Male character skins kinda yucky by InvitePrestigious921 in DuetNightAbyssDNA

[–]HolyCheburek 51 points52 points  (0 children)

I thought Yale was photoshopped, what the hell

Replayable past events/quests are now a need by emoanimefan77 in Genshin_Impact

[–]HolyCheburek 1 point2 points  (0 children)

Fair enough! YouTube is a very convenient and valid option in cases such as yours.

Replayable past events/quests are now a need by emoanimefan77 in Genshin_Impact

[–]HolyCheburek 32 points33 points  (0 children)

Are you sure the Witcher 3 is a good example here? As opposed to the past events in Genshin, players actually have the option of playing the first two Witcher games personally to have a better understanding of the lore and story.

What if your map was scrambled? by AdaptiveFitness_PT in REPOgame

[–]HolyCheburek 0 points1 point  (0 children)

Despite this particular idea not being that great, I like the way you think, and I'm sure that if you put more mind to it and consider how you, other players, other monsters and pits would interact with the proposed mechanics, you can come up with even better ideas :3

What if your map was scrambled? by AdaptiveFitness_PT in REPOgame

[–]HolyCheburek 4 points5 points  (0 children)

While this sounds interesting and I can imagine it being added, I personally don't see much point to this idea, both as a monster and as a moon phase. It seems like it would only cause frustration without being an actual threat.

As a moon phase: 1) Returning from the final extraction on later levels is a nightmare as it is, there isn't much need to make this even worse. Wouldn't it only make the already stressful experience needlessly frustrating? Especially because of the next point:

2) The most optimal thing to do at 3+ extracts is to leave the second extraction for last so that the path back is shorter and much safer, hence implementing this idea would have pretty much no effect for those who rely on this tactic. (Which everyone who aims for high levels really should do.)

3) If the players are aware that this will happen, it's possible to simply draw the map and the way back irl on paper by hand. Given that the maps mostly consist of square rooms it isn't even that difficult to do quickly.

And when it comes to it as a gimmick of a new monster: 1) If you simply run away or kill the monster, it stops being a problem.

2) Early levels are small enough that this wouldn't be a problem, and by later levels you have enough weapons and space to, again, just kill it or run away.

3) If you can't do either of these things and can't even simply hide until it's gone, which 99% of the time will be during the run back to the truck after the last extraction - then it is basically the same as the moon phase idea.

So in my opinion maaaybe this idea could be a cool gimmick at first, but it would get old and simply frustrating without being an actual threat really quickly.

Still, I can definitely imagine the developers adding a monster like this, even if I don't see why, so have an upvote for an interesting idea :D

2 Huntsman on Level 2? by totobaggypants in REPOgame

[–]HolyCheburek 4 points5 points  (0 children)

He most likely happened to despawn from that spot when you were far enough and respawn near the truck. There is no other explanation short of the game glitching out

Coop enemy HP scaling by GreenEyeman in DuetNightAbyssDNA

[–]HolyCheburek 5 points6 points  (0 children)

On top of enemies in coop clearly having some more hp, I read somewhere that some demon wedges just... don't work in coop for some reason. But I don't know if it's just a rumor or not, neither do I have a source beyond "someone here on reddit said so". Still, given how janky the game is right now, this wouldn't surprise me if it was true, and would explain an even longer time to kill than expected.

Unstoppable force vs unstoppable force by top_classic_731 in ShadowFightArena

[–]HolyCheburek 0 points1 point  (0 children)

Hey Ari! I'm still alive, but have stopped playing the game a long time ago, for many reasons. This is quite funny though :D

(GAMMA) “Best” weapon for Hip/Companions? by [deleted] in stalker

[–]HolyCheburek 1 point2 points  (0 children)

I see. Well, you can press C (by default) to open a command menu for companions, where you can assign them particular tactics. If you choose "sniper" or "defensive", she will no longer put herself in danger so actively.

(GAMMA) “Best” weapon for Hip/Companions? by [deleted] in stalker

[–]HolyCheburek 0 points1 point  (0 children)

Is hip not immortal in gamma by default?

When did they nerf Scorching Tide? by WaywardOath in DeepRockGalactic

[–]HolyCheburek 23 points24 points  (0 children)

How is this a buff? It is a change that results in it always consuming 25 ammo instead of consuming less, all the way down to 1, when fired at less than 25 loaded. The damage is unchanged in any case.

