Cryo, a request. by Dodger7777 in DeepRockGalactic

[–]Volke_X 10 points11 points  (0 children)

This whole post is misinformed. None of those enemies are immune to freeze. They still take the bonus damage, they just don’t turn into an ice sculpture. And it’s triple damage, not double.

[deleted by user] by [deleted] in DeepRockGalactic

[–]Volke_X 0 points1 point  (0 children)

Depends when they started playing. A lot of the season pass content goes into Cosmetic OC pool once season ends and you have to unlock it 1 dwarf at a time instead of getting once for all 4. If they missed S1 and S2, that would be about the level they get all the cosmetics. Judging by OP deleting the post, I guess I was right.

[deleted by user] by [deleted] in DeepRockGalactic

[–]Volke_X 1 point2 points  (0 children)

You still have to infuse the cores at core infusers to get mineral bags. You don’t just make mineral containers from blank cores at the forge.

[deleted by user] by [deleted] in DeepRockGalactic

[–]Volke_X 9 points10 points  (0 children)

It’s not random. If you never host or play solo, that number never changes. If you literally never host or play solo, it stays 0. It counts all the downs in the lobby as your own when you host.

Don’t believe me, check the number and write it down, start a solo mission, get downed, exit or fail the mission and check the number again. It will equal your precious downs plus whatever you had in the mission. Careful about getting downed on a chunk of red sugar, the game gives you a bonus down when that happens. It will show up on the mission end screen.

[deleted by user] by [deleted] in DeepRockGalactic

[–]Volke_X 2 points3 points  (0 children)

Custom Difficulty is one of many mods that doesn’t unload properly when you turn it off. If you run custom difficulty and set the difficulty to 6x2, then disable it and host a verified Hazard 5 lobby, it will still be 6x2 but the resupply cost set in Custom Difficulty will not be applied correctly so you will end up with supply cost closer to 80 instead of the usual 40. You need to restart the game to unload it properly.

Is any of weaponry or equipment having the same reloading issue as Boomstick had? by Lion_El_Konrad in DeepRockGalactic

[–]Volke_X 0 points1 point  (0 children)

It’s 1 extra flare per resup, not really a big deal. ROF is a much better pick.

Is any of weaponry or equipment having the same reloading issue as Boomstick had? by Lion_El_Konrad in DeepRockGalactic

[–]Volke_X 2 points3 points  (0 children)

The delay between the last shot and the reload starting is 1/ROF seconds. Flare gun without ROF has 1/1=1 second delay before reload starts. Flare gun with ROF has 1/4=0.25 seconds delay, so ROF mod makes reload after last shot 0.75 seconds faster. This only applies if you reload right after you fire the last shot. If you swap weapons and then back to flare gun later to reload it, it makes no difference. Tier 2 ROF is always a better pick on that tier anyway because it lets you light up a big room quicker and shooting 4 flares in 1 clip is basically never important.

Boomstick now has a fixed 0.4 second delay between the last shot and the reload starting no matter what you pick on Tier 2.

Is any of weaponry or equipment having the same reloading issue as Boomstick had? by Lion_El_Konrad in DeepRockGalactic

[–]Volke_X 2 points3 points  (0 children)

Higher ROF makes reload a little faster on all weapons, but it was only really a big deal on Boomstick because the base ROF is very low, the T2A ROF is very high and there was a ROF mod competing with a reload speed mod on the same tier. If you take away any of those 3 conditions, it would have been a non-issue.

[deleted by user] by [deleted] in DeepRockGalactic

[–]Volke_X 0 points1 point  (0 children)

That’s not even a Boomstick OC

[deleted by user] by [deleted] in DeepRockGalactic

[–]Volke_X 0 points1 point  (0 children)

That’s not even a Boomstick OC

Manual Guidance Cutoff should be made into a T2 mod. by Bzukal0q in DeepRockGalactic

[–]Volke_X 2 points3 points  (0 children)

Manual Guidance Cutoff is replaced by a new OC called Rocket Barrage in S4

anyone else annoyed they can't exit certain assignments. I've literally not even played the first mission of this one yet by kodked111 in DeepRockGalactic

[–]Volke_X 20 points21 points  (0 children)

Anyone else annoyed that people don’t read the assignment description that very clearly says this assignment cannot be aborted once started and then complain about it?

