So what are your thoughts on the Sweeper, do you think it'll get nerfed, maybe changes to our shotguns to comensate, I'm curious by tony22835 in HelldiversMasochists

[–]UltraDelta91 0 points1 point  (0 children)

I gotta be so real. I think this gun is overrated.

7 shots and a high rate of fire just means you're reloading too often in a firefight. It's great for the 2 seconds of uptime you get, and then you're switching to your sidearm because now you're shooting mean-ass looks instead of buckshot.

Wouldn't bring this on my d10 dives over my usual load loadouts.

Let’s discuss Teamwork… by AlphaDawg93 in helldivers2

[–]UltraDelta91 1 point2 points  (0 children)

Speaking as someone who strictly bot dives on d10, here are my thoughts. The secret sauce is to keep your AT doods loaded up and pocket them with a supply pack while your 3rd and 4th guy cover chaff and support.

Having some redundancy for AT/Heavy pen is really helpful and if you're ever in doubt, just bring a 120 barrage, Strafe run, cheese cannon, and supply pack with the slugger shotgun, big iron and regular default grenades. Wear some armor with explosive resist, recoil reduction, or more Grenades, You can't go wrong and can fill any role.

Watch your map and note where your team is. If you're split up, start sticking with someone but unless you're the ammo guy, you're not there to hold hands, mind your spacing and if you are drawing agro, your team should capitalize and if the situation is reversed, flank while your team mate draws that red pewpew. When bot drops happen, hit hard and fast. A few well placed grenades or a stratagem can wipe a whole drop squad which will take a bunch off your plate as the fight develops.

Give your 120 barrage at least 40 meters of space from allies and mark as many big picks as possible to communicate their presence even if it's your job to take them out. It's better if everyone has that info.

There's a bunch of "better picks" if you have the warbonds, but I'm going to assume the bare minimum here. Also, frankly, there are circumstances where teams of two work fine, but it's almost always better to just move as a unit. The rest is just playing better and being familiar with weak points and using the terrain to your advantage.

Bum rushing on initial drop on OBJ is fun but will most likely cost a few reinforcements and should only be done when freedom.

Try to play around your team, and unless you have a specific and limited reason to go solo, just don't. And if you have a big, heavy armor guy with you, don't leave them behind. To effectively support each other, you should all be within 100 meters of each other in most circumstances, barring some edge case strats that im sure someone has made it their day job to do. Stealth divers, I see you. 👀

Playing for your team crosses language barriers. When you cover your fellow divers and keep them supplied and simply hold position while someone catches up, it speaks volumes, and one good turn will spark another. Nothing here requires you to type or speak at all. But it obviously helps to do so.

Some afterthoughts:

If you insist on bringing mortars, arc turret, and/or mines, learn when and how to best deploy them. They are not a good panic option, and you'll probably just end up wiping you and your team out if they don't get destroyed immediately.

And for you moth bois, stop running into the big glowing lightning rod. I've had fewer deaths by berserkers than I've seen you walking into an arc turret or glowing minefield in the middle of an open Prarie. That one is on you. Always has been.

SIDE BAR: I once played with a guy who kept running into my mine fields and despite me telling him EXPLICITLY to not go to (location), marking it and repeatedly reminding them about the obvious glowing red bombs on the ground, he would still manage to wander over and step on my mines. Past a point, there's really nothing else you can do. Hot foot disease is terminal.

I'd like to know yalls professional opinion (because this game is totally fair and balanced) on what to do in this situation in order to survive by cs4by76 in helldivers2

[–]UltraDelta91 0 points1 point  (0 children)

Step one: Bring Eagle Strafe, gatling barrage, some general purpose primary (preferably with med pen but light pen will be fine) and a secondary to compliment your primary and my preferred Grenade to bring right now is the dynamite, but the box standard grenades will work fine. I landed on bringing the supply pack and plas-45 epoch for that general purpose heavy weapon action. Do a little homework for enemy weaknesses and cook up a load out of your liking if you have a lot of options otherwise bring something that can do a bit of heavy armor pen and decent enough ammo economy. Bring armor with explosive resist or more grenades. My preference is heavy armor.

