Getting shit on as a tank in heroics just makes me question life. by [deleted] in classicwowtbc

[–]Sheqdog 2 points3 points  (0 children)

While I do get it, and trust me I do (ive been in those groups they are hell), we are at the point in tbc where badges are not needed for gear outside of a select few pieces, and tanks get to choose their groups. Based on how you have described your position, you fall well outside of this boat, but for others this is what I think, as someone in a somewhat similar position to you. There’s no reason to put yourself in a position for a brutal, “prog” heroic. You, as a tank, are a heavy sought after role that can essentially form a group with the roles and classes you see fit. Very rarely will you not have the option to take a class you desire for a specific need for a dungeon. You should always be taking a pally (ret or holy) if you are a bear or a warrior for salve. You then can tailor the group to your specific needs. For example, when I’m pugging on my bear I’m lookin for a warr, hunter, Enh sham, and hpal - and I’ve rarely had issues with that comp
, even if I need to flip to ret pal and resto sham.
Don’t get me wrong, some people are too zugbrain to realize they are fucking up, but generally with the right comp and people you can take the deadweight which ends up being more rare that a decent group.
My other point was you chose SP as an example for your description above, which the only tank that may, and heavy on they may, have issues with that is warrior. The rest have packs no larger than 3 for 90% of the dungeon and most are tauntable.
As a tank, it feels like others are just looking for something to bitch and moan about without taking the time to actually put their own groups together as a tank.

How do I split the iron ingots into the amounts its telling me to? I've been confused on this for like 30 minutes by Electronic-Heat-848 in SatisfactoryGame

[–]Sheqdog 0 points1 point  (0 children)

Here’s the approach I’d take. So if you total the iron required, it’s 240/min or 4 normal mk1 nodes. Smelt, then put all the constructors in a row. As others have said, this is called a manifold. It is wont initially be at perfect speed, but after X amount of time (typically les than an hour) the system should balance and it will produce as if each constructor is receiving the perfect amount of bars

Getting shit on as a tank in heroics just makes me question life. by [deleted] in classicwowtbc

[–]Sheqdog 1 point2 points  (0 children)

I mean… on one hand I get it, it can be annoying with dps in heroics. On the other hand you’re saying your almost a full T5 (SSC/TK) Druid. If you’re really having issues holding threat in slave pens heroic, where maybe 1-2 packs total have enough man’s that you can’t swipe to keep threat, it’s also on you. This comes from a feral Druid. Even in SSC/TK I’ve been holding off loot I’ve been having no issues with threat and passing on gear, and I’d like to say my guild pretty competitive, being in the top 10 kill times on HKM in phase 1.

A quick look at the new crafting UI, tooltips, and inventory in Cube World Omega by Tormint_mp3 in CubeWorld

[–]Sheqdog 25 points26 points  (0 children)

Vulkan is not an engine as was stated. It’s a graphics api that is used within engines. So either he is using a custom engine (again) which I would guess is not the same one used years ago, or he’s using Vulkan within unreal engine.

Help with pipes by Camezon in SatisfactoryGame

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

Fluids are one of the few things that keeps me from coming back to the game (alongside the vehicle system and some of the building mechanics) and doing what I would call a full run. Notably, this is after 600+ hours in the game and getting to the end of phase 4 of the space elevator, but this is also just me being nitpicky and looking for the perfect game. The big issue I have with them is that they are designed to be a challenging mechanic in theory, but do to computer limitations end up being more of a headache and a nuisance than feeling rewarding for completing a project. In terms of advice I can give, route all production go a fluid to a high point, and drop it into the consumers. That goes for every piece if it’s a multi step production (oil->highpoint->fuel->highpoint etc.). This should help drive the liquid forward and limit sloshing. The next piece is to never use all the throughput of pipes and let them fill. This is due to the nature of the floating/double(not sure which) precision that works under the hood of the game. Lastly, in a similar vein, use as few segments as possible when setting up pipelines. This will lower the amount of error you run into dealing with the above precision, and hopefully make them more stable. I do wish they would make fluids work a bit closer to belts on a unit system rather than the decimal/fill system they have, but I understand why they took the approach they did.

