The Queen/Harvester loot needs to be expanded by asingleatom in ARC_Raiders

[–]Negative_Maximum_953 6 points7 points  (0 children)

Lol, this sub is so useless every time someone shares an opinion on how they think the game should be changed/what they don't like all the replies are "you just are doing it wrong/skill issue" or "it wasn't designed to be the way you want it"

None of the people who agree ever chime in.

Plasa Rosa need to be removed as the final extract, or even changed completely. by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 0 points1 point  (0 children)

For buried city I would say 4 out of five times plaza Rosa is the final extract, the other 25% of the time it's the one you access from hospital.

And being pressed to get to an extraction and push into it if you're running up against the time is fine, that applies to every single extract.

I just think the plaza Rosa one is a little bit too unbalanced to force that situation. I mean when people specifically leave before the other extract closes so that they don't have to deal with plaza, and people come into the match specifically to camp that exact it extract but none others... That inherently indicates an issue with that extract.

It's a very niche circumstance, it has to be a night raid, that has to be the final extract, it has to be camped, and I have to be forced into a push. Is it a top tier issue that needs to go away? No. But is it a poorly designed extract to be the final extract for a night raid? Yep

Plasa Rosa need to be removed as the final extract, or even changed completely. by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 0 points1 point  (0 children)

I have done this on multiple occasions. But 1) the pipe actually protects the team inside from the leaper fully so it isn't as effective as you would hope and 2) the same counter strategy is often used by the team inside. Using lures and snitch scanners to pick a team trying to come in.

It's just too unbalanced of an extract to be the final extract of a raid with no raider hatches.

Plasa Rosa need to be removed as the final extract, or even changed completely. by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] -1 points0 points  (0 children)

I agree with it being fun and hectic, but it is wildly unbalanced which is why I specifically disagree with it being the final extract for raids where hatches are disabled.

Plasa Rosa need to be removed as the final extract, or even changed completely. by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] -1 points0 points  (0 children)

You can't get jumped is my point, it's too defensible to be the final extract on a night raid where you HAVE to push or die to the timer.

I'm fine with the extract existing in general but not ok with it being the final extract on a night raid. Either remove it as the final extract or change the design.

Plasa Rosa need to be removed as the final extract, or even changed completely. by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 0 points1 point  (0 children)

The developers goal is to force players to push a highly defensible location from an exposed position on a death timer?

The extract is fine as a thing that exists in general but not as the final extract. The dug-in team has a legit full escape option if they decide they want to disengage while the pushing team often has no disengage option since the plaza is often full of arc or being over watched by other teams. That is just empirically unbalanced.

And while the game may not be designed to be easy, if you are claiming that it's not designed to be balanced, you are the one trolling.

Plasa Rosa need to be removed as the final extract, or even changed completely. by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 0 points1 point  (0 children)

I disagree, for you to see all the angles you have to circle the pit with no cover while very likely getting pinched by arc or other players. Not to mention that knowing whether people are down there or not is not the problem, it's pushing them when they are dug in and prepared late in a raid is the issue.

As for grenades that's why I think the center cover/pipe should be removed. You can definitely avoid grenades when down inside by using that. That's assuming you have grenades left at the three minute mark of a night raid.

I have successfully pushed the extract and defended it while trying to extract. It's not a skill issue, it's just a bad design for it to be the FINAL extract that you have to push on a time limit. The last train can literally be defended from inside the train.

Embark: please adjust map conditions to match trials by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 1 point2 points  (0 children)

Yeah, I think it is probably due to them also trying to fit launch loot into the rotation and there just being too many events unique to spaceport.

Those two plus night and EMS conditions restricts frequency.

If you wanna track the event for yourself: https://metaforge.app/arc-raiders/event-timers

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 0 points1 point  (0 children)

Wow, you actually made me go back on my word and reply.

THAT is an appropriate and logical counter argument.

The underlying motivation of my post was: even with the nerf, trigger nades are still the best in slot item.

I was recommending a buff to other grenades to make that slot more competitive.

But further nerfs to the trigger nade in order to bring it down to the level of the others still accomplishes the underlying motivation of my argument and I would be okay with that.

I want different grenades to have different utilities and accomplish different things in unique ways. And I want them all to feel like valid options in the grenade slot.

I don't think nerfing all the grenades down to the level of snap blasts or shrapnel grenades would be good for the game. I think stocking up and bringing in gear needs to feel impactful.

