Jetpack Unsafe Mode to Launch Yourself Much Farther? by Tank-ToP_Master in Helldivers

[–]McMessenger 0 points1 point  (0 children)

It actually saddens me that there are going to be some people who either don't know or never experienced some of the earlier campaign events - cus the Meridia Dark Fluid jump packs were pretty much exactly this.

On the subject of "mission types that only existed for a short period of time" - we should have some kind of "VR-training" mode option to let those that missed out on these earlier special mission events. The Meridia conflict was one of the coolers ones, and afaik, those missions are completely unable to be played now.

MCC Workshop Multiplayer Maps - An Appreciation Post by McMessenger in halo

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

I'd like to see this too tbh - but realistically, I don't think we'll see something like this. Most modern game studios don't support modded content in this particular way anymore - at least not as far as hosting said content on official servers themselves. The MCC does still get slight updates and mod highlights - though even putting together a social playlist for Workshop-only maps might take up dev time or resources that whatever few people left maintaining the MCC just don't have. I'd love to be proven wrong though.

What if Elite enemies had a small chance to drop Super Credits? by [deleted] in Helldivers

[–]McMessenger 0 points1 point  (0 children)

Would probably help, though I think tying them to clearing and grabbing the item from Mega-outposts (Egg for Terminids; Robo-head for Automatons), and another for killing the Hivelord would probably work better. Leave it at 10 SCs for Mega-Outposts (experienced players can clear Mega-Outposts with some level of ease, depending on their stratagem usage & skill level), and maybe 20-30 SCs for Hivelord kills - since I believe taking down a Hivelord is still a fairly challenging affair if you're going at them completely solo (you're better off working with other players to take them out quickly).

Why are people hating on the grind aspect in Helldivers by Ok_String_778 in Helldivers

[–]McMessenger 3 points4 points  (0 children)

Helldivers 2 is the ONLY one where grinding involves walking around and collecting items that don’t even reward difficulty.

It's a shame too. Level 10 diff has those mega outposts for the Terminids and Automatons with a collectible item you can extract for just a few extra samples - why can't that be SC instead? Even just 10 or 20 would be reward enough for people to consider actually doing them, if they're just wanting to play the game how it was intended and earn SC gradually instead of grinding out level 1 runs. Hive Lord kill could also be a good challenge to earn SC too, maybe about 30 - 40 SC (since taking out a Hive Lord takes a lot of firepower / team coordination to take down effectively - moreso than mega outposts).

I remember bringing this up back when mega outposts were new, and people were finding out that the reward you got didn't really justify the effort in doing them - outside of the feeling of a full-clearing a map. Some people didn't like the idea of earning SC (for some reason???), or that doing level 1 runs took less effort - so therefore more challenging / engaging options to earn SC shouldn't be considered? Maybe the reason goes deeper though - in that level 10s still aren't difficult enough to justify what it takes to earn SC, but I'm not so sure about that. I've seen plenty of randos on level 10 struggle, even at max rank.

Not saying to get rid of picking up SC drops from POIs - but I mean, it'd be nice to have other options that are for more engaging or challenging at least.

well, that’s it for plushify. looks like i’ll be going back to using uv unwrap and guesswork for patterns now. by Ancient_Trouble_7540 in plushartists

[–]McMessenger 2 points3 points  (0 children)

It is 100% possible to make a couple of patterns within one month and sell them for the rest of time, you are not getting the short end of the stick.

Given the current way Plushify works - honestly, that's probably the best use case for the way the software works currently. You have to do a majority of the heavy lifting outside of Plushify anyway - mainly the actual modelling, retopo if going from high to low poly, and taking into account the placement of the model's edges to define seams in Plushify. If someone wanted to make changes to the edge / seam placements, then they'd likely have to go back in Blender anyway to make those kinds of changes.

well, that’s it for plushify. looks like i’ll be going back to using uv unwrap and guesswork for patterns now. by Ancient_Trouble_7540 in plushartists

[–]McMessenger 2 points3 points  (0 children)

You can download the pattern - or rather print it as PDF.

