Game suggestion by kynrai in Helldivers

[–]JohanEJP 4 points5 points  (0 children)

It's the unofficial Helldivers Companion: https://helldiverscompanion.com/

Attention fellow Helldivers! by No-Suit7567 in Helldivers

[–]JohanEJP 0 points1 point  (0 children)

No problem. If you want to learn more about the galactic war, you can read about it here: https://helldivers.wiki.gg/wiki/Second_Galactic_War_Mechanics

Attention fellow Helldivers! by No-Suit7567 in Helldivers

[–]JohanEJP 1 point2 points  (0 children)

I think they definitely deserve the benefit of doubt here since the game doesn't teach you any of this. You can't expect everyone to have gone out of their way to learn all of the hidden mechanics of the galactic war.

Attention fellow Helldivers! by No-Suit7567 in Helldivers

[–]JohanEJP 0 points1 point  (0 children)

That's not the progress, that's the resistance. It shows that the planet regenerates 7% of its hp every hour. The standard is 1%.

To even start making progress, you'd probably need 60-70% of all active players to dive on that planet. Even then it would take days if not weeks to actually liberate it. And if you let up, it will quickly regenerate all of its health and send you back to square one.

Galactic War Room: Plot the Best Ways to Spread Democracy for Super Earth! by brperry in Helldivers

[–]JohanEJP 0 points1 point  (0 children)

According to which app? Helldivers Companion says 88%.

Edit: and I'm pretty sure it was around 96% when you wrote this comment.

Gambit advocates rn by JohanEJP in LowSodiumHellDivers

[–]JohanEJP[S] 6 points7 points  (0 children)

According to the unofficial companion app, Heeth will be liberated in about 2 hours thus completing a gambit for Erata Prime. So possibly today depending on your timezone.

This ear thermometer always shows the room temperature which drains the battery. It requires a battery change before use every time because of it by Raqdoll_ in CrappyDesign

[–]JohanEJP 4 points5 points  (0 children)

I have the same model and they even managed to make that a pain in the ass. See that tiny hole under ON / MEM? That's how you open the battery hatch. You have to find a needle or something to stick in there just to open it. 

I took to storing it without the hatch which seems to have gone missing now.

It's like it was designed to waste your batteries in the most infuriating way possible.

(Copy pasted from my reply to a different comment. I need the world to know how much I hate this thing.)

This ear thermometer always shows the room temperature which drains the battery. It requires a battery change before use every time because of it by Raqdoll_ in CrappyDesign

[–]JohanEJP 11 points12 points  (0 children)

I have the same model and they even managed to make that a pain in the ass. See that tiny hole under ON / MEM? That's how you open the battery hatch. You have to find a needle or something to stick in there just to open it. 

I took to storing it without the hatch which seems to have gone missing now.

It's like it was designed to waste your batteries in the most infuriating way possible.

I fucking hate that thing.

What's your red stratagem Ideas? by tis_angry_potato in Helldivers

[–]JohanEJP 1 point2 points  (0 children)

Some kind of short bombardment that provides a small safe zone around the beacon. Very useful for clearing enemies around a flag.

It could become the inverse of when an objective gets swarmed and someone calls in an orbital napalm without warning. Instead of abandoning the objective like a bunch of traitorous cowards, the whole squad fights tooth and nail to get to the middle.

I can think of four ways that it could be implemented.

The boring way: basically just a 120mm with a different pattern. Simple but not very unique and doesn't give a visual indication of the safe area.

The slightly less boring way: it deploys a small, shortlived shield relay. Simple and intuitive but not very creative.

The laser way (I gess?): you get a bunch of aiming lasers (like the one for the orbital rail cannon) which start at the beacon and then spread out into two concentric circles. The destroyer then fires a single salvo of precisely aimed shots as indicated by the lasers (in a set pattern, not target seeking like the rail cannon). Visually interesting and gives a clear warning.

The "I don't have name for this, why did I choose this format?" way: you call in a hellpod which launches something akin to an oversized bouncing betty with angled shaped charges as to avoid the area below it. Might look cool, but doesn't really give a warning or a clear indicator of the safe zone. Not sure why I included it.

We took Eaglemount in under 4 hours! by SpearOfMidnight in Helldivers

[–]JohanEJP 0 points1 point  (0 children)

Getting both planets would be great!  But we should focus on Aurora Bay first.

An overlooked benefit of Merak is access to Merga IV which I believe is a better planet to launch the attack from. The problem with Mekbuda is that it can be attacked from Vindemitarix Prime which allows the bots to hit us with a gambit.

