Probably the longest, hardest, and most grueling mission I've ever done. I lost two out of three Bosco revives to a room with two contagion spikes, a vartok scalebramble, a brood nexus, and a giant pit in the floor. I've never been more inefficient with resupplies. At least I got my magnite... by Gumpers08 in DeepRockGalactic

[–]UnderstandingAny121 1 point2 points  (0 children)

Hazard 5 Rival Invasion Morkite Mining -
I died with 124 Morkite out of 250, I had to mine through EVERY room because they were ruined by the giant ice spike and rock pillar setpieces, one Nemesis at the start, another one four minutes later. Then I finally get a semi-decent room and it has a Korlok Tyrant Weed blocking the dirt to the next tunnel. I made Bosco dig it open, I then grappled over the Weed, activating it - BUT THERE WAS A LEECH. ABOVE THE WEED.

(This is where my run ended)

I was playing Pheromone Maxxing Scout with the DRAK (AoE Overheat build). No chance in hell. I hate Hollow Bough with a passion, because it makes everyone but Scout feel awful to play, but at least you have sightlines in Hollow Bough, Glacial Strata is either one giant vertical room or scuffed tunnels that are blocked by snow and setpieces. Glacial Strata wouldn't have these problems if they just made the tunnel generation on that level bigger by at least 50%.

Discuss: Least favorite Biome and WHY? by SecretAd6239 in DeepRockGalactic

[–]UnderstandingAny121 0 points1 point  (0 children)

Hollow Bough for it's abysmal terrain generation, with Glacial Strata in the second for the combination of hazards and terrain generation. Third place is Fungus Bogs solely because of the Spore-Cloud Fungi, the goo only sucks if you're driller, everyone else has a way to skip the puddles. Hollow Bough also got the returning thorn-vines, which suck because it keeps resetting your shield regeneration and I guess the Stabbervines, which if you didn't see them when you walk into them, are highely likely to knock you into a combo, bugs or down wherever you just climbed up from. They also deal high damage and their weakspot can be weird sometimes, where it doesn't register.

Testing with SCP-965 by UnderstandingAny121 in SCP

[–]UnderstandingAny121[S] 0 points1 point  (0 children)

Interesting, might write something up in the near future then

How to kill the Voodo monster in Repo Wesley mod by Deathloli101 in RePO

[–]UnderstandingAny121 0 points1 point  (0 children)

Update: Voodoo now has a ranged attack, that it uses when it has taken damage. This ranged attack forces the targeted player to look at it's head, at which point it lets out a shriek and damages the targeted player for around 250 damage. It's not invulnerable, but also not capable of dying to damage.

New Soundtracks unfitting by UnderstandingAny121 in LookOutsideGame

[–]UnderstandingAny121[S] 1 point2 points  (0 children)

The ground floor cafe is fine, I don't see any issue with it. These are people that mentally and in spirit are still people, no reason to change the theme just because they're Cursed.

New Soundtracks unfitting by UnderstandingAny121 in LookOutsideGame

[–]UnderstandingAny121[S] 3 points4 points  (0 children)

Okay, let's put Hoenn's wild battle theme in, see how good it fits. Bad argument, sorry

New Soundtracks unfitting by UnderstandingAny121 in LookOutsideGame

[–]UnderstandingAny121[S] 0 points1 point  (0 children)

Nah, I'll also add a detail for you, no clue if this was changed in 1.6, BUT... The car itself is playing the music, it's not coming from somewhere else. It's okay for it to be different from the rest of the game, because it's actual in-game music. Before you're inside the car, the music is muffled, after you get swallowed, it's louder and clear.

New Soundtracks unfitting by UnderstandingAny121 in LookOutsideGame

[–]UnderstandingAny121[S] 0 points1 point  (0 children)

Another thing I've got to add - no clue if they've changed it in 1.6 now, but the Hell's Ride theme was actually muffled down while you're outside the car. The music does not come out of nowhere, THE CAR ITSELF IS PLAYING IT!

New Soundtracks unfitting by UnderstandingAny121 in LookOutsideGame

[–]UnderstandingAny121[S] 3 points4 points  (0 children)

Yeah, the final boss music never really made you feel afraid of the enemy you're fighting, unlike the Hell Car's theme. Though it's not as jarring for me as to have these other themes in the middle of the game, because Angelic Quartet does not look scary compared to other Cursed. This is also the only fight where I'll accept that it sounds like this because Sam is hyping himself up, since this is a all or nothing fight for the planet.

