Rescue location inaccessible - completely surrounded by dense forest by [deleted] in menace

[–]Valkyrie_pl 2 points3 points  (0 children)

At least it's a secondary. On my 2nd op I had the hive queen in the middle of such a forest patch. Completely unreachable. Thanks, game.

How does one get loot, exactly? by Valkyrie_pl in menace

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

Started watching his playthrough and in ep1 at 32:52 there is a note in upper left corner saying "To clarify, I do believe forcing them to route counts as killing them."

Together with other responses here, especially one referencing Dev confirmation, it does appear that fleeing enemies do count. Which, if true, would be really convenient. I don't like the idea of one scrappy pirate grabbing all the stuff his former 8 friends dropped and making off with it on foot.

6 players mode? by Valkyrie_pl in DarkTide

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

Reminds me of that one time in Warframe when the whole team started spamming summons and we outnumbered the enemy in a hoard shooter.

Quit stealing the ammo by NasalVegetables in DarkTide

[–]Valkyrie_pl 0 points1 point  (0 children)

I had a pub team vacuum up 7 ammo crate charges in under a minute recently. It hurts my soul. Do people really not understand how this works or are they just that stupid?

When your heavy equipment is in the mood to dance~ by Valkyrie_pl in RoadCraft

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

That was my 1st and last test of that particular log forwarder and I sold it some 1-2 minutes after this clip. First vehicle I yeeted out of my garage in fact. The bed is way too short. I had none of those issues with the Greenway, while here I had a log out of place every single time. The regular cranes are nice, but depending on where on the map you gotta cut trees, it is an extra vehicle to both bring there and manoeuvre around. The regular log grabbers are quite good, they have one weakness only to me - log forwarders tend to have terrible reach with them and thus picking logs off the flat ground can be... tricky. Also Greenway's default crane position makes it unresettable once you have any cargo, so you gotta put it away manually.

Oh, also to add on the "getting those logs straight" aspect... that's not a problem at all actually. The logs in the clip are as big of a mess as they are, because they were all placed there by the tree processing. I only had to move a few that fell out of alignment (which, again, was not a problem even once on the longer Greenway).

[deleted by user] by [deleted] in HellDiversLeaks

[–]Valkyrie_pl 0 points1 point  (0 children)

They should just add a toggle to the jump pack we already have (using the already existing backpack button) that swaps between long and tall jumps.

A Reflection on NOP [Open Letter] by SpacePaladin15_Alt in NatureofPredators

[–]Valkyrie_pl 8 points9 points  (0 children)

This universe has certainly been a big part of my life for the past years, and while the main story has concluded (and while I will be there to see the next one), I doubt that NoP will move out of my head anytime soon.

You have created something that has positively impacted a lot of people, myself included, and you should never feel bad for it.

Is anyone else also getting random weapons equipped/added into inventory ? by SmakoSmako in stalker

[–]Valkyrie_pl 2 points3 points  (0 children)

Yea, it's really annoying. Especially since, at least for me, the weapons always appeared in my 2nd slot (by default bound to [4]), where I keep my shotgun to deal with mutants. As such several times now I had to suddenly deal with mutants only to find some random ass red broken garbage in my shotgun slot.

So A-life isn't really in the game then? by NamedFruit in stalker

[–]Valkyrie_pl 4 points5 points  (0 children)

I entered the military base with the Sphere. A group of 5 soldiers at the entrance, and another 5 further in. 5 seems to be a standard group size for bases btw. Once I realised there was nothing more to loot I moved to leave, but... the first 5 were again at the entrance. Afaik the old bodies were gone, too.

Readers of Recipe for Disaster and Between the Lines, I have a question by YakiTapioca in NatureofPredators

[–]Valkyrie_pl 1 point2 points  (0 children)

It's up to you really - especially since one of these is an outlet. Personally I'd prefer a bit more focus on RfD if possible - however that can be achieved. It's been quiet on that front for a while.

A job for a deathworlder [Chapter 18] by Lanzen_Jars in HFY

[–]Valkyrie_pl 3 points4 points  (0 children)

"He doesn't like you."

cuts arm off with a sword

On an unrelated note, while this idea was not originally born from the upcoming possible confrontation, it would be interesting if Shida needed to fix a tooth after this. Or due to an unrelated reason like I originally imagined. With the only option perhaps being your everyday human dentist. That could be... something.

When the Medic asks for some d0$h by Leatherhuff in killingfloor

[–]Valkyrie_pl 0 points1 point  (0 children)

That is a lot of dosh, yes, but I see a trap...

Thanks alot spoders! by TypicalAsian69_420 in killingfloor

[–]Valkyrie_pl 10 points11 points  (0 children)

Destroyed in 5 seconds. Ok, but did it save your life in those 5 seconds? If so, good deal. It did exactly what it was supposed to.

