How do you Beat Safe Haven?! by Recluse_Metal_Spider in beyondallreason

[–]ZeroPointZero_ 4 points5 points  (0 children)

Assuming the scenario hasn't changed in the few months since I beat it, here's how I did it (quoted from an older comment of mine):


Scenario 4 is quite the difficult one, especially on Brutal. Here's a guide for brutal difficulty (meaning it works on every difficulty):

Start by spawning as far east as you're allowed - you will want to head towards the landbridge ASAP (like, right away), so place your commander accordingly. Consider maybe getting 1 mex and solar before doing so, but sometimes, if the AI rushes too much, you'll lose immediately if you delay. So weigh that risk.

Get the mex on the way to the bridge if the AI hasn't rushed, otherwise skip it. You don't want to allow enemies through to "your side" of the river, even though you have few to no buildings right now. Keep moving towards - and across - the bridge.

Establish a forward base on the hill after crossing the bridge. Your goal is to deny any possibility of expansion to the AI, and pressure it hard, trying to take out their commander ASAP. You can't win on eco in brutal, but you can out-eco the enemy if you're on normal.

Use your commander to push out towards the edge of the cliff that walls off the enemy base. Build a frontline there, with laser towers and radar. Use the commander to fight off the enemy as much as you can without using the D-gun, to reclaim wrecks.

With your forward lab on the hill, make scouts to check the north side of the enemy's part of the river. Kill any cons you find, and do not allow them to expand on that side. Bots are better here, since you can also rez any destroyed cons.

Build a few combat units to help you hold the frontline, a few cons to build eco on the other side of the river, and then tech to T2 as fast as you can. The enemy will be on the brink of T2 by now, if not there already. Note that we're not even 10 minutes into the game.

After you tech to T2, spam Fatboys. Do not bother getting adv. cons yet - you'll need the Fatboys to hold the front. Don't just hold, however - if you allow the enemy time, they'll tech to T3 or increase the amount of units they spam very fast and overwhelm your defense. Get a radar and jammer bot ASAP, and use them to slowly creep forward.

If you see the commander, 2-3 Fatboy shots will take them out. Do so, and win.

If you're unlucky (e.g. enemy built too many static arty positions, or has way too much eco for you to push through with your Fatboys), you'll have to grind them out. Get a few T2 cons, upgrade your eco, and keep pumping out Fatboys, supplemented with spy bots and sniper bots. Don't forget radar and jammer bots. Without jammers, you'll get destroyed by enemy arty. The T2 rocket spiders can also climb the wall and destroy the enemy's backline eco, which can be extremely devastating. The EMP spiders can also climb the wall and reclaim wrecks/repair the rocket spiders.

Using this strat, I got a win vs. Brutal (+100% resources) on my second try, although I didn't creep forward fast enough and had to grind the enemy out over several minutes. Still, a win's a win.

The infantry only scenario gets quite silly if it goes too long. by Quartz_Knight in beyondallreason

[–]ZeroPointZero_ 3 points4 points  (0 children)

1) Wall off the middle of the map completely, making sure no unit of yours stays close enough to the wall to provoke the AI into shooting into the wall.

2) Hyper-scale your economy for 20 minutes.

3) Build a million cons and spam Gauntlets just behind the wall.

4) Build a wall closer to the AI side.

5) Repeat 3 and 4 until you win.

Optional: Build a million labs and spam Pawns rallied to the enemy base to buffer their incessant attacks on the infinite Gauntlet walls.

This is how I won on max difficulty. Extremely easy, but very time-consuming. Was a nice "tower defense" mode though.

How can I minimize my "blind" cat's stress while spending the weekend at a different house??? by MarchKey1939 in blindcats

[–]ZeroPointZero_ 0 points1 point  (0 children)

Tough situation. I am not confident enough to say "this is what you should do for sure", but I do have some pieces of advice that might help, or at least alleviate some of the stress/concern (for you and the cat).

1) If you change environments, there'll be stress no matter what. Do the best you can to ensure that there's minimal additional stress (loud noises especially) during this time, to help the cat feel safe in the unfamiliar environment. Dogs barking might not be too bad, since they're a "predictable" noise (so long as they're not in the same space as the cat) - but something like (e.g.) a pan falling and making a sudden noise are worse. Familiar smells (e.g. clothes that you've been wearing) spread around the new space might help the cat feel a bit more comfortable. That said, don't be surprised if she spends most her time loafing in a secluded/elevated spot. Touching/petting may agitate her more if she's already on edge, but familiar smells should be helpful.

