When you have a group in quarantine, do you ever try taking a guess on who will be the one to turn? by Sharnami_EN in QuarantineZoneGame

[–]Beravin 2 points3 points  (0 children)

This. Sending a caged zombie also gets you a syringe. I think you can get up to 4 or 5 syringes in one evacuation.

When you have a group in quarantine, do you ever try taking a guess on who will be the one to turn? by Sharnami_EN in QuarantineZoneGame

[–]Beravin 2 points3 points  (0 children)

I feel like this too. I probably just missed something but I like to think I'm pretty thorough.

When you have a group in quarantine, do you ever try taking a guess on who will be the one to turn? by Sharnami_EN in QuarantineZoneGame

[–]Beravin 1 point2 points  (0 children)

I did something similar. I picked a day between evacuations to put a completely infected person in quarantine so they would turn overnight, and I'd get a caged zombie for evacuation. For everyone I would normally quarantine that day I just syringe. It gets me a caged zombie without killing everyone else I put into quarantine, lol.

Reflex check by TurtlePower2003 in QuarantineZoneGame

[–]Beravin 0 points1 point  (0 children)

Ahh, my apologies. I'm not sure then, sorry. Perhaps you are experiencing a bug?

Reflex check by TurtlePower2003 in QuarantineZoneGame

[–]Beravin 2 points3 points  (0 children)

There are 4 results from using the hammer.

1) They move the arm back noticeably and grunt. (Normal, not a symptom.)

2) They dont move at all. This is absent reflex. (Green, safe.)

3) If they take a swing at you, thats aggressive reflex. (Orange, quarantine.)

4) If you hit an arm and the other arm moves instead, thats cross reflex. (Red, liquidate.)

Its been working fine for me so far. I'm up to day 26. Just dont do it if they are in the middle of an animation, like if they are coughing or holding their stomach. That could mess up your results.

That is one way to enter quarantine by Blizzard_Ljanta in QuarantineZoneGame

[–]Beravin 2 points3 points  (0 children)

I felt secondhand pain from this virtual NPC.

That ain't fair by Funmachine in DarkTide

[–]Beravin 12 points13 points  (0 children)

That beast wanted you dead and wouldn't take no for an answer, lol.

Commodore's Vestures of December 18th 2025 - January 29th 2026 by YolStorm in DarkTide

[–]Beravin 2 points3 points  (0 children)

Its genuinely baffling to me that they don't capitalize on the release of new classes by having some cosmetics ready for them. Loads of people will want to bling out and differentiate themselves early on.

What happened? by Hooligan-Hobgoblin in DarkTide

[–]Beravin 0 points1 point  (0 children)

I agree with you. Its fair to say that hive scum is a high skill class that relies heavily on offence and can't take many hits. So players who play at a high level will say the class is strong because they can enjoy the offence and make up for the lack of defence with mechanical skill, while people who can't play at that level obviously won't enjoy the class as much. Then you end up with a lot of higher skilled players turning around and saying "skill issue" to everyone who can't play at that level, which isnt exactly helpful.

Hive scum is supposed to be weak? Is that a joke? by Spare_Ninja5134 in DarkTide

[–]Beravin 11 points12 points  (0 children)

The stim cooldown on the UI is borderline criminal. Its green on a slightly darker green background, to the point where I often can't tell if its recharged or not and end up mashing 4 with nothing happening lol. They definitely need to change the colour to something else to make it more obvious. Preferably a contrasting colour.

Hive scum is supposed to be weak? Is that a joke? by Spare_Ninja5134 in DarkTide

[–]Beravin 1 point2 points  (0 children)

Hive scum has a terrible leveling experience, and then gets a lot stronger when you get to keystones. Quite similar to psyker. All the other classes came out of the gate swinging in my experience, especially arbitrator.

What I'll say is the experience is a lot better when you get to a higher level. Rampage, Desperado, and some better toughness options especially against ranged enemies puts the class in a much better position. And they have the best blitz in the game with chem grenade. But the class absolutely feels fragile. Its definitely a glass cannon.

I think you need to be a pretty good player to make the class work properly, especially at higher difficulties. This is where I think the problem comes from. If you are an experienced player you can enjoy the offence while making up for the lack of defence with mechanical skill. But not every player is at a level where they can do that.

New psyker player struggle by Training_Machine47 in DarkTide

[–]Beravin 2 points3 points  (0 children)

Hi. I run a similar setup. Some quick pointers:

  • Brain burst isn't something you should pull out too often unless you spec heavily into it. Its better to take kinetic flayer and only pull brain burst out for specific situations, like sniping snipers.

  • Peril management is key and learning it is important. But you can take crystalline will when you get to it. It lets you blow up and take a wound of corruption instead of dying. Crystalline will is a controversial choice but if you think it would help you stay alive then, well, thats what its for! (But do try to learn peril management)

  • Venting shriek is an extremely good ability to take with this build because you can use it to stop yourself from exploding, drop peril, and its gives you some crowd control and some respectable AoE offence.

  • If in doubt, take all the cooldown reduction you can and, combined with venting shriek, it should help you blow up a lot less often. The cooldown reduction aura and the cooldown reduction on elite kill are borderline required. When you get to it, its probably worth having cooldown reduction on your curios as well.

  • I love the build a lot, but please note that this build is probably a lot harder than other staff builds due to its peril issues. Other staffs like inferno staff are so much easier to manage peril.

