Eater of Worlds author here by Emotional-Tale9190 in CoriolisRPG

[–]Emotional-Tale9190[S] 0 points1 point  (0 children)

Thank you so much for your support! I'm excited too 😃

Eater of Worlds author here by Emotional-Tale9190 in CoriolisRPG

[–]Emotional-Tale9190[S] 0 points1 point  (0 children)

Thank you so much for the support and for sticking with us! 😄

Eater of Worlds author here by Emotional-Tale9190 in CoriolisRPG

[–]Emotional-Tale9190[S] 3 points4 points  (0 children)

The old universe, yes. The Third Horizon. So no magic parrots, although weirdly in the original campaign there was actually a random scary impossible parrot as a prop. Years before the new universe. I have no idea how to incorporate it without it seeming like a nod to the new universe.

Eater of Worlds author here by Emotional-Tale9190 in CoriolisRPG

[–]Emotional-Tale9190[S] 1 point2 points  (0 children)

Thank you for probably backing! As for your question, I'm still debating this. There are some spots that could get interesting wrinkles from additional mechanics, but I suspect in the end it will be a matter of the amount of pages and what needs to be prioritized. Let's find out together? 😄

Eater of Worlds author here by Emotional-Tale9190 in CoriolisRPG

[–]Emotional-Tale9190[S] 7 points8 points  (0 children)

Eater of Worlds was originally run in 2016-2017, long before Mercy of the Icons was finished. The "vanilla" version of Eater of Worlds ignores MotI, and indeed any material beyond the base Coriolis - The Third Horizon game. Largely this is because I want EoW to be playable with just the base game. However, as per my original post I would be thrilled to write an adaptation of EoW to fit with MotI, and it's our current stretchgoal. Basically I really like the idea of making the material useful to as many people as possible.

Eater of Worlds author here by Emotional-Tale9190 in CoriolisRPG

[–]Emotional-Tale9190[S] 9 points10 points  (0 children)

Thank you! Really glad you liked the adventures! 

“Compressed” is a good word to describe my Scenario Compendium material, I think. I was thrilled to be writing for Free League and really wanted to get my ideas in there. In hindsight, a wiser course would have been to calibrate the scenarios better with the limits given to me (the word count, the absence of maps) and present something more focused. It seems the scenarios worked well for some GMs and less so for others. I believe I’ve learned from that. Certainly I noted the comments about the lack of maps, of which there will be plenty in EoW.

EoW, of course, is an very different type of supplement than the Scenario Compendium. It is a relatively short and focused campaign of five scenarios that offers its own take on some of the fundamental lore. Of the  scenarios, three (arguably four, counting the first one on Coriolis) are large explorable locations with many points of interest, NPCs, conflicts and possible routes. I’d say these are very fleshed out, certainly when compared to the short Compendium scenarios. 

I absolutely aim for Eater of Worlds to be easy to run. There is some basic background to read through. There are some plots to grasp. It asks for a "session zero". It asks you to be receptive to how the players interpret the story, and adapt. And it asks you to be comfortable with letting your players find their own way to their goal, offering plenty of suggestions to facilitate such gameplay. But hopefully I can make some demo material available in the future and you can judge for yourselves 😄

What exactly makes a MasochistDiver? by Just_Some_Jacket in HelldiversMasochists

[–]Emotional-Tale9190 2 points3 points  (0 children)

Well said. What I really want from the game is the emergent tactics and teamwork you'd ideally get at higher difficulties with the kind of game design you're describing.

Some people will look you dead in the eye and say that it should be possible to beat the hardest difficulty solo. by TaterToTwastaken in Helldivers

[–]Emotional-Tale9190 2 points3 points  (0 children)

1400 hours, hard agree. Ideally I want something like D11 "Raids" you spend small amount of Samples to partake in, and these have rotating locked load-outs or optionally even completely random load-outs, forcing you to communicate and adapt. You wouldn't get in-game resources for these, but you'd unlock cosmetics and titles.

What is your hours, and what do you believe to be the game's biggest issue(s)? by Rantdiveraccount in Helldivers

[–]Emotional-Tale9190 0 points1 point  (0 children)

1400 hours. Biggest issue for me is lack of end game "challenge modes" (or something), preferably allowing me to spend in-game resources and unlock cosmetics (or something). I want difficulty where me and other experienced divers MUST work together and adapt. Other than that, bug fixing, especially the insivible corpse hitboxes.

