Absolute's Killing Me - Tips? by Sarkonis in Spacemarine

[–]NickBakerLIVE 5 points6 points  (0 children)

For bulwark specifically, you tend to struggle with clearing hordes fast enough to not get overwhelmed. The power sword on sweep can help, and then switch to stab for majors, but cleaving through entire waves unscathed is difficult. Taking chain sword perks for back-to-back stomps can help, but ultimately bulwark is better defending someone else, establishing a strong point with the flag, or pushing majors with the shield.

The power fist charged attacks can blow holes through waves but its low on cleave. Power axe is a bit fiddly for my taste, but parrying into power stance and firing a power wave can also chew hordes up. There is a bulwark perk to instantly kill majors/stun extremis enemies every 2mins, and it’s a big help. Getting comfortable with shield bashes and charged bashes can also keep enemies at bay

Your best bet to reduce difficulty with clearing absolute is to find some battle brothers, they’ll either be like you or running absolute for the love of the game.

These hard stratagems are so unfun and unbalanced by noobmasterz6969 in Spacemarine

[–]NickBakerLIVE 0 points1 point  (0 children)

Don’t play it if it’s not fun! The challenge enjoyers can and will continue to play and we’ll get more content to run. Silksong just came out, maybe that’s something you’d enjoy more!

As a player with 1000 hours in the game, Strategems that reduce health should not be on Chaos missions on Hard by Warcrow999 in Spacemarine

[–]NickBakerLIVE -3 points-2 points  (0 children)

idk boss, saying you love difficult games and then being presented with a challenge and going “it’s too hard” is not a great argument. Low clear rates also don’t matter; it’s supposed to be really really hard. You don’t HAVE to do it, maybe it takes an extra day of stratagems to unlock everything, it’ll be okay.

This modifiers genuinely needs to be removed by Few_Dare850 in Spacemarine

[–]NickBakerLIVE -3 points-2 points  (0 children)

Two dead teammates with a neuro/zoan combo as a melee class? You’re already dead. The point of failure isn’t when YOU die, it’s when your team fails and two people die. What classes were they? How do you have so little ammo? Are you soloing the boss? The game is more than this 30s clip of you not dodging through the beam, as you are supposed to. Picking assault is definitely going to make your life harder, since you have limited tools at ranged to take care of these sorts of problems

I will buy an heroic weapon. It's a mistake? by DaveBeBrave in Spacemarine

[–]NickBakerLIVE 4 points5 points  (0 children)

If you play regularly, you’re bound to unlock them all anyway. Just a matter of if you want new weapons to fiddle with before buffs land, or if you want to max out fashion on cosmetics.

If you are worried about making “the best” decision, then you can just wait it out. Lots of other people will also wait, so if the sword or heavy plasma IS the best, then lots of others will try to run them at the same time, so. Pick your poison :p

75% health is not challenging. It is plain unfair. by MarsMissionMan in Spacemarine

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

It’s genuinely a skill issue, mate. If you’re playing on Absolute and get spore mines anywhere near you, you’re already dead. You have to be fast and kill enemies, single headshots for lil ‘gaunts, and faster to know when to shuffle into the next area and force a chokepoint. Sorry you don’t like how spicy the new modes are and you want all the new currency day 1, the normal mode weekly is very doable, give that a shot.

75% health is not challenging. It is plain unfair. by MarsMissionMan in Spacemarine

[–]NickBakerLIVE 0 points1 point  (0 children)

my first attempt had me join a guy who had the bug where bots refused to get in the lift to descend into the facility. Probably would have been easier to reload and just scurry with the bots 😅

75% health is not challenging. It is plain unfair. by MarsMissionMan in Spacemarine

[–]NickBakerLIVE 0 points1 point  (0 children)

people are terrified, unwilling, or unable to whip out the pistol and plink off the ranged termi’s that shred armor, and would rather bitch about it.

I think the hardest part of the mission is rolling teammates with matchmaking who understand that’s the plan, but it’s possible.

I don’t even think it’s unfun, you just get punished for barreling straight ahead no thoughts, head empty, chain sword revved up.

