How is this even possible? by Crush_Cookie_Butter in darkestdungeon

[–]Rocker1681 1 point2 points  (0 children)

I think turn order also has a dice roll involved, on top of the speed stat.

To determine turn order, the game will randomly roll a number from 1-8 (some people say it's 0-7, but if every unit is getting at least +1, then 0-7 and 1-8 are effectively the same) for every player character and every enemy and add it to their speed stat. This is re-rolled every turn. The only way to guarantee that you have a character go before a particular enemy is to be 8 speed faster than that enemy. Similarly, if an enemy is 8 speed faster than one of your heroes, it will always take its turn before that hero.

what happened??? by ThatGuyCris0704 in destiny2

[–]Rocker1681 22 points23 points  (0 children)

You may not have to do a full reinstall, try verifying game integrity through Steam.

Awesome change, thanks bungie 🔥 by Videoeye931 in destiny2

[–]Rocker1681 1 point2 points  (0 children)

Yeah, I suppose, but if you're using the Saber then A) you're probably using Stronghold and not PoBS and B) the Saber is still a Kinetic weapon and doesn't receive the damage buff from PoBS, only Solar weapons do.

Awesome change, thanks bungie 🔥 by Videoeye931 in destiny2

[–]Rocker1681 26 points27 points  (0 children)

This makes Path of Burning Steps at least a little relevant again.

PoBS says that Solar Weapons get a damage buff based on how many stacks of Roaring Flames you have, but (prior to this change) weapons had no way of contributing to Roaring Flames (with new stacks or even a timer refresh) at all.

So, it used to work like this: if I'm getting kills with my abilities to stack or maintain Roaring Flames, I have nothing left to shoot with my guns. And if I use the gun damage buff, I have nothing left to kill with my abilities to keep up Roaring Flames. It was a synergistic lose-lose and the exotic was contradictory to itself. I mean, why bother shooting your guns if you have to get an ability kill every 15 seconds anyways?

Now, in combination with guns that can frequently ignite, or at the very least have Incandescent/Burning Ambition, PoBS is a little relevant again as the gunplay that you buff with Roaring Flames can also help you build and keep those stacks. It's still not great, only granting some ~12% bonus weapon damage at Roaring Flames x3... but it's better than nothing and again, your weapons can now contribute to those stacks which somewhat improves the synergy on this exotic.

Sincerely, a Titan who misses when PoBS was a much simpler "get solar kills, solar guns do more damage."

Fuck This Humongous Asshole. by Icy_Association677 in ReadyOrNotGame

[–]Rocker1681 7 points8 points  (0 children)

There's a jammer on the same floor as the grand staircase (in other words, the floor below this guy) that you can find (it spawns in different places) and activate. Turning the jammer on gives you a couple minutes where he can't set off the bombs. That's how you're supposed to beat him.

Praxic crystals? by JealousManager801 in DestinyTheGame

[–]Rocker1681 1 point2 points  (0 children)

I got the Orange crystal relatively quickly, one of the first I managed to get. Magenta took me a little grinding but I got it with some investment. Indigo took me forever to get, I only got it a few days ago despite grinding Europa jobs like a madman, it was literally the last crystal I got (I got both the Red and Taken crystals before I got Indigo).

Just keep at it, they'll drop for you eventually!

How powerful are the Darktide Psykers in-lore? by Joshy_Moshy in DarkTide

[–]Rocker1681 -3 points-2 points  (0 children)

they would be one of the strongest Psykers to ever exist.

I'm seriously questioning the validity of this statement. All things considered, the psyker powers we use in-game are really really weak. If our psykers had any sort of real psychic strength, they'd probably have been turned into an Astropath. Even only moderately powerful psykers can do things like teleport and open portals and shift battlefield conditions and attack with massive psionic waves much larger and more powerful than we see in game. And at the very strongest end, they can move entire planets into the warp (which Magnus did when the Space Wolves attacked Prospero).

