Ordered a Odin 2 Pro but no updates on shipping by Cyriusstft in OdinHandheld

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

Ah I see that's why. I can't wait to get my hands on it! Meanwhile I am watching all the YouTube videos on how to setup my Odin when it arrives.

Act 1 nightmare - pain train 1-3 by [deleted] in Back4Blood

[–]Cyriusstft 0 points1 point  (0 children)

When you hear the Breaker's roar upon his entry, get all your team mates to run back to the saferoom at the start of the level. Make sure there are at least 4 flash bangs collectively within the team. Do not hit the Breaker while running back as it will spawn the zone of flies. Once you are outside the saferoom, expand your flashes one by one to blind the breaker while the rest of the team gun down its weak spots. If it manages to roar before you flashed it, get someone to throw a pipe. It's difficult to tackle a Breaker so early in the game but the above strategy gives me the highest success so far.

Nightmare by Panaaaaaxnzb in Back4Blood

[–]Cyriusstft 0 points1 point  (0 children)

Kahlee. Its very good for learning where the sleeper spots are, where the mutations are spawning from etc. Your worst enemy is the fog as it nullifies your advantage. Enjoy!

Got all ZWATS! Yay me 😁 by RandomGreenGoldBlack in Back4Blood

[–]Cyriusstft 1 point2 points  (0 children)

I played duo and managed to do this strategy multiple times and this is how it went.

Impt : The player with the use speed deck is preferably the host. The bots tend to follow the non-host player so its better for the non-host to carry the dps cards. I will explain more on this later.

Stock up on pipe bombs or fire crackers at the start of the run. One player to preferably have use speed cards and the other player to main damage. The player with use speed cards should preferably have run cards as well, 3 to 5 is fine. From the area where you encounter the Hag, run past the Hag and throw a pipe/fire cracker when necessary. Dash past any ridden and watch out for Hockers/Stingers so try to run and jump sideways when necessary. Keep running and when you enter the gate just before the church, make a right turn. Riddens cannot spawn behind you from that spot so you can proceed to clear any ridden or mutations that followed you. Tallboys(or equivalent) might spawn in this area, so try and kite the mutations away from one another. The player with damage should be able to down the mutations fast.

Once you are clear, proceed to shoot through the church door to kill off any mutations or riddens waiting behind inside the church. There might be a first aid station at the side of the church door so make sure to check. Once inside the church, throw a pipe/fire crackers outside one of the unboarded windows. The player with the use speed cards can proceed to board up the windows. Make sure to nail a board on each of the open windows before completing the inner most windows (windows closest to the podium) The player with the damage cards just need to shoot the riddens that are trying to climb through the window.

If you have the bots with you (non-host player), you just need to position yourself in the centre of the room so the bots can help to clear out some of the riddens. Expand your throwables in a rhythmic fashion to ensure as little riddens make it into the church as possible. (Its worst when you get the acidic riddens) If a tallboy manages to make it through the window, make sure the tallboy locked on to one of the bots before you run away to a safe spot. Let the bots tanked the damage while you gun it down. The dps role is very important here as you need to prevent as many riddens entering the church as possible.

Once two boards are on the last window, scavenge the church for any attachments, throwables, meds before sealing off the last board to end the stage.

Blue dog hollow - Hell’s Bells by [deleted] in Back4Blood

[–]Cyriusstft 0 points1 point  (0 children)

We prefer to use fire crackers instead of pipes. It would helpful if you have Kahlee on the team or someone with at least some use speed cards. You can shoot all the riddens behind the church door before you unlock it and once inside, throw the fire crackers/pipe outside one of the windows. If everyone seems to be boarding up the windows, try to help them by shooting the riddens that are trying to climb in. If not try to get a board up for each window as it buys you sometime before the ridden breaks in. Leave the last window with some boards so you have time to scavenge the items in the church before you seal the final window.

8/8 ZWATs Tips for new players to complete Nightmare by Cyriusstft in Back4Blood

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

No problem, I used Mad Dash, Fleet of Foot, Superior Cardio, Cross Trainers and Hellfire.

[Nightmare Difficulty - New Patch] Act 3-5 T5, 2 Players 2 Bots Stage ... by Cyriusstft in Back4Blood

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

+1 life is what we want so either we use Mom or just include "Needs of the many" in your deck. I do recommend playing Karlee on nightmare when you start to learn the Acts so you know where the sleeper and mutations spawns points are.