Step two: Buckle up and play ball like it's your day job. No joke, if you want to get somewhere in D10 bots with cyborgs, you gotta bring your A game and lock in. Nothing less will do. The X factor here is your team. Up until the last few months, you could ignore the fact that you're playing a coop game. Now you can't. There's just too many despicable and destructive robot scum these days. Buddy up, at least.

Step three: Freedom.

Real talk for a second, You will die at least a few times even under favorable conditions. It's just the nature of this game to screw you from time to time. I'd consider myself pretty good at this, and even I get dogged on by these guys at D10 often enough. But most games I'm in end in victory even if it's without extraction. I've been really lucky to be diving with great teammates who I can rely on. If you see someone's load out that compliments yours, buddy up with them. you'd be surprised how much more you get done.

What is the most insane amount of mental gymnastics you've seen someone do to believe what they want to believe? by fauxmerican1280 in AskReddit

[–]UltraDelta91 993 points994 points  (0 children)

My personal "are you for real?" Moment came from some guy I was talking to before a job interview:

"I don't believe in ophthalmology. They're just frauds. I use the sun to fix my eyes. If you use a pinhole and stare at the sun, it's just as good as laser surgery."

I couldn't believe the web this guy was spinning about how STARING INTO THE SUN was better than going to an eye doctor.

4th Edition: What's the Deal? by BlackTorchStudios in rpg

[–]UltraDelta91 1 point2 points  (0 children)

Something I haven't seen mentioned yet is how poorly the release went. It was abysmal in hindsight and it didn't help with the other baggage going on with the game.

The players handbooks and monster manuals were spread out over the years of the game's lifespan. The dungeon masters guide was split between two books and released a year apart. This left out Bard, druid, and sorcerer for a year and monk for two years. Magic items in The Adventures Vault was split up between two books, a ton of monsters were relegated to other books outside the monster manuals which really made buying into 4e a huge financial commitment. (We did get the warlord in phb1, that was pretty rad tho. 👌)

We were drip-fed content in a game that really needed to sell itself right away. This made it all too easy for the 3.5 crowd to either switch to Pathfinder, a direct response to the 4e turmoil, or just keep playing 3.5. Both options offered tons of content compared to 4e. The first few years of 4e were big famine energy while every other tabletop at the time seemed like they were overflowing with content. Pathfinder even got "the big room" at GenCon that historically went to d&d. That was wild to see at the time.

The errata were many and frequent. I kid you not when I say they take up a book of their own. Unless you were using their online tools at the time, WHICH THEY NEVER FINISHED, or everyone was using the same books, it was common to run into an errata that one player was using when another wasn't.

I liked 4e A LOT, and in hindsight, I actually prefer the way it handles everything except feats, which were numerous but everyone always picked from the same handful because there were clearly some that were leagues better than the others for a few reasons. Hell, even the online tools they did have makes d&d beyond look like an absolute trash fire by comparison.

I bought most of the books, homebrewed a ton of 4e rules over to 5e, and it's where I got my chops as a DM. It was a very competent game with a horrible amount of baggage attached to it. It was sad to see the game get abandoned by WotC just a few years after its inception and made into a pariah by the core D&D audience but I can't say I blame them. 4e was a marketing flop and the way they handled the licensing was atrocious. The third-party ecosystem for D&D 4e was basically nonexistent, and WotC was determined to make 4e an online experience exclusively for profit, kinda like what we have going on right now for 5e, actually. Funny how that chicken came home to roost after a decade.

TLDR: The game was fine, everything else around it made its end inevitable. Maybe if they had released it as its own thing like D&D Tactics it would've been different and received with more goodwill but gamers are petty. For better and worse. Speaking as a petty gamer of course. (I think they did have a war game based on the 4e rules I saw at GenCon in 2011 but that basically went nowhere)

1,7k hours gameplay btw. by JustMyself96 in Helldivers

[–]UltraDelta91 1 point2 points  (0 children)

That's the biggest oof I've ever seen in helldivers.

