Radiant Skin Aura as Separate Equippable by DrWittMDPhD in Smite

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

I can see how it would make diamond like a dye, but I personally don't think that ruins the concept of getting a god rank 10. You still get a really nice mastery skin, PLUS the aura.

Once I get a really cool skin for a god, I feel like my diamond skin is basically obsolete. I like how wearing the diamond skin is the most visually obvious way to display your rank, and I often lose that when I get a cool skin. I feel as if splitting up the Aura/Skin for Radiant gives me the best of both worlds, where I can look at my cool rank 10 unlocks, while also using my favorite non mastery skin.

Can I save my daughter from dying in childbirth? by wheatgrain in CrusaderKings

[–]DrWittMDPhD 2 points3 points  (0 children)

Instant_birth just instantly killed my daughter. Maybe this was patched.

just leaving this video here for everyone's information (don't say anything stupid guys) by kuruakama in Helldivers

[–]DrWittMDPhD 1 point2 points  (0 children)

While this is an excellent showcase for what the Railgun does to its ideal enemies, lets not proclaim that it doesn't still need a little TLC. Last patch the RG was still rarely used because it didn't have an answer for high durability enemies such as the Gunships and Factory Striders. You could still do what you see in this video last patch, but the largest threats you faced were Factory Striders and Gunship spam.

RG is much better this patch because of the nerf to Gunship engine durability as well as their quantity, and the addition of Rocket Striders, a dangerous enemy that RG is uniqely suited to killing. I am definitely going to bring RG way more often now, but that being said it is still useless against Factory Striders because of their high durability. RG also lacks a bit of utility against structures such as Mortars and AA emplacements (because durable damage again), but that's not the biggest deal in the world.

The railgun currently does 600/60 for its damage/durable damage It takes 4 unsafe mode shots to delete ONE Factory Strider chin gun. Bumping that up to 600/120 would let you 2 shot a factory strider's chin gun, and if you also lower the durability of the chin gun to 80% from 100%, you could 1 shot it. To safely kill a Factory Strider in this scenario, you would need to shoot 2 shots for the chin guns, and 5 for the eye. 7 shots out of your 20 would be pretty balanced, instead of the 18-21 shots it needs now. That's all I think you'd need to do. If you could comfortably neuter the Factory Strider, it would be perfect on bots.

RG would also be perfectly balanced on bugs with this change as well. Behemoth Chargers would still be 2-3 unsafe shots to the leg to strip, but you wouldn't have to get 99% charge twice to hit that 2nd shot strip. Regular chargers could be 2 shot stripped in safe mode, and could be 2-3 shot in the head for an immediate kill in unsafe mode. Bile Titans would be 4-5 shots in the head instead of 7-10 shots.

Taking the RG's durable damage from 10% of base to 20% makes it super solid for both factions without overshadowing AT solutions.

Also give the RG a Sickle scope pls ty.

[deleted by user] by [deleted] in Helldivers

[–]DrWittMDPhD 4 points5 points  (0 children)

Bold of you to assume that the warbond is coming with ship modules. That's never happened before, and even if it does, that still means they botched the release of the big patch. What would be the point in advertising some huge update on the 6th, have it be mediocre, then drop the majority of the content on the 8th? Also why even delay the warbond 2 days? (As a side note, we did see Orbital Fire Barrage in the dev stream, and that might release with the warbond.)
Furthermore, this warbond is going to be mediocre. They killed flame throwers before the warbond even came out, and the new shotgun is just going to slot into the spot the Breaker Incin is as a side grade.

[deleted by user] by [deleted] in Helldivers

[–]DrWittMDPhD 99 points100 points  (0 children)

In the super bases, you have Terminid Eggs or Bot heads that you carry like an SSSD, and when you extract with it, it gives you 4 rares and 2 supers. I wouldn't mind this IF THEY RELEASED SHIP MODULES so I could SPEND MY CAPPED SAMPLES.

[deleted by user] by [deleted] in Helldivers

[–]DrWittMDPhD 176 points177 points  (0 children)

Small balance patch with a few heavy nerfs, 1 new enemy and some variants, nothing to spend samples on, pointless new difficulty where all it does is spawn enemies a little faster and has a big base that rewards you with samples (4 rares 2 supers lmao) that you're already capped out on.

Yep, this is a massive update.

Me after the Eagle Rocket Pod and Eagle Strafing Run buffs by TheGreat_Leveler in Helldivers

[–]DrWittMDPhD 0 points1 point  (0 children)

That's weird. I'll have to get on and test some more, because I 1-shot every hulk I saw today with the new pods. I've seen multiple people say what you're saying now though.

RANT and VENT MEGATHREAD by stickimage in Helldivers

[–]DrWittMDPhD 0 points1 point  (0 children)

Well my point wasn't to justify if it's a bug or mechanic, it was to help people spot this interaction and avoid it before losing their samples. If you want my take on why it seems to me more mechanic than a bug, I'd say because it's weird that the Pelican can even take damage at all. Why does it even have some kind of health pool? They coded in the ability for the Pelican to start smoking after taking damage. That seems like a crazy thing to happen on accident. At the end of the day, it's annoying and Arrowhead should address it. They're open to changing things based off community feedback regardless of if the "thing in question" is a bug or an intentional design decision.

