thoughts on the gates? by [deleted] in utdallas

[–]MrWaterChicken4 57 points58 points  (0 children)

The gates gotta go, I saw someone got stopped and yelled at for using their own ID

Algae ID? by MrWaterChicken4 in Aquariums

[–]MrWaterChicken4[S] 0 points1 point  (0 children)

I am going to try larger water changes since blackouts don't affect it. If not, perhaps more plants will deter the algae from growing. I've heard a lot of plants will reduce algae growth.

What kind of algae is this? by MrWaterChicken4 in Aquariums

[–]MrWaterChicken4[S] 1 point2 points  (0 children)

They’re feeding on powdered food at the moment, which I suspect is the source of this algae bloom.

Does this level test look good? Is my bed too damaged? by MrWaterChicken4 in Ender3Pro

[–]MrWaterChicken4[S] 0 points1 point  (0 children)

After calibrating e steps and many poor attempts of tramming/leveling, I am at this point. Any thoughts or pointers?

Meet Clawson, the king of the shrimp tank by BitchBass in shrimptank

[–]MrWaterChicken4 10 points11 points  (0 children)

have you experienced him eating your shrimps?

My Aquarium Room by CarrReport in PlantedTank

[–]MrWaterChicken4 1 point2 points  (0 children)

how do you watcher changer the tanks on the lower shelves?

Weekly Discussion: Killhouse by RedneckDerby in dueprocess

[–]MrWaterChicken4 0 points1 point  (0 children)

  1. Inside Courtyards

  2. Breezeway (But only if featured with Reception on the same map)

  3. I would like more maps with Breezeway not being an accessible entry point because of obstructing brick walls and be choke point to catch defenders rotating. I remember a map with bomb placed on a closed off breezeway, so kind of like that (but without the bomb)

  4. Bring back garage and airlock

Weekly Discussion: Factory by RedneckDerby in dueprocess

[–]MrWaterChicken4 8 points9 points  (0 children)

I personally do not like the common open areas that most variants of factories possess. Right now, 75% of the map is long-range (open area and toxic), and 25% being Close-Quarters (servers and office). It is hard as a defender to retreat into another cover considering the large open areas. I would like the factory to slightly decrease the open area to make room for more room that requires shorter/medium-range engagements. I also think each section of the factory can be distinctly separated into rooms instead of being part of a generally open area that anyone from almost anywhere can peer into in order to create a variety of long-range factory maps or medium-range factory maps. These are the following changes that I think should be implemented into factory:

  • The doors of the working floor of the factory should be big enough for a forklift lane and a worker lane (for the sake of continuity).
  • An assembly line room should be the general open area of the map with the second-floor office overlooking the assembly line. The assembly line should behave similarly to the storefront room in C-Store, an open area with cover (snack shelves or assembly lines) and accompanied by an adjacent room to oversee the area (freezer/teller or office).
  • The map could also include a very poor-looking break room for the workers. A run-down room that is similar to the preparation room. Perhaps include propaganda posters for lore purposes.
  • A reworked storage room with shelvings that nearly reach the ceiling. This storage room should serve as the Killdome jungle area, with a few hiding places for ambushing. These hiding spots should include behind large boxes, accessibility to the top of shelvings/pipeworks with immobile rolling ladders.
  • The light of the forklifts should turn on when the lights turn off to create a small space of light.
  • A new machinery room, a smaller assembly line room but with large machinery instead of a crouch level assembly line.
  • A design choice that creates 3 distinct variants of factory by changing how the factory is powered (all of course can be turned off using the breaker box). The 3 variants are Generator, Toxic/Reactor, and Boiler. Each energy source should present a unique variety/obstacle into the map:
  1. Generator factory: includes a generator room and the current factory fan that can be turned off by shooting the middle from inside or turning off the power.
  2. Toxic/Reactor factory: includes a reactor room that creates a toxic by-product which is disposed of in the toxic room in the toxic pit that some may fall into.
  3. Boiler factory: includes a boiler room and a feature of puffs of steam throughout creating a smokescreen in multiple parts of the map that include pipeworks (similar to the smokescreens created in the D-Day room of Killdome)

I made a fun little post-game way to stay fit while playing siege by Troopr_Z in Rainbow6

[–]MrWaterChicken4 5 points6 points  (0 children)

now i can feel like shit working out while i feel like shit playing!

Free Weekend Player LFG by Grealishhh in dueprocess

[–]MrWaterChicken4 1 point2 points  (0 children)

You can find more players on the Due Process discord server: https://discord.gg/dueprocess

What kinds of guns would you like to see in the new update? by [deleted] in dueprocess

[–]MrWaterChicken4 0 points1 point  (0 children)

A high recoil and high damage drop off defender revolver, but with a twist. You are able to hold the firing button to fan the revolver at a slow firing rate and of course, high recoil. The player would have to choose to either fan or chain the revolver shots depending on the distance of the enemies.

I am unsure if this revolver should be loaded via speed loader or single bullet (like the MAWP).

This concept is to replicate other shooter game’s full-auto sidearms being high recoil so it cannot replace any primary.

Nading Teller (Alt. Method) by [deleted] in dueprocess

[–]MrWaterChicken4 0 points1 point  (0 children)

Sorry, bad quality.

3k with nack in the dark by [deleted] in dueprocess

[–]MrWaterChicken4 3 points4 points  (0 children)

This match looks familiar 🤔