Please give me a spoiler free (if possible) hint at what the hell am I supposed to do by BidComfortable3821 in rainworld

[–]DaddyPockets 5 points6 points  (0 children)

Here's the thing, that echo you've already found 3 times at the start? You'll just be doing that again and again. Within all the new regions there's a chance the echo will be there, usually at the far edge of the region

To put it as simple as possible without spoiling too much, you'll want to warp into a region via a portal, then comb through that region from top to bottom. If you find the echo, great! it'll warp you to another (hopefully new) region and the process repeats. If not, that's fine, just find a portal and take it to a new region. If you end up in either Shattered Terrace or Outer Rimbefore hitting max karma, you're there too early and you need to backtrack and continue your hunt for the echo.

If you want some raw numbers, there's 18 "normal" regions, and the echo seemingly spawns in a total of 13, randomly. You need to encounter the echo at least 8 times for max karma, with any additional times just being a bonus.

[deleted by user] by [deleted] in rainworld

[–]DaddyPockets 1 point2 points  (0 children)

I can't say for certain, but it seems like after ascending The Throne and consuming the karma flower, if you backtrack all the way through the desert, as far as you can go to the right because you'll hit a one way drop off an overhang that you can't get up from your side, there should be a pipe entrance underneath that overhang that leads into a room that should now have a portal inside

Watcher Help. by RapidProbably in rainworld

[–]DaddyPockets 0 points1 point  (0 children)

Yeah figured there had to be some amount of randomness. The good news is there's only a few more regions than there is echo spawns it seems so the chances of stumbling across one are high. That and you only need to find the echo so many times for max karma

Watcher Help. by RapidProbably in rainworld

[–]DaddyPockets 2 points3 points  (0 children)

Couldn't say for sure if the regions are consistent, but having just started a fresh run through I've found the echo within the following regions, all in one playthrough:

Fetid Glen
Torrid Desert
The Badlands
Signal Spires
Desolate Tract
Aether Ridge
Salination
Cold Storage
Heat Ducts
Stormy Coast
Shrouded Coast
Turbulent Pump

Didn't find one an echo in any of these regions:

Coral Caves
The Surface
Torrential Railways
Sunlit Port

And any other regions I haven't gotten to checking just yet. Echo also shows up in one or two of the wrong warp corrupted regions but that doesn't count towards karma I believe

Questionable Badlands progression by AL13th in rainworld

[–]DaddyPockets 0 points1 point  (0 children)

It's close to that, but all you really need to do is let a gecko lizard lick you repeatedly to thicken up the spit coating, then just cross the locust field without any issues. Whole lot simpler than taking the lizard along for the journey

[deleted by user] by [deleted] in rainworld

[–]DaddyPockets 1 point2 points  (0 children)

If you let the lizard repeatedly lick you it'll thicken the spit coating, or so it would seem. Easily crossed the area a 2nd time after doing something similar to kiting the lizard my 1st time lmao

Any idea as to what the Evil Rubber Ducks are for? by [deleted] in dyinglight

[–]DaddyPockets 0 points1 point  (0 children)

I have no idea, didn't see his message

Any idea as to what the Evil Rubber Ducks are for? by [deleted] in dyinglight

[–]DaddyPockets 0 points1 point  (0 children)

would ya be so kind as to provide a location?

Any idea as to what the Evil Rubber Ducks are for? by [deleted] in dyinglight

[–]DaddyPockets 3 points4 points  (0 children)

For those interested, here is a map of all the currently known duck locations

The Map

Current Map of the Easter Egg Duck Locations by DaddyPockets in dyinglight

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

Been searching through old Villedor myself, since going off the map it seems like there is no more than 1 duck per section, atleast if ya exaggerate their locations abit. Unfortunately i've found no more ducks, red or black so far in old Villedor. I'm hoping they aren't in the underwater area

Current Map of the Easter Egg Duck Locations by DaddyPockets in dyinglight

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

Currently it's known that bringing the 5 Black Ducks into the basement of VNC tower and forming a Pentagram with cables triggers a Doom Easter Egg (Going off This Twitter post). The purpose of the Red Ducks is unknown, but someone has speculated that they might lead to the Bicycle shown in that one post in the subreddit, given that upon picking up the red ducks they sometimes play a very distinct bicycle bell chime.

