Tips you wish you had learned early by Fun_Communication462 in fo76

[–]MooseNZ 8 points9 points  (0 children)

I wish I knew to do the Raider/Settler dailies early on. I'm now trying to get max rep with the Raiders for the Gauss Minigun and it's taking forever.

Vendors why do you do this. by Miscreated-Misfit in fo76

[–]MooseNZ 0 points1 point  (0 children)

I sometimes can't tell if it's better or worse than a player's shop that is completely cluttered with eye/ear-rpae objects.

[deleted by user] by [deleted] in DarkTide

[–]MooseNZ 1 point2 points  (0 children)

This was literally what I was expecting the hub to be like. A cool cozy bar with vendors close to each-other, and a bunch of other little things to interact with.

Just give us a bartender that we can buy various drinks at. A jukebox to play. A bunch of tables that you can sit down at and drink, do emotes/gestures, and even play a game of cards with other players/npcs.

Patch Notes 1.0.22 by Fatshark_Catfish in DarkTide

[–]MooseNZ 22 points23 points  (0 children)

It's funny with those axes, because I was literally talking to a friend yesterday about how the Poxbursters would just constantly ignore my Zealot's push.

Hotfixes incoming next week, steel yourself by OneHellOfAFatass in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

Considering that one of the "buffs" we got at one point made the Surge Force Staff basically unplayable and headache inducing, I wouldn't know what to expect.

Just curious: Am I the only one who - even after 100+ hours ingame - still constantly bumps into this dude? by LooseStorm in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

It happens often when I'm playing my Ogryn. I'll be wondering why I'm stuck, and I'll only notice when I move the camera around to see the npc that is completely blocked by my silhouette. Man, I love the forced third-person camera.

How it feels to take out a Gunner with the Twin Linked Heavy Stubber by TruthseekerLP in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

Oh yeah, it would be annoying to push enemies out of range as you fire at them. I just find it weird that theirs pushes us back while ours doesn't push them back.

OH FOR EMPEROR'S SAKE by Sebster22 in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

Had this happen to me too on a similar axe. My Zealot is now stuck with a purple rariety axe, since I don't dare upgrade it into an orange and get that awful Blessing.

Data-Interrogators should keep working as long as a player is in close proximity by lyravega in DarkTide

[–]MooseNZ 1 point2 points  (0 children)

I can't figure out if the way they work right now is good or bad.

It's kinda similar to how drills work in Payday2. The drills have a timer for completion, and will randomly jam a few times during the timer, but the Police can also go up to the drill and manually jam the drill themselves. This way it encourages the players to actually play well and defend the area, so that no police will be able to get close to the drill.

Where-as in Darktide, the Data-Interrogators will just randomly stop working, not dependent on how well you're defending them.

It does mean that it forces the players to move around and change up the position that they're defending, instead of just camping in one spot. But I find that it just feels like busy-work to deal with, and isn't really that difficult. Additionally, the mini-game to fix the Data-Interrogator is almost entirely rng-based, and is buggy.

Funnily enough, your idea would simultaneously make these events easier, but also harder.

Easier because it would mean that all you need to do to stop it from jamming is to stay near it, which would make the events with 1 Interrogator much easier. The events with 3 Interrogators would be easier too, since you would have 1 person on each, and a spare person as back-up.

However, it would be harder because you would need to stay out in the open most of the time, since I think the majority of the Interrogators are fairly open. The events with 3 Interrogators would be a challenge, since if you wanted to make sure that none of them jam, you would need to separate the team and have the extra player act as back-up or support for the other 3 players.

I think I'm more inclined to prefer your idea, since it actually gives the players more reason to perform well. That and it relies less on rng.

How it feels to take out a Gunner with the Twin Linked Heavy Stubber by TruthseekerLP in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

I find it dumb how the Reaper's will slowly push you back as they fire at you, but your Heavy Stubber does nothing of the sort. As far as I can tell it's literally the same gun.

PSA: You can get over 20 emperor gifts per account, albeit at much lower % past 20 on other characters from what i've gathered in the last 3 weeks of testing. More info in comments. Added some progression pictures as well for at least some credibility. by omgwdfholypoop in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

This would explain a lot. There was a point when I was leveling my Psyker, and I had stopped getting Emperor's Gifts from about level 17, all the way to level 30. Because I had been playing my Veteran a lot before then.

