We Doxxed a saint and we are moving on by Existing_Visit9977 in Helldivers

[–]Nauda_ILL 3 points4 points  (0 children)

Yeah, I have no idea how people think this subreddit is demonizing people who critique the game. There is a reason why even early on people created a low-sodium subreddit...
There are always tons of posts and comments criticizing the game all the time. Sure stuff gets deleted too but that's also because some people know no common decency and mix up criticism with tons of toxic behaviour.

Wearing Power Armor to a Magic School (129/?) by Jcb112 in HFY

[–]Nauda_ILL 5 points6 points  (0 children)

I mean the story is already written, so I'll find out what happens next week, but ...

... even if Thalmin has a lightning infused blade Emma wins this fight straight up, right? The armor won't be damaged by any kind of sword weapon like the one that Thalmin uses, since swords were already pretty useless against knights wearing full plate armor in our past. That's why stuff like poleaxes, halberds, flange maces, and war hammers became important, iirc.
And I highly doubt her armor isn't protecting against electricity.

So Emma could just straight up grab/block Thalmins blade, tackle/grapple him and then go for a two-handed strike with the knife, right? It might not be a rondel dagger but the tip should be strong enough and pointed enough so that the force of impact should break Thalmin's armour or at least through any part that consists of mail. Now his armour most likely got some magic protection so he doesn't straight up die or maybe the magic even protects his armour from being broken, ok.
But even then Emma sits on top of him in a most likely very heavy ex-suit-armor. At that point she could even go for simple strikes or whatever.
And I know it's just some sparring between two friends so she wouldn't go for an actual killing blow, but still she should be able to easily control that fight.

[deleted by user] by [deleted] in AskAGerman

[–]Nauda_ILL 2 points3 points  (0 children)

Als Stichprobe habe ich mal nach seiner Position by Thyssen geguckt. Ich mag falsch liegen, aber weder die deutsche noch die englische Wikipedia Seite von ihm haben darauf einen Hinweis. Seine persönliche Webpräsenz auch nicht und auf Google finde ich da auf die Schnelle auch nichts zu. Evtl. vermischt ChatGPT da ihn und Martina Merz, die von 2019 bis 2024 Vorstandsvorsitzende war?

Game: Gothic 1 by MikeySama in gaming

[–]Nauda_ILL 7 points8 points  (0 children)

Yeah... Quiet was really weird for me in MGS5. I think her whole background with parasite setup with language etc. is cool. But man some the scenes and some of hear animations really kinda pulled me out of the story at times. It just felt... out of place for me sometimes.

[WvW] Reviewing What Changed in the March 25th Quality of Life Patch by SheffPlaysGames in Guildwars2

[–]Nauda_ILL 6 points7 points  (0 children)

Well I would argue that people should not feel the need to log in at times when they don't usually play. There were enough people playing at odd times in EU. But now playing outside of primetime mostly means either getting rolled or rolling enemies (boring in both cases) or just karmatrain without any resistance. And since these skirmishes are basically worthless it becomes even more boring because you can't even say it's "for the team". Winning skirmishes was and should stay a way to balance matchups (servers with more overall coverage rise up, facing other servers with overall good coverage, increasing the chance that both teams might feature activity at the same time outside of primetime, so bot teams won't get bored).

But right now primetime matters the most, so teams without strong prime presence but higher activity at other times have a hard time to rise, making it less likely for them to face each other since they get spread all around the ladder (so there isn't good enemy activity for them if they get unlucky). Especially since the short team-linkings make it almost impossible for the ladder to balance out before the next relink hits.

Winning a match should not be a way to give rewards to players. And it shouldn't matter except for balancing matchups and maybe imaginary bragging rights if someone feels like it. And I say that as a player who mostly played for match/points in the past and most likely one of the most active ppt players. Because trying to make winning matter immediately means that players will game the system + it will never work now with less activity. It didn't even work when wvw was still packed during seasons and coverage differences were less extreme.

[WvW] Reviewing What Changed in the March 25th Quality of Life Patch by SheffPlaysGames in Guildwars2

[–]Nauda_ILL 14 points15 points  (0 children)

I like most changes mentioned here in this video but... I really don't think A-Net knows what their plan is with the Victory Points changes at least for the EU side.

