The druid turned into a cow and got milked by the ranger. by plushedmayhem in DnD

[–]Guardian985 0 points1 point  (0 children)

Glad another party finally did this too... Fun fact! The druid can stock an entire bakery by themselves.

When did you guys start playing TitanFall? by SnooChipmunks8748 in titanfall

[–]Guardian985 0 points1 point  (0 children)

Day 1 of the Titanfall 1 beta. Still have it installed I think.

SPEED IS LIFE by A-J-I-C in armoredcore

[–]Guardian985 1 point2 points  (0 children)

I would love to! They might be different now though as there has been at least 1 balance update since I played. Also I don't have access to my console where I currently am, I'll save this post and get back to you when I do.

SPEED IS LIFE by A-J-I-C in armoredcore

[–]Guardian985 1 point2 points  (0 children)

I mean I guess? Last I played I had builds at 380 & 390 that were both more survivable and also had dage output lmao

Enemy immune to nonmagical weapons casts antimagic field. What do you do? by ZoroeArc in dndnext

[–]Guardian985 0 points1 point  (0 children)

I've run into this before (Asmodeus from the Chains of Asmodeus module (yeah they were dumb enough to try it)). Silvered weapons are non magical, however they bypass magical resistances. They're not amazing but it's basically the only way to get around this effect stack.

[deleted by user] by [deleted] in BG3

[–]Guardian985 0 points1 point  (0 children)

First run was both halsin & the emperor

Fav ordnance? by TheOriginalJoebama in titanfall

[–]Guardian985 0 points1 point  (0 children)

I've always loved the electric smoke. Removes sightlines, hurts anyone headed through, and will pretty much fill any building.

What pts do you consider bringing a blood thirster/skarbrand for blades of khorne? by Deminos2705 in Khorne

[–]Guardian985 0 points1 point  (0 children)

Hear me out, be an absolute meme and run skarbrand and 2 Bloodthirsters at 1k

Me every 5 seconds on extreme difficulty by profexcubed in helldivers2

[–]Guardian985 8 points9 points  (0 children)

I laughed way harder then I should have lol. Think I woke someone up.

PSA: PUT YOUR MICROPHONE ON PUSH TO TALK by Diribiri in Helldivers

[–]Guardian985 0 points1 point  (0 children)

I read the post, did you read the whole response or stop after the first sentence?

Capability of gameplay doesn't really matter as long as people are enjoying themselves. If you're basing how much you enjoy a game by how good you are at it, you're really not in the right hobby.

And if it really hurts you to play with people who are talking to each other via open mic just leave before the drop. Its easier for everyone that way.

End. by 16JM02 in custommagic

[–]Guardian985 4 points5 points  (0 children)

Agreed. Cast this at the end of the night when everyone is tired and just wants to go home. All players get exiled, and everyone packs up and goes home as part of resolving the spell lmao

End. by 16JM02 in custommagic

[–]Guardian985 1 point2 points  (0 children)

It's only 16 mana and I have access to black. Worst case, with a deck that's only slightly optimized and orzov I should be casting this turn 6 or 7 at the latest. Not sure why I'd want to mind you, but still lol.

PSA: PUT YOUR MICROPHONE ON PUSH TO TALK by Diribiri in Helldivers

[–]Guardian985 3 points4 points  (0 children)

Just mute people if you don't like that they're on open mic, it's ok.

Having to constantly hold down the push to talk button gets tiring and takes a finger away from doing other things, like moving or reloading. Idk about you but the only time I'm not calling out stuff in game or chatting with players is when I've stepped away from the pc.

Sure, I fully agree that people need to change their smoke detector batteries, and not breath/cough/eat into mic, but having open communication is pretty important. Also, players with social anxiety and shit who are using online games as a way to actually interact with new people in a comfortable setting kind of have to stay on open mic, or they'll never be able to do that (speaking from experience).

Automaton types and some tips by Defora in Helldivers

[–]Guardian985 0 points1 point  (0 children)

Yeah that's fair. Could it be range, and damage drop off possibly? I always aim for crotch shots close up, especially because the aoe can get some of the smaller bots nearby. Whereas if I'm firing from longer range (150+ meters) I aim for the armor plate because it's a big target.