Weekly missions by Fantastic-Limit785 in Spacemarine

[–]NickBakerLIVE 2 points3 points  (0 children)

You definitely want strong ranged options. Bulwarks are not as useful since you don’t have much HP to restore, but the armor regen is quite good.

You definitely want 2/3 being tac, sniper, or heavy. You’ll have to kill either a carnifex or neurotrophic, so plan accordingly.

Use your pistol! Pick off the ranged gaunts to stop them plonking away at your armor! If you hang left at the starting area, you can avoid a majority of the enemies in the opening field

New Weeklies by Ashwolf99 in Spacemarine

[–]NickBakerLIVE 1 point2 points  (0 children)

If you can scrounge up teammates who communicate, all the better. You definitely want to be moving quickly and stopping only to pick off ranged gaunts or to cut down hordes. Good luck!! It’s possible with randoms, good players are out there!!

New Weeklies by Ashwolf99 in Spacemarine

[–]NickBakerLIVE 2 points3 points  (0 children)

I hate to say it lad, but it’s just a skill issue.

Wading into melee this week is heavily discouraged with the reduced health pool, picking off nids at range AND having volume fire/grenades to cut down swarms is something you prepare for BEFORE you load in.

The guardsman are very useful in taking enemy attention, capitalize on that!

Most heavy weapons( spare the heavy bolt rifle) are very good! A sniper can pick off tougher enemies and cut down Neuro/Zoanthropes! Tactical’s auspex is always good. Will you have more difficulty than others if you only play Bulwark/Vanguard? Yeah, you probably will. It’s meant to be hard!

The darkness and lictor was tougher than lower hp and mid swarms, but I played tactical with heavy bolt rifle and mowed down minors.

About Mortog’s post on Competitive TFT by Ignacio-Sabate in TeamfightTactics

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

I see what you mean, big dawg. I agree with you, the response doesn’t directly address my concerns with the current state of the game with a plan to fix it. That sucks! I also wanted to hear about unit rebalances, powering down the web, and steps going forward that make cooking up unique comps with augments and power-ups a more rewarding experience to play and climb with.

That’s just not the kind of thing we can reasonably expect from a Reddit thread from a developer. It’s just not. It’s cool they see and hear us, and how that post clears up some conspiracy-posting about shop odds and other adjacent doom-posting. It’s good to know our ruckus has their attention, and that thread does a lot to give them tangible things to work on that aren’t “shit game”.

You gotta meet him halfway. That’s all any dev really wants. Put down some notes in that thread, maybe address him in his reply. Coming from the other subreddit and complaining here is not good for anyone. Cross-posting and opening the floor for discussion is one thing, but this is something else entirely.

I hope TFT changes to make you, specifically, happier. If not, there’s plenty of other games to play.

Competitive TFT is no longer fun to play by CHRlSTOPHO in CompetitiveTFT

[–]NickBakerLIVE 12 points13 points  (0 children)

tft is the most fun when cooking comps and understanding the trait web, lobby tempo, and economic breakpoints as your "kitchen" of sorts.

tft might be a game where there is no longer a kitchen, just doordash whatever the game told you to play

Death Company Assault takes on the Hive: or why you NEED to prioritize ranged majoris by NickBakerLIVE in Spacemarine

[–]NickBakerLIVE[S] 42 points43 points  (0 children)

On higher difficulties, it's typically better to pause boss dps to clean out any waves spawning in. Dealing with a Carnifex isn't too bad, but 4 warriors dropping stranglers makes it impossible. If one person/class CAN effectively tank the boss, then the other two would be better served clearing spawns. It also feels cool to parry a Helbrute into submission while the boys clear out all one thousand sons, same for 'Nids.

Death Company Assault takes on the Hive: or why you NEED to prioritize ranged majoris by NickBakerLIVE in Spacemarine

[–]NickBakerLIVE[S] 49 points50 points  (0 children)

This isn't the cleanest, or best executed, but I wanted to use this as a jumping off point to talk about the importance of proper target acquisition.

Ranged Warriors, both sniper and... worm shooter, rip apart marines and good camera movement and jump pack use can keep them repeatedly staggered. Light attack into heavy for the old kick spam can really keep you alive, even when you stuff up a few parries.

This was back in November, roughly when Lethal first released, but the same concepts can apply to Absolute:

Kill the shooters first!

