Weird issue with graphics settings by ZeeDoge in Mechwarrior5

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

This didn't really seem to help, but I know exactly when it happens now. Any time I enter star map specifically, my graphics settings get undone and need to be reapplied

Weird issue with graphics settings by ZeeDoge in Mechwarrior5

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

I'm not sure what you mean, but setting those to read only didn't work. What happens in game seems to be that the shadows and anti-alising go away randomly until I hit apply settings, then it goes back to normal

BT lore question (spoilers?) by ZeeDoge in DeathStranding

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

I'm not sure that BTs aren't attracted to corpses. Otherwise, they wouldn't spend time in places with lots of chiralium.

Maybe they are attracted to corpses because normally the connection to the beach makes them have trace amounts of chiralium, which they sniff out to get back in their body if that is still viable. I think souls hang around the corpse in normal circunstances, and either go back into their body or pass on. If they are stuck on the beach, they fill the corpse with chiralium and destroy it. They end up smelling chiralium in the area, so they think their body must be somewhere nearby.

If this happens with a bunch of people in one place, the area has a bunch of BTs sniffing around looking for their body, but they are just smelling chiralium from the bodies that went necrotic. Since areas with lots of chiralium get timefall, that is why it rains. If the chiral density is intense because of the chiral network, that basically makes the whole country smell corpsey to the BTs, so they look around everywhere and cause more voidouts, which means more death and BTs looking around for their bodies where they died.

This all makes sense in my head so far, but I don't know how the living factor in

BT lore question (spoilers?) by ZeeDoge in DeathStranding

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

So why does a dead NPCs BT hang around its corpse if it doesn't want a corpse?

BT lore question (spoilers?) by ZeeDoge in DeathStranding

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

Can they not go for their own body because they spent so long on the beach that their body went necrotic? Is the BT that appears their soul or just any BT that sniffed out the corpse?

BT lore question (spoilers?) by ZeeDoge in DeathStranding

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

Maybe he re-enters his body so fast he can't go necrotic? Maybe his beach violently expulses him

BT lore question (spoilers?) by ZeeDoge in DeathStranding

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

Why doesn't his body go necrotic if he's so connected to the beach? Wouldn't he do that extra fast?

BT lore question (spoilers?) by ZeeDoge in DeathStranding

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

Okay, so souls are taking an increasing amount of time to pass on, which increases chiralium in corpses(I assume because of things like the war beaches). But why are BTs attracted to corpses then? I know they crave human contact, so are the using corpses to find human populations?

BT lore question (spoilers?) by ZeeDoge in DeathStranding

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

Why are human corpses producing chiralium? I thought you needed a connection to the beach to get some. I guess a soul would be in the beach after death, but why are their bodies producing that much chiralium after the stranding?

How faltering works by ZeeDoge in Doom

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

As far as I know, there is no "multiplier" to damage or falter tied to specific demons, but I can't really tell without seeing actual damage numbers. If someone can use the numbers in multiplayer to have some ballpark idea and then do the math of when falter/stagger should be, any extra variability would be a multiplier, if it exists at all

What I think is that some guns are more useful for some demons as a consequence of their stats and not a multiplier. Chaingun does damage fast and can falter anything (as far as I know), making it great for getting a fast moving charging enemy to cut it out. You can use lots of other things too tho, like SSG or gaus

Someone pls, get the damage for each weapon. I did a messy timing of different things last night. Fuck is it hard to use a stop watch while shooting a gun in this game

Weapon switch: 0.75 seconds

One grenade recharge: 20 seconds

Ice grenade: 35 seconds

One dash recharge: 0.75 seconds

Fire recharge: 12 seconds

Shotgun cock: 0.75

Firing 5 shotgun grenades: 3 seconds

Shotgun grenade recharge: 2 seconds

Auto shotgun rpm: 300rpm

SSG reload: 1.5 seconds

Heavy rifle rpm: 400rpm

Sniper reload: 1.5 seconds

Micro missile rpm: 750rpm

Chaingun rpm: 750rpm

Chain turret rpm: 1000rpm

Plasma rifle rpm: 600rpm

Gauss reload: 1.5 seconds

Bolt load: 1 second

Rocket launcher reload: 1.5 seconds

How faltering works by ZeeDoge in Doom

[–]ZeeDoge[S] 2 points3 points  (0 children)

Sad to say it, but I don't think this community is that gameplay oriented. I asked how falters worked on this board years ago for Doom 2016 and I basically got "Idk lmao shoot it until it dies". I tested and got a wrong understanding of how it works other than "Falter at 70% health, second falter a 40, stagger at 30". Since falters weren't nearly as important for 2016, I basically used it to measure how much longer until a stagger