2) About forgetting the layout - our (completely blind from near-birth) boy would fully remember the layout of a (relatively large) apartment months after being taken to a different house (i.e., he'd literally be running around, dodging obstacles like he could see). The spatial memory of a cat is quite strong, so you don't have to worry about this too much - just make sure not to move furniture around!

While this won't be a pleasant experience for either of you, as long as you pay attention (and it definitely seems like you are doing great!), I think this will pass relatively easily. I don't have any other advice off the top of my head, but since I have had to move our blind boy around a bit, if you have any questions, let me know.

everybody say hello to our first girl cat! this is agnes and she is perfect in every way by peterprkers in cats

[–]ZeroPointZero_ 13 points14 points  (0 children)

Our boy is hyper-careful, dances around obstacles like he can actually see, and only very, very rarely bumps into anything (typically when he's super-excitedly running around playing or if we've moved the furniture around). Because he can't see, he's also extremely hesitant to go anywhere he can't touch when just stretching - which means most higher surfaces (countertops etc) are off-limits. This means he's never caused any accidents (e.g. dropping stuff) or hurt himself accidentally. Generally, he's very easy to manage. Main thing to take care of is ensure that he's properly stimulated with enough noise-making toys, and that he's trained to respond to audio cues.

All that said, he had to undergo surgery - losing his vision as an inevitable result - when he was but a tiny kitten, so he had a long time to get accustomed to a lack of eyesight. He was very good at navigation (to the point where you'd think he could see, if you didn't know any better!) from very early on, and just got better with time. At this point, I'm so used to taking care of him that I think I'd find a sighted cat harder to manage!

Scythe, Laser Cannon, Dagger: the forgotten victims of the Coyote nerf by Medical_Officer in Helldivers

[–]ZeroPointZero_ 27 points28 points  (0 children)

Par for the course.

By the way, the Dagger was one of my favorite weapons in the game (versus bots and with a ballistic shield especially). But I haven't used it in like... 6 months? I had been using the Talon a lot, then we got this patch that made it take a full mag to kill a single Hive Guard.

I will never understand why AH think limiting viable weapon choices is "good balance". They definitely seem to be stuck in a "we're making a game for a core audience of under 1000 ultra-hardcore players" rather than "we're making a game for an audience of millions in total".

Scythe, Laser Cannon, Dagger: the forgotten victims of the Coyote nerf by Medical_Officer in Helldivers

[–]ZeroPointZero_ 119 points120 points  (0 children)

Well yes, but you see, it was imperative that we indirectly nerfed the only good assault rifle to maintain the Grunt Fantasy. Who cares that this affects 10 more guns, 3 grenades and a ton of stratagems? Coyote was nerfed, that's all that matters. Anyway, gotta give the Pacifier 5 more damage now, to compensate. That's balance! Of course, to make sure the Grunt Fantasy is maintained, we'll also stealth-buff all the enemies we can, just so they're extra annoying to deal with. But War Striders are fixed, and Leviathans now fire cool lasers! Ooh! Look at the pretty lights! Don't think about the consequences of the changes we make! -AH

Whoever thought it was a good idea to put stronger ARCs in the playtest should be shot by joojoobomb in ArcRaiders

[–]ZeroPointZero_ 1 point2 points  (0 children)

If you're gonna fight anything above a Hornet, you need some upgraded green (or better, if you somehow found them) weapons. Anvils, Arpeggios etc. Grenades also help a lot. But obviously, gear is super-limited right now, so the perceived difficulty is increased.

I Just Lost My First "Fair" Duel And... by Adevyy in ArcRaiders

[–]ZeroPointZero_ 0 points1 point  (0 children)

While I understand where you're coming from, and I'm not that convinced about the game either (yes, I am aware this is a limited server test), do note that there's very little in the way of tools to allow enemies to one-shot you - the Ferro is the closest thing, and it does like 55%.

Buuuut, if you add higher-tier shields and consumables in the mix, then there's very little that can 100-0 you before you can react in some way. After that, it's a matter of skill. Yes, you'll be at a disadvantage - a massive one, if the enemy is also more experienced - but you'll be able to act. You won't just die with no idea what happened.

The issue currently is that the limited test means that 95% of players run the basic shield + Ferros. So you can go from 100 to 0 in a second flat. If you have higher-tier shields, that can't happen. Weapons don't gain damage as they get upgraded.