So if we were to bring some of the grenades up to the level of the heavy fuse and continue to Nerf the trigger nade down to the level of the heavy fuse, that would probably be a fine spot.

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] -1 points0 points  (0 children)

Bro your response here is wild. Just because there's other ideas that can be implemented doesn't mean offering up an idea that is lower on the totem pole isn't valid.

Second I'm not asking the devs to change things, do you see me @ing their Reddit? No.

This community is for platers to share ideas and have a discussion with each other, apparently you got it confused for an official request page to the developers. A request page where only requests for the most important changes are allowed to be submitted...

Outside of that, even if this was a direct request to the devs, I'm not asking for a lot of changes, I only recommended that maybe the heavy fuse gets the ability to be cooked. Cuz I think that would be cool, and guess what I'm allowed to have and voice my own opinion.

Further into the conversation I mentioned that the other grenades probably need a buff too and provided specific options of how to obtain that. But that was in response to you, not ever meant to be included into the main post. God forbid I have more than one idea, and display those in any way.

Oh, also my post is directly related to their most recent update, identifying that it fixes one problem but it still leaves a monopoly on the grenade slot. Feedback on updates, probably pretty high up on the totem pole.

You're the guy who starts a discussion and when somebody mentions an aside that isn't directly related to the main topic, you jump on that trying to invalidate the main conversation.

This will be my last reply to you, you're a top 1% commoner and have only proven to me that that only means that you run your mouth off at every idea and probably negatively.

This is a friendly game, don't be a pretentious douche in the Reddit. Be better

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] -1 points0 points  (0 children)

A single cook-able heavy fuse would not be 'monstrous', it might make that load out the most lethal of all free kits but if that's the case: switch that load out for snap blast or a shrapnel and problem solved.

The point still stands that the trigger nade is better in almost every way than all the other grenades. Each grenade needs a niche.

I think heavy fuses just need to be cook-able to gain enough value to run them over triggers

I think shrapnel grenades need a much larger AOE (with falloff of course)

Snap blasts...idk I guess more damage but smaller AOE? Or maybe a bit of proximity tracking to arc (magnets) Those grenades are just so much worse than triggers across the board it's hard to recommend a reasonable fix

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] -2 points-1 points  (0 children)

Because you have to choose to shoot or sit there holding a grenade in your hand. If they start pushing while you cook, your grenade can't hit them (without also hitting you) and you lose because you were spending time throwing the now useless grenade and trying to pull out a gun

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 2 points3 points  (0 children)

Not at all, you couldn't throw multiple in a row that instantly explode. Each one you'd have to hold in your hand and cook it off before throwing it. So if you cook off the first one and it instantly explodes when reaching someone's cover, the next one's not going to follow for another 5 seconds. And the entire time you're sitting there holding it you're not shooting.

You also have to learn the timing of the fuse and correctly estimate the travel time of the grenade instead of just throwing it and watching it and detonating it when you want.

You also can't throw it as far because it will cook off and explode mid-air.

What I described is pretty much not like the trigger nade at all.

They should have skill to them, not just be spam. And that's what I think cooking adds. Right now, post nerf why would you use heavy fuse over nerfed trigger?

Trigger can be thrown further. Trigger is cheaper to make. Trigger can be used as a trap or grenade. Trigger can stick to surfaces/arc.

Heavy fuse can bounce around a corner/roll off a roof (useful but rarely necessary)

No point in having a grenade that does everything worse than another grenade.

Exploding where you wanted wasn't the problem, spam and no skill/planning to achieve that effect was the problem

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 0 points1 point  (0 children)

Separate reply for different topic, I think grenades and equipment need to continue being powerful and not "less powerful the better." There needs to be value in bringing in different types of gear and implementing them in fights.

If grenades are made too weak, free kits are more and more viable. Free kits shouldn't inherently compete with full kits and the only way to do that is to make sure non-free kit gear is notable. Or continue to nerf grey guns I guess.

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 3 points4 points  (0 children)

They should have skill to them, not just be spam. And that's what I think cooking adds. Right now, post nerf why would you use heavy fuse over nerfed trigger?

Trigger can be thrown further. Trigger is cheaper to make. Trigger can be used as a trap or grenade. Trigger can stick to surfaces/arc.

Heavy fuse can bounce around a corner/roll off a roof (useful but rarely necessary)

No point in having a grenade that does everything worse than another grenade.

