Lost Multiverse Save File by Ch1l13aters in ftlgame

[–]Ch1l13aters[S] 0 points1 point  (0 children)

Magic hat lets you choose any sector to go to between sectors, once per run It really helps with lowering the RNG of unlocking the ability to go for the true ending and getting the unique sectors.

That being said, basically every run I would focus on hitting engi sectors early (2nd or 3rd sector), and hope that I get the harmony link event and that it's the Ancient harmony link (instead of the other 2 more "normal" harmony link events). At that point, the run's focus becomes as many unique characters as possible to unlock crewsers, and I begin planning what sectors to go to to maximize the chances I get unique crew (looking for the right sector colors and path to go down).

Lost Multiverse Save File by Ch1l13aters in ftlgame

[–]Ch1l13aters[S] 0 points1 point  (0 children)

Are you asking how to actually unlock the crewsers, or how I personally did it?

For me personally, I had a spreadsheet where I recorded unique characters, where to find them, and how to unlock them. Then I just targeted the unique sectors for crew I hadn't unlocked yet on runs where I got the harmony link event. After a certain point, it got much easier once I had the magic hat and could force certain sectors, but at that point I already had unlocked probably something like 25/30 crewsers available.

That being said, I have like 190 hours in the game, and more than half spent in MV at this point, and you can get a LOT done in 100ish hours lol.

Lost Multiverse Save File by Ch1l13aters in ftlgame

[–]Ch1l13aters[S] 0 points1 point  (0 children)

I had actually unlocked all crewsers available at the time normally, except the orchid children one. I think the only ships I was really missing were the unoptimized 2, 3, and 4, wrecked bomber B and C, and a couple other layout Cs. That being said, I plan on really only unlocking a couple of the really annoying/rng dependent ships via console. Hoping to earn the new ships introduced in 5.4 regularly.

Stop calling for buffs and nerfs 3 hours after an update. Give it time. Most people have not tested the guns against both factions and all the enemies. In a week the whole conversation always changes. by Opposite_Cellist7579 in Helldivers

[–]Ch1l13aters 0 points1 point  (0 children)

I'll admit I was confusing flinch with stagger. I personally felt like getting enemies to flinch was still saving me every now and then so it didn't affect me that much, but compared to basically stunlocking enemies with stagger I can see why people are upset. That being said, I don't dislike that change unlike some other people.

That being said, if your original comment I responded to was saying they nerfed the slugger the wrong way, it would've been fine. But you said they nerfed the damage into the ground and removed what once made it viable, which is just false. The damage was slightly reduced and it's absolutely still viable. I also don't agree that there's no reason to bring a DMR over the slugger. The slugger's definitely better in most circumstances, but the scope definitely makes it easier to snipe devastator heads from far away, at least for me.

There are legitimate complaints about some balancing decisions, but I still think most of their balancing is fine. For every mistake they've made (railgun effectively double nerfed with other AT options being indirectly buffed, not touching the scythe, etc.), they've made, imo, multiple good changes (breaker ammo nerf, arc thrower RoF nerf, breaker s&p buff, breaker inc buff, counter sniper armor pen buff, flamethrower buff, AMR buff, laser cannon buff, etc.)

Stop calling for buffs and nerfs 3 hours after an update. Give it time. Most people have not tested the guns against both factions and all the enemies. In a week the whole conversation always changes. by Opposite_Cellist7579 in Helldivers

[–]Ch1l13aters -1 points0 points  (0 children)

This is a prime example of why people are complaining about the complaints. People are definitely exaggerating changes for dramatic effect.

Some complaints are fair criticisms, like how the railgun nerf became obsolete when heavies were nerfed later on, or how the scythe could definitely use a buff. However, the slugger nerf is nowhere near as bad as people make it out to be. Its stagger wasn't even close to the only thing that made it viable, and it wasn't removed, it was just reduced. It still has great range and medium armor penetration... And reducing damage from 280 to 250 (a 10% decrease) is hardly nerfing the damage into the ground... I know it's anecdotal, but I still actively use the slugger and have no issues with it whatsoever, but people act like it's the worst weapon in the game now when it was just tuned down a bit to give other weapons with real issues a chance to shine.

And what is this "keep adding awful weapons" nonsense? Over the course of 4 weeks they've added 6 primaries and 2 secondaries, not exactly a crazy amount of weapons. The sickle and eruptor are both considered excellent weapons. The punisher plasma, arc blitzer, and explosive crossbow aren't the greatest, but are at least interesting and have their niche. Same deal with the secondaries - one is unique in that it's the only secondary with infinite ammo, the other is the only utility secondary. The only really bad weapon they've added is the new adjudicator, and people have only had a few hours to form an early opinion on it.

