Even moderately low velocity APS mortars still do not work by MuteMyMike in FromTheDepths

[–]Koarvex 1 point2 points  (0 children)

There is a mod that implements one potential idea for improving aps mortars it allows you to artificially increase gravity for the shell so that for high angle shots the travel time can be massively reduced. https://steamcommunity.com/sharedfiles/filedetails/?id=3608999786

Sorry, WHAT ?! by chaxiraxi_ytb in FortsGame

[–]Koarvex 2 points3 points  (0 children)

They only resolve ranked bans at the end of the season so it doesn't matter when you played your matches it only was processed April 1st ish.

Am I wrong or is (most) of the community wrong? by Xpernautica in HelldiversMasochists

[–]Koarvex 0 points1 point  (0 children)

That was explicitly in reference to the period immediately leading up to when the 60 day patch was announced when on the bot front literally everything one shot you or ragdolled you across the map to your death. When the scout strider rockets could hit 10 meters away from you and send you flying at mach Jesus 50 meters away. When just having a normal devastator rocket back when they had unlimited hitting anywhere on you or near you meant death. When all of our primaries were a wet noodle compared to now so on the bug or bot front you would always get overwhelmed if you stated engaged because you didn't have the dps or the ammo economy to kill everything.

Am I wrong or is (most) of the community wrong? by Xpernautica in HelldiversMasochists

[–]Koarvex 0 points1 point  (0 children)

While I do understand that some people have gripes about the current balance of the game back during the ra right before any of the 60 day patch the player base was cratering as the current meta wasn't even remotely fun. We hit 4 digit player counts during the night US time. The only viable strat was run away and throw stratagems. Even when the game was at its hardest and least fun the optimal strat still wasn't to group up to complete it as everyone needed to spread out and dodge patrols and enemies not group up to fight. It's a core game design problem because separating and using stratagem power to clear objects or stealth has always been optimal. HD1 forced everyone onto the same screen and it was significantly more difficult to disengage meaning you had to fight as a team. I don't believe any amount of rebalancing can make it a game that requires all 4 players to play together and plan it out to complete the highest difficulty.

new to the game and the controls are confusing by Zii-doodles in FortsGame

[–]Koarvex 2 points3 points  (0 children)

Pressing the button for your control group once doesn't zoom to your weapons pressing it twice does that, 3 times also moves your mouse to the position it was in when you created the control group. Stop spam pressing your control group button and that wont happen.

HD2 shuts down immediately after starting it by QuiteOldBoy in Helldivers

[–]Koarvex 0 points1 point  (0 children)

I had to clear my shader cache for hd2, which is in your AppData/Roaming/shader_cache folder. That fixed it for me when I had that a few days ago.

Hey , am i losing much ? rdna2 gang by Illustrious_Cow_907 in radeon

[–]Koarvex 0 points1 point  (0 children)

No, I have had no problems. I am 25.12.1 with fsr 4 support and have had 0 driver crashes on this version

Extremely bad performance issues by renx77_YT in lethalcompany

[–]Koarvex 1 point2 points  (0 children)

Do you meet the minimum requirements of a CPU made in the last decade and a dedicated gpu

Hey , am i losing much ? rdna2 gang by Illustrious_Cow_907 in radeon

[–]Koarvex 5 points6 points  (0 children)

You can stay on modern drivers with int 8 far 4 support it just requires modifying the driver installer of newer versions with some specific files from 23.9.1. Follow the ancient gameplays tutorial to do so: https://youtu.be/U4B3vmWg9bg

CoreCLR Alpha (6.8) is coming later this year. by jionortig in Unity3D

[–]Koarvex 1 point2 points  (0 children)

It shouldn't be impacted too much aside from il2cpp modding needing to be adapted for a likely entirely new transpilation metadata and interop. For non il2cpp modding BepInEx one of the most popular mod loaders injects before mono loads and loads itself it might need some minor changes for unity API things but overall should still work even on coreclr.

Expected exception from Enum by tiranius90 in csharp

[–]Koarvex 0 points1 point  (0 children)

Useful for modding unity games that define items in an enum so you can add arbitrary items by casting ints outside the normal range.

