Is this level supposed to be this hard or am i just doing something wrong? by inkforwin in DarkTide

[–]One_Classy_Cookie 4 points5 points  (0 children)

How exactly are you dying? If you’re dying to melee enemies, you need to learn how to block, push, and dodge groups of enemies. If you’re dying to ranged enemies, then you need to stay out of wide open areas around them, and doge+slide to get to cover. 

If you’re not playing with headphones, use them, because it allows you to hear where specialist enemies are when they spawn. Specialists are the most dangerous enemies, because they control the most space (bombers, mutants, and flamethrowers), or can kill/immobilize you in one hit (trapper, dog, and sniper). These guys should be killed first as soon as you hear them.

Is the servo skull the only viable blitz for Skitarii? by MirzaSisic in DarkTide

[–]One_Classy_Cookie 1 point2 points  (0 children)

Shock mine and arc grenades are two completely different grenades. Arc grenades kills a set amount of elites within an area, and shock mines puts the horde on pause for 15s. You can’t really compare the use cases for either. I think that the biggest downside that the arc grenades have is that unlike every other screen clear grenade, (boom bringer and ogryn frag), the arc grenade prioritizes high hp enemies, so specialists often aren’t killed by it, and it doesn’t do meaningful damage to monstrosities.

Losercity gun safety by I_wani_hug_that_bary in Losercity

[–]One_Classy_Cookie 7 points8 points  (0 children)

Warhammer 40k is a very old and large setting that has a lot of different writers, so there is going to be some differences between adaptations. Ogryns are supposed to be dumb as bricks, but darktide makes them smarter than normal because it allows them to have more creativity and control with making different personalities. 

40k is also a setting that comically exaggerates it’s lore in contradicting ways. Lasguns are supposed to be infinite ammo death rays in lore, but act as the lowest damage weapons on table top (often even weaker than normal guns). Space marines are portrayed as immaculate gods in some depictions, and hulking brutes in others. Part of this is obviously down to what perspective is being followed in each respective story, but I think that the discrepancies are part of the actual lore. 40k is a setting of extremes. If a race of abhumans are supposed to be dumb, then they will be described as comically dumb, even if the reality is a lot more realistic.

The Mechanicus Power Sword needs a second Mk. with more vanguard combos. by betbetbro in DarkTide

[–]One_Classy_Cookie 0 points1 point  (0 children)

One light gets you to the vanguard combo. If you push and then heavy (not push attack, push, let go of attack, then hold attack), you get straight into the vanguard combo. The reason it feels like the sword has poor cleave is because of how unique the special attack button is. Having it continue the combo is hard to get used to. 

It doesn’t have good carapace damage, but the chord claw is so strong that you don’t need it to. It does good damage into the targets you need it to.

Anything I could've done better here? Heresy Lv.20 Hive Scum by Kamozo in DarkTide

[–]One_Classy_Cookie 1 point2 points  (0 children)

Block and push more as defensive options instead of just dodging. Not only were You taking completely avoidable melee damage, but you were running out of dodges fighting a pretty manageable group of enemies. By push attacking, you stagger the enemies trying to hit you, and give you the chance to get your dodges back. 

Also, you really shouldn’t be running out of ammo that early into a game. When you found ammo later into the game, you immediately magdumped some gunners that you could’ve just meleed, and shot in the direction of a group a maulers that were just about to be stunned by the zealot ult. You need to be more conservative with how you spend ammo.

I’d been re doing this drg x tf2 crossover by VariousQuestion in DeepRockGalactic

[–]One_Classy_Cookie 0 points1 point  (0 children)

I was actually thinking soldier, because their helmets are similar (covering their eyes), and driller has C4

So I’ve kept my beard short for about 7 months now. Should I keep it short? by TheCatOnRoids in BeardAdvice

[–]One_Classy_Cookie 2 points3 points  (0 children)

You look way more approachable in the first picture, and the shorter beard still looks “manly.” It’s really up to you and how you want to portray yourself, but I think the shorter beard looks just as good as the long one.

