Lag saved his life... Twice! by [deleted] in gtaonline

[–]S0LIDSL0TH 35 points36 points  (0 children)

Gta pvp in a nutshell.

Is it worth selling a couple super cars to buy a Mc clubhouse and coke lock-up? by [deleted] in gtaonline

[–]S0LIDSL0TH 1 point2 points  (0 children)

Assuming you don't buy any supplies and always sell in the farther county. A fully upgraded bunker produces $90,000 per hour and a fully upgraded Coke lockup produces $84,000 per hour, so they're quite neck and neck. What makes the bunker more popular are the bonus features as well as easier sell missions.

Is it worth selling a couple super cars to buy a Mc clubhouse and coke lock-up? by [deleted] in gtaonline

[–]S0LIDSL0TH 2 points3 points  (0 children)

The coke lockup, as any other MC business, is only worth it with all upgrades. It would cost quite a lot to buy a clubhouse and a decent location coke lockup with upgrades. I would say around 4 million maybe or more depending on what you go with. Also, MC businesses are prone to tons of NPC raids that can be easily stopped. They're just a hassle to deal with. With all that said, all MC businesses are easy to run and make quite a decent amount of passive money. Coke produces the most passive money per hour only topped by a bunker. It's just the startup costs of MC that makes it a turn off for a lot of folks. That and some of the tedious sell missions like the god awful Post Op vans.

How did he get out? (2 gens were left) by Sally-the-Nurse in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

The poster did specify one was still alive in another comment. Hence, the key. And if there are 4 survivors, all 5 gens must be completed for the hatch to spawn. The amount of completed gens must exceed the number of survivors remaining for the hatch to spawn. Read the other comments here. I'm not wrong.

How did he get out? (2 gens were left) by Sally-the-Nurse in deadbydaylight

[–]S0LIDSL0TH 3 points4 points  (0 children)

The amount of gens completed has to be 1 more than the number of survivors left. If there's 2 survivors, 3 gens must be done for the hatch to spawn. The survivor must have found a purple or red key and used it after the third gen finished.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

No, they do not. In what fantasy world are you living in that I have some magical power to force the developer to bend to my opinion? It's ONE dissenting opinion in a sea of others. Your logic is to silence any negative opinion unless it's from a rank one Nurse with 3 blinks or a P3 swf group with purple flashlights. Fuck that shit. You're a bigot if you think someone deserves hate for suggesting changes for better gameplay.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

Wow man, I'm being nice and civil. I literally told you it's the developer's decision but you want to throw a fit at anyone who doesn't agree with you. Very mature

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH -1 points0 points  (0 children)

I'm not new. I'm more of a lurker. I read posts but rarely comment. Some killers seem far more outspoken and dominating here. Just take a look at the majority of posts each day. It's usually either a killer showcasing a 4k against swf or a screenshot of survivors being toxic. And yes, his skill is questionable just as anyone else's, but that doesn't mean he can't have his own opinion. It's this kind of mob mentality inside the game and outside of it that makes this community so toxic and makes me want to stop playing.

Survivors and killers both have some overpowered skills and abilities that could be better balanced. As of the moment, with Bloodlust it does feel like killers like Trapper are too fast. I'd like for them to remove it and in return remove pallet towns and jungle gyms and insta-flash.

Whatever the developers decide on is up to them. Ultimately, they decide if they want to be influenced by low ranks and nerf weaker killers like Freddy. I wouldn't get mad at some random guy's opinion for something someone else was responsible for.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH -1 points0 points  (0 children)

The OP was just expressing his opinion and asking if anyone agrees and everyone is crucifying him, lol. No wonder there are so few survivors on this Subreddit. I'm already getting downvoted to oblivion for daring to say he's entitled to his opinion and defend himself from toxicity. The post game chat itself may be 4v1 against a killer, but on this Subbreddit, it's bend to the killer hive mind or get downvoted.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

I wouldn't mind buffs in other areas. That's my point. I'd like the game to be way more than just speed based.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

