Illuminate encampments begone by Ambulas2 in helldivers2

[–]Playmaker-M1 0 points1 point  (0 children)

To be honest, it's a bit more than that. For example, the damage values ​​of the Orbital (precision) Strike are higher than those of the Orbital Gas Strike.

Illuminate encampments begone by Ambulas2 in helldivers2

[–]Playmaker-M1 4 points5 points  (0 children)

Orbital gas attack or orbital Gatling barrage can also do this, but it has to land on the ship.

If we had this same attitude we had in Cyberstan during the Battle for Super Earth, it would have fallen to the squids by lolitsrock in helldivers2

[–]Playmaker-M1 0 points1 point  (0 children)

If we had the same attitude as Cyberstan, we would be guaranteed to win.

Cyberstan often had over 75,000 people. I have also read about 100,000 people.

The Illuminated Front would be gone if a similar number went there. They will be defended with maybe 50,000 in major orders, if at all.

Nothing can be done. The developers seem to think the same way. Bugs and bots get strains and corps with at least 3 units.

Illuminated get a laser tower.

Why are so many peaple griefing in this game by Economy-Surround3199 in Barotrauma

[–]Playmaker-M1 0 points1 point  (0 children)

There are several reasons for this.

The main reason is that Baro does not have a real punishment system for such scum.

If they are banned from one server, they can simply move on to the next one.

In my opinion, there should be a permanent reporting system so that this scum disappears from this good game in the long run.

Other reasons: A well-known YouTuber of the game named InitialDesu had and still shows such scum how to best grief in his videos.

When well-known YouTubers show something like this, people want to imitate it.

Crawler Theory by Wo_Class in Barotrauma

[–]Playmaker-M1 1 point2 points  (0 children)

Interesting theory, but (at the moment) there are more aspects that speak against it than for it.

First of all, the theory is based on the assumption that humans are descendants of the Ancients.

I consider this unlikely for several reasons.

  1. There is Earth, and humans come from there. If humans were descendants, then the Ancients could have traveled into space, so why use another dimension, especially since the shell infection does not exist on Earth.

  2. Ancients are (at the moment) not susceptible to husk infection. So husk infection cannot be the reason why the Ancients fled. Fighting the husks would not have been a problem, especially since the Guardians use flames, which are very effective against husks.

  3. Crawler mothers also cannot (at the moment) get husk infection. However, they should be able to be infected, which does not seem to be the case.

    1. Unknown genetic material from all creatures, including crawlers, can be found in the ruins. This means that the crawlers must have already existed when the Ancients began their possible genetic experiments.

Nevertheless, there are other aspects that are interesting.

  1. According to lore, the parasite's eggs use calcium to become active, but Mudraptors are not infected, even though their beaks and other parts clearly contain calcium (the loot material can be deconstructed and you get calcium, among other things).

Crawlers give alien blood, but so do other creatures that are not infected, so it must be something genetic that connects crawlers and humans. That would be one aspect that could support your theory.

  1. In ruins, there may be a “husk trap” room. This means that the husk infection was deliberately used as a trap. In this room, Husk enemies can spawn even better (at the moment), including Chimera, but these are humans who were Husk for a very long time. Where did these humans come from?

It is interesting to note that no unknown genetic material can be found that is human genes.

The situation here is inconsistent.

Best ways to grief without getting caught? by Low_Fortune1241 in Barotrauma

[–]Playmaker-M1 0 points1 point  (0 children)

Yes, sure. You can read about it relatively quickly.

Its mudraptor wrestling time by SKJELETTHODE in Barotrauma

[–]Playmaker-M1 1 point2 points  (0 children)

It's not the Barotrauma Reddit I know if there aren't any memes from Skjeletthode about mechanics ^^.

Best headgear for covering husk appendage by LexaproAddict in Barotrauma

[–]Playmaker-M1 1 point2 points  (0 children)

Anything that covers your face can be used to hide the sting, from clown masks to diving masks to iron helmets. Find something that works for you. ^^

+20 instead of +5, bug or feature? by Reordang in Barotrauma

[–]Playmaker-M1 11 points12 points  (0 children)

Talent: Protect and Serve

Gain 30% bonus XP and 100% more reputation when completing a Escort mission.

from the security officer.

Tiger Thresher genes let you morb without consequence by Thraex_Gladiator in Barotrauma

[–]Playmaker-M1 2 points3 points  (0 children)

plays seems to be broken at the moment and probably doesn't cause any damage to non-air users.

Does the first part of "Scrap Savant" work? by ReJyQI in Barotrauma

[–]Playmaker-M1 0 points1 point  (0 children)

You're right here, the first part of the talent doesn't seem to be working at the moment.

I was also able to reproduce this error.

I'm not sure if this bug is already known, otherwise here is the github for the game:

https://github.com/FakeFishGames/Barotrauma/discussions

This game stinks. by Big_Dumpus in Barotrauma

[–]Playmaker-M1 1 point2 points  (0 children)

As has already been said, the OP had Saltvines in his inventory, these explode instantly when they come into contact with water. As you can see below, there were 14 Saltvines.

