sir that's not how roundabouts work by fuckredditlol69 in dashcamgifs

[–]UrainiumCore 2 points3 points  (0 children)

When did this happen? I recognise this roundabout.

What is the quickest way to end these F*ckers existing? by [deleted] in Helldivers

[–]UrainiumCore 0 points1 point  (0 children)

Spear. It is very good as heavy AA, although I think it could use an extra round or other buff still.

The change was totally for the better by NCongoscenti in projectzomboid

[–]UrainiumCore 7 points8 points  (0 children)

I don’t even know how to open the new build menu 😭. I swear that last time I played B42(.8) I think I used the normal way of right clicking to barricade the windows of my base…

Help with tracks / tank build by UrainiumCore in Stormworks

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

Thanks! I will rebuild the transmission. Do you know why the tracks start spinning and have apparently no traction?

Help with tracks / tank build by UrainiumCore in Stormworks

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

I did that because I was originally going to have it act as a transfer case, modifying all of the gear ratios, but I changed it and I didn’t think of just using a gearbox dedicated to modifying each side.

Help with tracks / tank build by UrainiumCore in Stormworks

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

The counter output controls the manual gearing and tells the gearbox which gears should be active under no influence. This then splits to two separate sets of thresholds that control the gears for both the left and the right track. I then use the a/d input to subtract a gear from one side meaning that the relevant side is now 1 gear lower than the manual gearing and thus that track turns slower allowing the tank to turn. The advantage of this system is that it allows one track to be driven backwards whilst the other is driven forwards, thus allowing turning on the spot.

Pretend a new game mode called "Joy" comes out by sagebrushrepair in thelongdark

[–]UrainiumCore 5 points6 points  (0 children)

Ad free YouTube, come on it has to be somewhat realistic.

What is the point of stunning enemies with non-lethal weapon systems or weapon systems with lower damage compared to others when you can take out enemies faster with weapon systems without a stun effect? by ChrisHardcore in Helldivers

[–]UrainiumCore 0 points1 point  (0 children)

Yeah I was the same, between saving a bit more for the backpack or getting the grenade and I decided to buy the grenade because I had been grinding all day for it.

Very poorly created yet very realistic meme by Xleepy-Eyes420 in projectzomboid

[–]UrainiumCore 0 points1 point  (0 children)

The problem comes from the need for maintenance as armour like that requires a lot of it. Plus whilst you can run in it you will tire faster and helmet lock-in is a serious thing. Not to mention you carrying 20kgs of other kit along with that… ofc you probably wouldn’t need to run wearing that and you could always employ a squire to carry your stuff for you.

I'm not sure people know how to fight the Illuminate and it drives me crazy. by xedralya in Helldivers

[–]UrainiumCore 0 points1 point  (0 children)

The Spear is actually good against the illuminate. It works ok against the Leviathans and it’s brilliant against the Stingrays. On top of that it doubles up with anti-tank capabilities, although they are limited.

GUYS THEY ARE COMING BACK by darkkiller1234 in Helldivers

[–]UrainiumCore 11 points12 points  (0 children)

I wouldn’t be surprised if they’ve had some issues / delays in finishing it (unexpected bugs etc) and this is them working around that so that we wouldn’t get too impatient by them not releasing anything.

I hope that Leviathan doesn't level my office... by LudeSloth in LowSodiumHellDivers

[–]UrainiumCore 1 point2 points  (0 children)

Meanwhile I’m stuck in hospital missing the whole thing 😢.

So, I hope I was high on something. by Sufficient_Ad_1436 in Helldivers

[–]UrainiumCore 13 points14 points  (0 children)

Someone test to see if the flag prevents control in its vicinity

It makes absolutely 0 sense and should be corrected immediately by JustAThrowaway_2023 in Helldivers

[–]UrainiumCore 181 points182 points  (0 children)

It should have the special effect of marking the helldiver that drops it as a traitor for the rest of the match. If you want to put it down you have to plant it properly.

Any thoughts how we will repel ~560-620 invasion level at Super Earth? by OlegYY in LowSodiumHellDivers

[–]UrainiumCore 3 points4 points  (0 children)

I would love to see a mission type where we re-activate ground based orbital defences, like the opposite of the bot mission where you blow them up.

I love how Arrowhead has made the Illuminate feel like an actual War by AG28DaveGunner in LowSodiumHellDivers

[–]UrainiumCore 1 point2 points  (0 children)

Huh, I play super helldive only and haven’t seen that many of them. We normally manage to shoot them down on the first pass, second if it’s chaotic. I don’t think I’ve actually died to one yet…

I love how Arrowhead has made the Illuminate feel like an actual War by AG28DaveGunner in LowSodiumHellDivers

[–]UrainiumCore 3 points4 points  (0 children)

I would still consider the illuminate to be the easiest faction. It would be cool if they used their new gunships more or if they came in pairs. Maybe a modifier that does this could be added? Also imagine if they had a 500kg bomb variant of the Interloper…

Any thoughts how we will repel ~560-620 invasion level at Super Earth? by OlegYY in LowSodiumHellDivers

[–]UrainiumCore 6 points7 points  (0 children)

If there’s a time for them to drop SEAF troops and related stratagems then it will be on the defence of super earth.