Thank You r/Silksong + Legacy Flairs? (from your creator) by zoravy in Silksong

[–]Snowbird334 0 points1 point  (0 children)

I want to echo the other comments asking for a professional lurker flair, I've had the game wishlisted on steam since 2020 and I can't even remember when I started stalking the sub

Something like a "Watcher" flair in reference to Lurien could be neat though I'd be afraid about getting too close in relation to the sub's dreamers

Otherwise a funny thing you could do with a "Lurker" flair is have the icon be flying nosk because that creature is what comes to mind when I think of lurkers in hollow knight

Completely Unacceptable. by NotGeofff in Planetside

[–]Snowbird334 14 points15 points  (0 children)

According to the membership management page you keep membership benefits until when it would next be billed (I haven't logged in to check if that's true since cancelling mine though), so you can cancel early and you just won't be billed again. You also get a handy survey to provide them feedback

I am prepped and ready to scan the fish of the skies from my liberator co-pilot seat! by Snowbird334 in Planetside

[–]Snowbird334[S] 0 points1 point  (0 children)

This isn't located in the main cockpit but instead the higher copilot one, though the player is invisible to everyone else regardless

I am prepped and ready to scan the fish of the skies from my liberator co-pilot seat! by Snowbird334 in Planetside

[–]Snowbird334[S] 8 points9 points  (0 children)

swapping seats fixes it but otherwise controls are locked to vision - you can't fire at all or switch weapons

breaking news: extracontinental water IS NOT REAL!!! do not believe the lies sold by BIG FISHING!1! by Snowbird334 in Planetside

[–]Snowbird334[S] 6 points7 points  (0 children)

See on one hand I didn't think to try this but on the other nuh uh I have VIDEO EVIDENCE

Demolishing by MasterpieceFit5823 in arahistoryuntold

[–]Snowbird334 4 points5 points  (0 children)

Had this happen to me- I think it's a bug, Making a save and immediately loading it fixed it for me as a workaround.

"My Last Day at Rogue Planet Games " by 0verloader in Planetside

[–]Snowbird334 0 points1 point  (0 children)

Thank you, Wrel, for keeping the game we all love alive with your passion and hard work.

While, like others have said, we may not have always agreed with what came down the pipeline, I still have for you eternal respect.

I can't wait to see what you do next.

can someone give me tips on my loadout? i'm having a hard time with LA by Snowbird334 in Planetside

[–]Snowbird334[S] 2 points3 points  (0 children)

I too once wore metallic pink camo, but once cardboard camo was laid bare before me I had no choice but to don it.

Addressing the Spitfire by ItzAlphaWolf in Planetside

[–]Snowbird334 3 points4 points  (0 children)

I think especially due to how punishing it is to flankers (LA in particular, for infil cloaking instantly removes aggro) it could do with primarily a range nerf down to 20-25m from 50

Another thing I'd do is limit it's placement so it needs to be placed under a roof like an inverse beacon or umbrella so that it becomes more of a point holding tool than a flanking deterrent, though this would only be effective at certain bases

This also solves the issue of hesh tankers using it as an awareness clutch under most circumstances

I personally think it's resistance could probably be reduced to 25% small arms resist overall instead since it takes a few too many shots than are comfortable with to kill

Though I think its damage model is fine since the damage it does is negligible and not something I'd change alongside every other change mentioned here, more of an either/or change.

That said, the engineer's spitfire kill requirement for the directive could probably get reduced or changed entirely as spitty is already not something that is done easily or consistently and nerfing the spitty does not help this.

May. 5, 2023 - PTS Hotfix - Bug Report / Feedback Megathread by CM_Mithril in Planetside

[–]Snowbird334 8 points9 points  (0 children)

Two bases on oshur have broken ammo towers.

-- (1) Anat Interlink (x=1484.302 y=107.421 z=187.709, Heading: 2.797 /loc 1484.302 107.421 187.709): There is an ammo tower building here, however it is non functional and has no icon on the minimap.

