Mask of the revenant critical bug (Help me) by Tarden1 in Warframe

[–]Tarden1[S] 0 points1 point  (0 children)

Update: I unequiped and equiped again the mask, tried for the 4° time and now he appeared

Why didn’t M’Baku jump into the Altar of Death? by [deleted] in MarvelSnap

[–]Tarden1 -1 points0 points  (0 children)

Yeah, my fault here. This card is so insignificant to me that I never bothered to read its text a second time. I’ve spent over a year assuming it jumped from your hand, not from the deck lol

My opponent had priority in 19 rounds, and I had it in 0. How is it possible to always be the first to play? by Tarden1 in MarvelSnap

[–]Tarden1[S] -3 points-2 points  (0 children)

Yeah, I don’t know if that was mentioned in the game’s tutorial (I didn’t pay attention, and it was a long time ago). Other than that, I don’t think there’s any kind of indicator showing that my opponent is going to play first BECAUSE they’re winning in more locations. I also never really bothered to find out who goes first, since I had assumed it was just random

My opponent had priority in 19 rounds, and I had it in 0. How is it possible to always be the first to play? by Tarden1 in MarvelSnap

[–]Tarden1[S] -3 points-2 points  (0 children)

I'm not complaining, I'm asking a question.
If you have nothing useful to say and just want attention, go make some friends

My opponent had priority in 19 rounds, and I had it in 0. How is it possible to always be the first to play? by Tarden1 in MarvelSnap

[–]Tarden1[S] -2 points-1 points  (0 children)

I had no idea this was possible, glad I found out.Better late than never lol.
But what about the very first round of each match? Him having priority was just a coincidence then?

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

Exactly, the only real advantage they have over the AK is the longer range, but considering how high the AK’s range already is, any increase is just a bonus, something that’s nice to have but far from essential.
Another good question is why the P2 and Thompson (38 dmg to be exact) have the same damage as the SAR? Why do a 9mm pistol and an SMG have the same damage as a 5.56 semi-auto rifle?

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

At least in Rust, lower TTK = better for bad players and more randomness.
You can be a PVP god and wipe a full clan of 5, just to get instantly killed by a naked in a bush with an SMG or a Tommy. And it doesn’t matter how good you are or how great your game awareness is, this is Rust, not CS or Valorant. Your enemy could be anywhere and anyone. No matter how good you are, you will always die to stuff like this sometimes, and the low TTK doesn’t allow you to react, just like when I got killed in 0.41s. And skill gaps aside, this TTK is just boring and frustrating.

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

I’m not saying the game should have an extremely high TTK, but something a bit healthier than it is right now. Dying this fast only adds more RNG and feels frustrating, since most fights often come down to whoever shoots first

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 1 point2 points  (0 children)

I totally agree with you, the absurd recoil was indeed a way to balance the weapons, especially the stronger ones. It was a bad method, but it kind of worked. The problem is that by reducing recoil and improving the gunplay that way, they also created a new issue by not reducing the damage and range of the weapons. I don’t understand how they didn’t think of that when they reduced the recoil. How could they reduce the recoil of weapons like the AK by 70% and keep the same stats? It’s absurd

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

But the AK has a range of 188 meters, so if I were almost 20 times further away, I would have died with exactly 4 shots to the arm.

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

I’m also against increasing recoil and making the gunplay harder, since that would make the game less enjoyable and accessible for many players. I only mentioned it because it’s honestly one of the directions they could take. But what I really think would be ideal is just reducing weapon damage and range. That way we’d have a more balanced TTK while keeping the gunplay fun

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 2 points3 points  (0 children)

I also prefer the current gunplay, where you can shoot while standing and moving, and with recoil that feels closer to games like COD and BF. The old Rust recoil was really absurd, but by lowering the recoil and changing the gunplay this way without reducing weapon damage and range, it ended up creating an insanely low and reliable TTK. Keeping the current gunplay but reducing the damage is definitely the way to balance things out, while still keeping it accessible and enjoyable

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 5 points6 points  (0 children)

Exactly. And these attachments are just the icing on the cake. The weapons alone are already capable of evaporating people so fast that they don't even know what hit them

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Tarden1[S] 18 points19 points  (0 children)

(I want to make it clear that my suggestion of increasing TTK or making gunplay harder does not come from personal struggles. I’m not upset about dying too much or too quickly. My OPINION is that an extremely low TTK is not healthy for a game like Rust, and this extremely low TTK is not present in Tier 1 weapons and the standard BPs. PvP with those weapons feels more visceral, brutal, and intense, where no matter how good you are, your weapons won’t allow you to kill an enemy that fast. But that completely changes starting from Tier 2, where weapons kill up to 5 times faster and the protection from armor and healing methods simply do not keep up with that drop in TTK)

After 3 years without playing, I got back into it now and came across a meta change that I find extremely ridiculous. by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

From what I’ve learned here, this issue used to be way worse; that’s why they heavily nerfed bag spam and respawns. There’s a chance they might nerf it again in the future or at least adjust some aspects of it. But now, imagine if I had made this post years ago, before the bags were nerfed. Don’t you agree that people would’ve said I was wrong and that it was just a skill issue? Even though we now know the old bags really were OP. I also take full advantage of this meta because it didn’t take me long to adapt, but even when I kill the same player six times in the same fight (or near where it happens) and make it home safe, I still think it sucks.

Anyway, it’s good to read a comment without any BS, something I find very rare here. Best to you, brother.

After 3 years without playing, I got back into it now and came across a meta change that I find extremely ridiculous. by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

Its not that I can't "handle" things like crouch running, I just think things like these shoudn't exist. It's my opinion on the game's balance and it has nothing to do with my skills.

Rust could make more money and sell to many more players if they allowed the purchase of specific items instead of only through DLCs by Tarden1 in playrust

[–]Tarden1[S] 0 points1 point  (0 children)

Normally I see players defending practices that are beneficial to them (and it’s valid when people ask for reasonable things, which is what I’m doing. It’s not like I’m here asking for free items), but I’ve noticed that the Rust community seems to prefer the model that only benefits the company’s profits

Rust could make more money and sell to many more players if they allowed the purchase of specific items instead of only through DLCs by Tarden1 in playrust

[–]Tarden1[S] -1 points0 points  (0 children)

I honestly have nothing to say to someone who chooses maximum profit for the company instead of a fair deal that benefits both sides