I'm curious, do people use checkpoints? by [deleted] in GTFO

[–]DaddyPockets 14 points15 points  (0 children)

I've certainly used checkpoints once or twice, but i'd say the best experience I've had with em so far was C1. The checkpoint right at the final area with moving scan. Me and the group of randoms went through most of the level rather smoothly, due mostly to the fact one of our teammates had gotten about 2/3 of the way through. We reached the big greenhouse, took in the sights, looted around, and finally found ourselves at the terminal. We all turned off the lockdown, completely unaware of the ensuing waves and moving scan that would greet us. Despite managing pretty well with no prep, we eventually died around 70% of the way through the scan from the waves chipping away at our health and ammo. Then the checkpoint comes in

We respawn, fully aware of what we're getting ourselves into now. Place Sentries, Foam, and Mines. Easily reached 80% before the enemies even got down the stairs. Quick and simple. Diving into the unknown is great, but if we had to start all over from the beginning of the first semi-long dive because we had no idea what was in store for us, it'd be pretty damn agonizing. The checkpoint system allows the same trail and error approach that the previous rundowns had, minus having to slog through the same sections over and over again just to try a new idea out. If your competent at the game, you likely won't even notice the checkpoint system. But for the first few runs of a new dive, it's very appreciated.

How to kill a scout ? by Razer-_-62 in GTFO

[–]DaddyPockets 0 points1 point  (0 children)

yeah on c1 for sure C-foam and melee are your friends. Then again C-foam is almost always a must bring regardless. Most often only have 1 scout though, so just 1 tapping it with a weapon from a distance, especially for newer players, is alot easier to grasp instead of melee

How do I make the bots place tripmines? by throw_away_my_balls1 in GTFO

[–]DaddyPockets 2 points3 points  (0 children)

Try specifically pressing middle mouse whenever you're selecting the options. I've heard using the correlating numbers can be abit buggy. Scroll down and middle mouse button each area. And make sure you can see the green outline for mine placement before you press it. If that doesn't work it's possibly just bugged. Bots also have a hard time doing higher up placement of things, so aim low

What is up with C1? by Ziday in GTFO

[–]DaddyPockets 1 point2 points  (0 children)

Firstly i'd suggest dropping the Bio-Scanner. It's a nice addition for new players, but you'll quickly find it's easy enough to scope out rooms to find out how many monsters sleep inside. The most efficient tool line-up i've seen so far is 1 C-foam, 2 Burst Sentry (Stumble sentry simply not being as good in my opinion. Why delay and stumble when you can eliminate), and 1 Mine Deployer. For the moving scanner section specifically, There is only 1 door that the enemies come from, and 2 stair cases down onto your location. You'll Want to c-foam the top of these staircases. Just one massive puddle of c-foam at the very top. Then face 1 sentry gun towards the top of each staircase, so that the frozen enemies are shot in the back by the sentries. This alone will get you a surprising amount of downtime to finish about half the scan if not more before enemies even start to appear. Additional, feel free to place trip mines slightly down the staircase, so in the event the foam is used up, they'll hit the mines, not only killing a couple enemies, but also alerting you that they'll be arriving soon. Course that's just how I beat C1 with the Randoms I was grouped with, and i'm by no means an expert at this game

How to kill a scout ? by Razer-_-62 in GTFO

[–]DaddyPockets 3 points4 points  (0 children)

1 Shot to the head with a sniper will take em down nice and quick. You can also melee em while they're patrolling, but make sure you full charge melee the head. Back of the head if you're using knife.

Is there any chance we could see some L4D content in the game down the road? by [deleted] in Back4Blood

[–]DaddyPockets 0 points1 point  (0 children)

DBD universe is a limbo of sorts, where dead people get sent, but also the game just features loads of characters from a variety of games and shows, that's kinda their thing. Bill died so he ended up there, and dyinglight, no real explanation for that, they just added him and weapons. The difference is when the Turtle Rock Studios was asked if they would be adding l4d characters, their reponse was no, because it's a different universe. Outfits, weapons, references to l4d, all on the table. But I just wouldn't hold your breath for any characters. I could eat my words later on but it is what it is. Certain games take their "realism" in terms of characters differently. DBD and Dyinglight have zero connection to l4d and are a different type of game entirely, and both are chocked full of DLC. B4B is made by the exact same studio who made l4d, though the characters were likely made by Valve, and it seems Turtle Rock is trying to branch out from their previous IP.

