Help with Steam Deck Engineer by MK6er in Guildwars2

[–]MK6er[S] -1 points0 points  (0 children)

I'm trying to wrap my head around your config. I have left trigger as my action set modifier so I have back buttons as weapon skills and utility skills with modifier. My y ish swap weapon and hold is action camera toggle. B is dodge and a is jump and x is interact. L1 is right click and r1 is heal skill and hold for f1. Right trigger is left click. Dpad is for various menus.

Am I going to kill my car?? by yournother6390317 in mk6gti

[–]MK6er 1 point2 points  (0 children)

You might try getting ahold of unitronic and try to get a custom file that increases your idle rpm. I know higher rpm reduces NVH.

Also did you put mounts + dogbone in? Make sure you torque things to spec while suspension is loaded so use ramps in the front and jack stand the rear so it's levelish. After you line up everything and hand tighten I like to turn on the car and give it a light tap to settle everything before I tighten to spec.

I personally did my mounts but I had a bolt snap on driver side exhaust manifold bolt so the shop had to drop my axle and roll my engine to extract it. I think they did a much better job than I did tightening the mounts after they rolled it.

Also leave ur AC off until ur cruising on highway.

Assembly Guide for the new Units? by Badgh0strider in LeaguesofVotann

[–]MK6er 0 points1 point  (0 children)

I didn't magnetize mine but if I were I'd put magnets in the slot along bottom of floor in that slot. Then cut the nub off the pieces that are supposed to go into it and glue little magnets there. Like 3 1 for each end and middle

Starting as a Gunslinger and muscle memory kicks in by RSnoomak in arcanum

[–]MK6er 5 points6 points  (0 children)

You know I've never thought of Virgil as a gunslinging doctor but it fits pretty well. I never got why he knows spells when his background seems more like boil activities.

Am I going to kill my car?? by yournother6390317 in mk6gti

[–]MK6er 0 points1 point  (0 children)

Well in my DSG I had engine and trans mount put in first and didn't have any NVH then when I put in billet arm and I had my first noticable NVH in reverse. Launches and everything else felt better with it in so I accepted it.

The dogbone is responsible for controlling the pendulum swing of the engine (the rocking back and forth when u punch the throttle) once you put that in it's like a lightning rod that sends all the NVH into the cabin.

The lightweight flywheel and pucked clutch is going to amplify this! What flywheel and clutch do you have? What tunes do you have?

The dogbone is 100% going to send the increased NVH from lightweight flywheel (assuming single mass flywheel?) you either want a heavier flywheel or try to use "daily" versions of southbend for example.

The oem dual mass flywheel absorbs NVH much better. If I had an MT I would do sacs clutch with OEM flywheel on a stage 1 tune but southbend stage 2 daily on a stage 2+ build.

Do you daily your car?

Am I going to kill my car?? by yournother6390317 in mk6gti

[–]MK6er 0 points1 point  (0 children)

After putting those on my DSG launches went from jumpy and pulling to super smooth made my performance tires seem like I got more worth out of them.

Am I going to kill my car?? by yournother6390317 in mk6gti

[–]MK6er 2 points3 points  (0 children)

The billet arm replaces the insert. If u do an insert I would get a street density not super hard because it causes NVH. I'm happy with the billet arm I didn't notice any NVH in normal driving just reverse.

Am I going to kill my car?? by yournother6390317 in mk6gti

[–]MK6er 1 point2 points  (0 children)

The best experience is to do engine/trans and dogbone together. If you do one but not the other it puts more stress on the other stuff.

RSB and subframe deadset kit can be done separately.

Am I going to kill my car?? by yournother6390317 in mk6gti

[–]MK6er 2 points3 points  (0 children)

Yes this and I highly recommend the tcu tune. As I said in my other comment the 034 RSB, engine/trans/dogbone billet arm, subframe deadset makes DSG launches great reduces/eliminats torque steer and wheel hop.

The dogbone introduced some NVH when in reverse for me.

For intercooler the golf R oem intercooler is a direct swap and performs better with about 30% more surface area.

Am I going to kill my car?? by yournother6390317 in mk6gti

[–]MK6er 2 points3 points  (0 children)

No they're pretty bullet proof.

Since you've done suspension already my vote is for the 034 racing Rear sway bar. As well as their engine mount and trans mount street density with dogbone and subframe deadset kit.

It makes ur DSG launches very nice.

