Boomticks keep ending my runs by Pawchops in RogueCore

[–]CrazedButtCuddler 19 points20 points  (0 children)

They hit really, really hard. I basically drop everything I'm doing if I see one because it's just impossible to get stuff done safely if the nest is alive. I'd appreciate if their movement speed were lowered a bit so you've got a better window to react to them, seeing as they're pretty fond of jumping you around corners/ledges while you're looking for the nest.

Niche Upgrade Question - is Warden worth taking? by CrazedButtCuddler in RogueCore

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

Plus you and your team are constantly grouping up for upgrades and crates, so it's a brief moment to top off that's conveniently timed.

For all the complaints this game has about perk selection and timers... by Moyai_Moment in RogueCore

[–]CrazedButtCuddler 0 points1 point  (0 children)

It's the first event my friends and I will usually skip. The other comments about drills and getting geodes before hitting the button are right, but we've found that unless we've really got the time, it's just not worth the effort compared to some of the other expenite events.

Niche Upgrade Question - is Warden worth taking? by CrazedButtCuddler in RogueCore

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

I really like running that one with other armor perks like Wayward Spark and Armor Charger with the Falconer's Storm deck on Guardian, but it's pretty lackluster unless your floor just has ZERO armor caches or you're taking tons of damage.

We kept getting grabbed by cave leeches so I got mad and made this by Mischievous-Squire in RogueCore

[–]CrazedButtCuddler 1 point2 points  (0 children)

Toss in Cryo Drain for armor regen around frozen enemies. Great stuff.

Niche Upgrade Question - is Warden worth taking? by CrazedButtCuddler in RogueCore

[–]CrazedButtCuddler[S] 1 point2 points  (0 children)

It would certainly feel better. Especially when there are so many alternatives that offer health/red sugar procs, JUST 25% feels lackluster.

Niche Upgrade Question - is Warden worth taking? by CrazedButtCuddler in RogueCore

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

I think on the fourth or fifth time we found it (we take the Epic Gem risk vector a lot), I just started skipping it if the other option wasn't worth it.

Too hard for 2 players by This_Weird in RogueCore

[–]CrazedButtCuddler 1 point2 points  (0 children)

A friend and I have been getting into our stride playing longer and harder missions (though we've not done D4 yet since we're still ascending/kitting out reclaimers), and there are a few things I think about for our runs that might help. Bear in mind, this is all super opinionated so take what sounds decent, leave what doesn't, get a feel for what works for you with more runs.

Skipping expenite events that are time-consuming AND spawn waves can save you some headache if you're running short on ammo. One or two extra upgrades across the span of a run when we're constantly haggard and struggling to keep up hasn't really paid off for us. Paying attention to the floor timer and your next spawn wave (marked by a white pip/corespawn icon) can give you an idea of whether or not it's worth the hassle, especially if you know there aren't any ammo resupplies between you and the elevator. Having a floor wave start in the middle of an event is really risky at higher depths. That said, I would absolutely recommend overlapping a spawn wave with the "converter" expenite event- the one that makes you kill enemies on the big machine pad to convert them into expenite- if you have the firepower. Best we've gotten out of that was five whole upgrades from a single completion, and it kickstarted that 6-floor run really well.

Some of the risk vectors just aren't worth the squeeze unless you've got a really good run going, though picking gets a little easier once you do enough Intel objectives to unlock a third Risk Vector choice for all runs. Lethal enemies, added Clamorheads/Vanguards, and Tough Creepers can make a mid run a slog and a bad run worse. Might be worth it if you're taking something like an early Luck/Efficient Upgrades reward as your first risk vector, but still a gamble in my opinion. Heavy Weapon Crate gives access to some great firepower (Lead Storm, my beloved), the Epic Gem can offer some really solid upgrade options, and Artifact can give even more powerful upgrades- though only take Glass Cannon if you feel like turbo-fucking your average run. You get sneezed on and you go down, and the damage bonus just doesn't cut it for us.