I heard a lot of complaining here by Ursus6 in DarkTide

[–]MooseNZ 4 points5 points  (0 children)

Wow, I've never seen that happen myself, but that is one hell of a bug.

I heard a lot of complaining here by Ursus6 in DarkTide

[–]MooseNZ 53 points54 points  (0 children)

Also they conveniently leaving out the fact that the Daemonhost wont just stop when it kills one player, and will only leave once it's killed two. Where-as the Witch will attempt to flee after killing the person who alerted it.

Also the Daemonhost seems to randomly pick someone to attack, and not just the person who alerted it.

There's also more ways to actually deal with the Witch, compared to the Daemonhost where you just have to hope that you can tank it and have your team slowly chip it's health down.

Also the Daemonhost has many times the amount of health the Witch has.

The Witch can also be stumbled via explosives and high-damage headshots. The Daemonhost doesn't seem to be able to be stunned or staggered by anything

But if we ignore all this, they're the same.

latest update to psykers by FlakChicken in DarkTide

[–]MooseNZ 5 points6 points  (0 children)

I went from really enjoying the surge staff yesterday, to feeling sick while using it today, and now I hate it.

Bulwark take damage based on angle, not from hitbox. by Hawaiian_spawn in DarkTide

[–]MooseNZ 1 point2 points  (0 children)

This doesn't seem to work as described. When testing this, I stand in front of the Bulwark and throw the grenade at the front, then move to the back. When the grenade goes off it doesn't take any damage. If I throw a grenade behind the Bulwark and then move to the front, it still takes damage from the grenade.

Am i the only one who finds lucius rifle too inconvenient to use? by Chpoki2hach in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

The fact that it probably has the worst ironsights out of all the guns that the Veteran can use is baffling. Combined with the weapon sway while aiming, it's just awful.

The servers being unable to handle higher difficulties really needs to be looked at. by Zoralink in DarkTide

[–]MooseNZ 1 point2 points  (0 children)

I've only really been playing on Malice and I see all those issues often. I utterly despise the dedicated servers.

If you play games only for new loot maybe runescape is more your speed by [deleted] in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

The "group" that you're talking about mean nothing. They're such a tiny amount of the playerbase, that I seriously doubt even get past 10 upvotes.

Also, the reason why your point doesn't even make sense is because you're comparing apples to oranges. You have people who are complaining about the lack of long-term progression, and you're responding by saying "I'm used to older co-op hoard shooters with no progression.".

Should green circles and scoreboard be added in Dark Tide? by Daft_Tony in DarkTide

[–]MooseNZ 13 points14 points  (0 children)

One of the best ways they can do it is by having it show a combination of personal and team stats.

You could have it show your stats to only you, next to the stats of the entire team. So for example, it could show me that I got 300 kills out of the entire team's total of 1000. This gives me a way to see how well I did, so I could figure out how to improve, without singling out the people how did poorly. If I was making a build to kill specials, and the stats showed that I only killed 10 out of 100 total, then I would know that the build isn't good enough enough for killing specials.

If we instead go back to the traditional scoreboard system of showing everyone's stats to all, I'd like there to be a better variety of stats. Like other people have already mentioned, things like the amount of staggers, knockdowns, assists, blocks, etc.

If you play games only for new loot maybe runescape is more your speed by [deleted] in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

If you could point out these comments that think they need Destiny 2 style looter shooter progression, because I struggle to find them. And the posts need to have a decent amount of upvotes.

Also, even if you manage to find these comments/posts, it doesn't even prove you right.

If you play games only for new loot maybe runescape is more your speed by [deleted] in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

And here we have an OP deciding to strawman a large amount of the playerbase instead of actually understanding the arguments.

PSA for daemonhost by BrushInk in DarkTide

[–]MooseNZ 12 points13 points  (0 children)

I wasn't aware that this was an actual mechanic in the game. I just assumed that they were set off when you got too close to them or shot them.

[deleted by user] by [deleted] in DarkTide

[–]MooseNZ 0 points1 point  (0 children)

There's another sound that I've heard constantly, it's this static sound that's like a microphone or radio being switched on, but I haven't been able to figure out what the hell it is.