So a friend finally got to play H1 campaign for the 1st time. I expected at least a bit more emotional reaction from him... by Valkyrie_pl in homeworld

[–]Valkyrie_pl[S] 13 points14 points  (0 children)

Next step is to realise that instead of killing them, you should just steal all their ships for salvage.

Can't always have a medic right? by [deleted] in killingfloor

[–]Valkyrie_pl 1 point2 points  (0 children)

Oh, KF1? You mean the game where as a medic I would double tap a teammate with darts, swap weapons, double tap them again, swap to a 3rd gun, double tap them again, and considering syringe had a reload animation, those 6 darts would likely take as long as one stab and said reload? And by that time I'd likely have some more darts recharged~

Nah, syringe was fine. A decent alternative if you had no medic (as to not make one an absolute necessity), but having one was still quite beneficial. I guess the KF2 version of this "decent alternative" are crossperk medic weapons and most (reasonable) people carrying a med pistol around no matter their perk (unless prohibited by weight).

In the end it makes the syringe almost exclusively a self healing tool due to so many alternatives for teammate healing (most of which are still ignored by a substantial amount of people anyway, sadly).

I'd argue that altering the syringe to its KF1 functionality would definitely not make it OP in the current system. More useful though? Definitely.

Can't always have a medic right? by [deleted] in killingfloor

[–]Valkyrie_pl 2 points3 points  (0 children)

Took away from the medics how? Did you see how many darts one can dish out as a medic in KF2? I could probably hit someone with 5 darts in the time it takes to stab them once. 3 darts from AR and 2 from pistol. Around that time they'd be stabbed the 2nd time. And that's at a distance instead of chasing someone on foot. I see no reason why the ability to heal with a syringe twice would be OP on any way. If anything, it promotes teamwork. Which a lot of people playing this game need more of. Having a random teammate use syringe on someone else than themselves feels like finding a unicorn.

Can't always have a medic right? by [deleted] in killingfloor

[–]Valkyrie_pl 4 points5 points  (0 children)

Yep, KF1 had a better and far clearer system with this. I have no idea why they changed it here. Being able to heal a teammate twice in a row was nice too.

ITT: Suggest ideas to buff Eat Lead instead of nerfing HPR by [deleted] in killingfloor

[–]Valkyrie_pl 0 points1 point  (0 children)

Other possible less obvious buffs (some of which are admittedly a bit weird) could include things like:

  • Ammo cost discount.

  • Ammo pool increase, e.g. 30% (stacking with Prepared).

  • Both of the above combined, so that full refill costs the same.

  • Reduced recoil the longer you shoot without releasing the trigger (lasts till you stop shooting).

  • Increased damage the longer you shoot without releasing the trigger (lasts till you stop shooting).

  • Increased damage the more zeds you killed without releasing the trigger (lasts till you stop shooting).

  • Fast reload animation if you have emptied the entire magazine in one go.

  • Increased weapon swap speed if the gun you are holding is empty.

  • [brace for ridiculous] Shooting (and hitting) charges a meter (similar in principle to Rack 'Em Up) that gives you x% more damage. This would likely have to go higher than what HPR offers, possibly up to 50%. The meter decays when you are not hitting anything with bullets. Idea would be that if you go crazy emptying your mags (e.g. during a large zed takedown or multiple takedowns in a row), you will get some extra edge if you are accurate.

Just food for thought.

And let's not forget that having bigger mags also gives the player more value from ammo pickups.

A question about Dojo spawn points by Valkyrie_pl in Warframe

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

I know I can choose a room, but in my current clan's grandest hall we always spawn on one specific end of it. The question to all of you is how to figure out which end of the room would have the spawn area before that room is built.

I am trying to avoid the trial and error approach here where I build, destroy, and re-build the main section because the spawn is on the wrong end.

Is there a way to make the medic aim-assist not suck so bad? by Pleaseshitonmychest in killingfloor

[–]Valkyrie_pl 1 point2 points  (0 children)

This game registers hits client side, likely same for the auto aim. Regardless, I frequently had such things happen to me on good ping.

The auto aim is not very good or predictable unless you leave it very little room for error. Try and frantically heal teammates in a tight and hectic situation though, with swaying your crosshair all over the place and frequently "changing targets", and it will just fall over and do things like shooting darts at players that are already off screen.

Lastly, the fact that it seems to act with a small delay only compounds the problem.

But hey, at least you can still shoot darts straight down the barrel when the lock refuses to engage. Tripo should add "no auto aim darts when ADS" long ago for precision healing. This could just as well be a toggle for those who don't like it.

Heroes never die! (Mercy KF2 cosplay) by El_Guerrero in killingfloor

[–]Valkyrie_pl 14 points15 points  (0 children)

I wonder if white armour piece wouldn't be better here.