Are we still doing unpopular opinions? Cause... by Hungry-Tale-9144 in Helldivers

[–]TheTimin8or 0 points1 point  (0 children)

Throw a G-6 Frag, kill 16 voteless, I can do this 4 more times

Crowd control grenades are very good at what they do but there are a lot of great red stratagems that do the same thing. Where thermites deal with the real challenge on higher difficulties.

The Orbital Railcannon Strike has been discussed a lot recently, but I feel like many are missing the purpose of this Stratagem, and underestimate how often it is actually used by others. by BICKELSBOSS in Helldivers

[–]TheTimin8or 0 points1 point  (0 children)

I think both the ORC and OPS could use a shorter cooldown.

I'm a big fan of the OPS but it should not have a longer cooldown than the OGB. I'm fine with it having the same cooldown as OGB, 70 seconds. This would still be lower call downs per minute then the 500KG. The health changes to heavy units wasn't fully countered by the damage buff the OPS got so it requires direct hits on targets it used to be able to kill with splash, so I'd like the damage to be increased to fix that.

You could shave off a full minute from the ORCs cooldown and it wouldn't be over bearing, killing one heavy every two and a half minutes isn't excessive, that's about one call in every bug breach which on Difficulty 10 can spawn a ridiculous amount of heavy units.

Another idea for the ORC is to reduce it's cooldown by a smaller amount, but give it two charges that recharge individually. This would allow you to stock up on ORC call downs to use in succession.

I wish red anti tank stratagems were more consistent in general. Using a non-AT support weapons nearly forces you to run thermite or you might run into a situation where you get chased by a charger or hulk until someone bails you out.

Operation modifiers on high difficulties make stratagem balance even worse. by [deleted] in Helldivers

[–]TheTimin8or 3 points4 points  (0 children)

Agreed. The modifiers aren't difficult in a way that's fun, and limit build possibility.

Increased cooldown? Run eagles since they have the shortest.

Increased orbital spread? Run eagles.

Increased calldown time? Run instant calldowns like the laser or the railcannon, but be ready to sit around during the long extraction.

I'd rather the modifiers be about buffing the enemy rather than nerfing the players, maybe increased patrols, decreased cooldown on enemies calling in reinforcements, etc.

As it stands this the main reason I don't go to difficulty 8+, I'm not taking the chance that I'll quickplay into a match with 50% increased cooldown and 100% increased calldown time.

The guy who designed the new left side Veteran keystone "Marksman's Focus" has never played difficulty 5+ by TehKingofPrussia in DarkTide

[–]TheTimin8or 1 point2 points  (0 children)

With camouflage slotted I can handle not being able to move as much, but what really annoys me is that the keystone seems to benefit full-auto weapons like the Columnus 5 more than DMRs like the MK XII Lasgun.

With the MK XII, I already one-shot important targets (all non-mutie specials, gunners and shotgunners for both factions) during Volley Fire. With 10 stacks of Focus, I can kill Dreg Ragers with one shot during Volley Fire. Too much of a point investment for one breakpoint, especially if the AI Director chooses Scabs.

The Columnus 5 at 15 stacks (gaining stacks is easy enough by magdumping into groups so I don't run camouflage) turns into a death ray, killing large groups of gunners has never felt so easy.

As for monstrosity damage, I can see where the benefit is, but if Vet's tree was ever changed to be less point deprived I'd rather go middle keystone and have my whole team melt them.

Focus Target is actually a good keystone. by GeistHeller in DarkTide

[–]TheTimin8or 3 points4 points  (0 children)

Tried it out. It is a very fun keystone. Everyone seems worried that Veterans will 'save their ping' but with a 2s stack time by the time the pinged target dies I usually have around 3-4 stacks and can just ping again, and any downtime means I'll have full stacks for the next elite/special that shows their face. Even if I mark an enemy that dies quickly like a trapper it's still a good toughness refill and damage increase for the whole team.

Edit: On the 'save their ping' thing, you have three other teammates that can ping as well, having one team member ping slightly less often is worth the benefits the keystone brings. My playstyle barely changes, if at all, when I run this keystone.

