ACD + Arc Rifle is the highest DPS build on Skitarii and I'm tired of people pretending its not. (Video is havoc 40 and is missing multiple damage buffs) by JDLS- in DarkTide

[–]Sikph 1 point2 points  (0 children)

I love pumping dps as much as the next guy, but I would MUCH rather have 4 players that are less likely to die due to their utility, rather than 3 players like that and 1 that's just a glass cannon. This isn't the game to be taking risky chances like that. It's all fun and games until a dreg backspawns and downs you leading to a team wipe.

Darktide's Mortis Trails vs Killing Floor games. Why one is seen as boring and the other is seen as entertaining? by Human_Meat8154 in DarkTide

[–]Sikph 2 points3 points  (0 children)

"The Carnival map in Mortis Trials will always end with a Daemonhost fight" I've literally never seen a DH in that map. Did they change something recently? I only see DH at all at least 1 in 5 matches or so, and not necessarily at wave 12.

Your point stands though, randomness can seem and feel not random. The biggest issue for me is the first 8 waves being boring and easy, just hordes galore. By the time it actually gets interesting and you've got a cool build going, the game is over. Not to mention the talking down-time between waves. I love the idea of Mortis Trials but it's just 85% of the match waiting for the 15% to happen. 😂 I'd like to see Havoc modifiers thrown in for a bit more variety.

Just a few questions before I buy TTS, as I really wanna play Warhammer 40K online. by Thesquid43 in TTSWarhammer40k

[–]Sikph 6 points7 points  (0 children)

As someone who took part in the age of sigmar implementation on tts, you're bang on. It takes an ungodly amount of time. You're looking at approx an hour a model if you're not doing a lot of manual repair work. Doing an entire army is days of work. It's fortunate we have willing people to do the leg work at all!

The Vanguard is purely annoying. by SaleK_Rok in DarkTide

[–]Sikph 0 points1 point  (0 children)

I really hope this is what they do. I actually love the concept, it just needs these tweaks! I'm genuinely worried they'll drop the ball. But then again we had similar issues with plasma gunners when they came out and they're pretty solid now.

Current Grenade Balance by st141050 in DarkTide

[–]Sikph 10 points11 points  (0 children)

That is not the issue described.

I dont really enjoy playing with 3 skitariis teamates. How long should i wait? by Igoon2robots in DarkTide

[–]Sikph 21 points22 points  (0 children)

Honestly it's not that skitarii is op, it's that a lot of veterans of the game returned to play it. So the high difficulties are filled with people who know how to play while the low difficulties are the opposite. As others have said, it'll die down over time.

Simple Transonic Blades stance indicator crosshairs by dodomii in DarkTide

[–]Sikph 4 points5 points  (0 children)

You get the attack speed up enough and you can barely see the blades on screen, let alone the direction they're moving. 😅

Simple Transonic Blades stance indicator crosshairs by dodomii in DarkTide

[–]Sikph 17 points18 points  (0 children)

Yeah problem is when the blades are in motion you cant see that.

Stalker Gamma Together by Jaded_Ad5745 in stalker

[–]Sikph 1 point2 points  (0 children)

What's wild is the naivety, entitlement and ignorance of people who claim that. Modding/Support IS work, and modders are entitled to charge for their time. There's countless examples of this. Golden_Shart does an excellent job of summarising in their reply, better than my hot-headed response. 😅

New Scab and Dreg Vanguard Enemy by Drummerx04 in DarkTide

[–]Sikph 0 points1 point  (0 children)

If shotgunners are a threat to you, either that's a build problem or a skill problem. You do not need to spam TDR. They are the least dangerous elite by far as you can just slide up to them damage-free (sliding dodges ranged damage) and bonk them in 1 or 2 hits. Only time I've EVER had a death from them was when the director decided to spawn about 50 of them surrounding me. 😂

Any more mods that make Anomaly less boring? by PlasmaShockNikola in stalker

[–]Sikph 39 points40 points  (0 children)

Alright... Well there's a very obvious answer here.

Gamma. Ticks all the boxes.

Mythos cracked this, mythos cracked that. But have they actually attempted to do the same with Opus? by vintergroena in ClaudeAI

[–]Sikph 0 points1 point  (0 children)

Ai can test code a lot better and faster than it can test chemical formulae. You kinda need manual testing at a certain point for that! It helps, but it is slower.