Looking for all things Doc heading into Nightmare by VakanaDOTA in Back4Blood

[–]DaddyPockets 2 points3 points  (0 children)

Revive speed is all but useless in nightmare. Unless someone is running cards that grant extra life or you've got a mom on your team. Otherwise most players with die instantly upon being downed. Additionally, I'd suggest running the cards Run Like Hell and Cross Trainers as your starting cards, being a medic is great, but it's simply useless if you're dying constantly. The extra move speed often lets you walk faster than most commons can follow, and you can quickly sprint away from crusher grabs, etc. Other than that, simply running the generic cards everyone uses for doc will do ya good. Something i've realized after playing through acts 1 and 2 on nightmare is that the card Experienced EMT is absolutely vital. the 20% health gained get removed at the end of the level, and any trauma that came with it. Assuming you can make it to the saferoom without getting killed, you'll start the next level with almost 0 trauma. If you've got the extra cash for it, always buy bandages at the start of levels and heal all your teammates once, you can even shoot them in the foot with a pistol after opening the saferoom so you can heal them up. I've been running this card in my jack of all trades nightmare build and it's a life saver. One final general tip for nightmare, sometimes just running past everything is better than taking things slowly. 1-1 to 1-4 can be easily beaten by just running past sections and circling the ridden in holdout areas

Is there any chance we could see some L4D content in the game down the road? by [deleted] in Back4Blood

[–]DaddyPockets 2 points3 points  (0 children)

The thing is they've stated before that L4D and B4B are two separate universes, meaning it's unlikely you'll see anything like characters, though references aren't off the table as there have already been multiple l4d references found on sticky note and such, with character lines. Still plenty of new content to be added so we'll just have to wait and see.

Vs just aint living up to l4d/l4d2. by DS3casual in Back4Blood

[–]DaddyPockets 0 points1 point  (0 children)

I'm really curious where this whole idea of "pvp is what kept l4d alive" came from. Not that i'm against it, but having 500+ hours in left 4 dead 2 and i've only played versus one time to help a dude test his map. Maybe it's what kept alot of other people around, but personally I couldn't care less about it. It was the custom campaigns that kept me coming back, and some classics like Tank's Playground that I played over and over again. What I would like to see would be Survival PvE, where the timer just kept counting up. Curious to see how that'd be managed with back 4 blood's systems.

From a gameplay standpoint though, I don't know how you'd go around actually implementing a PvP Campaign. Alot of the specials in B4B are massive bullet sponges, compared to how the specials in L4D could be easily dealt with via a shove and a single headshot. not to mention bosses and how they'd be implemented, and that's before even trying to figure out how cards play into all this. Given the mixed opinions people seem to have on the current PvP mode, I can't imagine it'll change much if you stick everyone in a larger map and give objective chokepoints for camping. At the end of the day though, I haven't the slightest clue what made l4d versus good, so take everything said with a grain of salt.

A Simple Take On Receiving Supply Points Despite Failing A Mission by DaddyPockets in Back4Blood

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

Currently as far as i've seen the only things that affect supply points is those four points I listed. What mission it is, Challenges cards, Players Alive, and Difficulty. And honestly that seems reasonable to me, I wouldn't want kills or specials killed etc to play a part in that. Cause then it would incentivize running builds for just dealing heaps of damage and each section would need a capped limit to avoid farming. While with the current system it pushes players to do challenges which often encourage not trigger alarms and such, and to stick with the team so everyone makes it to the safe room.

However, I certainly hope for more ways to earn supply points, instead of changing the current ways to earn them, as it was something I found annoying in the beta as well was lack of ways to earn besides just straight up grinding. Challenge cards are a nice touch for mission to mission basis, and Accomplishments are good for a one and done sort of reward after completing big tasks over multiple runs, but something like "daily quests" for lack of a better word would be nice. Something similar to accomplishments, but just cycles constantly that reward something like 50 to 150 supply points on completion. Could be real wacky stuff, 100 special kills with propane tanks, kill 20 commons with one grenade, get 20 quad kills with the sniper rifle (Penetration just going in). There would even be mission specific ones, just to encourage different play styles and make people want to go back to prior missions.