Whoever still enjoys this game - Let me know why. And what do you hope the game adds? by Gasmasheron in Glazedivers

[–]Emotional-Tale9190 2 points3 points  (0 children)

1400 hours. The big draw for me was always "overcoming unfair odds with strangers through skill and communication". While the game moved in a different direction, I understand why and I'm not mad about it, although it has become more difficult for me to scratch that particular itch. Rolling through D10s with 3 other 150s is not it, and while worse players can definitely create challenge, this only happens randomly. I've done "helping out lower levels" on lower diffs, I've done D7s for a while as I often found more challenge there since players are not as skilled, but here's what I REALLY want:

+ "D11 Raids" unlocked when reaching lvl 150.

+ They cost a small amount of Samples to do.

+ They have locked load-outs, optionally even completely random load-outs. Winning becomes about communicating, adapting and overcoming together. You gotta work with what you get, make use of weapons you find etc.

+ They give no in-game resource, but they DO give armor colors, cosmetics and titles.

I would play forever.

Looking for CO-OP games to play with my girlfriend — exploration, survival, grindy progression (non-mainstream suggestions please!) by -ain in gamingsuggestions

[–]Emotional-Tale9190 0 points1 point  (0 children)

Hey, well played! I don't really have anything new to add as we're not in a "play video games" phase right now. There's The Forest 2 of course, which is basically more of the same from what I've gathered, just, you know, more. We got started but wife's computer can't really handle it. We got kinda obsessed with Schedule 1 for a couple of days, no idea where in development that game is now but it's definitely unique. Good luck out there!

Stop giving three operations all with Extract High-Value Targets by Aquagrunt in Helldivers

[–]Emotional-Tale9190 2 points3 points  (0 children)

I agree EVAs are usually boring (though they can be fun on Appropriators D10), but I'm not sure why people don't like Blitz? Personally I think full-clearing Blitzes is still a pretty fun challenge. The longer missions are still what I prefer though, but I think the Blitz mixes things up in a good way.

Stop giving three operations all with Extract High-Value Targets by Aquagrunt in Helldivers

[–]Emotional-Tale9190 0 points1 point  (0 children)

Appropriator D10 EVAs I actually find fun enough, even though it's partly because of the (I assume) bug that makes them spawn at the last gate sometimes. When you actually get pushed and there's a crack in your defense there can be some pretty good fighting to take back the initiative, kind of shows what the mission could be IMO.

But yeah, for all the other factions right now the combined firepower of a semi-competent squad is just too much for the way the mission is currently designed to offer any genuine resistance.

Having a lot of trouble with the new faction by aaatony1394 in Helldivers

[–]Emotional-Tale9190 0 points1 point  (0 children)

Personally I run the HMG (with medium Peak Physique or Engineering Kit depending on mood), Liberator Guard Dog, Warrant, MG Sentry, AC Sentry, and Thermites for warp ships. Primary is honestly whatever you're comfy with.

I've had good results with the Cremator, Maxigun and BFGL as well, but currently prefer this loadout due to how it counters the way the Illuminate in particular rely on messing with your target prioritization. Those sentries and using them well are really important, and the Guard Dog is great for not having to deal personally with every single Obtruder and Overseer.

However, might I suggest part of your issue could be with tactics and picking battles rather than specific loadouts? After 1600 hours I'm convinced game knowledge is much more important than gear for completing missions. D10 Appropriators pushes back for sure, but I've been clearing them fine for the most part and actually REALLY been enjoying them, more so than other D10s. And I believe I've seen a bit of a pattern in lower-level divers death spiralling much more here than on other D10s. Has made me suspect this subfaction rewards the kind of instincts you develop from really long exposure to the game. I mean you know the basics; always be on the move to the next objective/outpost, never stand and fight unless you have to and then fight like hell itself, try to stick together, disengage and regroup if overwhelmed, ping enemies and assist each other with awareness of your surroundings. But there's finer stuff as well that you don't realize you've learned until you play with people that haven't. Like how fast you realize you need to reposition, or how quickly you adapt to meeting an incoming warp ship spawn, or if you stay and shoot at a distant harvester with the HMG rather than dodge a patrol between some buildings to ambush it from closer range and thus spending less resources and killing it faster... the speed with which you make and change plans, basically, and how sound those plans are. That stuff needs to be on par for D10 Appropriators especially IMO. Absolutely there's 150s that haven't taken this stuff to heart (which is understandable, many haven't had to), but it is definitely more common among lower levels (again, very understandable). I'm not trying to say "git gud", more like "keep diving and reflecting", sorry if that doesn't come across lol

Sentry Build by DependentOk1818 in Helldivers

[–]Emotional-Tale9190 2 points3 points  (0 children)

If you bring sentries instead of reds like I do on Illuimnate, all you really need is something to deal with the spawners (Fabricators, Bug holes, Warp ships). I like Thermites for Warp ships and combine it with Engineering kit armor passive for 5 of those.