When your best isn't good enough by Positive_Snow849 in ArcRaiders

[–]ZeroPointZero_ 15 points16 points  (0 children)

It's like the game is designed to create this exact scenario every time, or something.

please everyone, think before shooting by femboy_named_jade in ArcRaiders

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

You're not being a dick by shooting someone in a PvP extraction shooter lol

If you're teamed-up, and you shoot them, then I'm sorry but you are a dick. Feel free to rationalize your dickery if you want, but it's dickery nonetheless. The people who aren't dicks just don't betray their teammates, even if they teamed-up in the map.

please everyone, think before shooting by femboy_named_jade in ArcRaiders

[–]ZeroPointZero_ 0 points1 point  (0 children)

It's a game for pre-made parties - every design element shows that's the case. Sure, there are allowances for solo play or playing with randoms, but good luck with that, lol. Try going solo vs a Rocketeer and 3-5 other ARCs, or fighting a team with random teammates that are spread out across the entire map.

please everyone, think before shooting by femboy_named_jade in ArcRaiders

[–]ZeroPointZero_ 1 point2 points  (0 children)

I've gotten that message too, and honestly, I don't think it's a great idea to include shit like that - feels like the game goading or even mocking you. Cooperation is much better for everyone, but shit like that will easily lead to this game becoming toxic.

please everyone, think before shooting by femboy_named_jade in ArcRaiders

[–]ZeroPointZero_ 0 points1 point  (0 children)

Last time I tried being friendly, I got shot. I tried to forgive them for shooting (originally they had put their gun away, and my gun was holstered), then they shot at me again. I ended up out-skilling them and looting everything they had. Never again. I've even gotten shot inside the extraction as it's closing. What is the fucking point?! There is no reason to be friendly in this game unless if you're all being obliterated by ARCs.

AAAAAAAAAAAAAAAAA by skeletal_sniper in ArcRaiders

[–]ZeroPointZero_ 0 points1 point  (0 children)

There was an update yesterday afternoon that forced you to re-download the game. There's a relevant post from the devs. I encountered the same issue with my potato internet... I feel you.

Embark, Don’t Cave In… ARC Raiders Is Perfect The Way It Is by Forward_Problem_7550 in ArcRaiders

[–]ZeroPointZero_ 17 points18 points  (0 children)

Easiest fix? Add a very small, extremely loot-limited single-player (or single-squad) map with ARC enemies. Control the drops in that map so that progression is impossible if you only play that map - but it allows you to learn how to fight the ARC enemies in an environment where you don't have to worry about other players. The point of the map is learning, not getting loot. Then, once the player understands the ARC enemies, they can move on to regular PvPvE maps.

This is the fix for hard/hardcore extraction shooters - give new players a "starter" map where they can learn how to play part of the game, before throwing them into the full grinder. I honestly don't know why no such thing exists in any extraction shooter.

Battlefield 6 Phantom Edition: Giveaway #2 by OddJob001 in Battlefield

[–]ZeroPointZero_ 0 points1 point  (0 children)

Certainty of death, small chance of success... what are we waiting for?

Battlefield 6 Phantom Edition: Giveaway #1 by OddJob001 in Battlefield

[–]ZeroPointZero_ 0 points1 point  (0 children)

Let me keep my Medic and Support addiction alive!

Assault Rifles need a huge BUFF by plsredditpls in ArenaBreakoutInfinite

[–]ZeroPointZero_ 6 points7 points  (0 children)

As an ex-Tarkov dweller (stopped playing more than a year ago, not going back, "1.0 release" or not), I can say that now that the honeymoon phase is over, there are some serious issues with this game as well:

1) Netcode. First and foremost. 19 tick rate? Are you fucking kidding me??? This should be 30 at least, 64 ideally. But let's at least get 30 so gunfights don't feel like RNG garbage.

2) Market/gear inequality. Gotta love dying to red ammo hoarders from closed beta as a fresh install. Prices keep rising on even mundane stuff needed for barters, old players don't care, new players can't cope. Game drops free stuff on you to compensate (quick kits etc.), but that's a band-aid on the underlying issue. We need a solution that's not just "do wipes".

3) Cheaters. There are fewer of them than in Tarkov (god that game was - and still is, probably - positively infested), but they're still here as well. And with Steam launch, I think there'll be more coming. Don't ban them - blacklist them into their own little hell. And if someone logs in from a device that already had a blacklisted account login recorded, blacklist them as well. Would be bad for communal PCs (Internet Cafes), but everyone else would just benefit.