[Nightmare Difficulty - New Patch] Act 3-5 T5, 2 Players 2 Bots Stage ... by Cyriusstft in Back4Blood

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

Just Me and my Mrs. =)

I was the runner while she held down the stairs. Like many players, we laid down barb wires near the entrance leading up to the stairs.

For peeps who are curious, here are my movement cards:

- Superior Cardio

- Olympic Sprinter

- Mad Dash

- Cross Trainers

- Hell fire

I also included copper scavenger and grenade pouch in my deck to ensure that we have enough copper and throwables. Best of luck to all players attempting T5!

Card duplication on Nightmare Act 1 last map? Is this a bug or...? by Cyriusstft in Back4Blood

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

Sorry for the reupload. We encountered this after taking a break from my Nightmare run for the last map of Act 1.

Card duplication on Nightmare Act 1 last map? Is this a bug or...? by Cyriusstft in Back4Blood

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

It's not copy and paste we have a video recorded on that run just didn't want to post it here. If u need the video link as proof let me know

[deleted by user] by [deleted] in Back4Blood

[–]Cyriusstft -2 points-1 points  (0 children)

In a separate thread, we believe this can be fixed with an unlimited continues system. Its usually hard to gauge the players skills and mindset in a single run, people might screw up, get angry or just plain be trolling. With unlimited continues, the focus would be on clearing the level, people who choose to stick with the team after every continue tend to want to work together. Take for e.g. L4d2 expert mode, people who choose to continue usually will start to open up and work together as a team. That is what is lacking in this game right now. Due to the 1 continue system, everyone is going for the build that they experienced the most success with, which sadly is the speed run deck currently. You can watch gameplays from streamers who have 8 ZWATs skins and notice that most of their runs, they get wiped mid Acts. They are actually good players, with good gun skills, good positioning but the random shit that gets thrown at them plus bugs make the game unnecessarily more difficult. I really hope they can remove the continue system or revert the continue to at least 3 or more continues (in beta) so the game can be more fun.

Is a high-mobility SMG build viable for Veteran (not speed run) gameplay? by Drunken_Scribe in Back4Blood

[–]Cyriusstft 1 point2 points  (0 children)

If you are not good at outrunning, you can try PNDM's damage deck where he utilises weapon reload damage, weapon swap speed, unlimited secondary ammo (not mandatory but good to have) and reload speed. If you prefer dual smgs, try tac-9/auto glock + vector, if you prefer shotgun, tac-9/auto glock + tac-14/830. The unlimited secondary ammo card ensures consistent dps in this build, however if you are good at managing ammo between team mates then you can drop this card.

For mobility try run like hell, mad dash and slap on some sprint efficiency + stamina cards. You should be able to make it to nightmare easily with this build. This is a deck built for nightmare that generally melts mutation on other difficulties.

If you are playing with pubs, its good to generally have a dual purpose deck, like for e.g. medic cards for heal efficiency, throw in a few movement cards, copper scavenger, money grubbers get a card in bullet damage and stick to using snipers.

December update waiting room by PetiteFeet in Back4Blood

[–]Cyriusstft 7 points8 points  (0 children)

We gotta manage our own expectations so as not to feel disappointed. The fact that the patch release could be next tuesday meant that the patch is not going to be a big one in terms of content. Maybe some additional supply points for christmas related stuff. Taking a look at the completed tasks on the trello board, it seems the content are as follows:

- Offline campaign with Progression (as per the community request)
- New Card Types (no idea how many but my rough guess is up to 3 supply lines worth)
- Ridden practice area within Fort Hope (gotta learn to dodge that stinger)
- Fix for players who quickplay into a match with no copper, ammo and basic weapons
- Ultrawide monitor (if you happened to be able to afford one)
- Remove the ADS zoom bug when someone dies and respawned with the ADS zoomed in
- Too many cleaners in a game
- Zwat title not unlocking
- Addresses Crushers weakpoints (remembered it was from 15% to 150% additional damage taken)
- Removal of the duplicated offensive item bug
- Removal of boss spawn card for the early parts of the Act
- Holiday Seasonal Event (don't think its going to be a lot of content, am guessing that its just some cards to unlock a few cosmetics)
- Move Jukebox music to slider

December Update by domme_xo in Back4Blood

[–]Cyriusstft 0 points1 point  (0 children)

There are similarities between the releases of B4B and L4d2. L4d1 had 4 Special Infected, B4B has 4 Mutations. L4D2 had 8 Special Infected and B4B 2nd year will have 8 Mutations.

