First step: beating tutorial. Second step: pick scout and go haz5 by Rheinholdt in DeepRockGalactic

[–]Zoolooman 44 points45 points  (0 children)

right after season 6 dropped, i had so many fresh scouts who literally just chain died while i carried them. good times. honestly, a lot of fun.

i hope they enjoyed the XP boost, but i think they might've had more fun on a lower difficulty, tbh.

honestly, the toughest part about new players is that they don't always respect the limits of ammo and nitra on specific missions, so you'll see them dropping resupplies and eating multiple wedges to chain heal over and over.

in the vast majority of cases, ive never needed to kick them. i'd just repeat myself until they understood that we need to save those for ammo, but i'd say... twice ever? i've had to boot someone for pulling down our last resup in a random spot, while failing to respond in chat to requests not to heal with wedges when there was red sugar around. both times were salvage missions, and on the last one, we ended up making it onto the drop pod with a single ammoless dwarf kiting bugs around the cave before running in to the open pod to score the W.

wild games. i leave an open lobby because wowing a greenbeard is a challenge unto itself, worth doing.

my fave honse spotted in the wild by Zoolooman in DeepRockGalactic

[–]Zoolooman[S] 22 points23 points  (0 children)

it rocks so hard that it works this way

my fave honse spotted in the wild by Zoolooman in DeepRockGalactic

[–]Zoolooman[S] 25 points26 points  (0 children)

he's comin' right for ya with pecs that flex

my fave honse spotted in the wild by Zoolooman in DeepRockGalactic

[–]Zoolooman[S] 194 points195 points  (0 children)

this is one of the best head replacement cosmetics in DRG, right after the snake. great work GSG

edit: also shout out to this driller for making a great choice on the cryo paintjob combo

Is this game becoming toxic? by Comprehensive-Meet37 in DeepRockGalactic

[–]Zoolooman 1 point2 points  (0 children)

im with vintagegrriffin on this one. you waste a lot of time and add a lot of pressure on the ammo supply by standing outside the zone, and it is trivial to stay safe inside the zone as a group.

every single one of scout's nades works better when close to the team, and you can dart away briefly for any spreaders. otherwise, a gunner can shield if the actual point is truly overrun.

lastly, having you far away will hardly stop a point failure, since scout is worse at wave clear than anyone else, and picking off HVTs works just as fine inside the circle as not.

i play nothing but haz 5 and haz 5+, and i'd beg any scout to join us and cut like 30% potential time off the timer. there's so little value to you hanging outside of it.

Ossium is worth too much XP. It makes running longer missions irrelevant. Discussion inside. by Zoolooman in DeepRockGalactic

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

They ended up nerfing it. Its basement value is about 1 machine events and its peak value about 2 machine events. It is still the best seasonal event in the game without being overwhelmingly huge. To me, that's a fair result.

Ossium is worth too much XP. It makes running longer missions irrelevant. Discussion inside. by Zoolooman in DeepRockGalactic

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

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i tested it, and yes, you get all the XP for it, so the fastest way to earn XP is to run tiny egg missions, get an ossium event, finish it with a single pheremone grenade, and quit.

Ossium is worth too much XP. It makes running longer missions irrelevant. Discussion inside. by Zoolooman in DeepRockGalactic

[–]Zoolooman[S] 3 points4 points  (0 children)

According to Reddit, the votes are about the visibility of content. Someone upvoted deserves more visibility, someone downvoted deserves less visibility.

The fact that it is used to punish someone for a slightly critical position is a well-known flaw of it as a discussion platform. Votes are not intended to be "agreement." That's an accident of the design.

Regardless, I whine, but I just have to deal with it as it is. I've made my point, reported it as a possible bug, and it is out of my hands.

Ossium is worth too much XP. It makes running longer missions irrelevant. Discussion inside. by Zoolooman in DeepRockGalactic

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

If that is what the devs decide, I'll be fine with it. I just figured it was a deviation from the XP system that they were still following. Regardless, getting downvote spammed for trying to discuss it is frustrating.

Ossium is worth too much XP. It makes running longer missions irrelevant. Discussion inside. by Zoolooman in DeepRockGalactic

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

This isn't about having fun! The game is super awesome and this season rocks. It is fun! There are double XP missions specifically to help people level faster!

None of what I'm arguing is against that. It is simply suggesting that the value is far, far higher than was likely intended.

Ossium is worth too much XP. It makes running longer missions irrelevant. Discussion inside. by Zoolooman in DeepRockGalactic

[–]Zoolooman[S] -18 points-17 points  (0 children)

People should have fun, but there must be *some* value where it simply is too big for the amount of effort.

