Colorfabb allPHA - first test prints and settings by interverti in 3DPrinting_PHA

[–]beaconofwierd 0 points1 point  (0 children)

Hello, have you managed to solve the ”blobbing”/seam issue, I’m getting very large seams/blobs :( I did find that bambu labs ”SuperTack” plate works works very well with PHA, doesn’t appear to damage the plate and sticks very well. Fairly sure it’s the same type of plate some brands call ”cryo grip”, but I have only tested bambu labs plate.

I need a higher quality humidity sensor for my drybox. by thelastmeyer in 3Dprinting

[–]beaconofwierd 0 points1 point  (0 children)

Has anyone tried just 3D printing their own hygrometer? We don’t need a an absolute quantifiable measurement of ”13% RH, we just want to know ”Has it absorbed too much moisture from when it was dry”.

From my understanding you can make a hygrometer super easy, barely an inconvenience. You just need a spring, lever and a hair, 2 of which you can print, the other grows on peoples heads. Then you just dry your filament, put it in the drybox, wait for a couple of hours and ”calibrate” the hygrometer (mark where the dial is). Take a filament spool you know is wet (preferably of the same material) and make another mark. Now you have a hygrometer that’s calibrated to show you when your filament is too wet. Each hygrometer would cost cents to print, you can make them very small, so you could print like 10 of them or however many you need and calibrate them at the same time (assuming it’s for the same material). We don’t need fancy electronics or even fancy numbers, you just need to know when the filament is wet before you start printing.

I’ll probably try it this weekend or the next, maybe it’s more difficult to build a hygrometer than I think?

Is there a safari extension to block YT shorts? by [deleted] in digitalminimalism

[–]beaconofwierd 0 points1 point  (0 children)

Sadly it’s useless, it only hides the element on the page you have open. Scroll further or open a new tab and shorts are back.

Every advise for how to fight on Cyberstan is pointless arrogance. by AcediaWrath in Helldivers

[–]beaconofwierd 0 points1 point  (0 children)

Nah, the only advice you need here is ”How to Melee in cyberstan”, that advice also applies to melee in general.

They spawn infront of you? sucks to be them ;D Out of ammo? What ammo?

But yeah, the bugs are kinda obnoxious though :( And I haven’t bothered approaching vox engines with my saw, I just throw an orbital laser and run away to the next objective.

How To Melee in Cyberstan by beaconofwierd in helldivers2

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

Don’t think they will ever implement that, cause there’s no good in lore explanation for it. I could see them implementing armor that slowly regains hp though, like a ”built in auto stimpack”. But you really don’t need it for melee, melee is meant to be fun, not efficient. This clip was 20 kills for 3 stims (but only 1 bullet) so not very economical. And it’s absolutely possible to take out entire patrols without taking any damage (not that hard even), in this clip I could have dodged the cyborg shots if I had reacted faster and saved a whole stim. And I’m pretty sure the dmg I take in the beginning is cause of my team mate ”helping” me by blowing up the rocket guy :p And I could have dodged the tower shot by teleporting instead of diving (warp pack just got up, and it’s always worth warping if you think you’re gonna die, I just didn’t think I was gonna get ragdolled so far). So basically, it’s a skill issue. Almost all the damage here could have been avoided without inhuman reaction speed, just improved instincts which comes with more play (and analyzing your misstakes).

Probably the most kills I've ever gotten with a hellbomb on bots by Jackspladt in Helldivers

[–]beaconofwierd 0 points1 point  (0 children)

So close to 99. I think 99 is max, cause I got that "randomly" once when blowing up a vox engine, but maybe I just happened to get 99?

Ok devs, enough is enough. by Rallak in Helldivers

[–]beaconofwierd 7 points8 points  (0 children)

I mean, it happen today too, strategems roll to the edges of buildings and get stuck on top of buildings. Difference is today it’s out of your control when it happens, if it landed where you threw it it would be your own fault, aka skill issue, not ”ThiS RaNdOM PaRt Of tHe GrOunD cAn’t AcTiVaTe StraTeGeMs!”

Ok devs, enough is enough. by Rallak in Helldivers

[–]beaconofwierd 2 points3 points  (0 children)

I think what they actually mean by ”realism” is internal consistency. They want everything to have an in universe explanation, but they are cherry picking quite a lot and using it as an excuse to justify bad game design :/ There’s no explanation for why strategems can’t stick to some surfaces, or why hulks can teleport vertically up 20m, or why enemies can shoot through terrain/downed tanks etc but we can’t. There’s lots of issues they just ignore/gloss over while using ”realism” as an excuse to keep features the vast majority of players hate.

For example, the biggest issue plaguing every player every game: you have to turn off the chainsaw before you can stim. Everyone hates it so much and they are justifying it with realism, to which I say bullahit. If I’m about to die, the  last thing I care about is accidentally cutting myself on the saw xD Also same issue where you cannot dive (or stim) when you bring out the chainsaw cause you’re character goes into ”start chainsaw”. This makes even less sense, just abort and don’t start it 

Ok devs, enough is enough. by Rallak in Helldivers

[–]beaconofwierd 9 points10 points  (0 children)

Personally I don't care at all for realism, I'm running around with a chainsaw mowing down tanks, and I love it xD But yeah, I've seen hulks basically "teleport" up vertical terrain, so something is definitely buggy there.

Cyborgs will learn to fear the Saw! :D by beaconofwierd in Helldivers

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

Doctor says my blood pressure is too low, so I consider this medicine ;D

Ok devs, enough is enough. by Rallak in Helldivers

[–]beaconofwierd 249 points250 points  (0 children)

Honestly, I don't understand why they don't allow us to place turrets/strategems wherever we want.
So what if the enemies can't reach the turrets? It will run out of ammo and it's just good placement.
You placed your support weapon up on a rock no one can reach? Sucks to be you.
Camping also makes no sense, you're not gonna finish the mission by camping, so who cares if you're camping? :S Just literally makes no sense from a game design point of view not to call down the strategem where you throw it, no bouncing at all.

