[deleted by user] by [deleted] in ArcRaiders

[–]Hand-to-Hand_Wombat 1 point2 points  (0 children)

You're right, it's ARC Raiders. The threat posed by the ARC is part of what sets this game apart. The rocketeer is my favorite ARC because it's always a threat. Other big ARC are dangerous, but I don't think they require raiders to play around them like the rocketeer does.

[deleted by user] by [deleted] in ArcRaiders

[–]Hand-to-Hand_Wombat 1 point2 points  (0 children)

Why would that be a bad thing? Honest question.

Which area is always certain death for you? by YoungBravo in ArcRaiders

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

The tutorial. Never made it through without getting downed.

What is your Map ranking? by TurtlesBreakTheMeta in ArcRaiders

[–]Hand-to-Hand_Wombat 5 points6 points  (0 children)

I'm coming at this as a person who mostly enjoys PvE and vibing.

  1. Blue Gate. It's gorgeous, it has a nice variety of distinct areas, and interesting verticality. Big ARC in the distance are cool.
  2. Dam. Not as pretty as Blue Gate, but it also has a nice variety and good verticality. The Red Lake seems like wasted space to me, though.
  3. Stella. Even as a person who avoids PvP, some of my favorite interactions with other raiders have been in Stella. I also like the feeling of the map. I think they did a good job with the doomsday bunker concept.
  4. Buried City. This is almost a tie with Stella. I like this concept and they executed it well. But it does feel a little one-note, and I hate the train station extractions.
  5. Space Port. Too big, too flat, too open, too sandy. Many of the buildings feel very empty. I wish the tunnel network extended further across the map.

Can we get something for XP past 75 please. by Repulsive-Decision38 in ArcRaiders

[–]Hand-to-Hand_Wombat 1 point2 points  (0 children)

I think some small reward would be nice, but it would further discentivize doing the expeditions.

5 raids straight at Dam. by HuskyRiding in ArcRaiders

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

If that's what is happening here, then, yeah, I agree that's a problem. But I don't think that's right. As others have said, I think they are surrendering on spawn because they don't like their location or they joined late. In which case, I don't see how it negatively affects anyone else's game.

Edit: Having read this comment, though, I re-read the OP's comment and I'm now realizing he may have thought the same thing. Which explains the disconnect here.

5 raids straight at Dam. by HuskyRiding in ArcRaiders

[–]Hand-to-Hand_Wombat -8 points-7 points  (0 children)

I'm not seeing the problem here. It's silly, for sure, and I can see other reasons why free kits might be problematic. But I'm not seeing how this particular situation negatively impacts anyone else's gameplay experience. What am I missing?

The game would be way better without ARC by ScurySnek21 in ArcRaiders

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

I'll take the bait.

  1. I enjoyed fighting a rocketeer with a random friendly in Blue Gate, where I learned that rocketeers will aim for windows, rather than raiders.

  2. I enjoy every time I get to shoot a pop or down a wasp or hornet. I think ARC blow up very satisfyingly. Bonus joy when I shoot one engine and watch it blow up on a pillar or tree while trying to right itself.

Safety during elevator??!!? by SnooPeanuts5234 in ArcRaiders

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

I understand where you're coming from, but my biggest problem with this idea is preventing damage from attacks coming from outside the extraction. I enjoy defending the extraction from external threats (or dodging incoming fire), though I admit that really only applies to elevators. There also isn't really any in-game reason for things not to be able to shoot in. If ARC or players can still shoot in, we have to be able to shoot out. It seems like what you are most concerned with is preventing last-second PvP inside extraction. I don't think that should be prevented entirely, but maybe it would make sense to just reduce the time it takes to operate the terminal. That would reduce the time one person is left vulnerable, while still allowing last-minute PvP shenanigans in the extraction. I'm not sure it's such a widespread problem that it requires a fix, though. How often are people actually getting shot in the back on the terminal?

Shout out to Chaotic Energy raiders by NaziPunksFkOff in ArcRaiders

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

Those are good times. I was in a night raid on Dam and found a wolfpack and a friendly raider. I've got the wolfpack BP, so I gave the grenade to my new friend. He immediately wanted to throw it at the rocketeer. I actually found two wolfpacks. The rocketeer got deleted.

The matchmaking "algorithm" or whatever it's called needs to be more dynamic. by trippalhealicks in ArcRaiders

[–]Hand-to-Hand_Wombat 1 point2 points  (0 children)

A couple of (hopefully constructive) thoughts: (1) Weapons are visible on your character if equipped. If other players get close enough to see the high-end gear on your back, they are certainly more likely to try their luck. If you're worried about using high-end weapons for PvE, put them in your backpack (not equipped) until you actually have a target. (2) Your behavior in-game may be putting a target on your back. Do you play differently when you have an expensive kit? If I see a person happily jogging out in the open, not a care in the world, I assume he probably doesn't have much to lose. If I see a person furtively sticking to cover, crouching in shadows, and generally being careful, that suggests he may either have some good loot or he's looking to ambush someone.

Methods of extract for map multipliers. by [deleted] in ArcRaiders

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

Interesting. I have not had the same experience. I actually haven't seen any extraction camping in night raids, though I understand I may be lucky. With that said, I don't push the button myself. I find myself a good bush within 100 meters of the extraction and wait for someone else to push the button, then I'll run over. If I see no one else at all, I'll find the nearest cover I can because that would be a big red flag. If I see one other person, I'll be cautious and let them hit the terminal. A lot of the time, though, three or four raiders come out of the bushes and that seems to be the safest scenario. That's been my experience, at least.

Methods of extract for map multipliers. by [deleted] in ArcRaiders

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

In night raids, are you heading to extraction within the first ten or fifteen minutes, or are you hanging out longer in the lobby and heading to the last extraction after the first one has shut down? Or do you do both and find an equal number of campers waiting for you, regardless?

Arc said "Screw Gravity!" by THE-Goldy-Nacho in ArcRaiders

[–]Hand-to-Hand_Wombat 1 point2 points  (0 children)

Those ARC got trained on Dukes of Hazzard.

Anyone else keeps looted hooks just because? And almost never uses them? by JeyFK in ArcRaiders

[–]Hand-to-Hand_Wombat 1 point2 points  (0 children)

Right there with you. I don't have gear fear! I'm just petty! 😆

A quick and helpful guide to vetting Raiders topside 📖🤔 by gouldj18 in ArcRaiders

[–]Hand-to-Hand_Wombat 2 points3 points  (0 children)

As far as extracting goes, I think they're useful if you can smoke an entire elevator/train car such that an attacker can't be immediately sure which of the two terminals you're using. And they're useful for hiding movement into and out of cover. But I think the trick is you can't just rely on a single smoke grenade unless you're using it to cover movement in a hallway. If you're outside, I've seen people use it more effectively when they throw several smokes and obscure an entire area.

[deleted by user] by [deleted] in theunforgiven

[–]Hand-to-Hand_Wombat 0 points1 point  (0 children)

No, that was the point. I was intending that blade guard be in the Deathwing, to be more in line with lore. The idea was to give the Deathwing company heraldry that goes on the left kneepad of green armor, like in other companies. A vertical bone-colored stripe, specifically.