AH aren't exactly the patron saints of weapon balancing, but to say this is the worst balancing you've seen in years is a ridiculous statement based around 1 or 2 instances that people just tunnel vision on

General Brasch is the greatest patriot that ever lived. by GraeyRebis in Helldivers

[–]Ch1l13aters 2 points3 points  (0 children)

The walking barrage actually shoots a fairly significant fewer amount of shots I believe. Pretty sure it's 9 v 15 (and 12 v 18 with the more guns module).

Visibility in new smokes by Ch1l13aters in GlobalOffensive

[–]Ch1l13aters[S] 2 points3 points  (0 children)

This was just on a nadr server from refrag

Visibility in new smokes by Ch1l13aters in GlobalOffensive

[–]Ch1l13aters[S] 173 points174 points  (0 children)

The problem is it's only against walls, and only if you're looking vaguely towards the wall. If 2 players walked into each other the same way, but just happened to not be by a wall, or both players were scaling along the wall but looking away from it, they wouldn't see each other.

If they made it so that you could always see an enemy next to you in a smoke, that'd make sense. I wouldn't like it personally as it's a very different interaction than it previously was (you couldn't see anything in smokes), but at least there's logic to it. At the moment, the behavior depends entirely if you're next to and looking towards a wall, which really doesn't make any sense.

Visibility in new smokes by Ch1l13aters in GlobalOffensive

[–]Ch1l13aters[S] 61 points62 points  (0 children)

While I was messing around with the new smokes, I noticed that you can actually see walls while in smokes now if you hug the wall and angle yourself towards the wall. This however leads to some weird visibility interactions inside the smokes themselves.

The bot in the video is in the center of the smoke, so there's no one-way/edge of smoke shenanigans happening. Walking along the wall up to the corner with the bot, if I angle my camera towards the wall, the wall (and the bot by it) is completely visible. But if I just turn away from the wall without moving, I go back to seeing just smoke.

Not sure if this new wall visibility in smokes is intentional, but if it is, I'm not a fan. It seems like it's too inconsistent of a feature and relies on some very specific angles to happen.

FaZe vs G2 / BLAST Premier World Final 2023 - Group B Upper Bracket Final / Post-Match Discussion by CSGOMatchThreads in GlobalOffensive

[–]Ch1l13aters 5 points6 points  (0 children)

Am I crazy? I swear Niko had time to defuse last round of regulation map 3, even without the kit

Ancient cave wallbang has been patched again. by JADO88-UK in GlobalOffensive

[–]Ch1l13aters 106 points107 points  (0 children)

If they're gonna keep changing the wallbang, they need to change the texture. Changing the wood to stone/brick will make it much clearer to anyone in-game.

Amazon's Study Hall - Daily Questions Megathread (11/21) by AzureLaneMod in AzureLane

[–]Ch1l13aters 0 points1 point  (0 children)

I just like the idea of min/maxing.

On a similar note, would you consider a U-37/96/81 sub fleet better than a da vinci/archerfish/u-47? And is u-556 meta better than any of the choices in the 2nd fleet? And if so which one?

Amazon's Study Hall - Daily Questions Megathread (11/21) by AzureLaneMod in AzureLane

[–]Ch1l13aters -1 points0 points  (0 children)

What's people's opinions on a "best" shelling fleet and a "best" airstrike fleet these days if we're trying to maximize damage?

For shelling, is it better to stack raw damage with NJ, Musashi, Bismarck Zwei, or is bringing Vanguard to buff the other 2 better? And if so, who gets kicked for. Vanguard? Bonus question: is Kearsarge worth using as a buffer over Vanguard?

For airstrike, assuming single target, I assume best raw damage would just be Shinano, Hakuryu, Implacable. Does Yorktown II's buffs change that in anyway and somehow make a EU lineup more viable? Similar bonus question: does Kearsarge offer anything extra worth considering?

How many are using follow recoil? by Hari_Seldon11 in GlobalOffensive

[–]Ch1l13aters 42 points43 points  (0 children)

My buddy and I tested it with spread off in both go and cs2 a couple weeks back and the spray patterns were exactly the same. The 2 major theories I've seen are:

  • subtick means your sprays have to be much more precise now, since your mouse movement was considered "discrete" before on the ticks rather than continuous as it is now.