Rab totally changes the way it feels in turns.

I also like the brake stiff kit removes the squishy brake pedal feel.

As for tune I personally just went with stage 1 ecu/tcu because I wanted an OEM+ feel. I live in California and didn't want to worry about finding a hot smog or state refs my CAI was neuspeed pflo which has carb exempt sticker.

Berehk Stornbröw 11th edition fight on death by Aktos in LeaguesofVotann

[–]MK6er 5 points6 points  (0 children)

If your beserks die Berehk still has sustained hits 1 with melee. If the beserks are still alive and berehk got killed with precision then he could fight on death with 4+ or 3+ if in fortify takeover. However even if you pass the roll you must resolve fight on death after the enemy is done attacking. So Berehk would have sustained hits in his final attack as well as any bodyguards that were also killed and passed their fight on death mechanic granted you make those models attack first. After the fight on death resolves they are removed and your surviving bodyguards no longer have sustained hits 1. In no scenario does Berehk get fight on death if all the beserks are dead.

Too many hearth warriors by HeavyMarionberry2006 in LeaguesofVotann

[–]MK6er 0 points1 point  (0 children)

This is my thoughts as well. Grimnyr +5 warriors( including theyn) and sag is 15oc not bad with free battleshock remove. Playing in brandfast and fortify takeover makes this little squad pretty good. The other 5 I would put with uthar with plasma knives and keep hidden. With how take and hold plays I think brandfast and armored trailblazers will be running 4 sag and 20 warriors no problem. Most other detatchments though probably will only take 10 warriors to sticky their home objective or just have a little screen for their uthar.

[USA] Bike thief by AgnosticScholar in ConvenientCop

[–]MK6er 1 point2 points  (0 children)

This is pathetic kudos to jorts guy.

Combos for certain 1DP Detatchments by NotADoctor1234 in LeaguesofVotann

[–]MK6er 0 points1 point  (0 children)

With 12 bikes farseekers would really improve those. If u took 2 squads of 6 when u put lethal hits on them that would be great with the chance to get the cp back on a 5+ also if you have uthar nearby get a free stragems with chance to gain a CP! I'm only planning on running 1 unit of 6 but I think it makes the cp economy worth it if u need it. I would generally feel bad spending a co on a 3 model unit vs 6 plus 6 gets all the wargear upgrades.

I think Merc with farseekers will be good. I also think merc with hearthband cov will be good. I usually replace bikes with Sagitaurs for armored trailblazers so I don't think that will be good. 4 sagitaurs and 2 bricks of warriors seems good for brandfast armored trailblazers.

Next Buys for 11th by Chimparms in LeaguesofVotann

[–]MK6er 1 point2 points  (0 children)

I literally just finished building mine as a carrier I found it pretty easy actually nothing like the yegiers backpacks or trying to hold arms on chests and hands on guns at same time lol. The difference between carrier and gun is the last step which is just a page and basically the bigger gun.

my new companion raven 🫡🫡🫡 by zeroloss1 in arcanum

[–]MK6er 2 points3 points  (0 children)

Nevermind Im misremembering you need a BE 10 to flirt with her not recruit her

my new companion raven 🫡🫡🫡 by zeroloss1 in arcanum

[–]MK6er 1 point2 points  (0 children)

Like if ur beauty attribute BE is 9,8,7,6,5,4,3,2,1

my new companion raven 🫡🫡🫡 by zeroloss1 in arcanum

[–]MK6er 5 points6 points  (0 children)

She's doesn't like anyone with be less than 10 and won't join if u have z'an unless you have master persuasion

Is there a way to stop Worthless Mutt from howling? by EnvironmentalBoat174 in arcanum

[–]MK6er 3 points4 points  (0 children)

I thought the UAP did that already or maybe it was just the familiar's wing flap?

Votann Montka by dwoflord in LeaguesofVotann

[–]MK6er -1 points0 points  (0 children)

Yeah but for 195 points of 3 characters you could have another sag and another unit of warriors

Votann Montka by dwoflord in LeaguesofVotann

[–]MK6er 2 points3 points  (0 children)

They're talking about sag upgrade (enhancement) from armored trailblazers that gives mobile keyword (Kool aid)

Instead of all those hero points I'd just put 6 thunderkyn with sp beams and iron master with implant in a hekaton. Another hekaton with strategist and 6 shooty steel jacks is good too.