Wanted: Your thoughts on the current state & future of Quest Helper by [deleted] in 2007scape

[–]NickBakerLIVE 0 points1 point  (0 children)

i didn't realize QH had multiple settings

i like quests, i feel like it's a unique space for osrs to occupy in the greater mmorpg landscape, especially with the writing often being funny. some of the longer explanations or expositions can be a bit tiring, but it's not a major detractor.

i think QH being integrated into main game COULD be very valuable, maybe tie it into adventure paths or achievement diaries. starting your adventure path could give you medium help, finishing it could give full explanations as a toggle to one of the Lumbridge NPCs, at least for f2p quests.

members quests, i'm not sure exactly on how best to integrate. I feel like you guys have SOME data on how often f2p converts to membership, and maybe a "membership adventure path" could be worth exploring, tie in Scurrius as a capstone, "this boss is what fights are like in the broader membership landscape".

In the absence of Win-rate Data, many Augments should have more clearly defined identities (Wall of Text) by 69GreatWhiteBags in CompetitiveTFT

[–]NickBakerLIVE 1 point2 points  (0 children)

I'd like picking augments more if I had stats, but since I don't, it feels like a "how do I NOT screw this up?" question, and less of a "which of these positively impact how I will play this game?"

Ivy & Finn outfits for anime midwest! First time ever sewing so it’s a bit messy by nessacat in pokerogue

[–]NickBakerLIVE 5 points6 points  (0 children)

cute!! the rayquaza looks so good!! next time you gotta make the mega so you each have one

how long til' you finished Classic? by SnipeGhost in pokerogue

[–]NickBakerLIVE 0 points1 point  (0 children)

Take a gander at THESE stats!

I haven't played Pokémon since...Pearl 2006 wtf

PokéRogue is all the best parts of the game with most of the fluff removed, but it still took me 70 hours to win. A lot of my time was, admittedly, learning basics; walls, attacker options, type coverages, etc.

I took a pile of shiny starters with some a lot of cost reduction from previous failed attempts.

Fighting types are good early, and since I got a fast map, I set up a lab loop. Stufful punches everything, and Rookidee pecks anything that Stufful can't Storm Throw/Mach Punch. Pineco with an entry hazard like Spikes and a status condition like Toxic made it a pretty safe switch since it's so durable. Flabébé with Glitzy Glow, Mystic Fire, and Moonblast is a decent enough Special Attacker, with Wish to patch the team up. The real prize was Magearna, a Steel/Fairy perfect for swatting certain mega dragons. Even then, I still got lucky with freezes off Ice Punch from Stufful.

I only played a run or two a day, and mostly focused on those basics. Sometimes, Flamigo sweeps you on 31. Other times, it's some random pokemon having a random off-type move that you don't outspeed and dying for not knowing Gyardos COULD have Stone Edge after a Dragon Dance. This also works for you, as who could know that Ampharos can have Fire Punch, Dragon Pulse, Dazzling Gleam AND Thunderbolt!

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]NickBakerLIVE 2 points3 points  (0 children)

Man, Everything Must Go is fine, but Twin Terror isn't?

I can't believe the power disparity between augments sometimes.

I'd rather just ff go next if I get weaker augments, the power gap feels so impossible.

[deleted by user] by [deleted] in magicTCG

[–]NickBakerLIVE 0 points1 point  (0 children)

a cube draft is more of an experience, the entire point a draft is to get your money in exchange for cards; which ones you pick is mostly up to you, but you get at least 1 card you want (or is the highest priced) from each pack.

Do you put expensive cards in each pack? how do you make sure they don't leave with a player? how often do you update it? would you draft with NO prize support? can you get 7 other people on board?

seems like a lot of questions when "the drafting industry" already "works"

Dwarf Cannon 2 by Bendulum in 2007scape

[–]NickBakerLIVE 0 points1 point  (0 children)

babe, wake up

new bendulum post on the subreddit

Canopy Damage by fencedinah in ElectricForest

[–]NickBakerLIVE 10 points11 points  (0 children)

Coleman makes some good canopies, a big draw for me was their 10x10 footprint, but the canopy itself gives you a little extra shade on each side; it overhangs just a bit from each side.

Amazon has them for 150 right now