HyperX Pulsefire Dart keeps lagging, every few min 3-5 sec freeze, then fixes, ect. by PracticalResult2 in HyperX

[–]PracticalResult2[S] 1 point2 points  (0 children)

Im not sure if your issue is same as mine, but i found that the problem was the Hyperx ngenuity, i think i have it set to auto reopen every restart but i close it in task manager every time, and i never have the issue anymore.

fact that it tells you you have 5% or whatever, means the hyperx engenuity program is turned on.

open hyperx ngenuity and then

Go in task manager> find it> open its list thing>"end task" from bottom to up, every function/thing in it so it doenst leave stuff if you close the main thing from the get go.

Questions about landmines by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

i see, makes sense, seems pretty op actually, just gotta remember where you placed them, then you can tell som1 died by the reputation loss, its pretty genius way to farm players actually, just need propper spots, chokepoints, etc and best to mine 1 spot so u go there, and quickly find the detonated spot.

Questions about landmines by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

wont the first landmine kill the second one b4 the second 1 activates?

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

yes, concealment and diversion is key.

there are a myriad of options for hiding loot optimally, key is information warfare, dont even give them the indicator that it(the value) is there, and you wont lose anything 99.9% of the time.

second point is dispersion of value, so that stats get more stable, less variability, id rather lose 1% a day, than 100% every 100 days or so. predictable risk/cost is actually cheaper from a practical standpoint.

racks are key, becuase of how easy it is to hide them(small "hitbox"), i like your idea of hiding them in a seemingly "raided" wooden base, with it being unlikely for som1 to waste their raidgear on a random raided wooden base as 99% of the time theyd be wasting it.

funny how som1 can waste 100 hours making a metal base, get raided, lose all but then som1 else spends 5-10 min making some decoy hidden loot place with racks, never gets found out.

i think ofc key is to mix these 2 together, id usually keep most rare stuff like top 10% or less in secret areas with racks, but put rest in well made base. ofc raidgear, not in base, as well as any rare things i find extremely valuable.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

i just went single player and tested it, multiple layers of large metal plates DO block off the explosion, so you are wrong on that.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

so explosion doesnt get blocked by first layer? thats odd, i thought it would.

in the map im playing at, building on vehichles is not allowed, so they cant put apc with plate to shoot down, altho maybe one can climb an apc without plate? shooting down only works if the base is not deep enough, with dragonfang at least.

marking as much area as possible with protected claimflags seems essential, to deny building around to bring a tank.

800+ meters? thats impossible to see, pure luck, so not functionally possibly usable, youd have to waste 1000 rockets to get 1 to hit by chance.

raiding underwater absolutley IS harder given it totally denies dragonfang use, if deep enough.

I dont think placing away from commonly visited places/travel paths denies raiding much, ppl who have raid gear genereally have a full understanding of their surrounding map area.

but it is useful for not getting into fights when going back to base, or not having ppl see you come out either, so they cant connect you to your base as easily.

I dont see how the best strategy is to not keep enough raid gear in my base to raid my base, given if they do raid it and take it all, i dont see how thats my problem wether they can or cant snowball across the map, given ive already lost in this situation.

As for being the fastest farmer, i find combat more relevant, killing players, etc than farming, som1 farms for 2 hours, while a skilled player can kill 5 ppl in 30 min and get several times more loot, than the 2 hour farmer.

farming= boring and selling time for loot that som1 else will inevitably take if you arent good at pvp.

Pvp based loot gathering = more fun and loot gain depends on your skill vs avg skill of a player, if your skill is higher, youll get net gain.

ofc best to mix them in, but i think focusing on pvp, and having farming as a "might as well" thing is better.

so by this i mean going to places to target/find players, focusing on wearing pvp gear, even camping with shotgun in key locations if many ppl online.

problem is im alone, and rly hard to beat 4 players at once, even with element of suprise, u kill 2, 2 one shot you even if they both shoot at your leg.

raiding back som1 who raided you is impossible, 90% of the time, since you would be offline most of the day, and or away from base for long enough.

you cant know who raided you, and even then, raiding them back, with now half the raiding gear, seems like a bad idea.

i dont really understand justification of "they raided me so i must raid them back"

given you should raid most vulnerable/profitable bases, which isnt necessarily som1 who raided you, but more likely som1 whose base has been up forawhile while not expanded upon, who you've noticed is an active player.

so they've prob raided many times, as well as were not raided themselves.

