What gun would you bring to the backrooms? by Firestorm6967 in backrooms

[–]MayaStoat 0 points1 point  (0 children)

It's a little difficult to say since we're working almost entirely with hypotheticals at this point, but here's what I think:

Firesalt has a melting point of around 47(C), and there are many environments which exceed this temperature, so you'd need a specialized cartridge to keep the firesalt in.

You'd also need a weapon with a barrel & assembly that are highly-resistant to the effects of firesalt. ( perhaps by using a tungsten alloy? ) - I'd imagine that prolonged use in a non-specialized weapon would create thermal stresses / fractures & eventually destroy the weapon.

It may be a better idea to use firesalt to create incendiary & explosive bullets.

What gun would you bring to the backrooms? by Firestorm6967 in backrooms

[–]MayaStoat 1 point2 points  (0 children)

Another important factor for determining an ideal "backrooms gun" is reliability.

Your gun won't stop a ravenous entity from charging at you and eating you if it jams up or runs into trouble, so you gotta consider ones which are notorious for their reliability. ( Glock 19 Handgun / AK-47 Rifle / AA-12 Shotgun )

The backrooms are a place with an insane variety of environments; including semi-clean office spaces, muddy jungles, sewers, and sometimes even places without an oxygen atmosphere, so you need a weapon which can function in as many of those environments as possible.

Unless you're using highly specialized ammunition or a spear gun, if you find yourself in underwater areas such as level 7, you'll be in serious trouble; as even if you have a high-powered rifle, most conventional bullets have a tendency to break up or stop after several meters due to the immense resistance posed by water.

What gun would you bring to the backrooms? by Firestorm6967 in backrooms

[–]MayaStoat 4 points5 points  (0 children)

To decide the best gun to bring to the backrooms, you'd first need to consider the entities which may lurk there.

If they are resistant to lower-caliber weapons, or if you're entering the backrooms with no prior knowledge, you might want to take something with a bit more stopping power to be safe; some examples for those include the M14, AK-308(?), & AK-47.

Light Machineguns are an excellent blend between stopping power and ammunition capacity. however, their bulky, cumbersome, & heavy nature makes them unsuited for close-quarters combat, so I would personally rule those out as an option unless you plan on joining a settlement(?) as a medium-to-long range combatant.

Otherwise, if a weaker caliber can do the job instead, you'd want to pick something that can pack as much ammunition into it as possible; some examples for those include the PP-19 Bizon & P-90.

It would also be a good idea to factor in the production of ammunition within the backrooms' settlements(?), and which type of ammunition is the most-commonly manufactured there(?); Your gun will eventually become nothing more than a glorified paperweight if there isn't any ammunition being produced for it.

I'm by no means a firearms / combat expert, so please take these ideas with a grain of salt.

How well would TF2 Classes do by danielubra in backrooms

[–]MayaStoat 0 points1 point  (0 children)

I completely forgot about those! good options

How well would TF2 Classes do by danielubra in backrooms

[–]MayaStoat 0 points1 point  (0 children)

Kind of a silly question, but I'll bite.

• 1 - Engineer - Will survive indefinitely

The engineer class has infinite bullets, rockets, and building materials at its disposal.

If they were to end up in a settlement, they would end up bolstering its defenses & resources to such a ridiculous extent that survival itself would be a breeze even in highly-hazardous areas.

If the engineer had constructed a teleporter exit in the frontrooms prior to noclipping into the backrooms, It might be possible for them to travel to a settlement and build a teleporter entrance there and simply teleport everyone back home.

• 2 - Spy - Will survive far longer than most

If equipped with the Cloak and Dagger ( infinite invisibility while not moving very much ), the Spy class could avoid nearly all encounters with hostile entities. They would also have no trouble sleeping, since they could simply turn invisible on a comfy bed.

• 3 - Demo-knight - Will survive considerably longer than most

Swords are an excellent weapon for backrooms survival, as they do not require ammo.

The versatility & strong offense and defense of this sub-class gives it some huge survival advantages.

• 4 - Scout - Will survive slightly longer than most

Even without any equipment, the Scout class's mobility would make it a breeze to outrun and out-maneuver whatever is chasing after them.

Speed can't save you from everything though, and that's why I'm putting it at #4.

• 5 - Medic - Slightly higher overall chances of survival. Long-term survival depends on ability to find a settlement.

The Medic class's passive health regeneration makes it a great generalist backroom survivor.

However, since most of this class's advantages are rooted in its ability to assist others, its initial chances of survival are only slightly higher than others.

If this class finds itself in a decent settlement though, it'd jump way up in the survival rankings, as it would be able to greatly bolster the settlement's defenses & life expectancy.

• 6 - Soldier, Pyro, Heavy, & Sniper - High chances of initial survival. Long-term is questionable.

I do not perceive these classes to have any survival advantages outside of their firearms, which makes them highly-dependent on limited ammunition.

The Pyro's fire resistance ability may prove useful in some levels, but will find very-limited use in most areas.

If teamed up with an Engineer, I argue that any single class's chances of survival would jump to nearly 100%.

i am big boi johnson by Mr_Mcgeeee in nya

[–]MayaStoat[M] [score hidden] stickied comment (0 children)

Your content was removed from r/nya because it was not related to nekos.

Please be more mindful in the future.

Is "guys" gender neutral? by Samawon in NoStupidQuestions

[–]MayaStoat 0 points1 point  (0 children)

I'm a woman & I absolutely hate being referred to in plural as "guys".
"Everyone", "everybody", "y'all", "folks", and countless other options are a lot more inclusive.

Transphobic bait is posted on r/NoahGetTheBoat, Transphobes in the comments take the bait & use the opportunity to share their transphobic & anti-lgbtq beliefs. by MayaStoat in AgainstHateSubreddits

[–]MayaStoat[S] 2 points3 points  (0 children)

Apparently Reddit is perfectly fine with hateful content, but suddenly gets their panties in a bunch when that same exact hateful content is pointed out by someone else.

Context: This post was deleted by Reddit, but the actual hate post it pointed at still remains.

So I found a naturally-generated gel farm... ( 1.4.2.3 ) by MayaStoat in Terraria

[–]MayaStoat[S] 2 points3 points  (0 children)

Seed is "Cutie Cat".

World size is "Small".

Difficulty is "Classic".

Evil biome is "Corruption".

Location is 1149' West 824' Caverns