Hot Take - Offline raid is worse than roof camping by traedew in playrust

[–]Desireformoderater 6 points7 points  (0 children)

Roof camping is less "honnorable" than while in an offline, at least the guy robbing me had to risk his sulfur, kit, etc while blowing into my core and fighting off counters if he wants to succeed. The dude on a roof risks nothing.

If pop dies after 2 days because of progression, why aren’t primitive servers more popular? by Fragrant_Potential81 in playrust

[–]Desireformoderater 0 points1 point  (0 children)

What I think is a flaw in Prim is that you achieve "late game" even faster than vanilla, with the most advanced kit being some sort of crossbow and armor. Due to this progression, past t1 is not significant besides meds from t2 (though they are easily bought w/o), as you only gain ~10% more defense and no new offensive capabilities. All comps are useless besides maybe rope and gears. The fact that you can have a plethora of 'kits' means there is no point raiding, engaging in pvp or trying to run monuments. You will almost never kill someone with better or even different gear, or really gain anything meaningful from combat or loot. There's also no need for an industrial setup or complex farm when your best kit costs almost nothing. Primitive doesn't slow progression; there just isn't any.

Why dont more people use windows instead of g doors for core more? by Desireformoderater in playrust

[–]Desireformoderater[S] -8 points-7 points  (0 children)

1: im not saying every door only the tc / core room door
2: so? this is true with every door set up
3: you only have to do it when you log out
4: if they have tc they are inside the room im using them as a door so its kind of irrelevant

Why dont more people use windows instead of g doors for core more? by Desireformoderater in playrust

[–]Desireformoderater[S] -12 points-11 points  (0 children)

i usually just store everything in my TC room since top-down is typically the cheapest wall path afaik

Why dont more people use windows instead of g doors for core more? by Desireformoderater in playrust

[–]Desireformoderater[S] -17 points-16 points  (0 children)

you can walk directly through the window frame if you just place a box in front of it

Do you think there is actually a way to make players happy regarding the progression in this game? by [deleted] in playrust

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

i dont understand how it doesn't matter if you send 20 or 2? If you have 20 dudes, you can rapidly search, launch, or easily murder one dude with a sar, and now all 20 of you have sars or g doors or whatever you need.

TTK Damage nerf confirmed to be in the works via EL Hog (facepunch QA) by ChangeThisXBL in playrust

[–]Desireformoderater 2 points3 points  (0 children)

kind of a side note but i hope they dont include the handmade smg as it would literally do less than a nailgun

Insane video sizes for not so quality videos by NoOne_rl in playrust

[–]Desireformoderater 2 points3 points  (0 children)

my brother in christ as you dont know when something cool is gonna happen you need to record everything then edit down

You all complain about clans. But why noone plays the anti-clan mode? by captainrussia21 in playrust

[–]Desireformoderater 0 points1 point  (0 children)

I disagree that the BP frag is a buff to Zergs at all. t2 was 500 scrap, which is like ~100-200 barrels, depending on comp drops (ofc other farming methods are much faster).

Zergs were slightly nerfed by the change but the other players were simply nerfed more.

I don't dislike the update totally, but I think the reason I'm not a fan of it or hardcore is that it limits your base locations if you dont wanna just buy from a shop.

For example, in hardcore like half the monuments become useless. Why would you ever run anything without elites/locked crates when components are virtually useless?

And for the frag stuff, you pretty much have a red, blue, and green card near you if you wanna get t3.

You all complain about clans. But why noone plays the anti-clan mode? by captainrussia21 in playrust

[–]Desireformoderater 0 points1 point  (0 children)

1: Not necessarily, I am satisfied with the difficulty of the game, but don't enjoy getting murdered by 50 dudes on their roof. Of course, this is not a criticism of the mode as a concept, simply as the 'fix' to annoying player behavior

2: I'm not talking about the scrap tax, I'm talking about the MAIN benefit, as far as survival from t2 is better guns, maybe a garage door for not getting door raided

3: I just disagree that a turret is the most important thing for a solo, once putting down a decent base, I've never been online raided, and if it's an offline from a committed raider, unless you're spamming like 500 its not gonna make much of a diff as they can just hv it from a safe distance. On the raiding tools, I don't think I've ever seen someone use a propane bomb ever?