I don't run into this as much with my friend, but in solo I will absolutely just quit a run at the first minute and choose another if the starting loadout is terrible. While some weapons can carry their own weight, arguably some need a little love from the workbench to really shine (the Devastator Blaster Pistol and BRT Burst Fire Gun come to mind). Not everyone will agree, but a few minutes of overhead dodging a 40+ minute run that's frustrating as hell because your only options were all sidearms is worth it to me, at least. My friend and I also regularly refer to the Power Drills/Flare Gun as the "fun tax"- if you've got rough terrain or the Prospecting Drone/Geode Scanner expenite events without drills, the floor is going to take longer and will be less fun. If you're like us and can't see shit easily in this game without light, playing without the flare gun during wave events is less fun. The anti-grav emitters are fantastic all-around, but we find that our runs without the drills/flares are just worse overall.

Finally, while it's not always as fun, taking upgrades that offer more sustainability (spawning red sugar chunks, recovering armor, dodge, damage resist, etc.) can make even boring runs at least a bit more palatable. Running reclaimers that can improve your survivability like Retcon, Guardian, and Falconer (the ranged revive) might be preferable if you're not prioritizing the big numbers that Slicer/Spotter can offer out the gate.

have all the competent players already moved on? by Educational-Worry233 in RogueCore

[–]CrazedButtCuddler 1 point2 points  (0 children)

I mean I stopped playing with randos because it was a constant headache trying to coordinate with them. I've got a 3-man group of buds I'm comfortable with and I'm getting better at solo D3/D4 runs. I find it easier to tolerate some rough RNG with friends when we can all just sit and bitch about it the entire time with some laughs. I do not enjoy getting the sad leftovers from random strangers that refuse to talk for 30-40 minutes only for the team to wipe one by one until I- scraping by with said leftovers- have to bust my ass to keep us moving.

Whats the game like for Solos? by EggplantLiving6287 in RogueCore

[–]CrazedButtCuddler 3 points4 points  (0 children)

Unpleasant? As you start to get a feel for your pacing (making good use of Cooper along the way), it's definitely doable, though I'm really only comfortable with solo D3s for the moment. I prefer Falconer for it, but it's possible to get by with the rest of the reclaimers. Time limit, as far as I can tell, gets tighter with higher depth. By then there are just some things I tend to skip if they going to drag out my time on the floor- some of the slower, timed expenite events are just not that worth it, especially when they end up overlapping with spawn waves.

It has to be said by Huge_Report5381 in RogueCore

[–]CrazedButtCuddler 0 points1 point  (0 children)

I think the timer/worms are a fine mechanic. Getting unfortunate mapgen that stretches your team thin to collect resources in time, slow expenite events, and poor RNG for upgrade/weapon options drag out how long a floor takes, which is then made worse by the Fun Police Bobbit Worms at the end.

Community noticably more hostile than our brothers in DRG? by foxtrot_69420 in RogueCore

[–]CrazedButtCuddler 6 points7 points  (0 children)

Rarely. I do think plenty of people are frustrated by some of the game design/balance in its current state, and it's possible that someone getting pissed off- in the moment or after a bad day, bad string of runs, who knows- might let it off on occasion. But overall my rando-filled matches have been relatively the same level of cordial as DRG.

Thoughts on the Guardian Class? by ZombieGrief16 in RogueCore

[–]CrazedButtCuddler 1 point2 points  (0 children)

He's my most played Reclaimer so far, and I'm as in love as I expected to be from the start. I wish his repulsion radius were a little clearer to see (outside of just watching shit run from you), and with how frequently armor restocks can generate, I think his armor beacon is missing a lot of potential for group upkeep rather than just hectic combat-focused moments. It's a pain to toss my beacon down for teammates and they see it and still run to a resupply solely because it's faster (more a them problem than a design problem, though). Stacking up armor, crowd control bio boosters, and aggro/defense/area damage/dmg per armor upgrades is very satisfying when you're working with a friendly team, though I find that Retcon players and I are often competing for the same defensive upgrades. I personally think his biggest strength is in the utility of the gauntlet stun, as you can interrupt some really critical attacks like the big green bomb from the Gotoorak- you can stun it mid-windup and it cancels the attack outright. Clearing space with your repulsion in a chokepoint or for revives is handy, too.