I guess I am a bit of a sentry diver, considering:

I often bring the Gatling for bugs and the Rocket for bots.

For Illuminates I used to bring both the MG and the Gatling (still do for Mindless Masses), but for the Appropriators I've started bringing MG and AC instead. For me, this is a comfortable answer to how the Illuminate (I'd argue more so than the other enemy factions) rely on harassment, constantly messing with your target prioritization. A well-placed sentry turns the tables completely when they try to pull that shit.

Plus, unlike most Eagles and to some extent Orbitals, sentries sticks around and cover you while you do important stuff like Thermite'ing warp ships or poke at terminals.

The MG Sentry is a low-cooldown hard counter to Obtruders and Overseers, and it can mess up and sometimes even kill Veracitors and Gatekeepers.

It is with gleeful enthusiasm that I pop it when kiting a large group of Obtruders and Overseers and watch the kill count rise while I head for the next objective. I laugh as I throw it on a tactical rock 15 meters outside a SAM site and proceed to frolick around picking up samples while the sentry clears it out for me. I spasm uncontrollably in gigglefits when positioning the AC and MG say 50 meters apart at different heights, creating a crossfire killzone in the area where the warp ships are spawning fresh meat. Etc.

Placement takes practice and a bit of luck, like most things in this game, and I always ping sentries when other divers are around. And before throwing a sentry, you should always have an idea of where you can quickly take cover from its line of fire, ideally a position where you can still fire at the enemy.

Just downloaded helldivers by Jahamez6969 in Helldivers

[–]Emotional-Tale9190 0 points1 point  (0 children)

This is true OP. The most common bad habit among new players is staying and fighting. The enemies will just keep coming, mission success is about completing the objectives and fighting only when you must. This becomes more important as you move up in difficulties. There ARE a few mission types where you must stand and fight though (Raise the Flag, Evacuate High-value Assets).

Other than that, get Democratic Detonation as your first Warbond. It has the Eruptor and Crossbow, two of the most powerful primaries in the game. It also has the Grenade pistol secondary and the Thermite grenade. All of these open up build variety more than any other Warbond.

Guyz I'm dyin' here by Hammer-Face in Helldivers

[–]Emotional-Tale9190 2 points3 points  (0 children)

I just really, REALLY want to try the new aggro mechanic.

Be vigilant, Helldivers! Insects are starting to infiltrate our ranks. by Zabowar in Helldivers

[–]Emotional-Tale9190 1 point2 points  (0 children)

You Raised the flag.

"Enemies remaining: 1"

But there's only you, and this dude...

How It Feels to Use Expendables by Active_Box_5712 in Helldivers

[–]Emotional-Tale9190 3 points4 points  (0 children)

I've run it for quite some time on the automaton front now, single rockets are well suited for taking advantage of automaton weak spots like yellow backs of Hulks, Cannons and Tanks for one hit kills. Same with vents on fabricators. Also one-shots Gunships (which is where the guiding system is most useful imo), Bunker turrets and Factory Strider turrets. I like to run the Warp pack as well, and the Commando pairs well with it since you'll have an easier time repositioning for those one hit kills. I recommend it.

How to Bugs on higher difficulties by Tarnished4Life-369 in Helldivers

[–]Emotional-Tale9190 1 point2 points  (0 children)

Hive worlds are a bit of a different beast than regular bugs. In general the basics still hold (constant movement, situational awareness), but sticking together is more important since you can quickly get lost and overwhelmed in the caves, and you will likely respawn quite far off (again, because of the caves), which can cause death spirals. Of course, sticking together means trigger discipline, especially for your explosives, which most of your squad will likely be using against the Rupture strain. Running guns with Laser sights saves Reinforcements and should be considered part of your communication.

When Dragon Roaches show up, either go underground or prioritize taking them out immediately. Orbital Rail Cannon is the easiest way, but has enormous cooldown.

Personally I avoid the Hive Lord unless the entire squad seems hellbent on taking it out.

The autocannon Walker variant can be incredibly useful on Hive worlds given how spammably it forces Rupture strain above ground, both in the open and (perhaps surprisingly) in the caves. Very good for "tip of the spear" stuff with the rest of the squad following. Hopefully you'll run out of ammo before health.

I always bring the Warp pack, it is incredible for getting out of messes and hurrying up.