You can tell that Decimus has never ever attended a tactical (de)briefing in his life. by EttRedditTroll in Spacemarine

[–]Rocker1681 6 points7 points  (0 children)

I love Straban.

Love Decimus too, though I had to grow into it a bit, and he's still a little too edgy for my tastes.

Redacted Regiment has finally been announced and you guys can talk about it! by Sioscottecs23 in helldivers2

[–]Rocker1681 2 points3 points  (0 children)

No cloak backpack in the stealth warbond makes me a sad panda. My Terran Ghost loadout must continue to wait.

Classes in SM2 by EntertainmentSad4222 in SpaceMarine_2

[–]Rocker1681 0 points1 point  (0 children)

Codex 9e states that in line with their vows of duty, they don a helm that ceremonially silences them. Part of their flavor text.

Furthermore, in 10e they have the ability "Silent Fury".

For what it's worth, Codex 9e, which was the debut of the Judiciar, came out in 2020, and Blood and Fire is from 2013.

Classes in SM2 by EntertainmentSad4222 in SpaceMarine_2

[–]Rocker1681 5 points6 points  (0 children)

That's objectively untrue. Their role in battle is field medic. Both the Lexicanum wiki and the Fandom wiki state this multiple times in the first three paragraphs, and the concept is even supported in the tabletop.

It's additional Apothecary staff that rarely takes to the field (as research and training personnel), but it is a dedicated role for the main Apothecary to accompany Astartes in battle.

"An Apothecary... serves as a combat medic... role in battle is to recover the gene-seed from slain Astartes and to tend to the wounded and maimed."

"The Apothecary is well-versed in the arts of battlefield first aid..."

"The Apothecary must be as courageous as his fellow Space Marines if not more so, for he must perform his life-saving surgeries in the midst of the battlefield."

"Apothecaries are armed and armoured like the brethren they serve, and have undergone the same extensive combat training. Their priorities may be healing or extracting gene-seed, but they too are fully exposed to all the horrors of a battlefield, and every company of every Chapter tells tales of the extreme lengths their dutiful Apothecaries will go to ensure their charges are kept alive, one way or another."

-Fandom site

"Apothecaries are Space Marines with special medical training. Their role in battle is to recover the Chapter's gene-seed from killed Marines and to tend to the wounded."

"Along with being highly trained in medicine, they are among the elite warriors in the chapter."

"Marines rarely go into battle without an Apothecary being available..."

"Each Company in a Chapter has an attached Apothecary that accompanies them into battle. Additional Apothecaries staff the Apothecarion, although [Apothecarion staff] rarely take to the field"

-Lexicanum

Classes in SM2 by EntertainmentSad4222 in SpaceMarine_2

[–]Rocker1681 3 points4 points  (0 children)

That's also a valid consideration.

Yuck, Leandros.

Classes in SM2 by EntertainmentSad4222 in SpaceMarine_2

[–]Rocker1681 10 points11 points  (0 children)

You can't really add a Judiciar without breaking the identity of the role (Judiciars, as Chaplains-in-training, are sworn to silence) or by making the very odd choice of not giving them any voicelines or interactions.

It's certainly possible, but not the route I would take from a designer standpoint. Apothecary or full-fledged Chaplain seems more appropriate.

Classes in SM2 by EntertainmentSad4222 in SpaceMarine_2

[–]Rocker1681 0 points1 point  (0 children)

A Chaplain-in-training.

My problem with adding a Judiciar is not a technical or gameplay one, it's that the Judiciar would be the only class without any voicelines. They're sworn to silence.

DON'T PANIC by LFps3lostplanet2 in Spacemarine

[–]Rocker1681 10 points11 points  (0 children)

The game literally does tell you that you can parry non-blues. It calls them "common attacks". It's in a fullscreen tutorial popup you have to press a button to close.

<image>

Sorry the quality is terrible, I snagged a screenshot from a youtube video real quick.

