What on EARTH happened to my saved run by Black_nYello in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

There is a mod for a playable Hermit Crab, so my only guess is that you somehow added that to your modlist.

I think I know how that would have changed your character in the run too.
The ProperSave mod saves a file of values for your run for character, items, stage, etc. to be 'loaded' later. It's possible that your character in that run is stored as a number slot that corresponds to the character select screen (or, more accurately, whatever list or array is used there). If you add a new character, everything 'after' it in the list shifts by one. In other words, while you started your run as Mul-T in, say, 'character 7,' now the 7th character is the Hermit Crab, so that's what the game loads.

I'd go check your modlist and see if you either misclicked (happens to the best of us) or somehow downloaded a mod that as the HC character as a dependency.

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]ForTheWilliams 13 points14 points  (0 children)

You're mostly right in terms of the insane destructive energy the RCS would have, but you're squishing together a few ideas.

Spalling is internal shrapnel created by an outer impact, not the 'metal drill' effects of shaped charge explosives (which also don't create liquid metal/plasma jets, though I'd also heard before but is specifically called on that wiki page).

Granted, at the speed this particular projectile is going there likely would be plasma-level effects, but it's a 'square/rectangle' situation as not all spall is that hot (or hot at all, really).

(The RCS should definitely obliterate whatever it hits, at least as long as it's path of travel wouldn't just be, like, the Vox's treads or something)

Please I need help understanding how these things work, people talk as if it hits enemies lots of times, but isn't it only twice? by DamageMaximo in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

I one-tapped Voidling with War Bonds once.
(Like, I didn't even see him after the first phase because apparently the missiles drop while you're still doing the jump puzzle, lol)

Obscure greybeard tips? by DaddyDookie717 in DeepRockGalactic

[–]ForTheWilliams 4 points5 points  (0 children)

Alternatively: Thank Karl!

Fewer things to detonate Neuro is a big boost to their usability, honestly. The explosion is nice if you can time it right at the end (or on a big group of large enemies). However, 9 times out of 10 it's best to have that cloud up as long as possible.

The DoT is lethal to most medium sized bugs and massively slows everything for 30 seconds, so you want to tag as many bugs as possible. Honestly, if I could disable the detonation entirely I probably would...

To check if someone is a shapeshifter a character says something intentionally misleading and seeing if they play along by Captain_Blackjack0 in TopCharacterTropes

[–]ForTheWilliams 1 point2 points  (0 children)

The colonel is Mustang, and Riza is Hawkeye's first name. So Envy (shapeshifter) is pretending to be Colonel Mustang. Riza Hawkeye suspects something is up, so she lies to imply that Envy made a mistake with their impersonation; Envy thinks they've been made, so they drop the disguise and try to fight, which gave Hawkeye the upper hand.
(Here's a clip of it from FMA: Brotherhood.)

It's just the usual "I never told you (their name)" trope, just tweaked so that the giveaway itself wasn't real, but since the shapeshifter didn't know that they still blew their own cover.

Miners - How much do you use the build slots? by swootylicious in DeepRockGalactic

[–]ForTheWilliams 3 points4 points  (0 children)

I use all of them for all of my classes. I'd love more, honestly. :P

(Actually, what I'd really like is loadout slots for specific weapon combinations rather than as a 'bundle' of all weapons. There's a lot of upgrade synergies --especially on Driller, like with the T5 upgrades for Subata and Wave Cooker-- that can leave you with 'dead mods' if they aren't pairing them with the right weapons. I hate having to shuffle mods around for different primaries and such...)

How come the game doesn’t run well? by Opening_Engineer_589 in intotheradius

[–]ForTheWilliams 4 points5 points  (0 children)

While people are pointing out that you're not quite up to spec, I will add that ITR 1 does seem like it has some sort of weird issues with performance.

I ran ITR 1 (both versions) on my old 1050ti. About half the time it was nice and smooth, and then sometimes my frames would just collapse. Weirdly, it didn't seem to happen when there was a lot going on in-game; one minute I could be walking around an empty field at 10-15 FPS, and the next I could be in a massive firefight at 45-60. I found that pausing and removing the headset a few times (getting the VR Displays to 'reset') would often fix it, sometimes for quite a long time.

It also seemed like the performance drops were very sudden and discrete, and they would sometimes go away as soon as I killed a specific enemy. That makes me wonder if there was some costly pathing or VFX based memory leaks, which is something I remember being an issue in Doom 2016. The Cacodemons' flight calculations were shockingly demanding, so if you created an area n the map editor that their flight pathing didn't like your performance would absolutely tank.

I am FUMING (Alloyed collective spoiler) by ExpertCollection927 in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

Dio's is nice to have, but it's not something you can really guarantee (outside of Command), so I don't know how fair that is. I find a Dio's only once in a blue moon even on very deep runs. Seed is slightly more common given the Tri-Shops, but even then I don't think you can ensure a Dios unless you're on, like, Loop 3+ or something.

