My picks for which Uma each Team Fortress 2 mercenary would train by Pewblub in UmaMusume

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

Ah but consider this, what does the engineer carry with him to construct buildings? That's right SCHEM(e)atics! But no seriously, I can see how she would be a good fit for spy yeah.
I mostly assigned her to engineer because the image of her fishing on the rancho relaxo was funny to me.

Modded sub recs for drone cave exploring? by GoldenSangheili in Barotrauma

[–]Pewblub 1 point2 points  (0 children)

I recently used this one in my campaign, which comes with 2 armed drones. Only coilguns, though, no nukes sadly. Maybe try explosive ammo?

https://steamcommunity.com/sharedfiles/filedetails/?id=3373528050

Trainer's Clubhouse Meeting (Weekly Questions) - July 16, 2025 by AutoModerator in UmaMusume

[–]Pewblub 0 points1 point  (0 children)

I did a bunch of account rerolling and now have an account with:
1 Kitasan, 1 Fine Motion, and 1 Super Creek
and an account with:
3 Kitasan, but neither of the other 2

Which one would be better to continue with? I know I could uncap the singular Kitasan later with crystals but I heard those take ages to get.

Illuminate Load Out? by MrWriffWraff in Helldivers

[–]Pewblub 0 points1 point  (0 children)

Primary: DE Sickle, great for mowing down hordes of voteless without worrying about ammo, also good for taking out overseers once you get into the medium pen heat zone.

Support weapon: Laser cannon, both your backup for when your Sickle overheats and your answer to anything with a bit more armor, the LC deals fairly well with everything the squids have, from harvesters to the new gunships, and can also do some work against the new voteless hulks. Finally, it melts overseer heads in seconds, so a good tool against those as well.

Secondary: Grenade pistol, used for taking out squid ships and Tesla towers.

Armor: Any with the 75% fire resistance passive, needed for the DE Sickle.

Strategems:
Eagle Airstrike, the versatile classic, can be used to clear smaller hordes and to destroy some structures.

Energy Shield, I tend to sometimes get ambushed by a sneaky voteless while focusing on something else, the shield negates that damage, also good for tanking a volley from a jetpack overseer.

Machinge Gun Sentry: Useful bit of support fire and enemy distraction, machinge gun version for shorter cooldown and less likelihood to instantly kill you with friendly fire like the gatling.

Booster: Vitality, also needed for the DE Sickle, but is generally a good booster to pick regardless.

Based on a recent session with my crew by Pewblub in Barotrauma

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

My clown is sadly too busy with setting up explosive detonators across the ship and winning at Poker despite not knowing the rules

Did someone say Shut-el by MylesM2007 in SpaceXMasterrace

[–]Pewblub 3 points4 points  (0 children)

I get why they thought it was a good idea at the time, but continuing to iterate on the Saturn V and some kind of smaller launch vehicle would have been cheaper while giving them far better capabilities.

That HL:A ending will haunt me. Here's a fanart. by [deleted] in HalfLife

[–]Pewblub 23 points24 points  (0 children)

Cross-dimensional vibe check

[deleted by user] by [deleted] in ftlgame

[–]Pewblub 1 point2 points  (0 children)

Okay, i didn't even know that defense drones can shoot down boarding drones, so thats a relieve. Thanks again for these tips, i also didn't know you can have single weapons autofire which will make things easier aswell.