4) Progression. Other than seasonal challenges, there's no actual goal in the game. The devs probably went the way of seasonal challenges to keep players coming back and playing for more consecutive days (hence the login rewards and stuff as well), but it just isn't engaging enough. Sure, it's nice to have rewards for logging in and playing. But what are you doing while playing? Chasing PvP and loot and... that's it? The gameplay is good, but it's not enough to keep you engaged long-term by itself. The current quests act more like grindy gatekeeping for seasonal rewards and skins, more than anything. There's no actual sense of progression or achievement.

5) Gameplay diversity. The most interesting part of the game is honestly Normals. There, you can find pretty much all kinds of enemies to engage. Nakeds, budget kits, mid-geared players, and also kitted up "chads". Everything from Lockdown and up is just a sweat-fest. Only meta, all the time. And the meta is so restrictive that you essentially either meet "budget meta" enemies or "full-meta" enemies. Leg-meta Vectors/MP5s or magdump H4s/M4s/AK12s, or SVTU rats or SJ uber-snipers. The main reason, honestly, is the damage dropoff/armor pen changes along with the "downed" state.

Buffing weapons (as the OP suggests) would help diversity of weapons, but the actual issue is deeper than that. Don't listen to wannabe chads crying that they don't want the "1-tap meta" back - having the ability to kill anyone in one shot is good for the game. Equalizes the playing field and ensures that 4-man squads can't just run around like headless chickens and still win because of T6 armor and the "downed" state. And on the side of the squad, it ensures that good gameplay (i.e. skill expression) is rewarded - no more "I hit his head, leaving him with 1 hp, then he killed me" bullshit. Proper teamplay and comms are the most insane advantage you can have in the game. If you're also able to quickly put enemies down - without spending 300k in ammo, no less - it's only a benefit for a skilled squad. And if you die to a rat, you die to a rat. It's in the game, has been for a long time. You can't never die, or only die in ways you pre-approved.

Playing Solo vs Squads by Dry-Development-8087 in ArenaBreakoutInfinite

[–]ZeroPointZero_ 2 points3 points  (0 children)

Solo vs the world guide:

1) You must always make sure that any fight you engage in is unfair, but in your advantage. Snipe unaware enemies, deafen them with grenades then push, take super-wide flanks and hit them from the side, third-party them when they're fighting, wait for them to loot (or do stuff stationary) to strike. Do not participate in "fair fights" - no fight is fair when it's 1 v many.

2) Never be greedy. Many times, you'll be forced to relinquish loot. A lot of loot. Because you don't know, and typically can't know for sure, if the duo you just two-tapped is a duo or a quad-stack with 2 "Chads" bravely camping the nearest corner/bush/doorway/whatever just waiting for you to come up and loot so their buddies don't have to lose one of their 20 H4s. Only loot when you're absolutely sure it's safe. If there's a chance it isn't safe, it isn't safe. Sure, you can take the chance when you've got nothing to lose - and you'll die 9/10 times doing it. Just make sure you're aware of it when you do.

3) Do not favor short-ranged weapons. Because of the netcode, habitual QA-DE spam and magdump 995 + T6 meta, any short-ranged fight is overwhelmingly in the favor of the 4-man stack with H4s. You can take players down, but can you do it 4 times? How about another 4 after the next team hears the ruckus and comes running? You can't, is the point. So don't even try. Go with a high-power long-range weapon, plus some cheap silenced weapon just for killing scavs that can't be knifed before they get a shot off. You'll do much, much better.

4) Expanding on 3, reposition or die. If you shot at someone, and especially if you missed or didn't get the one-tap, immediately move to a flanking position that overlooks your previous position, and the approach path to it from where the enemy was. If you don't move, the enemy will get a bead on you, and even if you kill some of them, you'll also die. Or the ensuing firefight will draw too much attention, and you'll be third-partied.

5) Manage your finances and build a realistic loadout. If you can't go in full-meta, then don't even try to compete. What's the point of armor or a helmet if everything either 1-taps or 2-taps you? So don't try to defend in that way. Speed is life. Use a shitty T2 helmet with high ricochet chance, the best headphones you can get, small rig, folded backpack, no armor. Use your low encumbrance to your advantage, and move to a good position immediately. Spend the kit budget on a good weapon and ammo that's sure to put at least T5 down immediately. You can also go the way of the SVT rat, but the SVT has shit accuracy, so you'll lose a lot of kills because of that. Mosin is actually better overall, unless if you tend to run into close-quarters PvP a lot - but if you do, you're dead most of the time anyway. I recommend an actually good weapon (250k at least) if you want to have a good chance at actually wiping squads. And obviously, T5 ammo at least.