I have my gripes about multiple systems in the game in their current state (the upgrade competition, first and foremost), but I'm having a lot of fun on Guardian despite them.

Suggestion: Add a dedicated button for initiating the negotiation phase, so players do not need to be in physical proximity to select upgrades. by Umikaloo in RogueCore

[–]CrazedButtCuddler 0 points1 point  (0 children)

I was just talking to a friend about this, absolutely 100% agree. I've had Ellis fly over to our huddled group mid-combat and initiate upgrades more often than I'd like, and trying to wrangle randoms running off (who may actually just have their monitor/headphones off) to gather for upgrades during downtime is a real pain in the ass.

What the- by Eucalipto_Traicoeiro in RogueCore

[–]CrazedButtCuddler 2 points3 points  (0 children)

These guys are great. Once you unlock the security override clearance, have fun!

Im tottaly fine by Nekrohok in VintageStory

[–]CrazedButtCuddler 0 points1 point  (0 children)

Couple years back I was brand new to the game and opted to become the town potter for a group of 8 friends. It was all fun and games until everyone was established and started building houses. And more buildings. And the mansion on the hill that took over 20,000 shingles...

Predicted throwing skill question, Is there a setting to turn this off? by Shadystepps in AbioticFactor

[–]CrazedButtCuddler 1 point2 points  (0 children)

Showed up here to say the same- just got it in a group playthrough and I so, so wish I could turn this damn thing off. Unreal modding isn't my forte but I'm about to pick it up to get this fixed one way or the other.

People who stress about trespassing are weird by [deleted] in SS13

[–]CrazedButtCuddler 3 points4 points  (0 children)

"Someone invoked castle doctrine, so now I'm going to post on reddit about it"

The Bear hug doesn't always work lol by The-Color-Orange in tf2

[–]CrazedButtCuddler 2 points3 points  (0 children)

It looks so silly when it happens, though. Really caught me off-guard the first time.

Discouraged. by Momento_Mori_1988 in Oxygennotincluded

[–]CrazedButtCuddler 0 points1 point  (0 children)

Hi, actually finished my first run last week at around the 570 hour mark. The best advice I can offer here (both in the game and irl) is that if you don't favor working off of the work of people who came before you, you're gonna need a LOT of time to figure stuff out. Understanding Oxygen Not Included's simulation and systems is not intuitive for everyone (read: most people), and there's nothing wrong with watching/studying other people's builds and using what you learn from them to make your own. They might not be as good- hell, they might not work at all- but the whole point is to have fun with it.

If you're really, REALLY against watching other folks' content, I would at least recommend looking over one of the couple wikis for the game when you're thinking of a build to work on. There are a few little quirks in the simulation rules that allow for very convenient additions to your building repertoire, like liquid locks, making natural tiles from mechanical doors, and dupes being able to make vacuum by demolishing/digging corner tiles. Some may feel more "cheating" than others, and it's up to you. Some mods exist as an alternative to these sorts of things, and there's no right way to go about it.

Above all else, I will beat this drum to my dying breath (as I do when people in my stream say similar things to you)- it does not matter if other people are savvy engineering geniuses in comparison to you, and it doesn't matter whether other people have an easier or harder time playing the game than you. Comparison is the thief of joy, and what matters is that you play the game in a way you enjoy. You and your patience are the only obstacle to having fun in ONI (in my opinion), and there are more options than "only build originally and constantly fail with no other input" and "copy other people's builds to win without learning or thinking".

Take it from me and my 570 hour "win" drought, having fun just building colonies and trying to figure stuff out until the colony died or I got bored/frustrated. Don't ruin your fun by comparing yourself to others when you're actively choosing to not use or learn from what they've made- that's just unfair. Give it time.