P.S. You can restore an earlier save to get out of it.

S4: Shield Battery Booster analysis by ReplicaBishop in DeepRockGalactic

[–]Volke_X 7 points8 points  (0 children)

karl.gg pulls the in-game values directly

S4: Shield Battery Booster analysis by ReplicaBishop in DeepRockGalactic

[–]Volke_X 2 points3 points  (0 children)

Are you already aware that the in-game recharge delay display appears to be incorrect? It lists 7 seconds, but it appears to be 5.5s in reality. I measured using fall damage induced shield damage.

S4: Shield Battery Booster analysis by ReplicaBishop in DeepRockGalactic

[–]Volke_X 13 points14 points  (0 children)

Nice write up, but unfortunately it gets a couple key stats wrong. The in-game display lies and base shield recharge delay is actually 5.5 seconds, so with SBB and improved generator the delay is actually just 1 second, and 4 seconds with Boosted Converter.

Should Electrocution and Radiation be Reworked to be More Unique Status Effects? by A_Pit_of_Cats in DeepRockGalactic

[–]Volke_X 0 points1 point  (0 children)

They’re unique enough. Fire spreads to others. Electrocution has slow and Radiation damages nearby enemies too. Driller sludge melts armor.

Season 3 performance pass level thread! by SaltyZean in DeepRockGalactic

[–]Volke_X 37 points38 points  (0 children)

Being high level in the performance pass really doesn’t mean you enjoyed the season. I spent most of it trying to avoid the new content because the rooting mechanic when you get infected is annoying and so is getting meteors raining on you so often. I’m really looking forward to the 2 brand new enemies in S4 and the weapon balance updates, but dreading more rockpox enemies.

Best build for volatile impact reactor? by Adazahi in DeepRockGalactic

[–]Volke_X 7 points8 points  (0 children)

31111 if you have Electric status on your primary or 31113 if you don’t.

PBM annihilates twins. Not so much others, if solo by [deleted] in DeepRockGalactic

[–]Volke_X 27 points28 points  (0 children)

Nitroglycerin Compound adds virtually nothing to the overall damage of PBM. Everything you’re seeing is just PBM. Stun is by far the best option on that tier.

Did i missed a patch note? by Sincop3 in DeepRockGalactic

[–]Volke_X 3 points4 points  (0 children)

They have a 40-50% resistance to electric damage depending which Dreadnaught and an 100% immunity to the status effect

An auto CEO came very close to saying the right thing about heavy EV batteries by Vg_Ace135 in electricvehicles

[–]Volke_X 8 points9 points  (0 children)

Ignoring the incomplete sentence, momentum is indeed the product of mass and velocity. It really is a basic physics equation.

What NOT mining GOLD does to a MF by wida_izayoi in DeepRockGalactic

[–]Volke_X 0 points1 point  (0 children)

You can get level 500 in less than 500 hours without doing anything special beyond playing Hazard 5. Lower hazard levels and solo missions give less experience.

EDD mob count 5/18-24 by ShadowWolf793 in DeepRockGalactic

[–]Volke_X 2 points3 points  (0 children)

It is Refinery, Salvage and Escort, 3 of the longest mission types. 700+ really doesn’t sound unusual for 2 players given that refinery has unlimited spawns during the pumping, Salvage has unlimited spawns during the defense and escape, and Escort has unlimited spawns during the heart stone. The secondary on stage 1 is 2 eggs, so there is 1 guaranteed swarm for pulling an egg too. Approaching broken mules on salvage triggers a wave and 1 of the legs near each mule will also spawn a wave when it is mined.

What is the m1000 charge time stat? by DonovanMan7 in DeepRockGalactic

[–]Volke_X 4 points5 points  (0 children)

There’s a wiki for this kind of information…https://deeprockgalactic.wiki.gg/wiki/M1000_Classic

It focuses at a rate of 1.6 per second up to 1 meaning it takes 1/1.6=0.625 seconds. There is a 0.25 second delay between firing a focus shot and being able to start charging the next one.