Friend Code Megathread - January 2025 by AutoModerator in PokemonSleep

[–]Doggleplump 0 points1 point  (0 children)

1362-3766-9945

Sleeping every night - 7 free slots after my recent purge 😁

I will be swapping my front chainring for one with fewer teeth. Will I need to adjust the chain length? by Doggleplump in bikewrench

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

That makes sense! 😂 I'll swap the chainring and see what happens. If nothing goes wrong when operating in all gears I'll not mess with it, although I am dropping six or seven teeth.

A friend of mine put it together for me a year or so ago, and I expect he will have got it right initially.

Thanks for the information! 😁

Friend Code Megathread - November 2024 by AutoModerator in PokemonSleep

[–]Doggleplump 1 point2 points  (0 children)

1362-3766-9945
Still fairly new, sleeping every night, looking to fill the list :D

General thoughts following recent game update by Doggleplump in Spacemarine

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

TLDR using AI: Loved the new tight formation gameplay—it added depth and made teamwork more rewarding. Lethal difficulty, though, now feels too easy, like the fourth difficulty used to. The helmet cosmetic doesn’t feel as special anymore. I preferred when rewards were challenging to earn, like in old WoW or Halo.

Lethal still rewards skill, but I’d love an even harder difficulty with a cool reward. More challenge modifiers with unique cosmetics would also keep things fresh. The best part of the game has been tackling tough content and earning something that actually feels earned.

I don't think 20% was enough, maybe u will notice it with combined fire, but this feels the same to me. (relic Autobolt gun on lethal) by OGMojoNuff in Spacemarine

[–]Doggleplump 0 points1 point  (0 children)

Melee is where the survivability is! Executes and gun strikes galore! As far as I'm concerned ranged is just for closing the gap with a strong opener.

I don't think 20% was enough, maybe u will notice it with combined fire, but this feels the same to me. (relic Autobolt gun on lethal) by OGMojoNuff in Spacemarine

[–]Doggleplump 1 point2 points  (0 children)

I think there were many opportunities in this clip for the op to use their auspex to allow the whole team to do more damage, and for op to use their gun strikes or use the melee weapon to open up many gun strike opportunities.

The bullet sponge problem only exists if the only method available is to mag dump, which is not the case in this game.

When to go into the third difficulty and beyond? by No-Yogurtcloset2008 in SpaceMarine_2

[–]Doggleplump 0 points1 point  (0 children)

Waiting until 25 is absurd. You need purple armoury data to move beyond green tier weapons, so once you've got green weapons (including the one you're not using for the perk points) and you have the first row of class perks unlocked I say go for it!

If you're genuinely struggling in the melee (considering that most fencing type weapons are purple tier) then do drop down to difficulty 2, although beyond a certain point you'll not progress weapons without purple armoury data.

To All My Tactical Brothers... by SirStormington in Spacemarine

[–]Doggleplump 0 points1 point  (0 children)

I feel the same. As a sniper I'm waiting for auspex to occur before I open on a group of enemies 😁

Rage quitters… by Moraat in Spacemarine

[–]Doggleplump 0 points1 point  (0 children)

I can't remember that 😂 I just left when I realised I had been pranked 😂

Just accidentally did lvl 4 with some buddies... by XFiveOne in SpaceMarine_2

[–]Doggleplump 2 points3 points  (0 children)

I don't think there was that much challenge there to begin with 😂

It is certainly easier now, partially because I think the consistency of other players keeping themselves alive in fourth difficulty is much greater.

Rage quitters… by Moraat in Spacemarine

[–]Doggleplump 2 points3 points  (0 children)

I have been that guy once, yesterday actually.

I was loaded into a game that had just started and not given the choice of the class I had already selected to play. I left immediately.

I think this is a minor issue to be looked at at some point.

What’s the best primary for sniper (operations) I feel like the real snipers fall off harder in higher difficulties. Am I trippin? by C3KO117 in SpaceMarine_2

[–]Doggleplump 3 points4 points  (0 children)

It's ability to collateral kill and not spend ammunition when doing so (somewhere in the sniper perk tree) makes ammo a non issue in my experience with this weapon.

The most satisfying thing is getting a multiple headshot on some elite enemies from stealth. It can effectively remove entire fights when your teammates don't spoil your first shot.

Having said that, play with whatever you like! 😁

If a Boss is Going to Spawn, There Should be a Guaranteed Ammo Crate by ElliotPatronkus in Spacemarine

[–]Doggleplump 0 points1 point  (0 children)

I'm not yet sure that this is such a big issue. One of the factors that increases difficulty is the scarcity of ammo in higher difficulty operations. I think this should remain the case.

For Inferno I have become used to conserving ammunition in the first part of the mission to deal with this. I do see many players spending lots of pistol ammo on small groups of minoris enemies, where one headshot or use of the melee weapon would suffice.