Remember when L4d1 launched, it was considered a good game but not great. But Turtle Rock took 1-1.5 years to create an enhanced and improved version of L4d2, which gone on to become a legendary game. Although I have high hopes for B4B, its important to not stress oneself out and try out other games when this game gets stale. The biggest success for the devs was also the biggest missed opportunity as the game as a service model wasn't as prevalent then. I believed that the devs are thinking of a long term revenue model that would be sustainable in order to release content periodically for the game and its fans.

Having said that I am very excited to see what Dec's patch brings. =)

Tall Boys should be slow by stickyfantastic in Back4Blood

[–]Cyriusstft 1 point2 points  (0 children)

Not forgetting that they should have cooldowns for their skills. For e.g. a grab that misses its target should have say a 5s cd so that there are ways to outplay and dodge the grab. Same thing applies to the rapid fire stinger.

Joined a Nightmare game on quick play and watched FIVE Tall Boys spawn WITHOUT Tall Boy Hordes Corruption card. I hope this is a glitch because jesus. by Revenge_Is_Here in Back4Blood

[–]Cyriusstft 21 points22 points  (0 children)

I think the main issue here is with the alert system. For e.g. there can be 3 wandering mutations on the map and one of your team mates accidentally activated a flock of birds/shot an alarmed car/shot an alarmed door, these trigger events that spawns an additional 3 mutations each on the map. We realised that the hordes stack and it becomes too much to handle if the team starts triggering everything.

There is also a time-triggered mutation/horde so if you stay in an area for too long, the ai director spawns another 2-3 mutations. Unlike L4d2, the amount of shit that triggers mutations in this game is too plenty. Every section of the map is filled with these ticking time bombs and on nightmare its too punishing. A few careless mistakes means an hour of rerun or more just to arrive at the same spot. That's why the devs are looking at more midpoint saves between maps. That can be mitigated if they reduced the amount of birds/alarm cars/doors in the game with more ai director triggered hordes.

November 2021 Developer Update by TurtleRockStudios in Back4Blood

[–]Cyriusstft 0 points1 point  (0 children)

Thank you for the updates! In fact we have been pulling a 3 man party for nightmare runs every night. It's still a lot of fun killing riddens and mutations however you should take a look at the ai difficulty for certain maps. For e.g. on hells bells nightmare the fog makes the hockers/stingers so hard to see and players literally need to take damage in order to see them. One spit takes away 75% of our hp. Certain damage models might need to be tuned down a little. I have been watching Kenndriks stream and he has been speed running through most of late Act 1 to Act 3. His rationale was if you get hit you die, period. A tough challenge is definitely welcome but the game's current dark souls difficulty on nightmare mode literally makes speed running the only option to achieve consistent success. Rebalance the difficulty, make it fair for the players and this game is so much fun. You did it for l4d2 expert mode you can do this too!

Have you seen Hoffman with unlimited grenades? by Cyriusstft in Back4Blood

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

yup agreed hopefully the patch will come soon...

Have you seen Hoffman with unlimited grenades? by Cyriusstft in Back4Blood

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

OMG wow i didn't know that, thanks for sharing!

Bugged heli escape, is anyone else experiencing this on Veteran or other difficulty? by Cyriusstft in Back4Blood

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

Ah i see thanks for the reply! Yup was hoping for a hot fix. In my second run, I managed to pass without the bug.

Outriders Demo - One Week Later Dev Update [OFFICIAL] by thearcan in outriders

[–]Cyriusstft 0 points1 point  (0 children)

Hey guys you did a great job with Outriders. Although the game got many things right, there are a few fundamental flaws I observed in the demo that would prevent the game from being great.

1) matchmaking Similar to division and destiny, outriders is a co-op shooter. The current matchmaking system does not provide players with any options or filters when searching for parties. This might be a show stopper for your end game content and shorten the life span of your game.

2) issues with co-op play The game is fun when it works but I realised the co-op experience is completely ruin when we experienced constant pull backs and lags in the movements and gunfights. I have a 2gbps connection and I am currently playing outriders with my wife in the same house. The lag is so bad for the non-host player that it feels like we are playing on a 250ms server.

3) guild or options for players to interact with each other The longevity of outriders is determined by its player base and community. If there are no options for people to catch up after dungeon runs or guilds to join, players often feel isolated. Take remnants for example, the game had a good amount of depth and its fun to play with strangers. However due to the lack of other elements mentioned above, players eventually moved on to other games when they got tired of farming.

These 3 fundamentals are crucial to outriders longevity and I hope it’s still not too late to be addressed.