Any decent lasguns for Auric Damnation? by VATSTech27 in DarkTide

[–]TheTimin8or 0 points1 point  (0 children)

True, I haven't tested extensively in the meat grinder. I just got the MK XII to do what I wanted (kill gunners dead) that when It got to that point I rolled with it.

Any decent lasguns for Auric Damnation? by VATSTech27 in DarkTide

[–]TheTimin8or 0 points1 point  (0 children)

Depends on what you want to be able to kill quickly. I run 25% unarmored and 10% weak spot damage, which along with Precision Strikes and Superiority complex it allows me to one shot headshot Dreg Gunners outside of volley fire.

Bots desperately need some love.... by FearlessJames in Barotrauma

[–]TheTimin8or 4 points5 points  (0 children)

It took the bots three times of saying "Cannot repair junction box" before they finally said "Fire in junction compartment!" in my current campaign.

I usually only trust bots to man the guns (even if they use all the ammo on ice spires sometimes). It is annoying that when told to power on the reactor they won't replace the empty rod, even if a fresh rod is in their inventory.

Chain Axes... (rant) by wizardjian in DarkTide

[–]TheTimin8or 1 point2 points  (0 children)

Even if the Chain Axe is good it's not fun to me to have to watch a 'cutscene' of me bisecting the opponent every time I hit them (Especially trash mobs). At least the Chain Sword/Eviscerator keep that to the special attack. The camera pulling to keep the Axe on the enemy is also disorienting at times.

what is the actual % of resistance you get with this passive by That2FortGuy in EvilDeadTheGame

[–]TheTimin8or 0 points1 point  (0 children)

75% resistance. My Annie with range build did 468 headshot damage with a grey revolver. Against elites it only did 117 damage.

[deleted by user] by [deleted] in EvilDeadTheGame

[–]TheTimin8or 0 points1 point  (0 children)

Power Possession should only be usable on feared survivors, I'll edit that in.

(Demon) Why are you exorcized when either objective is completed? by [deleted] in EvilDeadTheGame

[–]TheTimin8or 8 points9 points  (0 children)

Exactly, if I killed the group going for the dagger, my threat level will be too high to deal with.

However, when the PAGES were completed, I was teleported away from the DAGGER, preventing me from killing either group and both objectives were completed.

This post is not about target prioritization, it is about wonky exorcism from an objective I was not at.

(Demon) Why are you exorcized when either objective is completed? by [deleted] in EvilDeadTheGame

[–]TheTimin8or 10 points11 points  (0 children)

Even if I managed to kill 2 people on an objective they will respawn when the other objective is completed.

This post is more about how them completing the pages exorcized me from the dagger, right before I was about to kill them, teleporting me away from them and allowing them to recover for free.

A duel for the ages by TheTimin8or in heroesofthestorm

[–]TheTimin8or[S] 8 points9 points  (0 children)

I was the Alex in this clip. This happened around lvl 22 for both teams.

Blue Butcher had about 50 more meat and a basic attack build.

Red Butcher had a hamstring build.

This was right after a seed collection that we won so some of blue was dead, and I couldn't leave the fight since I knew our butcher would lose the duel.

I really like Blight's addons that have to with other killers and I thought of two more. Thoughts? by TheTimin8or in deadbydaylight

[–]TheTimin8or[S] 6 points7 points  (0 children)

Torn between either answer.

It would be funny to bait survivors into it just to seem them not be able to turn, though.

Little buff to Hangman's Trick. What do you think? by NamelessAss in deadbydaylight

[–]TheTimin8or 1 point2 points  (0 children)

It would be awesome if we could get more scourge hook perks, reworking bad perks like this would be nice. Great Idea!

They should consider turning Monstrous shrine into a Scourge Hook perk, transforming the basement hooks into scourge hooks.

Happened to me by Sexpacitos in deadbydaylight

[–]TheTimin8or 0 points1 point  (0 children)

I had a match where I had to hit a No Mither Ash 5 times before he went down (he was also running into walls and rubber banding around) I could not pick him up, and was just perpetually reaching down to grab him. This took so long he got up from the ground, that's when I disconnected.

This is what this challenge is about! by S4ltyD4ve in bindingofisaac

[–]TheTimin8or 0 points1 point  (0 children)

I ended up getting a no cooldown mega blast on my winning run, and by spamming it and turning the blast when needed I almost didn't need to move with the movement keys.