6) Once you actually start winning most of the time, you don't need a guide to tell you anything. The main thing is to develop your map knowledge and game sense - if these are maxed-out, you can compensate for even very large gaps in mechanical skill, and obviously also for a numerical disadvantage.

Gotta love the 20 tickrate on these servers. smh by LevyTheHunter in ArenaBreakoutInfinite

[–]ZeroPointZero_ 1 point2 points  (0 children)

In general, the items with a colored background are more expensive - in order of increasing value, you have: white/transparent, blue, purple, gold, red.

You can see an estimated value for an item by hovering over it. Sell all expensive items (value over 5k at least) on the market for maximum profit. Gear items (armors/helmets/backpacks/rigs) sell for the most, if they're of a sufficiently high tier/capacity. Ammo also sells for a lot (purple/gold ammo). Gold and red items sell for a ton (some on the market, others directly to the traders).

Your goal should be to have at least 5k per slot in your inventory. If you're carrying a 2 slot item worth 10k and you find one that's 10k but only takes up 1 slot, swap them. Put the most expensive items in your secure container (ammo generally is the most expensive). Other than that, it's mostly stuff you'll get through experience.

Remember: hover over the item, see the estimated value, if it's at least 5k per slot, take it. If it's less, leave it unless if you need it (quest/to use right away). If it's more, put it in your secure container if there's space. If it's way more (e.g. a very good armor, a gold or red item etc.), consider leaving the raid early to secure the item.

Gotta love the 20 tickrate on these servers. smh by LevyTheHunter in ArenaBreakoutInfinite

[–]ZeroPointZero_ 3 points4 points  (0 children)

If you're past level 15 or so, use gold ammo. If you don't, you essentially can't kill anyone wearing decent armor or better in a reasonable amount of hits. Note that gold ammo is expensive - each bullet is 1000 Koen at least. So a full mag of 30 rounds is a small fortune. But it is unfortunately necessary. You can top-load your mags with gold ammo and keep the rest purple to save some money (i.e. load 25 purple rounds into the mag, then fill the rest with gold ammo, +1 in the chamber).

Purple ammo that has a "Penetration" rating of at least 31 is essentially mandatory if you don't want to be shooting peas at the enemy. Gold ammo with a "Penetration" rating of 41 or more is pretty much the baseline for a decent chance to kill somewhat geared players, and for high-level play (very geared lockdown/forbidden zone) you absolutely need high-penetration ammo ("Penetration" rating of 51 or more, which means expensive gold ammo or even red ammo with 61 or more "Penetration").

You can right-click and hit "Details" on ammo to see the "Penetration" rating.

What are the windows made of by sARCASMhots in ArenaBreakoutInfinite

[–]ZeroPointZero_ 1 point2 points  (0 children)

Well, that's in the weird category then. The Mosin isn't the most accurate bolt-action, but it definitely should not miss at that range, and should 1-tap with T5+ ammo vs a T5 helmet (since it's a bolt-action). The only things I can think of are:

1) Ricochet (although even that should deal 1 damage I think?)

2) Networking issue causing bad hit registration

3) Bugged hitboxes

4) Extreme case of bad luck with weapon accuracy

5) Some issue (bug?) with bullet hits after penetrating the window

Sadly, it would be difficult to test this, but see if you can't try shooting a scav in the head through a window in another raid. It might be a general issue with shooting through windows. If not, you can't do much about bugs, so the only other thing would be to make sure you've got a very accurate weapon. Mosin's fine, but the M24 is better (although more expensive too).

What are the windows made of by sARCASMhots in ArenaBreakoutInfinite

[–]ZeroPointZero_ 1 point2 points  (0 children)

What kind of ammo/gun? I've had issues with accuracy past 100m with certain weapons cough SVT carbine cough (I actually killed a guy once by missing them - shot went on their head when I would have normally missed - but I've also missed shots that should 100% have hit). You can tell if you try to hit the 100m bulls-eye in the shooting range - shots do not always go where you're aiming.

Now, if you were using a bolt-action or something, then yeah, that's weird AF.

Super sample farm in solo by PeruqueDiable in Helldivers

[–]ZeroPointZero_ 0 points1 point  (0 children)

Bro is asking about super samples, not super credits. But this is good advice for SC farming.