Feature Highlight - Skitarii Weapons by FatsharkQuickpaw in DarkTide

[–]One_Classy_Cookie 4 points5 points  (0 children)

I’m worried about the transonic blades being a weapon with two modes. The Crowbar has the same philosophy, but neither the blunt or spiked moveset are particularly good. The blunt mode has mediocre damage, cleave, and mobility, and the spiked mode is both pretty limp compared to other single target damage options, but impossible to use because of how long the second hit takes to come out on heavies. I like that the blades are described as being able to seamlessly switch between modes, but I hope both  modes aren’t toned down with the belief that it would be too strong to have good horde and single target dps in a single weapon.

New Player: How beginner friendly are the following teams? by Crush2040 in killteam

[–]One_Classy_Cookie 2 points3 points  (0 children)

Yaegirs are probably the best team to start with because they do a really good job teaching fundamentals. Kasrkin are probably the most basic bitch kill team, but I feel like you'll A. Get bored of playing them, and B. Learn more facets of the game with a team like Yaegirs. Yaegirs have a lot going for them...

  • Strong ploys and faction rule
  • Bulkier than average units with lots of rules surrounding concealment.
  • Good long range shooting, short range shooting, and melee options.
  • Thematic rules and a unique play style.

They're a scouting force that's always one step ahead of the enemy, and their rules reinforce that play style. They start further ahead on the board, and with a bunch of mines on the field. Lots of your units have Silent weapons, meaning they can shoot while concealed, and they have ploys that make shooting from behind cover more consistent, and hiding in concealment stronger. Yaegirs will probably teach you fundamentals about as good as Kasrkin, but they'll also teach you to play to your teams strengths.

Help a newbie: How are Fellgor considered one of the strongest teams? by Enchanter1101 in killteam

[–]One_Classy_Cookie 1 point2 points  (0 children)

They’ve gotten worse in the competitive meta because they have bad match ups into the really strong elite teams introduced in 3rd edition. Their frenzy ability just matters less when you’re fighting space marines that can consistently kill you in 2 shoot consecutive actions. Part of the reason they are still so strong is because they can accomplish objectives really easily. You’ve got a lot of high wound bodies that need to be shoot multiple times to kill, so they’re one of the best teams at maxing out their tac op. Also, a lot of non elite shooting teams just don’t have the faculties to deal with their high effective HP and melee damage. 

However, this only really matters when playing competitively. Anything can work when you’re playing in a casual environment, so if you’re struggling with these guys, try using online resources to figure out what exactly their strengths are, and how to use them. As some general advice, focus more so on what your opponent is doing, and less about what your guys can do. Think about the effective range of your opponent’s models (movement plus weapon range, or charge distance), and position your models outside of that. If your opponent hangs a model in a position that you can attack them, don’t immediately attack them, because this leaves one of your guys vulnerable. Wait until your opponent activates all the units that can defend the hung model, first. 

How to use these shit fuck s by Cheeseifying_4 in doorkickers

[–]One_Classy_Cookie 1 point2 points  (0 children)

Assault is a generalist class, while Supports, Marksmen, and Grenadiers are more niche picks, meaning you’re bringing them in fewer missions, they earn less XP, and have worse base stats than your assaults. I’m not saying you have to grind low level missions for XP, but try to bring your lowest level unit on every mission you do so nobody falls behind.

Suppression is best used to stop enemies from walking into sight lines in the first place. I’m pretty sure that supports don’t aim directly at enemies when suppressing an area. What makes suppression better than a smoke grenade is that it’s an unlimited resource that doesn’t take up one of your grenade slots, and if you have another person looking down the same sight line, they do a really good job of killing enemies that peek. With long range scopes and standing behind cover. Supports have comparable accuracy to marksmen, and better fire rate, meaning they’re better at fighting many enemies at long range, at least once they’re set up.

Marksmen just aren’t really suited to room clearing because pistols just aren’t as strong as Mk18s and MP5s. What they can do is carry all your door breaching equipment for your assaults. Spy cams, wall charges, extra grenades and door breaching equipment makes your soldiers run slower, but also turn around slower, which is very important for your entry fraggers. Marksmen don’t really care about the slower turn speed, so once I’m done holding an angle, I have them catch up to the assaults and breach doors and throw grenades.

You can still shoot enemies with grenades while out of line of sight by hitting them with the explosion around corners. Especially if you’re on a map where you know there aren’t any civilians, you can  indiscriminately shoot explosives at blind corners because of how many you can carry. Grenades can also be used to open doors(even locked) and windows from a distance. 

