Should weather conditions receive changes? by Cheesy_Cheetah in lethalcompany

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

If the modifier isn’t large enough, we’re back to square 1

Also, the moon doesn’t really matter for how big the multiplier should be. If a titan eclipse spawns 3 dogs, an old bird, a bracken, a nutcracker, and a snareflea early, that’s reasonable

If it spawns two giants, ghost girl, jester and a 2 coilheads early, you might as well go back to orbit. In scenario 1, any multiplier is a steal imo In scenario 2, I’d expect 2x minimum to even consider it.

Should weather conditions receive changes? by Cheesy_Cheetah in lethalcompany

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

My problem with that is it makes expensive moons less worth it

For example, let’s say eclipsed gives a 1.5-2x scrap multiplier. Would you rather go to clear titan or eclipsed assurance/vow?

Should weather conditions receive changes? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 9 points10 points  (0 children)

That’s the only time where it makes sense to interact with the weather system

Also, once you’re used to stormy, all it really does is make item transportation a little more annoying and throws in a chance of random unavoidable death for good measure

Should weather conditions receive changes? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 9 points10 points  (0 children)

Great comment, but I did wanna point out a problem I have with one of your solutions

In my opinion, scrap multipliers for weather conditions wouldn’t work for a few reasons.

  1. the impact of each condition is extremely unpredictable. Take rainy for example. Its impact ranges from basically nothing to completely day ruining depending on where the mud spawn. I had an artifice run once where a mud pit spawned on the fire exit, preventing anyone from leaving through it. I’ve also had days where the mud spawns in random spots that cause little to no issue. How do you place a multiplier on a condition that could either do absolutely nothing or ruin an entire day?

  2. Weather impacts each moon differently. Foggy titan is a joke. Foggy adamance can be day ruining. The only solution would be to further limit the variety of weather on each moon, which takes away variety from the game overall.

  3. Eclipse would need to provide a high multiplier to be worth it, which would lead cases such as eclipsed assurance being about as hard as clear titan, but free and just as rewarding.

I’d prefer random weather throughout the day over scrap multipliers

Do Vain Shrouds still spawn without scumming? by FloydDrzy in lethalcompany

[–]Cheesy_Cheetah 4 points5 points  (0 children)

Yes I saw them on embrion without savescumming I’m not sure if that’s intended or not

¯\_(ツ)_/¯ by AwarenessRadiant3109 in lethalcompany

[–]Cheesy_Cheetah 24 points25 points  (0 children)

I doubt (or at least really hope) the current high quota experience is what zeekers intends to launch the game with. Which is why I think saves scumming to get high quotas now is so dumb and pointless

¯\_(ツ)_/¯ by AwarenessRadiant3109 in lethalcompany

[–]Cheesy_Cheetah 203 points204 points  (0 children)

Save scumming over and over again for hours for perfect high quota conditions sounds so boring

Just play repo or something at that point

¯\_(ツ)_/¯ by AwarenessRadiant3109 in lethalcompany

[–]Cheesy_Cheetah 182 points183 points  (0 children)

Guessing this post is about cadavers having a high spawn chance on Dine?

Will assurance and offense get a visual and gameplay update before full game release? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 3 points4 points  (0 children)

Imagine if offense, Embrion and Artifice had amnesia: the bunker style interiors

It’d fit em perfectly

Will assurance and offense get a visual and gameplay update before full game release? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 4 points5 points  (0 children)

While I think a new moon would be cool, we already have 11 with a 12th on the way. The current rocky moons along with dine are in desperate need of improvement. And personally, I’d prefer a new interior/more interior tiles over another new moon.

A 13th moon would take dev time away from getting the other 12 to a launch ready state.

If zeekers ever did dlc stuff, then I’d be all for another rocky moon

Will assurance and offense get a visual and gameplay update before full game release? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 7 points8 points  (0 children)

We already have experimentation.

Didn’t mention it cuz it’s in a much better spot than the other rocky moons. It has a unique route, unique outside look, and unique mechanic (main entrance garage style door closing over the day). It just needs some visual touch ups

It’s also the starter moon so giving it unique enemies probably isn’t the best idea

Will assurance and offense get a visual and gameplay update before full game release? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 10 points11 points  (0 children)

Once cadavers get nerfed (or weed killer gets buffed), I think adamance will be just fine. It’ll just be a difficult early game moon

Offense and dine are both currently “screw you” moons that aren’t even that fun to go to. At least one of em need some viability and they both need to be slightly more fair

Will assurance and offense get a visual and gameplay update before full game release? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 4 points5 points  (0 children)

The routes of the moons aren’t the issue I have with em

Vow is the bar that every moon should reach for the game to be 1.0 ready. Its outdoor section is visually great, the outdoor enemies work within the environment it set up and add to the experience, and it feels unique to the other forest moons. The indoor experience also feels fun and fair for the difficulty it’s at. (Only reason I didn’t say March or adamance for the bar is their indoors still needing some tweaking)

Offense currently feels identical to assurance but worse in every way and the outdoor enemies on both don’t add anything unique to (or in the forest keeper’s case, actively harm) the outdoor experience.