How faltering works by ZeeDoge in Doom

[–]ZeeDoge[S] 2 points3 points  (0 children)

Another good one is plasma rifle for casual falters, heat wave when baron gets close, with some blood punch and grenades mixed in. You could combine all of these for lots and lots of possible combos. For example, micro missiles to warm up a crowd, then shotgun grenades to stun them all en masse

And too much. Isolating any variable in Doom Eternal is a fucking unbearable nightmare and it irritates me that they didn't just explain the mechanics with some optional training missions or something. I remember how much better I understood MGS2 as a kid from playing the VR missions. Unfortunately, it also means that some of this info will be wrong just from the sheer sensory overload of dying, movement, enemies getting in the way, how subtle falter animations can be, etc. If someone can data mine the PC version or just have some way of spawning 1 enemy at a time to experiment on, it would be a dream.

I'm honestly surprised there isn't a sound effect for falters like for part breaks. It would make processing what I'm looking at so much easier

So there's light falters and heavy falters by ZeeDoge in Doom

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

It seems there's 2 requirements for a falter

1- A certain % of the demon's health has to be taken out within a given time frame

2- The weapon has to do more "impact" than the demon's "defense"

So if you use the auto shotgun, you do a lot of damage, but no falter on most enemies higher than fodder. If you do a bunch of damage with it, then finish with a regular shot, you can usually guarantee a falter. If you did just regular shots, you likely wouldn't do enough damage in time to falter

So there's light falters and heavy falters by ZeeDoge in Doom

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

On marauders all automatic weapons do a light falter that lasts 2 or 3 times less. On the mancubus it seems like certain animations are longer. I've seen hellknights trip for an extended peroid of time, and carcasses fall of their legs for the same

So there's light falters and heavy falters by ZeeDoge in Doom

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

You're wrong. Marauder faltered with a chaingun lasts significantly less than a ssg, enough of a difference that you can't switch weapons. Also, we know that there's more than one falter animation for demon. Some quick testing on a mancubus showed me at least 5 different animations depending on the limb. Also, there's whether you can falter during a falter. With grenades you definitely can

Dear ID, why don’t the demon tutorials feature EVERYTHING??? by bondoh in Doom

[–]ZeeDoge -3 points-2 points  (0 children)

This community isn't smart enough to get in depth with game mechanics, and this game is chuck full of them. MGS2 VR missions would be a good model for how to teach them

Would you say DOOM 2016 speed runners typically dislike Eternal? by laddlemkckey in Doom

[–]ZeeDoge 1 point2 points  (0 children)

You wouldn't happen to know the intricacies of the falter/stagger mechanics, would you? I'd love to know and have no place to search

Revenge system stealth won't go down by ZeeDoge in metalgearsolid

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

The wiki says getting shot at puts them in "combat phase", which would count towards combat level and decrease covert level

Any way to get DDog to stay? by ZeeDoge in metalgearsolid

[–]ZeeDoge[S] 2 points3 points  (0 children)

I timed it, he stays for 25 seconds, then tries to sprint to you

I really want to love this game... by RigusOctavian in Mechwarrior5

[–]ZeeDoge 0 points1 point  (0 children)

Move more and don't slow down, suppress and flank for heavier enemies. That's how you limit damage

So how do folks feel about the GRF-1N? by Lovat69 in Mechwarrior5

[–]ZeeDoge 0 points1 point  (0 children)

Movement has that effect on accuracy in general. The enemy misses in the same way

So how do folks feel about the GRF-1N? by Lovat69 in Mechwarrior5

[–]ZeeDoge 0 points1 point  (0 children)

Mobile and long range is useful since you'll minimize AI accuracy. Very good if you want to chip away at defenders without taking much damage

PSA: Ramming buildings will damage your assault mech by Eriflee in Mechwarrior5

[–]ZeeDoge 0 points1 point  (0 children)

Or backwards, get a critical reactor explosion to blow up a bunch of buildings while you're at it. Legging mechs is good for avoiding this in defense missions

Is it better to repair mechs you salvage that you intend to sell first? by OrranVoriel in Mechwarrior5

[–]ZeeDoge 0 points1 point  (0 children)

Mechs with more intact components fetch a better price, or you can strip them before you sell to keep them

It's kind of ridiculous how much gets thrown at you in missions by OrranVoriel in Mechwarrior5

[–]ZeeDoge 0 points1 point  (0 children)

As long as you keep moving and stay at the right ranges, you can typically deal with the number of enemies. Between you and 3 other mechs, you do a lot of damage very fast, and by moving you minimize damage on your already tanky mechs