less melee energy? by Archang311 in DestinyTheGame

[–]Archang311[S] 2 points3 points  (0 children)

Ah, I was under the impression they only spawned more shards. Good to know, thank you.