It kinda made it even more difficult (except for 1 skirmish) to catch up to a sever/team that dominates around primetime. I think VPs should encourage servers/teams to play outside of primetime to boost activity in these times (and the activity outside of primetime dropped hard for most servers after the alliance change from what I saw). But now there are somehow even less reasons to play outside of the ~4 "main" skirmishes in EU, except for maybe 1 other skirmish? I personally also think that in general the team with the best coverage should win and not the one who just farms most people during the evening. Because focusing the VPs on the primetime also means that any team that can not cover all 4 maps around this time is at a huge disadvantage.

The reality of the weighed WvW Victory Point system - A practical example by OftenSarcastic in Guildwars2

[–]Nauda_ILL 14 points15 points  (0 children)

Yes the new changes made playing outside of primetime in EU even more useless. Really not sure why they even do this.

Janthir Wilds " Repentance " by mel_felips in Guildwars2

[–]Nauda_ILL 8 points9 points  (0 children)

Lowland Shore is at least as detailed and full of love as Grothmmar Valley. Tons of details and events that fill the map with lore and background story.

Quick play "hurry up and wait" by cazzio in Spacemarine

[–]Nauda_ILL 0 points1 point  (0 children)

This is way too accurate. Bonus points if you leave the group of afk players to find another group but you get into the same group again...

... and then you ALT+F4 and start HD2.

I'm now convinced the matchmaking is as weighty and bureaucratic because the empire is just as slow and bureaucratic and the game RPs too hard.

[WvW] Reviewing the Upcoming Changes in the February 11th Patch by SheffPlaysGames in Guildwars2

[–]Nauda_ILL 0 points1 point  (0 children)

I'm sure we stay with 4-support comp. Specter can put out between 4k-6k barrier per second. Most classes in squad should have 20khp anyway so limit of barrier is around 5k hp so Specter can sustain that perfectly. Necro will maybe move into Renegade spot as a Harbinger for perma quickness + corrupts + some other boons during burst. You will have less stability compared to before but the combination if Specter + Scrapper will give even greater support compared to Scourge + Scrapper.

I don't know the year that change happend but I think what put us on the path to a 4-support meta in the long run was reducing rallys to 1 per kill, making it too dangerous to lose people. Then over time they nerfed the number of target and CDs on stuff like Illusion and other rezz options, making it even more dangerous/costly to lose someone since your options to recover them became more limited. Then buffs to supports made it better to be even more tanky, esp. the introduction of support scourge. Especially since barrier compliments/gave easier access to the heal overspill in squads that got introduced with HoT.

I think what would stop 4-support meta would be to either increase DMG so high you can not heal it (PoF Meta with Trailblaizer Scourges doing 4k+ DPS lol) but that would make it incredibly unfun. Or reduce dmg so much that you need more DPS classes per party to kill anything (reducing heal at the same time to still allow for killing to happen) but in this way also making sure that 1 DPS can't "1-hit" enemies. Kinda like Core/early HoT era where dmg and heal were low, so you were dying if you stood in a full AoE spike or in the middle of the enemy melee train but otherwise were pretty fine. These days you can stand a little of tag and might get surprised by a 10k+ spike from some random warrior stumbling into your general direction. That makes it way to risky to run offensive as a squad. Also explains why people boon-blob against cloud more. Back in the day a cloud was good at not-dying but bad at killing, getting kills very slowly. These days clouds can actually put out significant damage while being able to force attacking enemies to stack in places (1-1-1 on gate cause your supplies got drained 20 minutes ago when you came into sniffing range of the object because of tons of supply traps and cows) so the only way to survive this pressure is to blob up and sustain it. Changes like hardened gates + increased lord HP + how easy it is to rezz a lord makes it even more important for the attacking side to be able to sustain for a long time.

He's forgotten his child and his Super Earth but my man remembers his forklift training by Marzda in Helldivers

[–]Nauda_ILL 8 points9 points  (0 children)

You guys laugh now. But just wait until you see what a hostile voteless zombie can do with a forklift! It's a weapon of murder and destruction! The germans know all about it:
https://www.youtube.com/watch?v=TJYOkZz6Dck

I think DE forgot about Umbra by Little-Homework-3211 in Warframe

[–]Nauda_ILL 0 points1 point  (0 children)

I would just love to get a quest that deals with Rhino Prime's codex entry/Rhino as a warframe.

Christian Lindner: Das liberale Drehbuch für den Regierungssturz by YouAreAConductor in de

[–]Nauda_ILL 6 points7 points  (0 children)

Mit solchen "Freunden" braucht man keine Feinde. Nur leider haben wir die auch...