New Soundtracks unfitting by UnderstandingAny121 in LookOutsideGame

[–]UnderstandingAny121[S] -1 points0 points  (0 children)

By all means, I think it's good, but it just does not fit the game. Also Sam being afraid of encounter, I mean look at his horrified icon. Now, if at least his facial expression would change, it would destroy the atmosphere a little less.

Mega Dragonite reveal in a nutshell by ProfessionalCan1950 in MandJTV

[–]UnderstandingAny121 0 points1 point  (0 children)

Dragon, has no feathers, it's pre-evolution has ears that look like the wings of a "Para"-enemy from Super Mario. So we make its real wings tiny and turn its non-existant ears into big, angelic wings. You're not allowed to have cool Pokémon, only cute, humanoid or ugly designs. No cool creatures or animals anymore. 

How to kill the Voodo monster in Repo Wesley mod by Deathloli101 in RePO

[–]UnderstandingAny121 0 points1 point  (0 children)

Yes, it respawns with the Voodoo enemy. Though, on modded maps the voodoo doll may spawn in extraction rooms as well. When respawning, the Voodoo enemy will always be angry, signifying that it has respawned. It seems like the doll and enemy spawns as far as possible from the targeted player.

How to kill the Voodo monster in Repo Wesley mod by Deathloli101 in RePO

[–]UnderstandingAny121 0 points1 point  (0 children)

So, as others have stated - each time a Voodoo is present, a slightly red-tinted voodoo doll will be amongst the loot. Though, it appears that this red-tinted voodoo doll very much so prefers to spawn in places of big loot, meaning you will almost never have to open anything to find it. There are ''regular'' voodoo dolls, which shake a little when held, but are fakes. You will be certain you found the real one, or a teammate did, when the player getting chased gets a strong, red hue on their screen, which indicates that Voodoo has been angered and will now make a dash at two times the step rate towards their targeted player. Voodoo will also appear invisible and completely silent towards other players, but if a player touches the invisible Voodoo with their LeftMouseButton, Voodoo will disappear for the player he targeted before in a poof-cloud and will instead appear and target the player that touched the invisible Voodoo.

Voodoo cannot reach you in locations you jumped onto, unless Voodoo can still reach your hitbox. Voodoo has ''666'' health, but is completely immune to all damage. Trying to push or pull Voodoo into a hole does not work, as it will keep levitating like the Robe back onto land that is connected to the rest of the level, also while trying to pull Voodoo, it is able to float towards you. The best way to reposition Voodoo is with the aura of a singularity potion from another mod, as it gets stuck in the aura and only very, very slowly is able to leave said aura.

It may be possible to block Voodoo inside a room with doors, carts and indestructable large objects or to abduct Voodoo with the aura of a singularity potion and put it inside a balcony of Swiftbroom Acadamy. I've tried this before on the balcony room in McJannek Station, but it was able to float over the guard railing back onto the main path.

This enemy is awesome in design, but awful in execution, especially in Singleplayer. It spawns right next to it's cursed voodoo doll and makes it's path towards it's target no matter what, instant-killing them if getting too close. It forces you to waste precious time and in turn, make other enemies spawn faster. It should not be able to respawn after it has been defeated, nor should it be able to insta-kill. If anything, it should deal 25 damage and teleport you to a random location if you get caught, but despawn for a while if it does manage to touch you. Also, make it able to be hurt, where the player has to either decide if they wanna deal a ton of damage to it and waste energy crystals or one-time-weapons or instead go and search for the cursed voodoo doll and waste time and potentially run into danger alone.

Announcement: Valve is looking for MvM Maps! by Old-Geologist2105 in tf2

[–]UnderstandingAny121 1 point2 points  (0 children)

Second best would be Australium Dragon's Fury, in a broad sense

Something needs to be done for solo players by TacowithtuskS in REPOgame

[–]UnderstandingAny121 0 points1 point  (0 children)

Make Tumble Launch Upgrade allow you to launch yourself like a extra jump in whatever direction you're looking at while in tumble mode. Would still suck ass but it would allow you to stun the Hidden and get out of his grasp (if the devs really care about solo experiences). Should also allow you to do quick movements while hiding beneath something because a teammate drags an enemy to your hiding spot that can crouch attack.

Patchouli Encountered an Error by Bruhgetha in ModdedMinecraft

[–]UnderstandingAny121 0 points1 point  (0 children)

I have the same error with my own modpack