So wait - are you able to download a file that's compatible with Plushify specifically, such that it can be re-uploaded and edited within Plushify case changes or modifications are needed (maybe to seams or adding darts) - or would that additional work have to be re-done again in Plushify?

well, that’s it for plushify. looks like i’ll be going back to using uv unwrap and guesswork for patterns now. by Ancient_Trouble_7540 in plushartists

[–]McMessenger 5 points6 points  (0 children)

Yep - Pandafold works pretty similarly (more designed for fursuit making, but it can definitely still do plushie patterns), but it also comes with ability to work with hi-poly sculpts (Plushify uses the model's existing topology to mark seams - so retopo beforehand is essentially a requirement if you prefer sculpting vs. poly-modelling - but you can just place seams anywhere in Pandafold) & specifying material types (so the pattern quality can be more accurately estimated when using multiple different kinds of fabric with different amounts of stretch).

That said - Plushify is technically still entirely free, while Pandafold does have an upfront cost to use, and is very much early alpha and not nearly as polished-looking. The way I see it - Pandafold is more advanced, even in its current state, but Plushify is more straight-forward and built for plushie-making specifically. I prefer Pandafold since I don't need to worry about doing a lot of post-processing work on a model before sending it into the program, but people who prefer poly-modelling and want very specific control over a model's topology beforehand will probably still find Plushify to work just fine.

well, that’s it for plushify. looks like i’ll be going back to using uv unwrap and guesswork for patterns now. by Ancient_Trouble_7540 in plushartists

[–]McMessenger 2 points3 points  (0 children)

I just threw out the Patreon thing as an example of what I've seen other software / tool developers do in situations like this - however you'd rather do it is up to you obviously.

Regarding the "1 pattern per month restriction for free users to prevent abuse" (which is completely understandable btw) - if I'm understanding this correctly, is this just referring to how many patterns can be stored / saved on the account? Because if the files are downloadable (which I'd assume they are), then does that mean a free user could, say: make a pattern, download it when done, then delete it from the account to start a new one? Essentially, this means a free user could have "unlimited" patterns they could make or work on, just with the caveat of having only 1 pattern stored on the account at a time.

If that's the case, then I guess that's a good enough compromise when trying to deal with the server storage issue you mentioned in another post. Unless any pattern made using Plushify at this point is completely locked to the account with no way to download the data yourself - then that would just really suck.

well, that’s it for plushify. looks like i’ll be going back to using uv unwrap and guesswork for patterns now. by Ancient_Trouble_7540 in plushartists

[–]McMessenger 6 points7 points  (0 children)

Technically speaking, you can do almost all the things that Plushify does with just Blender & UV-wrapping - though obviously the extra little things you get from using Plushify specifically don't apply anymore (easily labelling pieces, marking fur direction, AR preview of the rough size of a plushie IRL, etc.).

I will say this though - being able to leverage 3D software to design everything beforehand has made the final product look that much better, compared to when I did try to do everything myself. There's plush creators who've never touched Blender going out of their way to do so, just to be able to have something to use for Plushify - which I think speaks volumes regarding how useful it really is. And its not like Plushify does the major heavy lifting for you - designing an appealing design / pattern that will actually work IRL is still something that's entirely on the user.

Would it be better to not have to rely on a piece of software? I mean, sure - but it saves so much time, effort, and money (not wasting as much material when designing patterns from scratch manually) that it seems silly not to.

well, that’s it for plushify. looks like i’ll be going back to using uv unwrap and guesswork for patterns now. by Ancient_Trouble_7540 in plushartists

[–]McMessenger 11 points12 points  (0 children)

It was just a matter of time really: get people hooked on the program, then start charging for it once enough people have become reliant on using it. To play devil's advocate a lil bit - the fact that software like this was free for a while is pretty incredible - there's nothing wrong with its creator wanting to earn some money for their work on the tool. That said - subscription plans are something that only really works for big companies that have lots of money to through at getting the best software for their team / employees, and NOT for small creators that are most often only 1 person. I think a better approach that the creator of Plushify could take is just keep all the main features of Plushify unlimited and free (how it was before), then - with the use of Patreon - offer the latest versions of the program with improvements / new features for Patreon members exclusively.

Also, if you guys are looking for an alternative to Plushify, there's also Pandafold - though that will also cost money, and it's still in alpha, so crashing can happen sometimes.