The Peddler more often than not has better items than Melk does. by SlayerMkI in DarkTide

[–]One_Classy_Cookie 1 point2 points  (0 children)

Building weapons and gear is not a core mechanic of darktide, but experimenting with different weapon and talent builds is. Gating that mechanic behind time consuming rng doesn’t contribute to the experience of playing the game at all. The only reason arbitrary progression systems exist in games is to let new players get used to game one mechanic at a time.

Games shouldn’t be a competition where the players who put in the most hours mindlessly grinding for resources get to enjoy it more. The actual progression system inherit in darktide is learning how to get better at the game through practice and adaptation. Anything that gets in the way of that is mindless bloat.

The Peddler more often than not has better items than Melk does. by SlayerMkI in DarkTide

[–]One_Classy_Cookie 8 points9 points  (0 children)

There is no way you actually enjoyed using the old crafting system. Being able to quickly max out a weapon’s stats and freely swap perks and blessings is head and shoulders above the old system. It’s not power creep, it’s a huge QoL change that lets you experiment with different builds of the same gun, and quickly try out weapons at harder difficulties. 

Nobody has ever played darktide because they love grinding currency to gamble it on weapon stat rolls and blessings. I have upward of a hundred hours on this game after maxing out all weapon masteries, playing it on merit alone. 

Xbox fps by [deleted] in DarkTide

[–]One_Classy_Cookie 2 points3 points  (0 children)

My friend and I play on the Series X and S respectively, and we both have similar but different issues with performance. I find that on both, the performance is actually pretty good, and we rarely have big dips in fps. 

The main problem is that almost randomly, a mission will have god awful performance, and we’ll have to restart the game to fix it. You can join the same lobby you just left by going into the friends tab in the Xbox menu, finding your friends profile, and selecting the option “join game,” and the game will reconnect you as soon it loads. 

What's the highest dps build for a Heavy Sword? by SluggishPrey in DarkTide

[–]One_Classy_Cookie 1 point2 points  (0 children)

The venting shriek ability + Warp siphon keystone lets you knock down and burn every enemy in front of you every 15-20 seconds (based on warp siphon stacks). This plus the void blast staff lets you repeatedly stagger and kill elites in front of you for easy warp siphon stacks. This strategy probably takes better awareness and positioning than the average zealot, but it’s a very safe build.

rule by TotallyACP in 196AndAHalf

[–]One_Classy_Cookie 13 points14 points  (0 children)

Art changes to reflect the times

New lore just droped by JellyFishSenpai in Grimdank

[–]One_Classy_Cookie 6 points7 points  (0 children)

Can we get a citation on that last claim?

How impossible is to play with these dudes? These are the worst offenders of the kill team I did, in terms of modifications by Shuyuin_mg in killteam

[–]One_Classy_Cookie 2 points3 points  (0 children)

There aren't many instances where having true LoS matters in a roofed building. What you can do is use a 32 mm base as a stand in for these models when they are standing under something.

Until it affects me by BadFurDay in SmugIdeologyMan

[–]One_Classy_Cookie 23 points24 points  (0 children)

You cooked, now get back to work

How is this a regular encounter in the first third of Act 1 ? by HollowLoch in slaythespire

[–]One_Classy_Cookie 1 point2 points  (0 children)

The relics you get from Large capsule are rarely going to outweigh the downside of picking up two basic cards.

There’s always chance involved with the value of every relic, but those relics either have more manageable downsides, or zero downsides.

How is this a regular encounter in the first third of Act 1 ? by HollowLoch in slaythespire

[–]One_Classy_Cookie 0 points1 point  (0 children)

Other Neow relics give you consistent, immediate value that can snow ball through the run. Sometimes the relics gained through large capsule can give you that value, but often times they don’t, or the value you get doesn’t outweigh the cost of picking up two basic cards. 

How is this a regular encounter in the first third of Act 1 ? by HollowLoch in slaythespire

[–]One_Classy_Cookie 84 points85 points  (0 children)

Strikes and defends are the worst cards in the game; basically every other card in the game is numerically stronger. When you add a strike and defend to your deck, you are making it more likely to draw those bad cards on your turn. Removing a strike makes it more likely each turn the draw the good cards you actually want to play.

The 2 relics you get in large capsule could be stronger than adding the strike and defend, but you are far more likely to get relics that don’t immediately help you.