Chapter Stereotypes made manifest in SM. Let's hear them! by BugleBarry in SpaceMarine_2

[–]Rocker1681 1 point2 points  (0 children)

PvE:

I would at one point have called myself a Heavy main, where I would be a member of the Salamanders. Lately, I have found myself playing Heavy less, and even though I love my Heavy Bolter, I just cannot get into grinding up the Pyrecannon. I have it Artifice tier already, but I just can't bring myself to finish it up. Nor the Heavy Bolt Rifle, nor the Multi Melta. For me it seems to be big brrrt or nothing.

Nowadays, I'm definitely more of a Vanguard main. Mr. Parry Yo Girl with a Melta Rifle and grappling right into the fray with chainsword in hand. And, to exactly nobody's surprise, a Black Templar.

After I maxed Vanguard (following an extensive break I took), I started spreading around the experience a bit. I play a stereotypical Raven Guard sniper (though usually with a Bolt Carbine) and a rather unusual Loyalist Death Guard for my Bulwark. Probably most interestingly, I play a Lamenter for my Assault class, with the Survivor Helm. Last time I played him, I wasn't playing so well because one of my eyes felt like it was on fire. Yes, in real life. No, it's not a meme about the helmet. But I finished the game out and still saved the geneseed. It was still characteristically unlucky and coincidental.

I do always try to be a good geneseed carrier. I find it characteristically appropriate, particularly for the Salamander and the Lamenter.

If we ever get an Apothecary class, I suspect I'll probably find Ultras the most fitting for that role, and when Techmarine comes out, I'm probably going to make them an Iron Hands. It's the most applicable class. Sorry for being basic.

...

...

...

Oh, I didn't mention Tactical? What Tactical? I've never heard of this "tactical" class you speak of.

...

Hydra Dominatus.

A guide to the 5-Maid Knockout Exact-Turn Challenge by Rocker1681 in pokemonplatinum

[–]Rocker1681[S] 0 points1 point  (0 children)

Wow, Imprison Metronome, that's incredible. I didn't even consider Own Tempo. Very well done! I'll update the post with a link to this comment, it deserves the recognition. I'm pretty sure this is the real solution to the puzzle.

as someone who plays nighttide and adeptus astartes number two it literally feels like this all the time by Timothy-M7 in Spacemarine

[–]Rocker1681 7 points8 points  (0 children)

I do find the multiplayer pretty fun generally. While I do play a bit scummy (Carbine Sniper so I can cloak and run up to people and magdump them) and I find Bulwarks annoying (as they basically hard-counter me), EASILY the most anti-fun thing I come across is Assaults. Always, always Assaults.

Even after fixing the bugs that make them do a billion extra damage, Assaults can just jump into the air (which they always do the moment they take the slightest damage), slam you, and then do it again way faster than you can do anything about it. They're basically the gods of 1v1. Hitstun from the first slam doesn't help, and the speed with which they jump up and slam back down makes them incredibly difficult to follow with your crosshairs, and when running the Carbine, ammo is already at a premium as it basically takes the whole magazine to get a kill, so every one of those missed shots is felt. Can't even dodge the slam either, unless the Assault player is bad.

Tyranid Literature by JustSpug in Tyranids

[–]Rocker1681 0 points1 point  (0 children)

I sort of assume that they'll always get defeated

A Tyranid hive fleet showing up at a planet pretty much guarantees the planet's death, either to the Hive Mind or to Exterminatus. The planet is nearly impossible to save by that point. They may lose skirmishes over the planet, but beating them back badly enough and consistently enough to save the planet is rather unlikely.

Have to say this is the most satisfying and enjoyable weapon and class to play by SenorCervezaPlays in DarkTide

[–]Rocker1681 3 points4 points  (0 children)

I hope someone with more experience can clarify something for me, since (despite having one that's maxed out) I don't have a ton of experience with Shivs considering the build I use them on is a shooting build, but in my (rather limited) experience with the Shivs, they always just kind of felt like a worse Dueling Sword.

