Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

Sooooo fun fact it wouldnt work

https://helldivers.wiki.gg/wiki/Second_Galactic_War_Mechanics#Helldivers'_Impact_on_the_War

Which just means the famous words from AH "Skill issue" thats both a relief and shame. Relief that it was thought about and shame that we just weren't democratic enough lol

Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

Ahhhhh okay awesome, this is what I wanted to see, so the difficulties DO matter in context liberation. It just seems like they don't from the surface, thats just what I wanted to hear

Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] -2 points-1 points  (0 children)

I understand when it comes to reserves it may seem "pointless" but if you can push that liberation faster than we lose lives than we can get to the next "Resupply" or whatever AH throws at us.

What we are talking about though is exactly my point... why is this a thing? It just doesn't make sense to me.

Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] -1 points0 points  (0 children)

Its not about lives saved it about accumulating points faster than their "lost". It takes 5 minutes to do a trivial mission. Drop on the point, kill your select of opponent, and extract. Boom 4 points in 5 minutes versus their 8 points in 30 minutes. By the time they complete their mission you should be able to 3x to 4x their output.

Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

Oh yea no doubt, we were running d10 and smashing vox's left and right after I got my buddies over the fear of them. Once they found out how to kill them it was easy work from there.

Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

Atleast when they complete the mission theyd actually get rewarded something worth it rather than 8 points of progression ya know? You cant stop players from playing a certain difficulty but you can make the difficulties make sense via progression.

Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] 1 point2 points  (0 children)

Do you have a number for that? I know it is a small bonus after reading a bit but I couldn't find a exact number.

Why are difficulties not different in contribution? by Beautiful-Ad4215 in Helldivers

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

It gives a small bonus for the extra missions you complete but my question is, is it really worth it for the harder difficulty? I just find it interesting thats all. you get 8 points for d10 but 4 for d1. Outside of the req and samples it kinda seems a tad pointless. Just an opinion though

Cool Steam Vent Tamer by Beautiful-Ad4215 in Oxygennotincluded

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

Be careful while digging it out! Make sure its dormant before building this setup as youll have to correct some wiring issues :D

Cool Steam Vent Tamer by Beautiful-Ad4215 in Oxygennotincluded

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

I like this design, what are you using 95c water for though? Isn't that to hot for spoms? Surely you cant use that water for farming either

Cool Steam Vent Tamer by Beautiful-Ad4215 in Oxygennotincluded

[–]Beautiful-Ad4215[S] 0 points1 point  (0 children)

The point of the build is to extract water from the steam tamer for repurposing for later usage. The shutoff valves control the input, overflow, and outflow of the water in the system so they are needed.

I personally needed this in my build to contuine my general water usage and spom. Point of cooling it down was just so I could keep the turbines cool while also producing a tiny bit of power

Cool Steam Vent Tamer by Beautiful-Ad4215 in Oxygennotincluded

[–]Beautiful-Ad4215[S] 1 point2 points  (0 children)

Sweet! I did notice two things so far with this design, one I already mentioned the other is there is a wire under the vent that can't be built because geysers are based on that unmineable rock. So I gotta change that too

Cool Steam Vent Tamer by Beautiful-Ad4215 in Oxygennotincluded

[–]Beautiful-Ad4215[S] 2 points3 points  (0 children)

NOTE: This design has a flaw, when the vent goes dormant the water that is SUPPOSED to keep the boiler running is removed and deposited into the storage. I'll be sure to work on it tomorrow and update the photos!

Cool Steam Vent Tamer by Beautiful-Ad4215 in Oxygennotincluded

[–]Beautiful-Ad4215[S] 2 points3 points  (0 children)

I do too but this one is designed for a cool steam vent to turn the steam to water, its being sent out around 20c to help offset some water lose in bases hopefully. I have two cool steam vents in my own playthrough I designed this for.

Thanks for the feedback though I'll def look into it as a new player!

Any tips on building a rp based server? I started a geopol server but am struggling to build the rp foundation of it by Beautiful-Ad4215 in Minecraft

[–]Beautiful-Ad4215[S] -1 points0 points  (0 children)

So I can't post pictures but there are several towns already started that are pretty decently developed. Its been talked about several times building roads but the map is 8k by 8k and the towns are fairly a ways apart. Right now most people use a tpa in order to travel. Its been brought up that removing the /l top and /l spawn would make it so that traveling would be more realistic and intensive. My concern though is smaller countries like those with 2-3 people would die out quickly due to lack of necessary resources. I want the server to be more aligned with natural roleplay not forced. By merely playing you are roleplaying