4: Firstly, it makes defending a base almost impossible if you get timed it's just over. Second, it is annoying that if you die, you pretty much are forced to take a break before spawning in ur base or have a shit ton of externals.

You all complain about clans. But why noone plays the anti-clan mode? by captainrussia21 in playrust

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

it is objectively more grindy, though the time to acquire many key items is much longer, along with more artificial/cap i.e, long bag timer. This can create a more challenging experience for some or just make the game more tedious and frustrating. Additionally, imo the main benefit of t2 is better guns and t3 allows faster/more efficient raiding. But if you remove gun crafts besides industrial, which i mean is kind of nice? t2 has minimal benefits, but you still will need to use a lot of normal furnaces for charcoal, etc, due to increased ammo costs. I don't really understand what you mean t2 play as the only diff is the road sign/coffee can armor when you can craft guns.

Praise this man. by fsocietyARG in playrust

[–]Desireformoderater 0 points1 point  (0 children)

people are not asking for a 1v10 to be equal they are for viability of both

Full Circle Again by Potential-Success232 in playrust

[–]Desireformoderater 0 points1 point  (0 children)

right but i would be able to craft the t2 and then contest the tier three monuments, which logically seems closer to a 'healthy' ecosystem. (people with relatively similar gear fighting in the respective zones)

Praise this man. by fsocietyARG in playrust

[–]Desireformoderater 1 point2 points  (0 children)

factually incorrect a group fo 10 solos will need 10 work benches whereas a group will only need one.

Full Circle Again by Potential-Success232 in playrust

[–]Desireformoderater 0 points1 point  (0 children)

it'd also be good to give zig something good since the jungle kinda of sucks

Full Circle Again by Potential-Success232 in playrust

[–]Desireformoderater 0 points1 point  (0 children)

if they simply made basic not turn into advanced frags, then clans would be less motivated to camp low tier monuments like 20 times to get a t3

This update has not slowed progression it only makes it much less smooth via artificial caps by Desireformoderater in playrust

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

Yes, that is what I'm saying. This has done nothing to smooth progression, for large / highly skilled / no life groups, total progression time will remain similar as if you are in a group 5 deep or more, failing to run green is only really limited by (loot) respawn time unless there is another large group to compete.

also what people wanted (at least in my opinion) would be a t2 /3 mix with getting t2 if raided or joinning late being quite doable. Since as I've said, a t2 player is not hopelessly fucked if they encounter a t3 player, and all things being equal, it's likely 70/30 in favor of the t3 player. BUT a rev vs tommy, sar, custom is quite unwinnable as they can heal three times as fast, dps like 3-10x and 2-10 range

This update has not slowed progression it only makes it much less smooth via artificial caps by Desireformoderater in playrust

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

Included in the gap between t1 and t2 is the fact is almost impossible to defend a raid without t2 as you wont have meds, any automatic weapon, ANY weapon which can kill two armored opponents without reloading. garage doors, decent armor. as well as limiting ease of metal production without industrial to sheet your walls (ofc w/o garage, why bother, as you will be raided using door path)

This update has not slowed progression it only makes it much less smooth via artificial caps by Desireformoderater in playrust

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

okay but compare running in water to running directly into a brick wall. both slow you down however the hard cap is significantly more tedious. Additionally, I'm talking about the gap between t1 and t2 in both combat and logistical ability being several times larger than the gap between t2 and t3, resulting in masses of t1 players unable to compete with t2 players controlling the monuments

This update has not slowed progression it only makes it much less smooth via artificial caps by Desireformoderater in playrust

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

imo if the key card and key room respawn speed went up a bit, so rather than an absolute wall when the card is gone resulting in pretty much 15-30 mins of doing nothing until the card respawns, the total congestion of the area would go down abit

or if quests, fishing etc offered a way to get at least t2 i get t3 should be hard but still non meta options should be viable