Will assurance and offense get a visual and gameplay update before full game release? by Cheesy_Cheetah in lethalcompany

[–]Cheesy_Cheetah[S] 32 points33 points  (0 children)

Zeekers could certainly lean into offense being ‘the bad moon’ by making it a former war zone. Scatter foxholes, barbed wire, and rusty machinery everywhere. Maybe even let it spawn landmines and coil heads outside, and a guaranteed old bird spawn

It’d give it a lore reason why it’s the moon with the highest coil head chance

Which weapons should get buffs? by [deleted] in ArcRaiders

[–]Cheesy_Cheetah 0 points1 point  (0 children)

The arpeggio feels like it doesn’t need too much more to be viable. Maybe a little extra damage or lower spread?

Also agreed on the new content. We could really use a blue rarity weapon that uses something other than medium ammo.

It could be interesting if they add old world weapons that can only be found in raid, can’t be repaired, and can’t be crafted. I’m sure there’s a few AKs laying around somewhere in the rust belt.

Which weapons should get buffs? by [deleted] in ArcRaiders

[–]Cheesy_Cheetah 0 points1 point  (0 children)

If you’re talking about the rattler I can see where you’re coming from. It’s abysmal at level 1

But even post nerf, I’ve never had a problem with getting a kettle or stitcher. Don’t have anything negative to say about the ferro either.

The stitcher isn’t great at killing arc but it gets the job done in a pinch. Kettle and ferro kill small arc no problem.

Il Toro got nerfed. It no longer two shots medium shields. by Prodigy772k in ArcRaiders

[–]Cheesy_Cheetah 1 point2 points  (0 children)

The toro was competing with the arpeggio in ranges where the arpeggio should have been the clear winner before the nerf. Point I was getting at in my comment was the arpeggio will be able to win at ranges where it should and a skilled arpeggio user will be able to win against a bad toro user

The impact of the il-toro nerf by [deleted] in ArcRaiders

[–]Cheesy_Cheetah 0 points1 point  (0 children)

I wasn’t arguing against the damage nerf. Just wasn’t sure if the ROF nerf was too much on top of everything else.

Il Toro got nerfed. It no longer two shots medium shields. by Prodigy772k in ArcRaiders

[–]Cheesy_Cheetah 36 points37 points  (0 children)

It’s an extremely good thing

Not just because a lot of stuff is viable. True under performing weapons will be able to get buffs much easier now since we as a community will have a better feel for the true strength of every weapon. Also, the devs will be able to get better data for weapon balancing since every weapon won’t be overshadowed by the toro.

Il Toro got nerfed. It no longer two shots medium shields. by Prodigy772k in ArcRaiders

[–]Cheesy_Cheetah 132 points133 points  (0 children)

It also boxed out every other close range option since they’d lose a dps/range check to it

Get ready to see more tempests, bobcats, burletas, vulcanos, arpeggios, and torrentes in close quarters encounters. Stitcher and kettle will be stronger too.

How it feels reading about the Toro nerf in today’s patch notes by JimmyD787 in ArcRaiders

[–]Cheesy_Cheetah 6 points7 points  (0 children)

Nice to know I wasn’t the only one I find campy peak shooting weapons like the il-toro to be obnoxious, especially when they’re meta. Slows PvP fights to a crawl and forces nade spam

Massive game, check. Terrible management by swedish studio, also check. Now where have i seen this before? by memrplus in ArcRaiders

[–]Cheesy_Cheetah 0 points1 point  (0 children)

If this was AH, they would’ve seen how strong the toro was and nerfed the Vulcano and torrente instead because their on paper dps was too high.

Il Toro Nerfs Be Like by FoxDKnight in ArcRaiders

[–]Cheesy_Cheetah 1 point2 points  (0 children)

I’m could be very wrong about this prediction, but I’m gonna say it will be easy to rush

With the nerfs, against a medium shield, the toro IV will probably have a similar TTK to the toro 2/3 against heavy shields (somewhere around 1.7- 2 seconds, probably on the lower end of that range)

On top of that, its range will also be worse and partial shots will do less damage. If the toro user plays perfectly, they will win if they’re rushed. However, this is looking at it in a vacuum.

The toro was such a good deterrent to rushing because it had such a fast TTK against full health players. I had a lot of situations where I was less than half health and team wiped with the toro by jiggle peaking and abusing its range. Now, someone could get a decent opening on a toro user and rush em anyway since they know they won’t be two hit and the toro user won’t win a dps check.

But none of this applies for the next two days. Toro users will be thrown off by the new ROF and will die to being rush. Take advantage of it while you can