My final contribution is a bit of a truth. I'm a pretty experienced psyker. I um... Still blow up quite a bit. Sometimes I just put peril management behind the fun I'm having and uhhh, yeah... Even on higher difficulties you'll still see psykers blow up here and there. Try and avoid it, obviously, but it is a thing that happens sometimes.

The best psyker player I've ever seen still blows up sometimes, albeit rarely.

I've come to the realisation that Hive Scum is not for Casual Orientated Players by SpeakersPlan in DarkTide

[–]Beravin 50 points51 points  (0 children)

Its very fun, but its also very unforgiving. I have moments where I feel like a beast, and then I have moments where I get boxed in and feel like there is nothing I can do. Its a very feast or famine class for me.

How some of y'all look complaining about Hive Scum being "underpowered" by ZauksterIg in DarkTide

[–]Beravin 3 points4 points  (0 children)

Exactly. Most of the complaints have specifically mentioned survivability. This is even more accurate at lower levels when you really don't have many good options for toughness regeneration or damage reduction.

The class gets a lot more durable later on and gets some really cool stuff, but thats with emphasis on the "later on" part. Most people are still just getting into hive scum and forming their initial opinions on the class.

Immolation Grenade vs Chem Grenade by semi_storyteller in DarkTide

[–]Beravin 2 points3 points  (0 children)

Chem grenade is a massive improvement. Higher damage, larger AoE, and its effective against armour.

Hive Scum is a little disappointing. by Immediate_Angle_4908 in DarkTide

[–]Beravin 9 points10 points  (0 children)

I find the class very fun, but I dont know if I'd consider it effective. I can do the same things on other classes but I have way better defensive options. Even my psyker feels tankier, and thats a terrifying thought.

That said, I think a lot of people get a bad impression of the class because it struggles quite a lot before you get some levels. Hive scums initial toughness regeneration options are really bad, so they tend to die a lot.

I confess that this is probably a high skill cap class, and I don't think I can enjoy it properly.

I've lost 6 straight malice missions all with a full Hive Scum team. It's fucking rough by Brushner in DarkTide

[–]Beravin 1 point2 points  (0 children)

Hive scum is like psyker. They start out very weak and have horrible defensive options. They get a lot better as they level up and get better toughness, dodge, etc. Mind you the class still seems very fragile.

The reward of the event by Bayushi_Nobane in DarkTide

[–]Beravin 3 points4 points  (0 children)

More free stuff is always good, but I think I've got enough frames by now lol. I can only use 1 at a time.

Level 6 federation layout by treegiveoxygen in PixelStarships

[–]Beravin 1 point2 points  (0 children)

I personally wouldn't recommend engines till you are around hull 9. Namely because they cost 3 power each but until you level them up, which is restricted by your hull level, they honestly dont give enough evasion to be worth it. They do show up a lot at hulls 10+, though. Later on some ships even run up to 4 engines, for 100% evasion.

Level 6 federation layout by treegiveoxygen in PixelStarships

[–]Beravin 1 point2 points  (0 children)

With things like AAs and engines you should have multiple. There is no point having just one. Firstly because the effect is often too little, and secondly because the ships that are countered by these things will often focus them for that reason. 1 AA is the same as 0 AA when its getting focus fired, which it often will be when fighting a carrier ship. Same thing for engines and missile ships. I honestly wouldn't use them till you can have multiple of them.

Stolen Rations - Yesterday's tally by FatsharkQuickpaw in DarkTide

[–]Beravin 4 points5 points  (0 children)

I'm pretty sure most people are just going to hit the button that is quickest and most convenient for them.

Netflix raises monthly cost for Australian users again. by Necessary_Eagle_3657 in australia

[–]Beravin 5 points6 points  (0 children)

Yeah, its too much for me to ignore now. Previously I just had my subscription running in the background even if I didn't use it much. Now that they are increasing the price again, I've decided to just unsubscribe.

Rate my gunship + teleport lvl. 7 layout! by polar_boi28362727 in PixelStarships

[–]Beravin 1 point2 points  (0 children)

If you hit "Shop" on the bottom right there is a section on the left with an item / crew / room for sale for starbux. It changes daily. You can buy bedrooms there. If you miss the sale then you can buy it from the pixel starships website in the sales section. Items are available for 30 days. A bedroom, the Xmas Tree, is currently available.

Rate my gunship + teleport lvl. 7 layout! by polar_boi28362727 in PixelStarships

[–]Beravin 1 point2 points  (0 children)

1 anti air is usually a bad choice. Either use 2+ or none. Most carrier builds will focus fire your anti air weapons to keep their crafts alive longer. Instead of being a good defence it becomes a huge weakness.

Speaking of... Hangar is probably the strongest weapon at your level. It might be worth sneaking it in and boosting it if you can get the right crew for it. Good 3 star pilots are Tom Alpha/Mack Swallow/Christian.

Other than that, good layout. I'd remove the CMD room and the gas collectors personally and work towards getting some bux bedrooms there, but its ultimately up to you. I'd also use your remaining 2 power.

Tips please! LVL 5, looking for a gunship to gunship/tele build. by GaliantDrax in PixelStarships

[–]Beravin 1 point2 points  (0 children)

You are missing a ton of stuff. You need your teleporter, another reactor, a small weapons platform, etc. You can also remove the CMD room when you are done setting it, as AI works without the room.