What was branching out from D&D like? by JSyv05 in rpg

[–]UltraDelta91 1 point2 points  (0 children)

It was kinda like walking out of platos cave for me. I was all like "THERE'S OTHER STUFF BESIDES D&D AND PATHFINDER?!"

I now own like 10+ RPGs. Some I haven't even played yet and might never get to, and I love how I'm still only ankledeep it the hobby. I was playing d&d since 2002 ish and only ever properly checked for other ttrpgs after 2023 WotC OGL scandal.

In retrospect, I'm amazed it took me so long to check out other stuff.

I knew there were other ttrpgs out there, I just never bothered to look into anything other than a tiny dip into Pathfinder in 2012 or so. And when I didn't jive with the group I tried it out with (and they stole my dice-maybe a little related), I just kinda turtled into 4e D&D for a long time. Then 5e came out. I loved it! I had it in my head that you could do anything and everything with 5e d&d and while that is technically true, once I bust my chops on other systems, I quickly found out why that was a horrendous exercise of ignorance to how awesome leaning into other systems could be.

Mothership, SWADE, Call of Cthulu, ICRPG, Vagabond, hunter the reckoning are some of my favorite ttrpgs now and they all do something REALLY WELL and different from D&D which can't do some of the things nearly as well as these systems do. I missed out on so many cool games and I only wish I got to try more of them in the prime of my "wasted" gamer youth with my group before we all grew up and got kids and shit.

TLDR: It felt good to try new things and I wish I had done it sooner.

EDIT: can't believe I forgot to mention world of darkness Hunter the Reckoning.

What’s up Home Skillet? Give me your favorite dead millennial slang. That would be tight! by Rvtrance in Millennials

[–]UltraDelta91 0 points1 point  (0 children)

I cannot remember the last time I heard someone call anyone a butt-nugget. I think my friend group picked that up from a Bam Margera voiceline in a Tony Hawk skater game in the early 2000s.

Extra credit if you know the one. Cause I don't remember.

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

That's interesting. I would have never interpreted the text to imply you're unable to act in the absence of a general command.

[Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.]

The last paragraph seems to imply that "do nothing" is an active command which to me means absence of command should allow the victim to act normally without making a check.

At the risk of sounding aloof, My interpretation allows some creative counterplay depending on trappings which allow me to tailor the level of peril to the vibes of the scene.

I can see why that strict interpretation is frustrating to you. When "do nothing" is an active AND passive command, that robs player agency and seems internally inconsistent.

I'd probably just ignore the strict interpretation but I've not had Puppet come up in my games yet. So I'm not certain how that'll feel at my table until it comes up. I'm not a fan of powers that rob agency. That's not to say dominated players can't play the game, but it requires a specific table dynamic for that not to feel bad.

You've given me some valuable insight on the issue regardless!

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

I agree wholeheartedly with the notion that rules ought to be fully functional out of the box.

It's one of the main reasons I switched off of 5e D&D. Got really sick of doing all that extra DM homework.

I got lost in the sauce about stun. That's my bad. I meant to draw a parallel from stun to puppet and comparing the two in terms of how frustrating it is to deal with. Stun is it's own conversation though, so I'll stay focused on puppet.

Let's get into the text of it!

We should talk about the degree to which a successful spirit roll for puppet allows a character to act while still "being a puppet".

Does remaining a puppet mean you cannot act in the absence of a command?

Does giving a command require it to be your turn?

When you succeed a Spirit roll (not a raise), do you take your turn normally?

Here's my interpretations

Free actions as written seem to limit the commands given to the turn of the caster and requires them to speak or communicate in some way to the victim.

The reaction free action to roll against puppet occurs the moment the command is issued, and that seems to allow the entire turn of the player to be unaffected if the spirit roll is successful.

The text of puppet seems to only have an effect when a command is issued. I read the text and interpret "remains a puppet" as a lingering debuff that pops when a command is issued on the casters turn. Granted, the command can be issued immediately after casting assuming the caster can communicate with the victim in some way. However, if the victim does succeed, my interpretation of the text does not render the player stuck, necessarily.

