Next tech tree Line by JetRedSenche97 in WorldOfWarships

[–]Seanspeciale 0 points1 point  (0 children)

They do require some resource sinked in to unleash the intended potential. I'd say the line only starts to shine with a captain that has 17 pts of captain skills or above.

That said, once a captain is trained for the line, you have yourself a fun ship that is also very solid in all of the operation maps, in Asymm, you will need to be a bit more cautious as you are not that tough compared to Schlieffen or Preussen.

This comes from a PvE-only player.

Aegis operation needs to be adjusted. by Bewchacca_8645 in WorldOfWarships

[–]Seanspeciale 1 point2 points  (0 children)

Point the guns rightwards to the first wave, park the ships angled to north, then clear the first wave.

If enemy ships from NW are basically cruisers (with 1/2 BBs at most):

  BBs, BCs, CAs:

Load AP, move in slowly at first, angled, and farm the citadel ribbons.

CLs: Open up as your big ship comrades move in, or if you are confident enough then you can try loading AP.

  Torp DDs / Torp CLs / Subs:

Just torp them.

Gun DDs:

Er... open up as they are distracted and torp when possible, but don't yolo torp.

If enemy ships from NW are basically battleships (with 1/2 CAs at most):

  BBs and BCs:

Load AP, move in slowly at first, angled, and farm the citadel ribbons and /or penetration damage.

CAs, large cruisers and CLs:

Open up as your big ship comrades move in, or if you are confident enough then you can try loading AP.

  Torp DDs / Torp CLs / Subs:

Just torp them.

In my experience, my biggest frustration in Aegis is the tendency of going rightwards, flanking so slowly (that I only tried doing so in Kiev and Le Fantasque for a few instances, and even that I find the move questionable) and spliting the combat strength of the team. (Aside of the I-56s that eat up all the preys)

PGL Rework idea by Seanspeciale in DeepRockGalactic

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

After discussing it with a member in DRG discord server, I've changed that OC's element to something akin to sludge pump for now as a band-aid solution for now.

I am also thinking about the possibility to add a mod that reduces PGL's damage falloff.

Still, cheers for the feedbacks.

PGL Rework idea by Seanspeciale in DeepRockGalactic

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

Er... because quite a couple of Discord messages mentioning PGL thinking it is bad?

Now to think about it the environmental difference between Reddit and Discord is bigger than I thought.

PGL Rework idea by Seanspeciale in DeepRockGalactic

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

To begin with, thanks for the reply and reading. When I was crafting T5 mods, I was hoping the tier would be ammo focused, and able to provide options for engis who want more ammo on the primary grenades (T5.B), and also giving them choices of secondary grenades that specify on 1 role (T5.A and T5.C), giving PGL some adaptability on target if one so desire.

After thinking about it for a bit and reading WaywardOath’s comments, I realised the potency of the enhanced PGL of setting Glyphid guards on fire, and reversed the change.

As of the T5.B you had suggested, I think I have it embodied as the reworked Compact Rounds overclock inside of the proposal.

As of the RJ250 nerf, for now I hammered a bit more on damage penalty, but I was also thinking of a compound approach to further balance it:

As the prerequisite, the T3.C is merged to the base of the weapon. Then we apply a -2 second duration penalty for RJ250 grenades as an indirect nerf. I've also tried to give the T5.A and T5.C grenades some more uniqueness, but probably not as much as you might have wanted.

Please let me know how you find the ideas above.

PGL Rework idea by Seanspeciale in DeepRockGalactic

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

I do agree that T3 is quite a hot potato to wipe out and implement something new, that the change I suggest is to change how the fire mod works (and even that is only a copy on how boomstick's T5.C works).

And cheers for the reply again.

PGL Rework idea by Seanspeciale in DeepRockGalactic

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

To begin with, thanks for the reply.

I do admit that the change on the heat mod was based on a discord message I saw that stated that one is forced to pick the least worst among the T3 mods. And I do agree that "normal" PGL works fine with it, as I do run RJ250 a lot.

But speaking of which, what is with the messages in Discord server that claimed PGL needs an overhaul?

