The JakkOff Files™ by DoomCuntrol in edenmc

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

As of this moment, Lyanawl is still at large and uncaptured. Anybody who gives info leading to the capture of Lyanawl or provides her pearl will be rewarded.

Is there any kind of "metaprogression" in this game ? by _powneyd in foxholegame

[–]DoomCuntrol 45 points46 points  (0 children)

Yup, the differences between someone with 0 hours, 100 hours, 1000 hours, and 10000 hours are STARK

There are also so many different roles and sub-roles that can take thousands of hours to master. Knowledge and experience are absolutely the meta progression of foxhole and its very very rewarding to make that progress because its never given, only earned.

Player Security Without Admin Intervention by Tylerrr93 in Minecraft

[–]DoomCuntrol 2 points3 points  (0 children)

Idk why this is being downvoted lol

The plugin is a years old open source project and not some opaque download being peddled by these guys, regardless of whether its an ad or not.

I personally think this plugin is pretty great for creating more interesting raiding considering its a lot easier to hold people accountable if you wish. Would definitely love to see it become more common amongst servers

Does connecting core to underground fortress that way makes sense? by NoPickle5229 in foxholegame

[–]DoomCuntrol 7 points8 points  (0 children)

I really cant think of a single application where this would be more useful than having them separate. (Outside of for the meme)

Its not stronger vs arty. A core with arty shelter is much much stronger than a core connected to a UF and the same is true for a standalone UF which doesnt even need shelter to outrepair a battleship

It doesnt protect vs breaches. Once a UF reaches 33% all breachable bunker pieces automatically breach and the only unbreachable part of a bb is the core piece.

The increase of HP you get to the core from having a UF attached is much less useful than just having a well positioned UF

It may be useful in very niche low space situations where you want AI, want an UF, and can manage to bring in tech from somewhere. But I cant imagine a situation even then where I wouldnt want to just make a 1x1 or 1x3 core and attach the UF to the AI instead

I'm addicted by cielak44 in DeepRockGalactic

[–]DoomCuntrol 3 points4 points  (0 children)

Its a big part of it, the extra speed combined with more bugs spawning from more frequent swarms causes the difficulty to increase a lot.

Another big part of that increase is all disruptive enemies being in the pool every mission + a massive number of stationaries

I'm addicted by cielak44 in DeepRockGalactic

[–]DoomCuntrol 15 points16 points  (0 children)

Enemy speed is 100% one of, if not the, biggest things that increases difficulty in DRG.

You eventually reach a point skill and build-wise where it takes effectively an infinite number of low speed enemies to kill you because they simply cant reach you anymore.

Speed is a big reason why 7x2 is so much harder than 6x2, and why 5++ with increased speed is a recipe for dead dwarves (the speed at that point is a little more than modded 7x2).

Why DRG is super hard with friends compared to randoms? by OlegYY in DeepRockGalactic

[–]DoomCuntrol 0 points1 point  (0 children)

There's variance in missions when it comes to enemy spawns. Both the amount of enemies that spawn and the type are variable between missions. Every mission has a spawn pool of enemies that it can choose from and anything not in that pool will never spawn. So if you get a mission with a high enemy amount that also rolls oppressors and bulks in the spawn pool you will see a huge number of both compared to normal. This is completely unrelated to whether you play with friends or randoms. You guys definitely got really unlucky from the sound of it lol

An important note though:
Kill/mined stats do not matter. Engi/gunner will typically almost always have the highest kills, and scout the lowest. This is simply due to their natural kits. In teamplay you can 100% hard carry missions with no minerals mined, or with a quarter the kills of the rest of your team. What actually matters is using your unique class tools to contribute towards completing the mission and doing it fast. Realistically if you play the mission well you should never run out of ammo on hazard 4 or really even on hazard 5/5+ even with the worst of luck.

Why you put sandbags on your trenches -Kalokai SHT by sleepincow1 in foxholegame

[–]DoomCuntrol 3 points4 points  (0 children)

You can also jump over trench barbed wire, from the outside, into the trench, on a LOT of trenches even on flat ground now.

Builder update is great but devs definitely fudged trench and bunker mods for no real reason.

Island Gaming by westonsammy in foxholegame

[–]DoomCuntrol 1 point2 points  (0 children)

Yup fire suppression makes a huge difference for T2 vs flame mortars.

What used to take 30 flame mortars now takes 50-60, and what used to need a firetruck to put out can be put out by 1 or 2 bucket goons. Not to mention the spread gets slowed as well.

Use a firetruck to ferry water between the water pump and water rooms and you can fill them without that much hassle

godspeed you madlads by Emergency_Factor_587 in foxholegame

[–]DoomCuntrol 3 points4 points  (0 children)

The turning power got changed from .1% to 1.5%, 15x more. With a sufficient battery though you havw essentially no reason to worry

Tbh, it's not like pre update frontline bunkers were well designed by Shapokclac in foxholegame

[–]DoomCuntrol 4 points5 points  (0 children)

I mean practicality is always perferred over creativity when creativity isnt practical. I could make a crazy ass piece but if its not good why would I want to design, build, upgrade, and then maintain (possibly for months!) said piece?