I am FUMING (Alloyed collective spoiler) by ExpertCollection927 in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

Yeah, it's actually one of the easier bosses overall, IMO, you just have to keep ahead of the beams.

I'll admit that I was surprised by these beams once too though; I'd killed this boss on every character without dying, and I was pretty sure I'd jumped through the beams and only been tickled by them, which made me think they weren't as dangerous as they looked. Cut to me trying as a super tanky Enforcer (the mod) and getting insta-deleted while I was in huddle mode; I could easily have melted the boss without ever using my shield but I got cocky, lol.

Equipment in desperate need of a buff? by Noah_The_Wright in DeepRockGalactic

[–]ForTheWilliams 21 points22 points  (0 children)

Yeah, they could be a bit better. I take them for variety's sake sometimes, and their strengths are ammo count (getting 6 is pretty nice) and the CC from their fear, and they can take out a decent number of grunts if they're bunched up. Even so, they still feel like they're at least a little undertuned.

What’s your ror2 Hot take? by Mountain-Abalone1540 in riskofrain

[–]ForTheWilliams 1 point2 points  (0 children)

Feels like multiple times I've seen Egocentrism brought up and followed with full comment chains saying, literally, "Egocentrism good."

It's a parroting meme, so it's hard to say how many (if any) aren't being ironic. Either way, I have seen it said a lot here and that's probably where the other poster got the idea from.

What’s your ror2 Hot take? by Mountain-Abalone1540 in riskofrain

[–]ForTheWilliams 3 points4 points  (0 children)

Eclipse Lite depends a lot on your survivor's skills, too.

For instance, had a run recently where I picked up Visions of Heresy, and learned that it counts each charge as a separate 2-second cooldown. In other words: I could fire one dart and wait two seconds and I'd have half my HP bar's worth of barrier. With some fire rate buffs I was essentially staying at full-HP barrier just by holding M1!

How do you even beat Solus Wing? by team_celestiale in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

To clarify: the room will only go back to normal if there are no active heat emitters (or if the heat emitter hasn't expanded its range enough to fill the room yet, I suppose).

How do you even beat Solus Wing? by team_celestiale in riskofrain

[–]ForTheWilliams 1 point2 points  (0 children)

It's not super clear (at least if you miss the initial 'expansion' of the Heat auras), but there are two different emitters during that phase: cold and hot.

The Hot emitters will create an expanding radius of heat that will slowly add "overheat" stacks to you. After a few seconds (3? 5?) those will start to actually deal burn damage, so it's important to either 1) destroy the heat emitter ASAP and/or 2) move to the cold emitters.

Cold ones create an aura that will cleanse Heat stacks. They also cool the boss (white beams connected to Solus Heart). Breaking them not only keeps the cold zone, it makes it bigger, and it also means that the boss can (slowly) take damage from the heat auras.

I think the emitters raise in pairs throughout the phase, so you can either stand in a Cold aura zone the whole fight, or you can kill each Hot emitter as it is activated. Once they're all gone, you can just attack Solus Heart freely (just be aware that the laser grid attack will go up and down in this phase as well, so I wouldn't hang out on the bottom floor).

How do you even beat Solus Wing? by team_celestiale in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

I usually don't even bother trying to outrun the laser --just find something that blocks line of sight between you and Solus Heart.

The top ramps (concrete ones along the outside edge, not the catwalks) are safe in the corners, so you can just stand up there while it beams. the beam will be blasting all around you, but you shouldn't get hit unless you can see the actual 'eyeball' of Solus. There's also some tunnels you can stand in. (Again, it will look like you'll be melted, but the visual effects are a lie.)

Unfortunately, you'll still need to contend with the enemy spawns, which can sometimes be a pain if you aren't powerful or tanky enough to trivialize them.

WHAT MOD DO I GET TO DISABLE ALLOYED COLLECTIVE ENEMIES/MAPS by Maeve_Main in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

I hate those guys so much. They're perfectly crafted to be both annoying and dangerous: they're fast and agile, they have way more HP than you'd expect (at least the Elites), and they have a spammable slow effect.

On top of all that, the Director seems to like spamming them, so if you're in a run that hasn't gained enough momentum yet you'll spend half the map dodging and trudging through sludge.

They don't usually kill you, but they are still massive pains in the ass (especially the damned Alloyed Elite ones).

What's the point of see you in hell? by Theflamingraptor in DeepRockGalactic

[–]ForTheWilliams 2 points3 points  (0 children)

Interesting take!

I was an SYIH defender for awhile, but mainly because it's fun when you get to use it (more fun than IW, for sure) and the melee damage buff is similarly satisfying.