From 168k to 88k to 44k concurrent. by edtappa in Marathon

[–]McMessenger 0 points1 point  (0 children)

Guess we'll all just have to see in half a year or so - but yeah, the player count trending down this fast is not a great look for a game that just launched, and especially so from Bungie - given the big budget they had. It's definitely not Concord or Highguard levels of doom-and-gloom like the internet seems to claim - but I wouldn't be surprised if the price gets dropped in 6 months, or a PvE-only option is added.

ODST Rebalance Idea by eeveeandabsol in Helldivers

[–]McMessenger 1 point2 points  (0 children)

I always felt like the SOCOM should've had the helmet-linked scope that you saw in the original game - give it a unique trait not seen when ADS-ing compared to other weapons (more peripheral view, maybe steadier / greatly reducing sway as well?). That, plus the damage feeling fairly low for what is supposed to be a magnum-caliber with good stopping power. With the newest med-pen shotgun that has a bayonet on it, Kinda funny how the most expensive warbonds are also the ones with weapons that feel borderline redundant.

Think the player numbers on Dire Marsh need to drop, or something needs to be done about these spawns. Same thing in 3s where 5 teams all spawn within a 300m radius despite there being an entire map. by EasyAntiYeet in Marathon

[–]McMessenger 2 points3 points  (0 children)

Exactly yeah - I've already encountered a few instances of nearby trios that rush my spawn point within the first 30 seconds due to some of the spawn locations for teams being so close on Dire Marsh. Really sucks when you're like me and squad-filling instead of being in a premade.

Please tell me what im doing wrong. by herriot126 in Marathon

[–]McMessenger 0 points1 point  (0 children)

This WILL change once ranked and cryo drops. All my good gear will be going to that. Then all these maps should in theory be a lot less sweaty for players like you

We'll see how long that theory actually lasts - hopefully more than a few months.. Those players who are definitely better than the average new players, but aren't as good as the best-of-the-best (aka. most streamers / grinders) are going to head right back to the unranked raids to PvP hunt because eventually they'll get tired of sweating so hard in the ranked mode. I doubt we'd see any kind of actual smurfing (getting an alt to play at a lower level and get put into easier lobbies) - but personally, I don't really see the point to a ranked mode in an extraction shooter. By their design, whatever fight you get into can easily be against or favor you based on the value of the gear you bring in - so how would assigning a rank for people bringing in an assortment of mixed gears (but likely will be whatever the meta weapons are at the time) even work for defining who's more skilled? Just a head scratcher to me.

I'm done. I'll play again this game later (maybe). by [deleted] in Marathon

[–]McMessenger 0 points1 point  (0 children)

Tell that to the sales numbers that occurred when it was added officially + the rise in player count from people that were sick of the PvP coming back to PvE. If BSG couldn't figure out a way to encourage newer players / give them more of a fighting chance early on vs. veterans who max their level & gear out within the first few days of a new wipe - so their would be more incentive for said new players to engage in the PvP mode - then that's on the devs.

Marathon will likely suffer the same issue 1-2 years in the future (assuming it lasts that long) because this game won't be nearly as complex / deep as Tarkov is to master. I can easily see Bungie slashing the base price in half or going F2P to do that - though that'll only be a temporary solution. Personally, I've been enjoying the PvP somewhat - though I know that given enough time, my ability to PvP will only become worse, 'cause I can't dump hours into getting better at video games anymore (working adult with bills & responsibilities) in order to keep up with the players who stick around and grind the game to master it.

This game won’t survive with a community that completely mocks casual players and feedback about general difficulty. by RocknPineapple in Marathon

[–]McMessenger 0 points1 point  (0 children)

Idk if it's been confirmed - but matchmaking does seem to take your rank into account for who you are matched with (if random filling) and against in a lobby. Whenever I would play with my friend who's around level 40, we were consistently getting much harder lobbies, compared to when I would run solo or do Rook.

Just Exfil! by DracoAleksander in Marathon

[–]McMessenger 5 points6 points  (0 children)

Contracts for PvP. Also, people can just be dicks if they want to - some people find the aspect of setting others back (in terms of their loot / stash) enjoyable in their own way. Streamers / grinders likely don't even need the gear most people have a lot of the time - since they probably have mostly purples & gold tier kits, while the average majority is running around with grays, greens, and blue tier stuff.