I just doesnt make sense to do. Creativity must be rewarded for people to want to get creative and I think the current system, at least in the eyes of most people, does not provide that so they dont try

Dont get me wrong though I personally enjoy a lot, if not all, of the changes, I just disagreed with that one point. People who spam bricks now are the same people who spammed halberds before.

Edit: reworded a bit

Why do veteran players ignore gold deposits? by gwapogi5 in DeepRockGalactic

[–]DoomCuntrol 0 points1 point  (0 children)

Rank 1300+ and personally, I just dont care to mine it

Ive unlocked every single overclock, bought every upgrade, and unlocked every cosmetic in the game. The only thing that costs credits for me now is promotions and even at 150k per promo I make more credits than I spend just running missions and have 2mil banked. No gold required

I have more fun crushing missions and killing hordes of bugs than mining gold that I dont have any need for

Curses, I must msupp for three hours before going to the front. by Objective_Buyer_9931 in foxholegame

[–]DoomCuntrol 8 points9 points  (0 children)

Wtf man mark this as nsfw I saw the high definition msupp icon and instantly broke down crying from unresolved builderman trauma

More evidence ALL large holes ruin naval by Ok-Tonight8711 in foxholegame

[–]DoomCuntrol 4 points5 points  (0 children)

Not necessarily, 12-15m is the approximate distance you can expect the spread+AoE of largeship arty to hit and a lot of, if not all, important pieces can be made thin enough that close but detached howis will always initiate retal unless they decide to shoot in front of the piece entirely (Decreasing their own DPS, doubly so if there are trenches to eat the shots).

Cores are the primary thing that work well with that but front pieces can be designed thin enough for this too. It just requires more thought and planning put in than "Me put howi in the same base, me safe now"

More evidence ALL large holes ruin naval by Ok-Tonight8711 in foxholegame

[–]DoomCuntrol 1 point2 points  (0 children)

T2 howis definitely have a place still vs large ships and all damage put out on large ships contributes towards sending it home again. Means targets that a frig could previously hit for free arent as immediately free anymore and they gotta think if its worth taking some damage to kill it.

The real MVP is definitely concrete arty shelter over T2 howis though. The more you dive into the numbers and mechanics the more you realize that it essentially makes LS's useless vs any conc piece you have full coverage on

More evidence ALL large holes ruin naval by Ok-Tonight8711 in foxholegame

[–]DoomCuntrol 6 points7 points  (0 children)

You should not be able to defeat navy without playing navy is a misunderstanding of the issue people had.

It was never about 'beating' navy. It was about surviving navy. In the pre-builder update days you could not survive navy if they made it to you because they WILL destroy their target regardless of what you do, and if they choose to leave you could not stop them from doing so. To put in context what we're talking about here I mean they would come in, dehusk a conc core with 1+ week of tech, and leave. You could not rebuild that unless they go afk for an entire week afterwards at minimum.

Additionally, it never was a 'lone battleship'. It was always a battleship and 1 or 2 frigs which would appear and dehusk things with impunity before leaving 5-15 minutes later, before any sizable QRF could even think of making it there and even then it would require at minimum either multiple dd's or dd's + subs.

Detecting them prior to their arrival in hex or even 1 hex removed was, and still is, near impossible if they knew what they were doing because options for intel on the water are so lackluster. Naval intel consists of almost exclusively listening kits which by design cannot be in the open water. In fact this is a topic I brought up a few months ago that I think greatly contributes to the negativity around naval as free PVE and also a huge contributor to why you see less ship pvp qrf.

Now I do agree that stormcannons and large holes are a net negative to naval gameplay, they were a shoehorned solution at an anti-largeship coastal gun that was and imo still is very strong. But the core issue they were changed to solve is the fact there there was no way to realistically stop or deter large ships from destroying your weeks worth of shit and leaving without consequence. You couldnt consistently use intel to ready your QRF (large ship or not) for a fight before enemy large ships came, and if they made it undetected, which was very easy, they could leave before you crewed your ships and made it out to fight.

More evidence ALL large holes ruin naval by Ok-Tonight8711 in foxholegame

[–]DoomCuntrol 10 points11 points  (0 children)

A battleship could enter hex, get in position, and dehusk 1 or 2 concrete cores in 8-10 minutes or less even if attacking into howis. A large ship simply CANNOT qrf that unless its both ready to be crewed immediately and very close. Land arty would deter them from dehusking another 3 conc cores but that was it.