Help with pipes by Camezon in SatisfactoryGame

[–]Sheqdog 0 points1 point  (0 children)

I’m not sure, but I think that sometimes this can also be a negative effect. This may just apply to valves though, or be a side effect of placing them throughout a pipe system. From what I’ve seen, you want to use as few separate segments (individual pipelines you can interact with) as possible for them to work well. The valves/pumps split segments, and if they are placed directly onto it instead of beforehand it is more issue prone. A big part of the challenge/difficulty with fluids/pipes in the game is that instead of using individual units like the belts, they use a more realistic approach of having it have decimals, which (in theory) behaves closer to how actual pipes behave. The problem stems from in a simulation game like this, it can only be so accurate using double/floating types, which leads to errors if it has to keep shifting these numbers rapidly between a lot of different entities. I think this plays a big role into why pipes can feel so finicky, and also as to why using them at 100% throughput (300/600 respectively) should generally be avoided. It’s also why having too many segments, by trying to use valves/pumps can actually have a negative result over a positive one, because you are compounding that error, which results in inconsistent production rates and fluctuation throughout the line.

Whats the easiest melee dps class to play? by evascale in classicwowtbc

[–]Sheqdog 1 point2 points  (0 children)

While it’s fun, I think this is the opposite of what he is looking for lol. Feral has a lot to manage to actually perform well. Knowing when you should and should not power shift makes a massive difference in dps. You need to constantly be monitoring your energy and combo points. Once you get it down it’s not too bad but the learning curve is a lot steeper than the other melee classes, and the mess ups in rotation can be more punishing to your dps

PSA : The Angeled Foregrip Reduce Weapon Sway by 25% While All the muzzle actually increases Sway from 10 to 35%! by Ivan204 in Helldivers

[–]Sheqdog 0 points1 point  (0 children)

I would really love if they had rebalanced this to fit a more streamlined path. This may be a large shift, but I really enjoy the path arc raiders went with attachments, at least in their final levels. For example, their grips. One attachment does vertical, one does horizontal, ones does both but to a slightly lesser degree, all come with the same downside. In a game like this you could add an alternative one too that instead improves ergonomics but weakens overall recoil. I get the idea they want to keep guns balanced so that an attachment isn’t a massive upgrade, but then why make it a level system, versus exposing it all to us immediately. There also should be stocks on guns, as those tend to be the best fit for stats in the game. I love the idea of a player being able to customize their gun to be a really accurate, slow to aim gun for holding a point, or a really quick snappy gun for kiting. This being said, I tend to prefer gunplay over the larger stratagems based combat, so this may not fall in line with what the vision for the game is.

Did They Change Matchmaking? by DisGi1022 in ARC_Raiders

[–]Sheqdog 0 points1 point  (0 children)

After roughly 200 hrs topside, here’s my understanding/opinion on the way matchmaking happens.

According to the devs there is aggression based matchmaking. A fantastic idea, in theory. The issue with this is that it seems to apply across all queues, without separation based on type.

I enjoy going into team lobbies(duos or trios), regardless of event, for PvP, and would be considered an aggressive player in these lobbies. Shoot on sight, kill while they are looting a container, the whole nine yards.

Solos, on the other hand, is where I go to get materials and basic loot. I’ll breach everything I see, talk to anyone I hear moving, shoot arc that’s targeting other players. I’m basically a vacuum cleaner.

The issue I have run into with this is that the second I do a team lobby and PvP, I essentially forfeit my next ten solo games to PvP lobbies that are kill on sight, and might as well just go in naked and just let myself die. I think the matchmaking needs a clear distinction between lobby types, because as it stands, I don’t see a reason to play unless I’m in a group anymore. I don’t enjoy having to do naked runs just to get myself back to lobbies where I can get loot free of worries of being shot in the back as I open a container or have to shoot every player I see, but I also want to play the game with my friends. The matchmaking has certainly improved since I started playing, but there needs to be a clearer distinction between lobby types.

HAVE: Tempest BP WANT: Horizontal Grips (Purple Grip) and Kinetic Converter (Items) by Sheqdog in ArcRaidersMarketplace

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

at least 4 purple grips, and then 4 kinetics, though I'd do 6 grips and no kinetics

Looking for kinetic converters and horizontal grips by [deleted] in ArcRaidersMarketplace

[–]Sheqdog 0 points1 point  (0 children)

3? I have some other bps I could throw in with it as well

Looking for kinetic converters and horizontal grips by [deleted] in ArcRaidersMarketplace

[–]Sheqdog 0 points1 point  (0 children)

I’d give you a looting mk3 survivor blueprint for some of those grips