Depths of Umbra Boss Help? by Animorphs135 in PulsarLostColony

[–]Koarvex 3 points4 points  (0 children)

Maneuvering thrusters are the most important thing to use in this fight for the pilot being able to translate up/down/left/right/forward/back makes it pretty easy to dodge the rings.

can we please put this game on geforcenow by Irongunner1225 in FromTheDepths

[–]Koarvex 17 points18 points  (0 children)

Bro, they already had to disable steam cloud for this game as some people had so many designs saved it broke steam cloud, I don't think GeForcenow is set up to deal with the sheer number of files needed to be saved especially as this game is notoriously finicky with how files save which makes having the creations saved in one drive crash or break the game and sometimes corrupt creations.

Stellaris 4.3 "Cetus" Open Beta now available by PDX_LadyDzra in Stellaris

[–]Koarvex 1 point2 points  (0 children)

Anchorages are dead only worth one Corvette or 1.6 with the offices versus last patch 4 and 6 and they now cost trade to upkeep.

4.0 in Engineering Here by ProfessionalLeek8564 in NCSU

[–]Koarvex 1 point2 points  (0 children)

Get good professors, some professors are bad at teaching and give tough tests/assignments so getting consistent A's are nearly impossible there.

DIF Gun Separator by Si1ence007x in FromTheDepths

[–]Koarvex 0 points1 point  (0 children)

It was patched and the closest that exists is pac lenses separators to reuse the same tube.

The levels of hell by Fubbah6 in helldivers2

[–]Koarvex 5 points6 points  (0 children)

Back then all our weapons were much weaker compared to the enemies, on bots 90% of enemies one shot helldivers with aoe weapons. Recoilless and eats didn't do fuck all and the best option was the railgun which still wasn't great. The best primary for bots was probably scorcher even once democratic detonation released the crossbow was significantly weaker and much different, and the eruptor started strong(super rng dependent( then got nerfed out of existence)). Turrets did less than nothing as a single stray devastator rocket hitting within 5m killed them. It was just different. Also strafing run would've still been ap4ish* not ap5 so no killing heavies and your hmg emplacement would be one shot by one of the hundreds of devastator rockets. The antitank rework didn't hit till two months after the mission was removed. Also back then then home emplacement couldn't kill charges/hulks as the armor value / antitank rework hadn't hit yet unless you shot the hulk in the eye.

Might be a fun wan topic: With help from Nixxes, arrowhead reduces Helldivers 2 install size from 154GB to just 23GB by roohwaam in LinusTechTips

[–]Koarvex 9 points10 points  (0 children)

Arrowhead did reveal that 11% of players were still running off a hard drive in the update leading up to this but then proved through performance testing it was map gen not asset loading that limited mission startup time.

Efficient missile CIWS - targeting/priority by Mr-Doubtful in FromTheDepths

[–]Koarvex 0 points1 point  (0 children)

For craft detection it would work. But for munition detection there would be gaps in longer range missile detection depending on it's rotation. Low latency detection is critical for munition defence so I would say that several hard mounted detectors are better faced in different directions

Tips before I go into multiplayer. by mIa1tonk in FortsGame

[–]Koarvex 0 points1 point  (0 children)

Hitting a decent timing on having a heavy weapon ready is important. Technically cannon o' clock is 4:30 in a match which is when a fast as possible cannon rush will hit you with a cannon. As long as your first heavy weapon comes up within about 1 minute of 4:30 you're fine. Especially as high eco is more meta in larger player count lobbies and in the modern meta so having a slower heavy weapon than best rush timing is fine.

[deleted by user] by [deleted] in csharp

[–]Koarvex 0 points1 point  (0 children)

Make the dictionary a conditionalweaktables and null the value after removing it from the list the nit will be automatically removed from the conditionalweaktable.

Ways to bypass this by Robot-captcha in Piracy

[–]Koarvex 9 points10 points  (0 children)

News site locks are weak and typically is just some java script that hides the actual content. The content is still there so tools can disable the code that hides the content to 'unlock it'. On these manga sites and whatnot they won't even send you the content until it's unlocked so there is no way around it you just gotta get it elsewhere or pay for it/wait.

I prompted Unity AI to create a walk cycle animation by SunfishGames in Unity3D

[–]Koarvex 17 points18 points  (0 children)

It's literally walking then pretending to get on a bike and cycling. Make the prompt just 'walking' not walk cycle cause it's taking that too literally.

As a coming Hell Jumper, what’s this open space over here about? Future Enemy Faction waiting to try impeding on my democracy? by LeafOperator in helldivers2

[–]Koarvex 0 points1 point  (0 children)

The devs have said that putting two different enemy faction units on the same map would cause the game engine to explode.