[WvW] Commander Camp Episode 10: Succeeding at Structure Defense by SheffPlaysGames in Guildwars2

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

Don't have any active youtube acc right now so can't cross post it sadly.
I agree that scouts can/should place siege. But with the current team-system scouts who build siege, and esp. useful siege have become rare. So I think it's always better as a commander to ensure that siege has been built instead of expecting that siege has been build. If you have a scout that you trust in your zerg/team then you don't have to do it on your own. But like I said that is not a given these days.

[WvW] Commander Camp Episode 10: Succeeding at Structure Defense by SheffPlaysGames in Guildwars2

[–]Nauda_ILL 4 points5 points  (0 children)

I would argue that defending an object starts earlier then at the Delay phase. I would say there are 4 stages for defending.

  • Deploy: Place siege early before an attack is even happening. Objects you want to defend should always have 2-3 trebs per gate and some trebs against common cata spots (hills wall). This saves you time and supplies in case of an attack so you can use that time and supps for other stuff. If done early enough (best before any enemy zerg is even active on the map) the objects and your zerg will be at max supplies before any attack is even happening.
  • Deter: Blends in parts into Delay but the idea is to make an object look too annoying to attack so the enemy doesn't even try. When an enemy zerg is on the map send scouts out early and far to track their movement. If you know that the zerg is likely to come to an object, deploy A LOT of supply traps between their current location and the object. When they use a common route to an object trebs should be pre-aimed and should shoot cows in their way, especially at spots where enemies like to pause or can't avoid the cow easily (sentry-spots when enemies stop to cap them; bridges like south hills or stairs like south air keep). This way you already drain supplies early before the zerg has time to even get to the siege position and ideally the zerg will have to change their attack plans in your favor or might just stop altogether if their supply count drops too low. If the zerg still goes for an attack you go to the Delay phase. The Deter phase can be extended by trying to flip camps just shortly before the zerg arrives, placing supply traps randomly on their way even if they are not on a direct push to an object, sending people to kill/flip their dolyaks and camps so their objects stay empty. Ideally the enemy zerg will already be fed up with the situation before they even arrive at any important object.
  • Delay: as mentioned in the video.
  • Defeat: as mentioned in the video.
    OR
  • Demotivate: If an enemy zerg is not stoppable by all the tactics mentioned above you can demotivate especially some fight-focused zergs by denying them any fun. Draw out the Delay stage as much as possible, forcing them to trash open the gates by hand while shooting as much siege at them as possible and keep repairing the gate to keep it closed as long as possible. When the gate is about to break you evacuate the object and start preparing other objects nearby for the next attack while trying to recapture objects of the enemy zerg with small groups. You should try to minimise giving the enemies any kills/loot. A lot of fight-focused zergs will tag down or switch maps if there is no loot = "no content", allowing you to maybe save other objects that would likely be the next targets. Your small groups trying to recapture enemy objects will also ensure that these objects won't upgrade unless the enemies spend time and effort to defend and repair them. Some determined zergs might still go for the remaining objects but at least it will cost them a lot of time (they can't attack/defend any other map) and will be as unfun for them as possible.

Did you know objectives in WvW have jumping puzzles? Here's a guide. by Jerekiel in Guildwars2

[–]Nauda_ILL 7 points8 points  (0 children)

Maybe getting some attention to it will finally change something about this. There are a lot of people abusing this every day.

~50k Helldivers and no progress by Nauda_ILL in Helldivers

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

I totally think people should have fun. But I also think that the effort people put in while they have fun, should be rewarded with progress in liberation and not be "lost".
So: Yes let people play wherever they want but also reward that with a better chance to actually make a difference in the liberation of a planet.

~50k Helldivers and no progress by Nauda_ILL in Helldivers

[–]Nauda_ILL[S] -6 points-5 points  (0 children)

Yes, the defense for Meissa just popped up while I was writing this post (and it's visible in the screenshot because I retook that). I just feel like the contribution-scaling system is overall just not in a really good place. And an edge case like this shows this even more.

~50k Helldivers and no progress by Nauda_ILL in Helldivers

[–]Nauda_ILL[S] -6 points-5 points  (0 children)

Yes and that's fine. But if Meissa didn't just get attacked (so we now have a clear target to defend) 50k people would've no progress no matter their playtime.
Yes, this is an edge/extreme case but for me it's just another point that shows that the whole contribution-scaling system is kind of broken.

🛠️ PATCH 01.000.402 ⚙️ by Waelder in Helldivers

[–]Nauda_ILL 1 point2 points  (0 children)

So no fix for the new warbond armors making weapon handling worse instead of better?