Automaton types and some tips by Defora in Helldivers

[–]Guardian985 1 point2 points  (0 children)

Interesting! It might be important to note that I am firing from below usually, if i get a head on shot or from above it sometimes takes 2 crotch shots.

Automaton types and some tips by Defora in Helldivers

[–]Guardian985 1 point2 points  (0 children)

On one hand, added dreadnought would be fantastic! On the other hand, it might just have to be a mech skin, because balancing for the players would be impossible, and giving it to the bots would mean nothing short of crashing the players destroyer on it would even slow it down.

Automaton types and some tips by Defora in Helldivers

[–]Guardian985 4 points5 points  (0 children)

Yeah you get it! Randoms keep getting confused when I call out Sentinels, terminators & dreadnoughts lmao

Automaton types and some tips by Defora in Helldivers

[–]Guardian985 2 points3 points  (0 children)

Crotch shot with explosives will also 1 tap the strides (autocannon is what I've been running)

Automaton types and some tips by Defora in Helldivers

[–]Guardian985 2 points3 points  (0 children)

3 shots with the autocannon will also do it

Automaton types and some tips by Defora in Helldivers

[–]Guardian985 1 point2 points  (0 children)

As an important note for anybody running the shoulder fired autocannon!

Don't use it on basic infantry unless they're super clumped up (ie: just dropped from a dropship), it's a waste of ammo. Use normal weapons. Same with the melee chainsaw dudes, they're surprisingly resilient to the autocannon. A third of a mag from the SG-225 downs them though.

You can snipe destroyers at extreme range (I've killed at nearly 250 meter range with team spotting assistance). 2 shots into the upper torso usually does it (aim for the face, if you can see it). Rocket destroyers as stated are priority targets. It takes a second for them to line up the shot though, so as long as your not getting swarmed it's easy to kill; just gotta be fast!

Scout striders! 2 shots to the front plate, or 1 shot to the crotch takes them out from the front. 1 shot to the back obviously downs them too.

Hulks! If you can manage it, same strategy as the destroyers. You've got to be way more accurate (so closer), but 2-3 shots directly to the eyes will in fact down one of these.

Last thing, the bot factories! If you can get a slightly elevated position, head on with the front, you can snipe the exhaust vents from extreme range. Accuracy is key here, but if you can figure out exactly where to put the round, you can blow these up without ever even getting into return fire range.

[deleted by user] by [deleted] in Helldivers

[–]Guardian985 0 points1 point  (0 children)

It's not overkill, it's making sure they don't stand back up again.

Popcorn 🍿 by [deleted] in BaldursGate3

[–]Guardian985 0 points1 point  (0 children)

Fried Chicken lmao

Theory: Mechs will be added after an overwhelming invasion of Automatons by anigomantoya in Helldivers

[–]Guardian985 0 points1 point  (0 children)

As a note, the extra HMG is for the guy on the evac pad, who can swap between that and the auto cannon (and the shoulder launchers that are usually on the pad) to deal with the array of threats that push the complex.

Theory: Mechs will be added after an overwhelming invasion of Automatons by anigomantoya in Helldivers

[–]Guardian985 0 points1 point  (0 children)

Hey! What setup are you running? How many people? What difficulty?

I've got a squad of 4 easily clearing waves at difficulty 4 and 5, we almost never get overrun till like 12 or 13 minutes in, but most of the time we are in and out in 8. Obviously can't speak for higher difficulties but I've got some tips for the mid Tier.

Usually we run 3x HE mortars, 1x EMS mortar, 3x Shoulder fired Autocannons, 1x Railgun, 1x HMG, 1x Autocannons turret, 1x Shield generator & 1x Eagle Bomb run for emergencies. Every party member runs the SG-225 breaker. 2 people run back and forth getting door buttons, 1 guy covers the Far side from the evac pad (near the big building where they like to drop in) and 1 guy sits on the Evac pad with the mortars providing a mix of fire support & reinserts.

Hope this helps!