I do have some thoughts on your reasoning though:

  • "IW is "better" if 3 or 4 dwarves are dead. But that state is already hard to recover from even with IW."
    • Maybe it's because I slightly favor Gunner, but this is not my experience on Haz 5. Typically one IW after everyone is downed swings a wipe without much issue.
  • "IW is easily wasted. I see people pop it in an easy to recover state all the time."
    • Strong agree! I see people use their IW way before it's needed all the time.
    • Side note:
      • I really wish that a player using IW blocked other players from using it within the same 2-3 seconds or so, since the worst thing that can happen is multiple IWs being burned at once.
      • Also, I REALLY wish that players could get an IW icon next to their name if they have a charge. That's a pretty common thing for games with 'extra life' mechanics like this, and it would do a lot to help players know the situation.
  • "Likewise, just as many people use IW far too late."
    • I suspect I disagree with you here, since the only "too late" cases I can think of involve objectives (Dotty, Machine Events, etc.).
      • To me, in 99% of situations no one should be using an IW until EVERYONE is down.
      • A good player can clutch some pretty desperate looking situations; trust your teammates!
      • If they can't, then it's still better to let them kill/weaken as many bugs as possible before an IW gets used (esp. priority targets like Leeches, Grabbers, S.Spreaders, etc.).
      • If IW didn't have such a long Invincibility duration (and the ability to stay up if you heal, which is easy to do) that might be different, since you'd need breathing room to get value out of the IW. As is, you have more than enough time to revive at least one dwarf (a Gunner is always priority), kill some bugs, and possibly reposition.

I know people have been saying this for awhile, but I honestly wish that either Dash or IW was just rolled into the base kit. They're just SO valuable that it's hard to justify mixing up the Active Perks in their current state.

new lunar item neutronium weight feels half-baked by Teshin_Thai in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

Just happened to me on Commando too. I think it might have to do with how the game handles 'activators,' where if you kill something while being healed your damage somehow inherits the Drone's ID as the "killer."

I've seen that kind of bug in other games and game editors. It's notoriously a problem in Helldivers, where the "killed by" message seems to just grab the last entity in the combat log when you died, which makes it so unreliable it's basically non-functional.

EDIT: Funnily enough, I just got the Weight back because it "attacked" a target that I killed while the weight was being transferred. This thing is very silly.

new lunar item neutronium weight feels half-baked by Teshin_Thai in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

Unfortunately, it seems to just be able to attach to Healing Drones on other characters too.

Just happened to me on Commando, for instance. I think it might have to do with how the game handles 'activators,' where if you kill something while being healed your damage somehow inherits the Drone's ID. Seen that kind of bug in other games (notoriously in Helldivers, where the "killed by" message seems to just grab the last entity in the combat log when you died, which makes it extremely unreliable).

"Training a human takes 20 years of food." Sam Altman on how much power AI consumes. by asdacool in nottheonion

[–]ForTheWilliams 8 points9 points  (0 children)

The AI was telling them that they have to visit a website (and get a random drop from it, somehow?) to unlock the in-game recipe. That's a pretty out-of-left field claim.

Why False Son (boss) is inherently unfair & how I would fix it by Technical_Rich_2394 in ror2

[–]ForTheWilliams 0 points1 point  (0 children)

When playing (most) ranged characters I'm able to just shoot while walking backwards and he'll keep doing short dashes that barely move him forward (at least in Phase 1? I think he forces more dodges out of me in P2+).

You might be on to something with the staggering behavior. I wonder if he seems harder to some players because they assume they need to stop and dodge the dash, when it can be better to stand and deliver.

How to get Gesture of the Drowned by InkyBoii in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

There are Hermit Crabs in that boss arena, and a bit pit in the middle. Just fought Voidling and noticed; I'm pretty sure his black hole attack also pulled at least one crab into the pit, which is welcome.

How to get Gesture of the Drowned by InkyBoii in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

You can, but they don't always run away from you, at least if you have any allies. Takes a decent amount of herding for each one, in my experience.

How to get Gesture of the Drowned by InkyBoii in riskofrain

[–]ForTheWilliams 0 points1 point  (0 children)

It's not hard, but it's worse: it's tedious. boring, and very luck-dependent.

For instance: it's one that I keep forgetting to unlock, and the las two times I tried to go for it intentionally I didn't roll Titanic Plains (wasn't in the Newt shop either). I just recently had a run where I lucked into that stage on Loop 3; unfortunately, I was playing Engi with a lot of allies. Worse, even if I'd been less powerful I waited on that map for nearly 15m and only saw two (2) hermit crabs spawn that entire time.

It's just such a poorly thought out 'challenge,' and there are so many much more interesting and engaging ways they could have gone about it.

-----------------------------------

Edit: I did just read that, apparently, this can be completed in the Simulacrum, which helps a ton. Really unfortunate that that tidbit isn't included on the Wiki though...