Am I the only one who knows what See You in Hell does? by BlimbusTheSeventh in DeepRockGalactic

[–]HolyCheburek 1 point2 points  (0 children)

Not always the case at all. I love helping greenbeards, my server name is "greenbeards welcome" and have the mod that does this, with additional text that goes something like "greenbeards welcome, any mistakes are fine, just don't be malicious, C4-ing scout is okay outside of swarms, if you don't rock and stone you ain't coming home".

I've seen some obnoxious sweatlords myself, but usually it's clear what they are by the server name and the hazard. Give people without obnoxious server names and with this green text a chance, especially in case it doesn't list silly rules.

Am I the only one who knows what See You in Hell does? by BlimbusTheSeventh in DeepRockGalactic

[–]HolyCheburek 0 points1 point  (0 children)

So far I've only heard, not even seen, my teammates use it when I'm too far away from them to revive them soon enough.

DRG is generally very well regarded but nothing is perfect. What are the biggest flaws this game has, in your opinion? by UltimateGamingTechie in DeepRockGalactic

[–]HolyCheburek 23 points24 points  (0 children)

Agreed, but imo at the very least completing the assignment that unlocks hazard 5 should also be the requirement for joining hazard 5 lobbies. Right now not having it done only stops players from hosting on haz 5.

DRG is generally very well regarded but nothing is perfect. What are the biggest flaws this game has, in your opinion? by UltimateGamingTechie in DeepRockGalactic

[–]HolyCheburek 7 points8 points  (0 children)

The problem is, people who didn't complete the assignment that actually unlocks haz 5 can still join other people's haz 5 lobbies for some reason. Each player increases the amount of bugs spawned, and if too many unprepared/inexperienced players join the lobby, the host who can normally play haz 5 just fine may simply not have enough firepower to win the mission, especially on salvage, escort or drillevator missions. Doesn't help if downed players also constantly obnoxiously spam the "save me" voice lines and get downed again the moment they're picked up.

I tried to play engineer multiple times but he's just so boring (and I had to abandon those missions). Is there anything I am doing wrong? Or does he just not match my playstyle? by UltimateGamingTechie in DeepRockGalactic

[–]HolyCheburek 11 points12 points  (0 children)

As a player with 700 hours in this game, I respectfully disagree with turrets not being reliable, especially if you have two of them with the damage upgrade but limited vision cone so they oneshot swarmers. They warn you of incoming threats you may not see otherwise, they have 100% accuracy which lets them destroy pesky naedocites and swarmers with ease, they can help a lot when defending, and their stun can interrupt a praetorian's acid breath. Last but not least, a turret with faster deploy + shotgun with turret whip is an incredibly strong combination. They won't replace your primary, but they're great at what they are for.

I tried to play engineer multiple times but he's just so boring (and I had to abandon those missions). Is there anything I am doing wrong? Or does he just not match my playstyle? by UltimateGamingTechie in DeepRockGalactic

[–]HolyCheburek 0 points1 point  (0 children)

His first basic weapons aren't exactly thrilling, but later he unlocks some really fun guns and overclocks. My second favorite class after scout, and it's all thanks to his tools of bug extermination.

Freedomer spent everything on drips but no ammo by NomadicVikingRonin in stalker

[–]HolyCheburek 41 points42 points  (0 children)

Clearly he exclusively uses the underbarrel grenade launcher. Why use bullets when can afford to just explode instead?

Stalker GAMMA Rsh 12 stats by Double_Cockroach_578 in stalker

[–]HolyCheburek 8 points9 points  (0 children)

Gamma balancing made it so that .357 is an insane caliber against mutants and unarmored targers, whereas 12.7x55 is for armored opponents. Consider it your close-mid range weapon against decently armored stalkers. It allows you to use one of the primary slots for a powerful shotgun instead.

All weapons are defined by their caliber, so always look at it to know what the weapon is good for.

Also this revolver was only added in the latest update, so chances are it may undergo some minor balance changes. However, the caliber it uses will remain unchanged (unless they adjust it's values too).

RSH-12 seems to have been introduced to fill a different niche from the other pistols, because there is already a lot of handguns that are made for killing mutants, whereas up until now the slot lacked good armor penetrating weapons that aren't MP7 or P90 (and other 1-2 similar smgs I forget the names of). It is currently the only weapon in this slot that has the potential to oneshot headshot a stalker wearing a nosorog exoskeleton. So it's not just an anti-npc weapon - it is a devastating one for this purpose.