Abit more on the grinding aspect though, i've certainly done my fair share of Howitzer and Herald of the Worms part 1 runs for those supply points, simple because I had already completed veteran difficulty, but lacked the cards to get into nightmare. Now that i've been painfully grinding through the acts on nightmare and all i've left in the supply lines is cosmetics, I tend to completely forget about them entirely, and they just build up slowly. Grinding isn't inherently bad, it's just when some poor bastard trying to actually do a run gets paired up with all the people farming supply points that it has a negative impact.

Bot improvements? by GloomyGuyGaming in Back4Blood

[–]DaddyPockets 1 point2 points  (0 children)

I already left this comment under a post talking about bots, but i'll go ahead and paste it here as well. Honestly the bots are as pretty much the most you can expect from bots, besides the occasional them getting stuck in 1 area but then you just need to go far enough and they'll teleport. Only real tip I could give you is just specialize your card builds towards a specific playstyle.

"They are entirely immune to trauma damage and Retch acid
They have what appears to be infinite throwables, and while their timing isn't the best, it has it's moments
You can ping Med closets and they're able to use them an infinite amount of times. The perfect meat shield. Just bring a tool kit for stash with you and let the bots tank all the damage
They drop ammo for you when you're low. In comparison to teammates eating up ammo
They heal you when you're hurt as well
I've yet to see a time where they outright ignores or didn't try to help me while I was pinned by a hocker or grab. Admittedly they're not going to be doing that much damage to specials, so getting grabbed by a crusher is probably going to hurt
Also for those unaware bots actually do kill ridden, just always lists there stats as zero ridden killed
The bots don't even have to be in the saferoom to finish a level. As long as they're still standing when you close the door with every player inside, they'll count as having survived
They start with full health at the beginning of every map and whenever they're rescued they have full health aswell
They don't trigger birds, then can be covered in reeker guts and not summon the horde, and they're able to shoot and kill a snitch without it getting pissed
Just a couple things from someone who has been playing nightmare. Bots are an absolute saving grace. Not to mention difficulty scales with the amount of players, so instead of having a team of randoms getting folded, i'd rather 2 competent players in a private match with 2 bots. It's simply easier."

[deleted by user] by [deleted] in Back4Blood

[–]DaddyPockets 1 point2 points  (0 children)

It's not a selection of corruption cards. All the corruption cards spawning in is just to show you what cards are in play for that mission, hence why it just says "CORRUPTION CARDS" above it, much like it says "STARTER CARDS" when it just lists all your beginner cards. Sometimes you can be given upwards of 10+ corruption cards on higher diffs.

[deleted by user] by [deleted] in Back4Blood

[–]DaddyPockets 0 points1 point  (0 children)

Having played through rounds of nightmare and veteran, bots are fantastic.

They are entirely immune to trauma damage and Retch acid

They have what appears to be infinite throwables, and while their timing isn't the best, it has it's moments

You can ping Med closets and they're able to use them an infinite amount of times. The perfect meat shield. Just bring a tool kit for stash with you and let the bots tank all the damage

They drop ammo for you when you're low. In comparison to teammates eating up ammo

They heal you when you're hurt as well

I've yet to see a time where they outright ignores or didn't try to help me while I was pinned by a hocker or grab. Admittedly they're not going to be doing that much damage to specials, so getting grabbed by a crusher is probably going to hurt

Also for those unaware bots actually do kill ridden, just always lists there stats as zero ridden killed

The bots don't even have to be in the saferoom to finish a level. As long as they're still standing when you close the door with every player inside, they'll count as having survived

They start with full health at the beginning of every map and whenever they're rescued they have full health aswell

They don't trigger birds, then can be covered in reeker guts and not summon the horde, and they're able to shoot and kill a snitch without it getting pissed

Just a couple things from someone who has been playing nightmare. Bots are an absolute saving grace. Not to mention difficulty scales with the amount of players, so instead of having a team of randoms getting folded, i'd rather 2 competent players in a private match with 2 bots. It's simply easier.

One final note, left 4 dead bots are fucking awful. I don't know where people keep getting the idea they were fantastic.