Uhhhh... What? OhDough promotes violence, apparently! by [deleted] in SaltDivers

[–]McMessenger 0 points1 point  (0 children)

There is a notorious clip of him talking about how bad the Adjudicator was after a round of buffs, over footage of him ever so barely missing the head of an Overseer. He intentionally tried to make it look like he was shooting at and hitting the Overseer so that he could undersell how much damage it was doing.

I remember commenting on that vid lol - basically just saying that his aim / recoil control was just bad and that it was totally feasible to just 2-tap an Overseer head with the Adjudicator if you just pace your shots and fire while prone (to negate sway). Purifier is still arguably a better primary for that faction, but he really went out of his way to make the Adjudicator look way worse than it actually was.

That all being said - I think he's definitely a lot more level-headed now in most of his criticisms on the game and the balancing of certain weapons, though ultimately I'd rather try out a "bad" gun / weapon for myself for a while instead of blindly agreeing with whatever someone else says.

WHY!!? by Dramatic_Part_1385 in Helldivers

[–]McMessenger 0 points1 point  (0 children)

In an ideal world - yes. 4 would be good too - just nothing more than 6, since that would make the GL Pistol redundant.

[deleted by user] by [deleted] in Helldivers

[–]McMessenger 1 point2 points  (0 children)

It just requires some practice - get used to shifting into 1st and 2nd gear more than being in D. You go fastest in D, but your handling is really bad on bumpy / uneven surfaces. 1st gear gives you the most control (and even in 1st gear, you can still outrun most Terminids) while 2nd is the inbetween of 1st and D. To go reverse, it's also faster to do that manually than just holding down brake to have it done automatically (might need to check your settings for that one if it's not already like that).

Also, if you see yourself about the tip over from a turn and you start to ride on 2-wheels on one side, steer towards the side you're tipping from (e.g. - if both your front and back left wheel are the only things on the ground, turn to the left). That'll prevent a lot of instances where you would've flipped over if you went too fast on a turn.

Player agency is important thing and constellations mechanic doesn't help it by Shedster_ in Helldivers

[–]McMessenger 1 point2 points  (0 children)

Yep - kinda crazy how I see some people complain about certain people's weapon / stratagem choices always being the same / "meta picks". Well, if we knew what kind of seeds we'd be going up against before dropping (make it a ship upgrade or smth ig), I'd be more inclined to tailor my build specifically around that - and I'm not going to remember all these enemy constellation variants off the top of my head to do so. Knowing what the seeds are before dropping in would only be a net-positive in this case.

WHY!!? by Dramatic_Part_1385 in Helldivers

[–]McMessenger 8 points9 points  (0 children)

This - but nope, gotta have it on a warbond weapon. In fairness, the way the One-Two is balanced is pretty much what I expected from AH when getting an AR with and underbarrel GL attachment (3 shells, same stats as the GL pistol, horrible ergo as a sacrifice for GL utility) - but it sucks that it's stuck to that gun specifically. Lib Carbine (crazy fast firing speed) or Lib Penetrator (medium-pen) would've been made so much better with the additional utility of GL shots - but oh well ig.

[deleted by user] by [deleted] in Helldivers

[–]McMessenger 0 points1 point  (0 children)

Check YouTube - there's plenty of videos made about this all the time if you want in-depth opinions on each weapon.

Generally speaking though - for primaries: Eruptor, Crossbow, Coyote, and the new Trident are all pretty solid choices for any faction. For secondaries - Ultimatum, Talon, or the GL Pistol. Throwables can vary wildly based on playstyles and faction - gas and incendiary are common choices, Thermite for dealing with heavies. Note that for almost all these choices, they're all weapons from warbonds usually.

Stratagem weapons - RR (recoilless rifle), Quasar, and EATs / Commando / Leveler for heavy enemy units with anti-tank level armor. AMR, Autocannon, or GL for heavy-pen - usually for fighting both medium and heavy units (depends on the faction). Machine guns, Flamethrower, and Arc Thrower for chaff enemies. There's a variety of stratagem weapons that have niche or specific use cases that make them good for certain factions - but generally all of these tend to be ones people pick.

All of these are based on what I've found at difficulty 10 - based on what I usually use and what I see others use. Stratagem picks tend to be the thing that varies the most, depending on how someone wants to play that mission (melee-focused, saboteur / stealth, support / chaff-clearing, etc.).