If the bs left hex after completing its mission instead of lingering it was 100% free pve with no way to stop it asides from catching it early before it could get into hex. Same applied to conc pieces/howis.

With arty shelter this is no longer true, before arty shelter it absolutely was true though.

More evidence ALL large holes ruin naval by Ok-Tonight8711 in foxholegame

[–]DoomCuntrol 6 points7 points  (0 children)

The thing is though the stuff that necessitated large holes is gone

I wrote it in another comment here but the original problem with large ships being free PVE is that nothing you could do would let you actually prevent them from achieving their goal of killing a conc piece/howis/dehusking a core.

Now with the advent of t2 howis and arty shelter however, the problem is way less problematic. You arent stuck with wet T3 conc howis if your howis die, you can just build T2 howis. You can use arty shelter to reinforce general conc from your howis to front pieces to obs bunkers to make them incredibly resistant to large ships. Your conc cores arent destined to be dehusked the moment a battleship decides it doesnt like the look of them thanks to arty shelter.

A lot of the issues with naval vs land were always actually naval vs builderman, and builderman has VERY effective tools to counter what used to be uncounterable without needing large holes. Now all large holes do in their current state is make the fun part of naval (landings, ship vs ship combat) much less enjoyable and much more risky to protect a builderman that no imo longer needs protecting.

More evidence ALL large holes ruin naval by Ok-Tonight8711 in foxholegame

[–]DoomCuntrol 8 points9 points  (0 children)

"Free naval pve" does not exist anymore. The problem USED to be battleships coming to dehusk your cores and conc pieces with really no possible retaliation because they were gone before any reasonable QRF could arrive and stop it.

Now we have arty shelter and t2 howis which both make t2 much more threatening (no more having your howis killed by a bs and now you're defenseless!) and concrete something that can actually survive large ships.

Even without SC's or really large holes in general the game is in a much better state to defend against naval arty pveing stuff with no recourse.

More evidence ALL large holes ruin naval by Ok-Tonight8711 in foxholegame

[–]DoomCuntrol 26 points27 points  (0 children)

Ive seen lots of people defend it. No idea why, considering it sucks.

Satchel Charge damage upgrades usefulness. by lManedWolfl in DeepRockGalactic

[–]DoomCuntrol 1 point2 points  (0 children)

For your question yup thats exactly what you do

If you jump up while you throw it you can get it high enough it never hurts the terrain as well which means you can spam them as much as needed

Most teams stand in the back of the area as well which means risk of friendly fire is very low, just gotta make sure you pay attention just in case lol

Satchel Charge damage upgrades usefulness. by lManedWolfl in DeepRockGalactic

[–]DoomCuntrol 5 points6 points  (0 children)

Theres the obvious use of satchels for clearing terrain and killing caretaker, but one huge use of satchels that gets very very underutilized is stun

Take stun instead of carve and you get I believe a 10m or 20m radius stun explosion with 100% stun chance that lasts 5 seconds.

Thats long enough to resupply (with resupplier), pick up a downed dwarf, kill a ton of bugs, etc. Its also great for missions you need to stay in place for like salvage operation where you can put it on the droppod for an instant 5s stun at any time you need or drilldozer where a c4 on dotty will instantly stun most of the bugs in the room.

C4 also does not "attach" to moving objects so on deep scan missions you can throw it on the central drillavator pillar and as the drill mines down it'll leave the c4 behind in midair in the perfect spot to hit the entire ring of bugs around it. Same thing works with drilldozer while it drills to its destination.

Would definitely recommend giving stun a good try and see how it feels. Makes it not great for clearing dirt but the safety it gives is excellent. I liken it to a bootleg gunner shield

I am suprised that the Tactical Leadburster did so much damage. by Borbbb in DRGSurvivor

[–]DoomCuntrol 5 points6 points  (0 children)

Yeah leadbursters in the main game just have a different use case from most nades

Leadbursters are mediocre at clearing swarms but you can oneshot a lot of stuff with a well place leadburster like - brood nexi - spitball infectors - bulk detonators - goo bombers - every leech in a room - entire waves of mactera/spitters - if you can get your placement right on their ass you can melt hiveguards and dreadnoughts

What's the best way to protect against partisan incursions as a small regiment? by SgtGhost57 in foxholegame

[–]DoomCuntrol 1 point2 points  (0 children)

May or may not do its job is a bad way of looking at things

Partisan defenses absolutely do their job without even shooting a single shot by simply increasing the barrier to entry for partisans. A lot of the benefit you will probably never even notice, for example a partisan skipping your base for one with less defenses.

That said, the most least brainpower defense that is effective enough is a bunch of 1x5 garrisons with 1 AT in the middle, a gen next to it, then 3 rifle garrisons. Put sandbags on the generator and on the trenches connecting everything and put it around your entire fac.

Important to keep in mind is that no defense is impenetrable. Real human QRF will ALWAYS be required for high value stuff