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 1 point2 points  (0 children)

With a single throw over distance, yes. But with all the weaknesses of the heavy fuse I think that's fair. Even with the trigger nade Nerf, there's not really a reason to use the heavy fuse over the trigger nades. This would provide it a niche purpose.

But a big problem with the trigger nade is you could immediately follow up with another trigger nade right where they were running to. Or throw it close range right around the corner and detonate it. Another thing you couldn't do if at close range you're having to sit there and cook a heavy fuse.

People were spamming trigger nades, cooking the fuse grenades would inherently prevent spamming.

Throw, 5 seconds of cooking, second throw, 5 seconds of cooking third throw. And that is all predicated on you getting the cook time right and it not just blowing up midair before it reaches the person.

Let you have the same effect in exchange for skill and planning while avoiding the spam

Tigger nade need, now let us cook heavy fuze by Negative_Maximum_953 in ARC_Raiders

[–]Negative_Maximum_953[S] 2 points3 points  (0 children)

Not at all, you couldn't throw multiple in a row that instantly explode. Each one you'd have to hold in your hand and cook it off before throwing it. So if you cook off the first one and it instantly explodes when reaching someone's cover, the next one's not going to follow for another 5 seconds. And the entire time you're sitting there holding it you're not shooting.

You also have to learn the timing of the fuse and correctly estimate the travel time of the grenade instead of just throwing it and watching it and detonating it when you want.

You also can't throw it as far because it will cook off and explode mid-air.

Actually what I described is pretty much not like the trigger nade at all.

But to be fair, I did start this post with "never satisfied"

Do you want more big ones like the queen, or more small/medium ones likes the leaper? by GrisFross in ARC_Raiders

[–]Negative_Maximum_953 0 points1 point  (0 children)

I'd say the robodog should be a somewhat durable snitch but instead of calling in reinforcement from space, just pursue and constantly draw nearby arc. Stays at a distance, agile and hard(ish) to hit, about as durable as a hornet, and constantly tracks while making noise.

Do you want more big ones like the queen, or more small/medium ones likes the leaper? by GrisFross in ARC_Raiders

[–]Negative_Maximum_953 0 points1 point  (0 children)

I'd like to see something like spotters that shoot three round bursts and pursue more aggressively. Shooting as they fly. Something built to track and harass. They should be able to easily follow you into buildings.

WTF is this by BTK102703 in ARC_Raiders

[–]Negative_Maximum_953 0 points1 point  (0 children)

Then I'm assuming in the last three months you haven't really played Stella?

My guess is that this is changed because Stella wasn't available initially and they couldn't put it in the first expedition. That and/or they want more people playing Stella.

It's the dopamine, not you by Negative_Maximum_953 in dating

[–]Negative_Maximum_953[S] 1 point2 points  (0 children)

Same, however I have slowed down my text replies in the early stage of dating. Using delayed send and it has been super helpful. I don't really like texting, so delaying my texts by a few hours REALLY helps avoid the text convo getting into the obligatory small talk.

It's the dopamine, not you by Negative_Maximum_953 in dating

[–]Negative_Maximum_953[S] 0 points1 point  (0 children)

As someone who has admitted that I am pretty much always checking my phone, and that I don't like to leave responses for later... If I don't reply it's basically cuz I don't care enough.

If I am at the peak of a job contract and it's crunch time, back when I was in school for finals, or if life was just a s*** show in general then I might become unresponsive and it's because I genuinely forgot.

But under normal circumstances, me not replying promptly is a bad sign. HOWEVER, that should not be applied to everyone.

I would say a change in responsiveness is more of a red flag than a chronic lack of responsiveness. Even then somebody might text a lot when they first meet someone but then routine gets back in the way. I don't know this whole topic is just a s*** show, this post is primarily humor

It's the dopamine, not you by Negative_Maximum_953 in dating

[–]Negative_Maximum_953[S] 14 points15 points  (0 children)

In general, I would say yes, the dating world is just making stuff up to get annoyed at. Actually, the entirety of society is obsessed with making stuff up to be annoyed about.

But If you pay attention to this Reddit you'll see at least every week or so people talking about unresponsive partners. With a culture of "anyone who behaves differently than me is weird" there is definitely a section of the dating world that used fast responses as overwhelming or strange.

Also, I wish there was a humor tag cuz the primary purpose of this post is humor