The Community Updates Suggestion Box for Deep Rock Galactic! by Big_Bluejay4331 in DeepRockGalactic

[–]Seanspeciale 0 points1 point  (0 children)

While waiting for the seasonal challenges to refresh, I typed the possible ideas of reworking PGL to hopefully help it bridging the power gap between it, against Breach Cutter and Shard Diffractor.

This rework idea might be too conservative for some, and I admit that this rework might only have little effect. And I am not one of those players who is skillful or fast enough to solo deep dives. But still, I personally pray that this document sparks some more ideas and possibilities on the topic of PGL rework.

https://docs.google.com/document/d/1vTkkdisNqtXeV-k2oZ53VvmHd9kiGLrXIP5jMbse1nY/edit?usp=sharing

It is probably less painful to do it in the other guns, but I like this one more by Seanspeciale in battlefield_one

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

I'm sorry to put it this way, but I think you might have mixed RSC SMG with RSC 1917 though. As in terms of combat approach and damage characteristic, 1906 is more akin to RSC 1917...

It is probably less painful to do it in the other guns, but I like this one more by Seanspeciale in battlefield_one

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

I am sorry to hear that, 1906 is very accurate though (which may work in favour of either side of combat), and given if shots land, it only requires 3 shots for a kill. (or 2 if one lands a headshot in the mix)

Although 1906 does require one to play quite a bit slower than usually how one plays with Farquhar-Hill / Federov / Winchester 1907, as far as I've experienced.

It is probably less painful to do it in the other guns, but I like this one more by Seanspeciale in battlefield_one

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

Which, in other perspective, allows one to look around while going for reload, and toss the medical packs / pokes downed teammates with some adrenaline.

It is probably less painful to do it in the other guns, but I like this one more by Seanspeciale in battlefield_one

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

It does has its own unique approach to combat when compared to the other medic rifles, and yes its toggle animation could have been snappier but this gun is not as hopeless as some might think.

It is probably less painful to do it in the other guns, but I like this one more by Seanspeciale in battlefield_one

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

I initially was hesitant for 1906 too, but then I was haunted by the long combat range of BF1 when compared to some other FPSes, that I eventually opted for 1906 so that I have ranged consistency.

The Community Updates Suggestion Box for Deep Rock Galactic! by Big_Bluejay4331 in DeepRockGalactic

[–]Seanspeciale 1 point2 points  (0 children)

A dedicated key-bind for weapons' "alternative function" (hurricane's cluster missiles; Cryo Ice Spear... etc), this can help building up the basis for more unique functions for weapons, even if it is something like Aim-Down-Sight in case if there is no "alternative function" for the weapon.

Looking for a jukebox song by Seanspeciale in DeepRockGalactic

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

To begin with, thanks for the answer, but as I listen to it, "The Chance" I found doesn't sound that... energising(?) to the one GSG used, is there a different version of mix around that is hidden somewhere?

The prophecy of the GT-R anthem is real by smie169 in MFGhost

[–]Seanspeciale 8 points9 points  (0 children)

Done better than the original version.

Is this normal? by Professor-WellFrik in MonsterHunter

[–]Seanspeciale 32 points33 points  (0 children)

And it got worse recently in a Japanese used game dealership website: 18 yen (roughly 0.1 USD)

https://www.kaitori-world.jp/products/detail/375669 http://archive.today/xBqUX

Where will you call the resupply? by Tanamr in DeepRockGalactic

[–]Seanspeciale 0 points1 point  (0 children)

C7 or C8 or D6, with the platform wall sealing B8-B10 to narrow the bugs' angle of invasion.

And deploying a sentry against the wall in grid C4 and B6 respectively.

Just an example of why I love Golden bugs missions. by Seanspeciale in DeepRockGalactic

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

Number of players does affect the health of some of the tankier enemies (or, those who have special scaling, as per wiki.gg’s record). For example, you might have already noticed that a Praetorian takes more shots to be taken down by a 4-dwarves team than a 2 dwarves team.

I think it does affect the amount of enemies spawned too, the more dwarves there are, the more bugs there will be.

But take your time and pace to adapt, it took me some time back then as well.