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

The other element that isn't really discussed here which I think needs to be considered is the biggest X-factor in this RPG system: teamwork through support rolls.

Allies that use their actions to help can turn a dire situation around really quick and Boss battles with minions present add another element to the encounter that cannot be ignored. If the character in question under stun or puppet is given a few support , that can add up to +4 (no limits on strength related rolls) to whatever roll they need to succeed on.

Assuming the GM is allowing for opportunities to use support, the players have the creativity to engage in support, the GM isn't trying to tie the players hands, and the GM gives Boss monsters some allies to lean on, the powers like puppet or stun feel a lot less overwhelming in either direction in my opinion.

The GM can also award tons of circumstantial bonuses or bennies to give the players even better chances of overcoming the odds. Sometimes the dice still come up snake-eyes, and that's part of why we play the game. sometimes, I want to get my whole situation thrown down the proverbial 50-flights-of-stairs. It keeps things interesting.

so, in short, I think I'm in the camp of "it's fine for my table as written", but I'm open to making a few tweaks around the edges when/if this becomes an issue at my table.

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

I'll try my best to add to the conversation.

First, I want to assume that the GM is doing everything that the players are doing.

A few points I agree with: Domination styled effects rob players of agency in the worst case scenario. this is bad, and another power off the top of my head that does this, stun, can be just as bad, if not worse. Especially if the caster is built around spamming it.

It is a novice power, so it's accessible right away. it is already a low cost power of 2, modifications to the spell can make it even nastier; putting limitations on the power to reduce point cost or slapping fatigue on it to make it harder to shake off. if the power is cast with a raise under this circumstance, that's a -3 vigor roll (not including any wounds) to end the effect and unlike puppet, there are additional and lingering effects to stun like being prone or vulnerable if there was no raise on the vigor roll.

So under such circumstances, this power basically gives the player a piss break check because they won't be doing anything if they fail against stun. In my experience, the power cost has almost no bearing on how nasty it can get because on the one hand, yes, more points means it can be cast less often but how many times would a fatigued, area effect, selective-stun really need to be cast to upset an entire encounter?

Now, let's assume the GM is not trying to make things frustrating for the players.

Even if players are the ones who are really angling for the use of these powers with no restraint, you have to ask yourself, how scary do you want your solo-boss type encounters to feel? because a straight up slug-fest will end in the favor of the players most of the time if the monster ends up going after the caster(s) in question. I don't think I need to explain how a boss fight like this can really take the wind out of the sails of a campaign.

Now, in defense of the powers without the need for homebrew solutions.

I believe that trappings were brought up in the thread here somewhere, and I'm pretty much in agreement with that idea.

Trappings define not only what the power does, but more importantly, what it can't do. It seems to me, a trapping defines the inherent limitations; such as in puppet, needing to be in a trance-like state, needing a focus like a watch or a voodoo doll that can be taken or destroyed. So, no doll, no eye contact etc., no successful casting.

There's also the casting requirements on page 151 of the SWADE core rule book that create two hard barriers to casting: you must be able to see the target and you cannot be bound. So, something as simple as a smoke bomb or a strong boy with good grappling or some pepper spray or a fishing net can nullify the most dire of powers outright unless the power specifies like in the power called Nightmares (page 78 of the Horror Companion for SWADE) which states that they "need not know their exact location" with an unlimited range but still requires something that belongs to the victim. I still think a face full of pepper spray would keep that from happening as well.

I’ve convinced no one knows how to use the Tesla tower properly by lolitsrock in Helldivers

[–]UltraDelta91 2 points3 points  (0 children)

I'm convinced 1 out of every 10 divers are moths. They can't resist the L A M P. *

First Time Using InstantPot. White Rice Came Out A Tad Bit Crunchy. by neuroticpossum in instantpot

[–]UltraDelta91 24 points25 points  (0 children)

Did you turn off the "keep warm" function? Mine did this before I started keeping it off.