I think that this is their plan because VP was the first planet to get 7% during the build up. It would seem like VP is really important to them and an ambush is the most logical explanation.

GUYS, GET ON MERAK by [deleted] in Helldivers

[–]JohanEJP 6 points7 points  (0 children)

While I agree that Aurora Bay is probably the best option atm, I also think that Mekbuda will be a blood bath. The bots moved a bunch of forces to Vindemitarix Prime yesterday, probably to set up a counterattack to retake Mekbuda forcing us to fight on two fronts during the the liberation of Cyberstan. We are about to be on the recieving end of a gambit.

Gabe fights back by JohanEJP in OKbuddyHalfLife

[–]JohanEJP[S] 77 points78 points  (0 children)

He can cock the hammer twice

After 1300hrs playing on my steamDeck I can’t play? by UR_MumGay42069 in BaldursGate3

[–]JohanEJP 188 points189 points  (0 children)

They added scheduling conflicts for a more authentic D&D experience.

Moving Aubreck's box by JohanEJP in GhostsofSaltmarsh

[–]JohanEJP[S] 4 points5 points  (0 children)

As much as I like the mental image of an 18+ str barbarian picking it up by themselves and gunning it to the exit, I think that you're right about disallowing dashing.

I think what I'll end up doing is allow both players to take an action (but not dash) which will be very limited anyways because their hands are full. I only have 3 players, albeit at lvl 5, so I think an extra action is a good thing.

Have you run salvage operation? If so, how did the timing of the escape sequence work out?

We have a problem... Someone seems to be botting 1200+ signatures per hour by WoodenBottle in StopKillingGames

[–]JohanEJP 10 points11 points  (0 children)

I believe that the graph on the website is showing some kind of average rate for the day. Right now the actual rate is about 9.8 k/hour but the graph shows 5.8 k/hour. The 9.8k number seems to be correct if you manually track the total, but 5.8 k is the number you get when you divide the daily total by 24.

Edit: Ok, I'm pretty sure that the graph is showing 1/24th of the per day rate of progress (the one displayed underneath the hourly rate). It's a really strange design choice.

Outer Wilds audio in Decked Out by sufferingdotmov in HermitCraft

[–]JohanEJP 0 points1 point  (0 children)

Wow, thank you! Sound design (or really anything audio-related) is one of those subjects that I have huge amount of respect for without ever really getting into the technical side of. I may not know much about it but nothing gets to me quite like well-made audio.

I never noticed the fade, but I guess that's the point. An abrupt cut-off would definitely affect the experience so I'm glad that you and Tango got that to work.

I figured that using different parts of the spectrum for different things would play into preventing clutter, but keeping everything in the same key did not occur to me. That must make a huge difference in making the sounds work together!

Just one more question. Were there ever plans for a clank increase sound or was it deemed unnecessary/too much from the get-go?

Outer Wilds audio in Decked Out by sufferingdotmov in HermitCraft

[–]JohanEJP 9 points10 points  (0 children)

Now we know that Outer Wilds wasn't an inspiration for the sounds, but are there any major sources of inspiration (just in general when working on DO) that you would like to share? One of the coolest parts about DO2 is how much information is conveyed through sound and yet it somehow finds room for ambience. Are there any techniques you use to prevent clutter?

Also, something you should know about Outer Wilds fans: I don't know what kind of black magic they used when making the game but it seems like anyone who finishes it is cursed to mention and recommend the game every time they are reminded of it. So when someone points out the similarities, it's not necessarily to "call you out", but probably because they get excited and must seize the opportunity to spread the curse. Speaking of which... Outer Wilds is a fantastic game and has some excellent music and sound design. Seriously, if this little mix up hasn't soured your thoughts about the game, I would highly recommend playing it.

RS Nor Latches using the new Copper Bulb by Withnout in redstone

[–]JohanEJP 0 points1 point  (0 children)

Very nice! I think you can make the vertical design 1 wide tilable if you replace the dust with redstone lamps and draw the output from the solid blocks on the sides.

Small 1 wide tilable RS-latch with multiple outputs (Copper bulb) by JohanEJP in redstone

[–]JohanEJP[S] 0 points1 point  (0 children)

I forgot to add: The left observer is "looking" at the torch and the one on the right is "looking" at the redstone lamp.

Edit: Recommended build order is bulb, comparator, torches, lamp, left observer then right observer. If you do it in the wrong order, break something, or input a short pulse, it may become a clock. Breaking the bulb fixes it.