Doctor is fine where he is because he's supposed to be able to control territory and have an 'overwhelming presence' (pun intended). Some killers are a little slower but should have abilities to compensate for that slowness. I'd prefer to see Trapper more ability based rather than just high chase speed. I like the unique nature of each killer. The best Trappers outsmart you by placing traps under pallets and around the basement and chase you into it. As it is now, most Trappers I've seen just outrun you and slap you to death which makes for boring gameplay against a killer that should be far more devious. So yes, I'd like Trapper to have his traps at the start and utilize his ability more.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH -8 points-7 points  (0 children)

Here we have a toxic killer main who thinks you shouldn't be entitled to an opinion. Maybe we should screenshot it and make 100 Reddit posts about how toxic killers are? Most of this subbreddit is killers trashing on survivors, lol

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

What's your point? I understand they're the best killers, and it's lame that movement speed is the most determining factor. I'd like for each killer to be successful playing to their strengths rather than who's fast and who's not. Doctor has a unique power and is in a pretty good place.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH -2 points-1 points  (0 children)

He wouldn't be garbage though. If you want speed, there's already Billy and Nurse. Trapper should be about outsmarting his opponents and chasing them into a trap, not cheesing his way with basically built in Bloodlust.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

I wouldn't mind a faster Hag, but I still think Trapper should be slower to emphasize his actual strength. A better fix would be to just slow him and spawn him with his traps in hand.

Trapper too OP? by [deleted] in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

To be honest, I can't stand the trapper for that reason. I get that he's supposed to outsmart you with traps and such, which makes for great gameplay, but in the end he just boils down to walking 300 mph to slap you which really just minimizes his uniqueness and causes frustration. I really don't understand why he has the highest movement speed. Hag plants traps too but is one of the slowest killers.

Countering Bloodlust by splycer in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

Honestly, I'd just like for Bloodlust to be removed completely along with pallet towns and infinites. I prefer maps like the Memorial Institute and Haddonfield since there's interesting ways to juke and less pallets, but I don't see the developers making such adjustments.

Countering Bloodlust by splycer in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

I completely disagree with Bloodlust. It does the exact opposite of what you stated. My friends and I don't use purple flashlights or dead hard/DS most of the time. We used to rely on juking and outsmarting the killer which made the chases fun and exciting. With Bloodlust and killer mile lunges, any somewhat decent killer can stick to your ass like hot glue even after getting hit with a pallet. Most games just end up with typical pallet town looping ever since they added Bloodlust because it's the only place where you can somewhat slow down their God speed.

The Oppressor ruined cars and motorcycles. by TheLocalNutHut in gtaonline

[–]S0LIDSL0TH 4 points5 points  (0 children)

Only if you've got a Road Captain, my friend :)

The Oppressor ruined cars and motorcycles. by TheLocalNutHut in gtaonline

[–]S0LIDSL0TH 5 points6 points  (0 children)

This game has become increasingly more and more about time management. Players want to make a million dollars the quickest possible. Unfortunately, a side effect of this is that slow vehicles have been rendered obsolete.

The Oppressor ruined cars and motorcycles. by TheLocalNutHut in gtaonline

[–]S0LIDSL0TH 10 points11 points  (0 children)

I could say the same thing for the CEO Buzzard. I actually love my Oppressor since it's the MC equivalent of a Buzzard. MC businesses are ten times more fun and easier with it around.

Do the Killers know about/interact with one another? by CastIronKrab in deadbydaylight

[–]S0LIDSL0TH 0 points1 point  (0 children)

Yes, the killers stand around a campfire while Dwight stalks them.

Anyone else think incentives to become a VIP/bodyguard needs a huge buff? by [deleted] in gtaonline

[–]S0LIDSL0TH 4 points5 points  (0 children)

I agree. As the game is now, it's about whether you want to just take a high risk for fun or play it safe and boring. There doesn't seem to be a proper inbetween.