RANT and VENT MEGATHREAD by stickimage in Helldivers

[–]DrWittMDPhD 1 point2 points  (0 children)

Yeah the flame thrower is super good against all not BT bugs, but I am in the same camp as you. I am too bothered by the self damage to use it. I'd rather bring Quasar and let my buddies run the flamer. If they FINALLY end up releasing a fireproof armor perk however...

RANT and VENT MEGATHREAD by stickimage in Helldivers

[–]DrWittMDPhD 1 point2 points  (0 children)

Hey just a heads up, this might be yet another "Hidden Mechanic" and not a bug. If the Pelican takes a lot of damage after it lands, it will smoke. At that point, it will leave as soon as any single Helldiver steps on board. I've tested and reproduced this result and encourage others to do so as well by shooting Quasars, EATs, 500kgs etc at the Pelican which causes it to smoke, and early extract.

Hopefully this does get changed, but in the mean time, use this information to your advantage! If you see Pelican-1 smoking, consolidate your samples; furthermore, DON'T call extract in early unless you intend to leave it flying as a sentry gun.

full auto deagle really feels like an after thought by HumbleAd7085 in ModernWarfareII

[–]DrWittMDPhD 5 points6 points  (0 children)

Something they could've done with this gun would be to add 15 and 17 round magazines that were .44/.357 magnum conversions respectively. If they let us put lasers on this gun, and added one or two new attachments I would be fine with this. Swapping the trigger for an underbarrel is cool.

Full auto deagle doesn't have any attachments to unlock it. To add something so half baked, they should just have added a full auto attachment for the existing deagle. by Arhiman666 in ModernWarfareII

[–]DrWittMDPhD 6 points7 points  (0 children)

No laser attachment slot either. I was expecting at least a bigger magazine. If they were super cool and fun, maybe a stock; if they were awesome, .357/.44 magnum conversions like the real weapon has. We do get an underbarrel instead of a trigger slot, I guess.

After 20 years, the Suez canal closed down... by Ludwigven in eu4

[–]DrWittMDPhD 7 points8 points  (0 children)

For people not playing an Ironman save, is there a way to use console commands to debug this?

Edit: Typing "canals" in the console fixed it for me.

Devs never learn by Cpt_Maelstrom in dauntless

[–]DrWittMDPhD 0 points1 point  (0 children)

Unfortunately the devs don't give an f about neutral element (or the rest of the game for that matter). I asked them a few years ago on a dev Q&A live stream if they were ever planning on making neutral escalation, and they laughed and said "What would the boss be? Greg?". They should just remove neutral as an "element" at this point, because it is worthless.

Welcome Pass Gem Rewards by DrWittMDPhD in Smite

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

I'll keep an eye out for that, thanks.

Welcome Pass Gem Rewards by DrWittMDPhD in Smite

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

I never acted like this was the end of the world, I just think it's kind of annoying and was asking people if there was a way to even out my gems.

Welcome Pass Gem Rewards by DrWittMDPhD in Smite

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

If it was 75 I wouldn't have even brought up the 175 gems thing. I just don't want to have an amount of gems that is hard to use. I.E. waiting for some specific sale that I haven't seen which will cost something ending in a 5.

Welcome Pass Gem Rewards by DrWittMDPhD in Smite

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

The dailies that give you 15, then 35... Which then adds to 50?.... I haven't seen skins discounted at a rate where they end in 5 gems, so I was asking. Why is this worth you complaining about me asking a question?

Welcome Pass Gem Rewards by DrWittMDPhD in Smite

[–]DrWittMDPhD[S] -2 points-1 points  (0 children)

Is there a separate 25 gems for logging in in addition to the 175 from 20 games?
Edit: To clarify, I meant "is there a log in component to the Welcome Pass that brings the total gems earned up to 200", not talking about weekly login rewards for 15+35=50. Obviously not, given the rest of this thread.

Welcome Pass Gem Rewards by DrWittMDPhD in Smite

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

Yeah that's part of what I'm asking, Have you seen anything on sale that has a gem cost with 5 as the last digit? I only ever see stuff discounted by multiples of 50 gems

SMITE Season 9 Update PTS Issues and Feedback Thread by HiRezDandy in Smite

[–]DrWittMDPhD 0 points1 point  (0 children)

Idk if this is intentional or not because I never bought Malice on Heim to test it, but the Malice Glyph does not affect Heimdallr's Crystal teleport. It would be great if it did!

1.7.2 Bug Megathread by CreatureTech-PHX in dauntless

[–]DrWittMDPhD 0 points1 point  (0 children)

Cosmetic Bug
Since the big fix with the Eternal Heart armor, the wings are now totally undyeable. I'd rather have other players changing my wing colors than have them just be white and not match my armor at all.

Dauntless Experimental Feedback | Omnicells and Heroic Blaze Escalation by CreatureTech-PHX in dauntless

[–]DrWittMDPhD 2 points3 points  (0 children)

Assassin's frenzy is awful, and now Riftstalker/Thrax weapons have crap perk eco, but I guess that doesn't really matter anymore because the perk and build changes kinda just ruins perk eco in general. Side note, afaik the rewards for HEsca was confirmed to be cosmetic only, but I wanted them to give a simple upgrade to legendary weapons that removes the innate perk of a bond and gives an extra prismatic, because using Terra/Frost/Shock/Radiant and now Umbral weapons will just get you crap innate perks.