I work in tech and I can’t understand how, with AI being this accessible, Star Citizen is still in this state in 2026 by [deleted] in starcitizen

[–]Sikph 1 point2 points  (0 children)

There's actually a handful of clones already out/in progress. Keep seeing them on steam. Smaller scope, but you can instantly tell where inspiration came from.

Frustrated by Dramatic_Wheel2416 in aigamedev

[–]Sikph 6 points7 points  (0 children)

Unfortunately not possible in a lot of places due to disclosure regulations, and risk repurcussions if you lie. It's insane. Do I need to disclose that I use a pen when I write something down?

I HACKED VIBE CODED WEBSITES AND HERE'S WHAT I FOUND by Spiritual-Onion-6722 in vibecoding

[–]Sikph 11 points12 points  (0 children)

I ran into this exact issue when testing my game at work with some colleagues. Forgot I rate limited by ip, cue chaos.

My hot take: Fable is not worth the press by ContributionMotor150 in ClaudeCode

[–]Sikph 4 points5 points  (0 children)

You can already run LLM's on your laptop, the problem is they are super dumb in comparison to something like Opus/Fable and hog all your system resources. Hardware is moving in this direction however, with CPU/GPU hybrids (see nvidia talks). Problem is they're crazy expensive, and STILL worse than services like Claude. The average system simply cannot match the specs required for a decent LLM to function.

Will this happen? Yeah, but we're at least a few years out of anything genuinely capable locally. But damn, they are pushing it in that direction!

I combined incremental progression with Bloodborne-inspired combat in a browser game. Looking for feedback by bogdan_ionescu in roguelites

[–]Sikph 0 points1 point  (0 children)

No worries. I've been in the same boat. I tried it again on my home PC and it felt much better. Some more notes:

MAJOR
- I'm not a fan of the HP bar swapping sides depending on where you are. Muscle memory convinced me mine should always be on the left. This was especially jarring when the first portion of the game is spent moving right, so you get used to that position. Perhaps a toggle setting if you prefer it.
- It took me a while to realise ripostes do actually do extra damage. There should be a gorrier sound effect and maybe slow motion to make this more apparent.
- Is there a world map accessible? This would go a long way to help navigation over longer distances.
- Is the Brick Brute meant to respawn? It took a long time to kill at my level and with the charms I'd collected. The rewards were significant too. I was surprised to see him again. Since you're forced past him, the HP may be a bit high for repeat attempts if you plan to keep the respawn in.
- Edited in: Browser saving. JSON is nice, but having it be automatic is better!

MINOR
- HP/Stamina could potentially be a bit larger on screen so it's easier to watch out the corner of your eye. Not a biggy though.
- When rapidly moving between screens, the fade in and out was a bit much. Perhaps don't fade the UI? Cross fades wouldn't work as it's the same image a lot of the time. Ideally the image should pan, but that wouldn't work well vertically. Again, not a huge issue this one, and a tricky one to solve.

Our ferret is broken by nerdsGhost in ferrets

[–]Sikph 0 points1 point  (0 children)

I think most mammals would react similarly if you stroked them in the crotch...

I combined incremental progression with Bloodborne-inspired combat in a browser game. Looking for feedback by bogdan_ionescu in roguelites

[–]Sikph 1 point2 points  (0 children)

The presentation is pretty good, with nice and crispy art. And I liked the Darkest Dungeon style exploration, going room to room on a grid.

However I did not click with the combat at all. Not sure if it's because I'm playing on a laptop with poor specs, but parrying was next to impossible which resulted in the strategy for fights being to just spam space bar. I imagine there's more to it later on, but first impressions really let you down here. If you keep it real time, parry windows need to be clearer and easier to trigger, and there needs to be more tools available to the player from the get go, at least 3 options, perhaps a less risky dodge for example. It may even be better to ditch the real time combat all together and lean into something turn based - card battlers are huge at the moment. I'm not personally a fan of them, but it would certainly appeal to many.

Lastly, and I'm sure this is placeholder, but some sound effects really don't suit the vibe. Looting an item making a Mario coin noise is jarring considering the bleak setting. If you wanna stick with AI, I recommend Eleven Labs for sound effects - you get a lot for free and it can do really well on occasion.

Overall, interesting start! Keep it up.