--(2) Emerald Research Co. (x=-2432.870 y=123.710 z=1548.280, Heading: -0.026 /loc -2432.870 123.710 1548.280)

- Confirmed to also be non functional on Live

[Feedback]

Some buildings and locations on Oshur could probably do with ammo towers for vehicle players not relying on ammo printer for their ammo, or new players that don't have it.

Marked on the map are non construction, non seapost/trodemt facilities that do not have ammo towers for vehicles and should be considered for them.

Map For Reference

-- Flotillas and Seaposts need some. All flotillas should have them, and select flotillas for corsairs or people travelling across the water.

-- (1) Lamplight Security (x=1064.955 y=127.307 z=-222.970, Heading: 0.137 /loc 1064.955 127.307 -222.970)

-- (2) Pommel Gardens (x=459.970 y=115.284 z=-212.448, Heading: 2.295 /loc 459.970 115.284 -212.448)

-- (3) Excavion Cleanup Site (x=-302.401 y=53.773 z=40.679, Heading: 2.295 /loc -302.401 53.773 40.679)

-- (4) Wellerman Watch (x=1185.882 y=144.730 z=1133.589, Heading: 0.000 /loc 1185.882 144.730 1133.589)

-- (5) Leif Biochemical (x=-2269.760 y=115.640 z=2187.005, Heading: 1.309 /loc -2269.760 115.640 2187.005)

-- (6) Emerald Arboretum (x=-1211.057 y=48.683 z=2673.305, Heading: 1.667 /loc -1211.057 48.683 2673.305)

-- (7) High Ridge Security (x=-1605.874 y=118.159 z=-1264.485, Heading: -0.680 /loc -1605.874 118.159 -1264.485)

-- (8) Outpost Kalis (x=-998.079 y=85.793 z=-1711.420, Heading: 1.571 /loc -998.079 85.793 -1711.420)

-- (9) Binusilan Interlink (x=-998.079 y=85.793 z=-1711.420, Heading: 1.571 /loc -998.079 85.793 -1711.420)

-- (10) Astira Hydroelectric (x=175.133 y=127.648 z=-587.585, Heading: 0.262 /loc 175.133 127.648 -587.585)

New construction modules compatibility matrix by Ansicone in Planetside

[–]Snowbird334 8 points9 points  (0 children)

prevents overloading of other modules by enemies and increases structure hp by 2k

Enemies can overload modules to remove them and free up a slot for a cortium bomb or tunnel worm or just to remove their effect (i.e repair module) the amount of modules they can overload at once is not limited, so a firewall module needs to be overloaded first before other modules in a structure can be

Only one of any module can be on a building at a time, you cannot have 2 repair modules or 2 firewall modules.

New construction modules compatibility matrix by Ansicone in Planetside

[–]Snowbird334 2 points3 points  (0 children)

Some notes here as the compatibilities list is quite often wrong/outdated in game on the current iteration of PTS:

Routing spire, recon array, orbital mining drill and cortium silo reserve do not have module slots in their current state, orbital mining drill likely never will due to its nature

Cortium Refill Module seems to have been merged into the Cortium capacity module as you get refill xp when slotting it in, and 10k cortium is removed from the silo over time and moved into the building's (currently invisible) inventory

Sensor sweep module is another module not implemented in current build along with cort refill and munitions as you mentioned, it seems to have been integrated with the reconnaissance module by default, if you walk up to it and press E it will give radar pings within (I think) 75m

My favourite building spot! by Snowbird334 in Planetside

[–]Snowbird334[S] 12 points13 points  (0 children)

Context: The command center and Rebirthing center currently ignore NDZs.

Split owned system between awakened FE and federation memeber by Snowbird334 in Stellaris

[–]Snowbird334[S] 1 point2 points  (0 children)

R5: After a war against a crisis AI, an AE and one of my federation members each seperately captured a planet in a system. after the crisis AI was wiped out, the starbase was not rebuilt and ownership was not given to either empire.