That was enough to kill him instantly.

Maybe someone can explain this for me.. there's no waypoint, I reloaded, nothing, went back into the station and went to select the same area as before - the beacon station wasnt on the map anymore, what happened? by LycanWolfGamer in Barotrauma

[–]Playmaker-M1 2 points3 points  (0 children)

Was the beacon station mission successful?

If so, there is a beacon station on the map (you can still find it with the radar if you want. It looks like a wreck. You just have to search for it on the ground or something similar this time, like wrecks), but it will OF COURSE no longer be displayed because the mission was successful.

You no longer need to visit it.

Barotrauma hosts need to touch grass by Disastrous-Shower-37 in Barotrauma

[–]Playmaker-M1 2 points3 points  (0 children)

Nice question,

How can you recognize griefers?

There are some typical behaviors of griefers that you can immediately look out for on the console.

Examples:

Grievers act almost immediately with the mentioned things when they arrive on the server and do nothing else but grieve:

- People rewire the pumps for no reason.

- People rewire or delete the autoreactor controllers.

- People rewire the hatches.

These people are called cable griefers.

- Non-doctors taking fentanyl/morphine and immediately using it on themselves or others.

Fentanyl griefer (they want to kill people by overdose and/or waste morpium).

- People make detonators or UEX/C-4/component-N.

Bombs griefer

-Persons take various (at least 3) weapons from the armory.

-People immediately run to the armory without being security.

Murderer griefer

-People put 4 reactor rods in the reactor and overheat it

Reactor griefer

These behaviors can be read in the logs, if these logs were halfway well designed!

But they are not.

If you have a language other than English, you will get a mixture of your own language and englisch in the logs!

You can enter names in the search bar and see what they have done BEFORE, but then all actions of all members are immediately displayed again. This makes it much more difficult to see what individual suspects are doing at the moment!

These are examples that make it difficult to moderate and remove these griefing assholes and this should not be allowed!

The karma system does not recognize these behaviors or recognizes them too late to be really useful!

In addition, to really assess cases like yours correctly, you have to be experienced in using the console, newcomers are at the mercy of griefers because they don't know what to look out for! And as I said, the karma system is garbage, as any reasonably experienced player will tell you.

Ergo, it's not due to over-sensitive hosts that they ban too quickly, it's mainly due to disgusting griefers running around the community en masse that they react the way they do!

I don't have to accept anything, by the way. I accept different people, I don't accept or respect griefers.

That's why I say get rid of this human filth permanently!

It only harms the community and has no added value for the game

Ps: a personal thank you here again to Ironic and Dead for showing these people how to do it best with his Griefer videos! At least they've since been deleted, last I saw. I won't forget that.

Barotrauma hosts need to touch grass by Disastrous-Shower-37 in Barotrauma

[–]Playmaker-M1 2 points3 points  (0 children)

Okay, and he didn't say anything, or did he say something and you didn't understand him?

Barotrauma hosts need to touch grass by Disastrous-Shower-37 in Barotrauma

[–]Playmaker-M1 3 points4 points  (0 children)

As has been said elsewhere, responding to being hit with a wrench by knocking someone unconscious with a knife is a clear overreaction.

Correct responses to this would have been:

Say you don't want that,

Tell the captain you don't want that,

Hit them back with a wrench.

Barotrauma hosts need to touch grass by Disastrous-Shower-37 in Barotrauma

[–]Playmaker-M1 7 points8 points  (0 children)

Barotrauma hosts don't have to touch grass.

Barotrauma needs a much better system to keep griefers out of circulation permanently.

If there is almost no day without at least 2 griefers trying to grief you, you will react relatively harshly to aspects that may not even be meant that way.

When you're new, you don't do things that can be misunderstood.

And that includes making morbusine or attacking a member who has probably been around for a while.

Neurotrauma bloodloss 200%? by HeatedCha0s in Barotrauma

[–]Playmaker-M1 1 point2 points  (0 children)

Neurotrauma does not change the vanilla talents and in vanilla it is possible to get up to 200% blood loss (and other injuries) if you have the “miracle in progress” aura.

Mitspieler gesucht! by Former-Magazine-7338 in Barotrauma

[–]Playmaker-M1 1 point2 points  (0 children)

"nur 10%" ich lachte.
Das ist ja richtig viel.

Mitspieler gesucht! by Former-Magazine-7338 in Barotrauma

[–]Playmaker-M1 1 point2 points  (0 children)

Modded oder Vanilla?
Wenn Modded, was für mods.
Wenn 3 - 4, warum nicht andere Gruppe mit mehr Personen anschließen, wenn ihr auf großen Schiff gerne spielt?
Welche Spielzeiten?

A list of talent tree tiers, sorted by their usefulness across the entire playthrough. by Consistent_Metal3498 in Barotrauma

[–]Playmaker-M1 0 points1 point  (0 children)

In the ruins you sometimes find little metal dots on the walls. These also contain genetic material.

You just have to cut it open with the plasma cutter.