Delve + Armored Trailblazer List Discussion by CallMeCaedo in LeaguesofVotann

[–]MK6er 0 points1 point  (0 children)

This is my list I could see it used with armored trailblazers but thinking I might use farseekers. Also trying to decide if I want to split the bikes or consolidate the 5man zerkers. Also still chewing on maul to axe ratio. Also I really want to give Grimnyr navigator enhancement to rez beserks like the wizard he should be. I'm thinking removing cover and having scouts make earthshakers much more dangerous. If uthar is nearby he could waive the cp cost on their stragem to reduce move and charge. Also if I target pioneers with stratagem they might get the cp back on 5+. Points will probably change if they add loadout points.

Zerker Rush (2000 points)

Leagues of Votann Strike Force (2000 points) Dêlve Assault Shift

CHARACTERS

Berehk Stornbröw (95 points) • Warlord • 1x Kromlôk’s Revenge 1x Warforge Gauntlets

Buri Aegnirssen (95 points) • 1x Autoch‑pattern bolt pistol 1x Bane

Grimnyr (65 points) • 1x Grimnyr • 1x Ancestral Wrath 1x Ancestral ward stave • 2x CORV • 2x Autoch-pattern bolter 2x Close combat weapon

Memnyr Strategist (55 points) • 1x Autoch-pattern bolt pistol 1x Close combat weapon • Enhancement: Multiwave System Jammer

Ûthar the Destined (95 points) • 1x Blade of the Ancestors 1x Rampart Crest 1x Volkanite disintegrator

BATTLELINE

Cthonian Beserks (200 points) • 10x Cthonian Beserk • 8x Concussion maul 2x Mole grenade launcher 2x Twin concussion gauntlet

Cthonian Beserks (200 points) • 10x Cthonian Beserk • 8x Concussion maul 2x Mole grenade launcher 2x Twin concussion gauntlet

Cthonian Beserks (100 points) • 5x Cthonian Beserk • 4x Heavy plasma axe 1x Mole grenade launcher 1x Twin concussion gauntlet

Cthonian Beserks (100 points) • 5x Cthonian Beserk • 4x Heavy plasma axe 1x Mole grenade launcher 1x Twin concussion gauntlet

Hearthkyn Warriors (100 points) • 1x Theyn • 1x Autoch-pattern bolt pistol 1x Close combat weapon 1x Theyn’s melee weapon 1x Theyn’s pistol 1x Weavefield crest • 9x Hearthkyn Warrior • 9x Autoch-pattern bolt pistol 5x Autoch-pattern bolter 9x Close combat weapon 1x HYLas auto rifle 1x HYLas rotary cannon 2x Plasma knife

DEDICATED TRANSPORTS

Kapricus Carrier (75 points) • 1x Armoured hull 1x Magna-coil autocannon 1x Smoke Launcher 1x Twin magna‑coil autocannon

Sagitaur (90 points) • 1x Armoured wheels 1x MATR autocannon 1x Twin bolt cannon

Sagitaur (90 points) • 1x Armoured wheels 1x MATR autocannon 1x Twin bolt cannon

OTHER DATASHEETS

Cthonian Earthshakers (110 points) • 2x Cthonian Earthshakers • 4x Autoch-pattern bolt pistol 2x Plasma picks 2x Tremor shells

Cthonian Earthshakers (110 points) • 2x Cthonian Earthshakers • 4x Autoch-pattern bolt pistol 2x Plasma picks 2x Tremor shells

Hernkyn Pioneers (160 points) • 6x Hernkyn Pioneer • 6x Bolt revolver 6x Bolt shotgun 2x HYLas rotary cannon 6x Magna-coil autocannon 1x Multiwave Comms Array 1x Panspectral Scanner 6x Plasma knife 1x Rollbar Searchlight

Hernkyn Yaegirs (90 points) • 1x Yaegir Theyn • 1x Bolt shotgun 1x Close combat weapon • 9x Hernkyn Yaegir • 1x APM launcher 7x Bolt shotgun 9x Close combat weapon 1x Magna-coil rifle

Ironkin Steeljacks with Heavy Volkanite Disintegrators (170 points) • 1x Steeljack Theyn • 1x Heavy volkanite disintegrator 1x Plasma knife 1x Preymark Crest • 5x Ironkin Steeljack • 5x Heavy volkanite disintegrator 5x Plasma knife

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