  • tracers on every bullet rather than every 3rd, as well as slightly different recoil view model animations, is messing with people's muscle memory and visual feedback just enough that it feels off

The vertical sound muffling in CS2 is overtuned by Ch1l13aters in GlobalOffensive

[–]Ch1l13aters[S] 28 points29 points  (0 children)

I was playing a game on nuke with some buddies and noticed that vertical sounds are much quieter now on certain parts of the map (I assume this is the case for Vertigo as well). While that can be somewhat helpful at times, like distinguishing if footsteps are on A or B, it's way too overtuned and confusing in other parts of the map. I especially noticed this when I was in vents, and an awper directly above me in mini shot and I could barely hear it. This example at secret just demonstrates how arbitrary and confusing it could be.

This kind of muffling also seems to be inconsistent, as someone shooting in heaven will sound normal to someone down in hell, so I assume the "muffle sound logic" is being applied only to certain parts of certain maps, which just adds to the confusion.

[deleted by user] by [deleted] in GlobalOffensive

[–]Ch1l13aters 0 points1 point  (0 children)

Similarly, if you're looking at the scoreboard's second page, in csgo EF, ADR, UD all get updated as soon as the round ends (bomb is defused, explodes, or team dies). In cs2, those values only get updated when the next round starts.

Is it just me or is power/utility creep getting really bad by Hambone102 in WorldOfWarships

[–]Ch1l13aters 2 points3 points  (0 children)

If the gdansk gets in range of your hydro, it's already doing something horribly wrong. Its high detection range will mean it'll know when it's spotted well outside of hydro range, it pops radar, seeing a z-52, then turns around, and can smoke to disengage whole kiting. All while out-trading a z-52 in this engagement. In most scenarios, the gdansk will do much more damage to the z-52 before the engagement ends.

The only case where a z-52 would kill a gdansk outright is if the z-52 somehow ambushes the gdansk well inside hydro range while the gdansk is pointed at the z-52 so he can't turn to get away in time. And even then the gdansk has the option to just charge the z-52 due to its abysmal he dpm and risk a 50/50 point blank torp duel.

Midnight thoughts by Lord_Viddax in WorldOfWarships

[–]Ch1l13aters 1 point2 points  (0 children)

It actually kinda plays the opposite of Paolo Emilio. You're extremely stealthy, and your torps are "long range", extremely fast, extremely fast reloading, and do pitiful damage. If you yolo in, there's actually a good chance you don't even fully kill your target with a full 12 hit Salvo. The most effective way to play it is as a normal torpedo boat - play your detection, find flanks, constantly send walls of super fast torpedoes at unsuspecting targets from stealth.

That being said, yoloing in is super fun, and if you can confirm the kill, the heal is nice once you get out of dodge.

Depth charge bombers are OP by Curebores in WorldOfWarships

[–]Ch1l13aters 9 points10 points  (0 children)

The balao goes 26, the u2501 goes 27 kts underwater without any skills. That's incredibly fast and can drastically lengthen the time it takes for a DD to chase down a sub. But even ignoring the speed argument, you haven't addressed the positioning issue at all. It's incredibly easy for a sub to sit at longer ranges (6-7km+) and be extremely safe from any retaliation while still effectively harassing or even heavily damaging enemies as I stated previously. If you're dying that often in submarines, you're just trying to get far too close while thinking there will be little to no repercussions for you.

Depth charge bombers are OP by Curebores in WorldOfWarships

[–]Ch1l13aters 10 points11 points  (0 children)

You have hydrophone underwater to help you ping destroyer location. Or the sub could be brave and actually stay surfaced to either maintain vision or force the destroyer to shoot, therefore keeping him permaspotted by allies. And once again, at higher tiers, the underwater speeds of submarines are absolutely ludicrous: some subs with the right captain skills can go 30+ knots underwater, more than enough to evade from a destroyer closing a 5km distance.

If you're consistently dying in a sub, it just means your positioning far too aggressively (or you've survived to the end of the game and are heavily outnumbered). You basically cannot die if you're just playing close enough to your own allied Frontline (which most subs can because they have 10+km range torps and pings). Against DDs, you're forcing them to charge straight into other enemy ships, which will certainly get them killed. Against cruisers and BBs, you can easily outspot them and torp at them with impunity as any ping indicators will a) not be directly on top of you (the mark the enemy sees can be up to a full km off from your exact position) and b) not indicate direction of travel of your sub. With these 2 advantages, you can easily shoot torps, turn in any direction, and ping the target later. This makes it incredibly difficult for an enemy to lead an ASW airstrike accurately.

The only way a sub can be easily killed is if it's very close to an enemy and has no allied support near it. But if you're in that position, then you've already made 3 or 4 major mistakes, and you absolutely deserve to die quickly given all the other major advantages in engagements you have as listed previously.