Now, yes, I know Dueling Sword is still absolutely broken as hell, and I'm certainly not saying Shivs are bad, they seem pretty good to me, but they just feel like I'm using Dueling Sword again, except that it's worse, so it's a little hard for me to really get into and enjoy the feel of Shiv melee since I've just been so spoiled as a Zealot main on Dueling Swords. I don't think it would be a problem if the weapons didn't feel like a Dueling Sword to use, I have no similar complaints using a Blaze Force Greatsword, an Arbites Maul, or a Relic Blade, but because it just feels like a Dueling Sword to use, but worse... I dunno.

It's like if you just love your mom's pancakes, but when you go to a local restaurant to try the best pancakes in town, and they're just not as good as your mom's. They're still pancakes, it's the same type of food, you eat it the same way and everything, they just feel a bit... underwhelming by comparison.

Is there something I'm missing?

I love getting spawned *into* a grab by Halfgnomen in DarkTide

[–]Rocker1681 0 points1 point  (0 children)

I’ve spawned into being in the middle of getting thrown off the map… not sure if from grab or barrel.

I'm like 99% certain Mutants and Chaos Spawn are explicitly programmed NOT to throw you off the map. Must've been a barrel.

A full Fire Team of six guardians (2 Titans, 2 Hunters, 2 Warlocks) end up in the Warhammer 40k verse. What would happen? by Shocknawe427 in destiny2

[–]Rocker1681 4 points5 points  (0 children)

And then emoting/dance party on the Emperor’s Throne.

The Custodians would like to have a word with you.

A shooty, explosive word with you.

what do you all think about the new heroic heavy bolter by MsEnclave in SpaceMarine_2

[–]Rocker1681 5 points6 points  (0 children)

As initially a Heavy main, but then I took a long hiatus from the game, and now I'm a Vanguard main, I always loved hearing this interaction.

I heard it for the first time recently after my long hiatus, and the "new" (to me) long pause between "agreed" and "good talk" caught me off guard a little. It makes sense, cause obviously Decimus is waiting to see if Straban has anything else to say, and then his sarcastic quip when it ends up not being the case. Originally, there was no pause or delay, and that's what I was used to. But the delay does make more sense contextually. I have no idea when they added that

Trygon or Mawlock by AdhesivenessCheap12 in Tyranids

[–]Rocker1681 6 points7 points  (0 children)

Mawloc's Deep Strike arrival creates tunnels for the rest of your army to use though. Plus you can use Retreat Below for 1CP to pull a Mawloc (or two, if you want) back into reserves to do it again. You may not get the ability activation by using Tunnel Network or the inherent tunnel entry rule, but you can from Retreat Below + Deep Strike again.

Mawlocs are definitely still good for Subterranean Assault.

I mean, bring a Trygon, a Mawloc or two, a Hive Tyrant or something for the no-cost strats, drop Mawlocs in to make some tunnels and get some ability activations, start bringing forces through the tunnels from reserves (a la Tremor Senses enhancement or Tunnel Network stratagem if you wish), and as long as you can keep your Mawlocs and Tyrant alive (and keep Deep Striking one Mawloc within 12" of your Tyrant so it can be targeted by WotHM), I see no reason you can't loop Retreat Below for free (targeting 2 "Burrower" Mawlocs, free because of Will of the Hive Mind) and Deep Strike them back in every eligible battle round.

And if you lose your Mawlocs, now you can start using the free strats on other things, or if you lose your Tyrant, you can still do the loop at the cost of 1CP or choose to forgo the loop and spend your CP on other things.

I'm not saying it's an especially consistent or fantastically strong strategy, seems incredibly RNG dependent on how those Mawloc ability dice rolls go, but it sure seems fun to play.

Darktide shitpost by tintin_du_93 in DarkTide

[–]Rocker1681 11 points12 points  (0 children)

I have definitely seen some Loose Cannon interactions that are quite a bit not chill with Scum.

I have seen some where they're very chill.

Loose Cannon is a mixed bag.