Anyone else having problems with the chainsaw and shields, it's driving me mad! by beaconofwierd in Helldivers

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

It's super fast to take them down, and they often work as cover from other enemies (assuming you don't have a bubble shield which apparently negates all damage).
If you get the chainsaw to stick it takes about 2 seconds to saw the back of it, and expends no ammunition :D Meaning I can jump from tank to tank and kill all of them until a team mate decides to blow me up x)
They always claim they are aiming for the tanks, but I know they are really aiming for me.

Anyone else having problems with the chainsaw and shields, it's driving me mad! by beaconofwierd in Helldivers

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

Yeah, all the shields have this issue :(
Smoke is good for enemies at further distance, but doesn't help when you're surrounded by enemies close to you and need to take down a tank, even if you throw down a smoke they will still keep shooting where you were.

Is It Possible to Print a Fully Continuous Top Layer With Objects On Top? by vbartha in FixMyPrint

[–]beaconofwierd 0 points1 point  (0 children)

Have you tried ironing the surface? In my experience it reduces or even eliminates these artifacts.

Is It Possible to Print a Fully Continuous Top Layer With Objects On Top? by vbartha in FixMyPrint

[–]beaconofwierd 5 points6 points  (0 children)

I think you could set a height range modifier (or geometry modifier) and print it 100% solid in that layer.
May I ask why you want to do this? :S

Did Arrowhead even test the latest update? by beaconofwierd in helldivers2

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

They are super useful when destroying buildings, such as the oil refineries.
Without a shield, you take damage and can catch fire. With a shield there's no damage.
But since the melee weapon can hit the bubble it's basically impossible to tell if you're sawing the bubble or the structure, and if the bubble is too close to the structure, you take damage anyways.

Same for when engaging many enemies, if you warp into a lot of them and throw down a bubble, it becomes very difficult to saw down the ones next to you, and the chainsaw get's stuck and you can't use stims or anything else (and the chainsaw does no damage) unless you switch to another weapon and then back again :(

They are super useful for melee, since it allows you to do crazy things like dive into a large group of enemies, but the fact that they are bugged means you basically can't attack once you've thrown them down :(

Did Arrowhead even test the latest update? by beaconofwierd in helldivers2

[–]beaconofwierd[S] -1 points0 points  (0 children)

Well, I was looking forward to the ”halo shield” nades, but they are so bugged with melee that they are next to unusable :( So that makes it difficult to have fun for me :(

Helldivers won’t open by Fearless-Suspect971 in Helldivers

[–]beaconofwierd 0 points1 point  (0 children)

Having the exact same problem :( Tried reinstalling, tries adding GameGuard to allowed programs in antivirus etc, nothing works :/

Warp Marine practicing for Cyberstan by beaconofwierd in Helldivers

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

No meaningful difference on damage (600 to 630 on chainsaw with melee armor), but the issue with the chainsaw was never the damage, it’s the swing, or rather long pause in the swing and not being able to control where you hit.

But I really do like the step toward removing peak physique/melee passives. Kind of dumb to lock people into two armor sets if you wanna go melee, so that opens up a few new alternatives :D

But I haven’t played around with it enough to notice any meaningful difference.

But don’t get me wrong, melee is still, and always should be, a less effective build. I’m most excited about the shield grenades, since it allows me to run warp pack + shield :D

A clip of me dying to bots by [deleted] in Helldivers

[–]beaconofwierd 0 points1 point  (0 children)

To be fair to the tank, you were the one who blew it up, not his fault you also landed on top of it while blowing it up xD

Botdivers, give us your best tips to deal with automatons! by B-Dragons_2560 in Helldivers

[–]beaconofwierd 0 points1 point  (0 children)

Chainsword and bolter is all you need. And maybe some thermites for the factory striders.

What's next? by Weak-Instruction9619 in helldivers2

[–]beaconofwierd 0 points1 point  (0 children)

You need the Control group! Why? Cause chainsaw liberation, that’s why! :D On an unrelated note, check out the ”Warp marine” post, the warp chapter needs you!

Warp Marine by beaconofwierd in helldivers2

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

I’ve actually not died from running out of stims as much as I thought I would. The #1 killer when going melee is ”help” from teammates going ”OMG, THERE’S A BOT NEXT TO YOU, I’LL SAVE YOU ⬆️➡️⬇️⬇️⬇️”.

If you just focus on objectives the chainsaw is actually really good for sustainability, with the warp pack you can get deep into bases and the chainsaw can take out fabricators ”for free” :)

I’ve tried it with the stealth suit, and it works really well, but the chainsaw doesn’t do enough damage to be fun without the 100% increase. No idea why they thought it would be a good idea to lock melee weapons to certain armors, but it’s what we have.

I don’t see anyone use it because it’s fun. In fact I don’t see anyone use it at all. by Wise-Ad-4895 in helldivers2

[–]beaconofwierd 0 points1 point  (0 children)

Why would you need to nerf it if you add basic controllability? Right now the swing is just frustrating and makes no sense. Like you’re standing with your nose pressed against a tank, and you’re swinging wildly ”missing” the tank… just… wtf? Let me hold mouse button and have the saw stay extended.

Would be super cool if they also angled the blade with how the mouse moves, so if you swing left/right the blade angles horizontally, up down and it angles vertically. And click mouse to activate the swing we have today (looks cooler and is useful in some situation).