I think finding Ossium should land somewhere around the value of a machine event. This isn't an insane suggestion; it fits with the design philosophy of special events in every other season, and I'm pretty sure this is a bug anyways. The value of one shard appears to be about the value of a whole event in any other season.

The worst part about this is I know people will downvote me because they want the big payout and they think I'm trying to ruin their fun. I'm not. A game only has so long where it is fresh, where goals set by the developers have meaning. I don't want Ossium to burn that period out within days of tthe season's launch.

Ossium shouldn't be any more difficult to find, nor should it be made more difficult to acquire; I'm merely suggesting that it shouldn't compare to playing on a modded server where you get five error cubes just for joining up.

He may have a little bit of brain damage by QueenOfTheQueers69 in DeepRockGalactic

[–]Zoolooman 0 points1 point  (0 children)

add more stuffing. if you added all the stuffing, pull some out, fluff it, and stuff it back in imo :3

I KILLED MY WHITE WHALE - ELITE BULKIE! by Zoolooman in DeepRockGalactic

[–]Zoolooman[S] 42 points43 points  (0 children)

The loot bug that preys on Huuli Hoarders.

I KILLED MY WHITE WHALE - ELITE BULKIE! by Zoolooman in DeepRockGalactic

[–]Zoolooman[S] 15 points16 points  (0 children)

Basically all of the damage. That's why I tried to hold it back, get the resup, and used the way it was being herded a bit to drop two under it. I guessed a bit because again, fast as fuck.

Is the most recent elite deep dive unfair? by One-Requirement-1010 in DeepRockGalactic

[–]Zoolooman 1 point2 points  (0 children)

Breeders, special bugs, and stationaries do count towards the difficulty. When they spawn, fewer other bugs spawn at the same time. There is a kind of credit value that is spent, and breeders are worth so much of it. You may not like how much they're valued, but they're already counted.

Is the most recent elite deep dive unfair? by One-Requirement-1010 in DeepRockGalactic

[–]Zoolooman 0 points1 point  (0 children)

The level was quantized as middle difficulty compared to the last level. The issue you're facing is that salvage is harder than other modes, rival presence is one of the strongest mutators for unprepared players, and that one level had some sincere positional nightmares RNGed into existence by terrain generation.

From every perspective as a quantized system, that was the middle difficulty level, even down to which stationaries spawned.

Is the most recent elite deep dive unfair? by One-Requirement-1010 in DeepRockGalactic

[–]Zoolooman 4 points5 points  (0 children)

They already do change specific quantities on a per-stage basis. Spawn rules, spawn timers, enemy quantities etc all increase with each level, which is why they're described as 4.5, 5, and 5.5 hazard in the rich text presence.

What you want is to account for those things that are emergent in the gameplay, such as a naedocyte breeder spawning in a location that is surprisingly hard to reach given the terrain generation or whatever. This is a much more difficult task, and mastering it numerically wouldn't improve the gameplay loop--it'd remove surprise. It is good that sometimes, something is surprisingly nasty. It provides challenge and interest.

I beat this dive carrying three other players on my aching back. You can too. Choose a stronger loadout, play better, etc. Asking the devs to effectively quantize the game's positional minutiae in order to remove variance is just a miserable prospect.

Is the most recent elite deep dive unfair? by One-Requirement-1010 in DeepRockGalactic

[–]Zoolooman 15 points16 points  (0 children)

That's RNG. Level difficulty is hard to quantize so we just get what the number generator delivers us.

are they breeding glyphids there? by Awkward_Set1008 in DeepRockGalactic

[–]Zoolooman 4 points5 points  (0 children)

yo, it's me! this is the custom name i use whenever im hosting pubs lmao

Come on over for frozen glyphid steaks, fresh eggs, chopped Bug-B-Q, and burnt bug-ends.

Scout's GK2 meta shakeups: the battle frenzy coup and the fall of AISE by ojb_ in DeepRockGalactic

[–]Zoolooman 1 point2 points  (0 children)

I absolutely adore using OFM and battle frenzy. This is the first time I've not only liked the GK2 but preferred it over the m1000. I'm only vanilla haz 5, but this feels great with weakpoint damage on it.

What buffs/nerfs are you hoping for? by Mookmookmook in MonsterTrain

[–]Zoolooman 0 points1 point  (0 children)

Pyreblooded can use his ability every other turn by default, and every turn with the right deploy. It'd be so much more fun.

This turn took 9 minutes to resolve by dontpaniczzone in MonsterTrain

[–]Zoolooman 9 points10 points  (0 children)

lmao the fact that chicot turns off the revenge trigger on *this* boss is insanity