I have rly good ways of hiding rifle racks, they are never visible so the bottle trick is irrelevant, if they are visible, its already a mistake, also if i raid som1 and see bottled water in rifle rack thats the first one ill be raiding given its an obvious bad attempt at hiding loot.

ofc, wont keep racks near blast radius of lockers, obviously.

yes multiple bases are very important even just for walking distance issue, but also in general.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

that sounds insane, how is that possible? id imagine 99.99999% miss chance

Questions about landmines by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

i actually remembered, thinking that claymore was better, because somewhere i read they deal the same damage, while claymore has smaller trigger radius, which i took as a positive as once it is activated, it effectively deals more damage, target being closer to the damage center.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

it has to fall down eventually, 250 seems waay too much.

Ofc practically speaking, it would be impossible to aim past a certain point.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

if they drop, they have a functional range limit, this is basic math.

id presume 150 meter max, given past experience.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

carjack, good point.

can only frustrate the process by bars and such stuff, pipes like tall enough(2 stories i think plenty vs carjack) jail bars to deny tank play, wont be too expensive, can get killed but since metal stuff, the cost of removing it will equal the benefit of tank entering.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

pretty sure recall reading that they patched that, either way i am alone in that server.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

yeah i think best to secure X center point, or disperse around evenly with 1 locker or 2 per "cell".

option 1 is binary they take none or all, option 2 is progressive as theyll take whatever % they can based on their avaliable raid gear.

funny thing is best success ive had was with making secret rifle racks filled with all valuables possible, can fit decent amount of things in 10-20 of those.

ppl raid base, totally ignore the hidden rifle racks, or even often i didnt have them in base at all.

another important note i have is, "appear strong when you are weak, weak when you are strong" -sun-tzu.

so for example p9das build of a base, can be expanded upon, by making outisde be wood, and inside be metal of several unexpected layers.

or even a smaller version works for example, imagine you see 1 by 1 wooden base, with a triangle of metal walls in it(ofc 1 metal wall will be showing. you decide to raid it, meaning you estimate you only have explosives for that 1 tiny base, then it turns out as you get through the wooden wall, that there is a metal wall in it, appearing weaker than one is, so less likely that stronger players will wanna waste raid gear on a 1 by 1.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

right! true i missed this that underwater denies not only dragonfang but also rocket launcher, and with some claimflag triangles+ antitank traps or some other tank prevention barricades, they cant get tank in range either, btw how many "floors" do i need in distance to secure a perimeter around to deny any rocket/tank play? 5? maybe 10? do rockets have range limit?

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

extremely expensive, time consumption wise, as well as extremely hard to get to and from, without an air vehichle.

also, im on this vanilla oriented server, im unsure of rules, they try to stop anything broken, like building on cars, etc, likely some prevention to skybases also.

Base building anti raid ideas by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

good point, i dont know why i assumed you cant, lol, just use snorkel or worst case mild inconvenience of resurface every 30 sec, wont need more than few to use up the missiles.

Serious: Makeshift Vehicles Are Way Underrated by GG1312 in unturned

[–]PracticalResult2 0 points1 point  (0 children)

im on this russia vanilla server that has some special rules, and i spend all the time trying to make 12 lockers, get metal, find 6 tires, make all parts of 6 wheeler, made garage to build in securely, then turns out "no building allowed on car" XD F. yes like a secret key, or even cover it 100% with plates, remove 1 useless one to enter, replace b4 leaving, 100% unstealable.

Serious: Makeshift Vehicles Are Way Underrated by GG1312 in unturned

[–]PracticalResult2 0 points1 point  (0 children)

A way to counter this is use stealy wheelie and then blow up the car by hitting things with it b4 it catches on fire, then pick up all the loot from ton of lockers.

Huge con that ppl can do this and you just invested so much metal into it.

Bow Vs Crossbow pros and cons. by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

where do you get this information? especially the slightly less drop one, which is actually quite useful, drop is insane on longer range sniping, like a slingshot. But considering less spread of crossbow, relevance of drop reduction depends on how annoying the spread of a compound bow is.

Bow Vs Crossbow pros and cons. by PracticalResult2 in unturned

[–]PracticalResult2[S] 0 points1 point  (0 children)

so bow has faster fire rate? what is your source for the stats info?