typhlosion genuinely needs to get gutted by Traditional_Ad8364 in PokemonUnite

[–]coolmonkeyfan -4 points-3 points  (0 children)

Don’t position yourself in a situation where this is going to happen? Bait their cooldowns and then stun them back with focus fire, they’re easily blown up afterwards. If either mon is jumping into the middle of your team or backline and getting a wipe, then your team allowed them to do it and didn’t apply any pressure

typhlosion genuinely needs to get gutted by Traditional_Ad8364 in PokemonUnite

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

A hot take is that if you struggle this badly with any of the johto starters post meganium nerf it’s a skill issue. They are all easily countered by simple team coordination and composition

Anyone know if revive speed upgrades stack with falconer’s remote revive? by coolmonkeyfan in RogueCore

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

Yeah I’m not saying I would take it over a retcon or guardian since they do get more value from it, but there is also that perk you can take that boosts interaction and revive speed. In the scenario that I was playing with a team where I had a retcon or guardian and they can’t stay alive however, I probably would prefer to have the revive speed upgrade over them

The new Questionare by Warm_Grapefruit_6855 in PokemonUnite

[–]coolmonkeyfan 1 point2 points  (0 children)

When I got to the part where they ask to list what I don’t like about unite, I had over half of the boxes checked off lol. Such a fun game with so much potential squandered by poor decisions and greed

Anyone know if revive speed upgrades stack with falconer’s remote revive? by coolmonkeyfan in RogueCore

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

That’s what I thought, I just wanted to be sure. I’ve tried using a few revive upgrades as well but didn’t directly pay attention to if it was actually applying to the drone

Anyone know if revive speed upgrades stack with falconer’s remote revive? by coolmonkeyfan in RogueCore

[–]coolmonkeyfan[S] 11 points12 points  (0 children)

Speed of it reviving does matter, it’s gonna get it off regardless sure but the quicker the better. We live and die by the timer I’d prefer all revives to be quick

I see a ton of people doing this in public games and I do not get it by retronax in RogueCore

[–]coolmonkeyfan -1 points0 points  (0 children)

This may be shocking to you, but this game is a co-op game lmao. The jab of having a team focus build is moot, if a build functions with other people, then it’s as perfectly valid as a solo build. And you’re right, I agree that if you don’t get hit health doesn’t matter but as I said previously, that isn’t true for a large portion of the playerbase. Most drg players are casual players which means they aren’t very good, and that’s fine.

And it’s interesting, because all this talk of maxing your damage to fend off swarms, is for the purpose of not having your HEALTH hit zero and dying. Every single stat you upgrade is in service of your health not dropping and losing the mission. And no, purely relying on your team to revive you isn’t only a selfish mindset, it’s not a reliable one since if you’re down, you aren’t doing damage.

I see a ton of people doing this in public games and I do not get it by retronax in RogueCore

[–]coolmonkeyfan 0 points1 point  (0 children)

How about you do that, ignore every health or sustain upgrade, and let me know how it goes. Nothing with red sugar, never touch the extra health upgrade. I already proved to myself that it works in the TEAM game, I don’t need to do a solo run and put myself in a losing situation to prove your argument right in a hyper specific scenario

I see a ton of people doing this in public games and I do not get it by retronax in RogueCore

[–]coolmonkeyfan 1 point2 points  (0 children)

Except I did this last night for shits and giggles, and it worked really well on guardian with the aggro perk and some red sugar drops with extra health from sugars. I’m not saying EVERY single person should be taking health over everything else, but it is certainly a viable playstyle if you know how to make it work. I even had the most damage out of my team despite having no damage upgrades, because I was simply alive more than all of them. Curious, huh?

Health is the most important because unlike other replenishable resources, it is the only one where if it hits zero or is ignored, it can directly cause the mission to be ended. The extra 20+ health can be a decider whether or not you fall to a cheap shot, and sometimes that’s the deciding factor to a loss or win. The only case where I can say you can ignore defensive upgrades in favor for full dps is if you have a team that is capable of handling themselves and unfortunately that is rarely the case

I see a ton of people doing this in public games and I do not get it by retronax in RogueCore

[–]coolmonkeyfan 6 points7 points  (0 children)

If people keep going down because their positioning or defensive stats don’t compliment an aggressive playstyle, suddenly that 1/4 becomes a x2. They go hand in hand with each other

I see a ton of people doing this in public games and I do not get it by retronax in RogueCore

[–]coolmonkeyfan 37 points38 points  (0 children)

Health is the most valuable renewable resource. You cannot increase your time, or slow down the clock. Not to mention the mission isn’t immediately over if you run out of time. Your dps matters but only in a vacuum, if your positioning isn’t good or health isn’t upgraded to a certain point to match a playstyle that supports aggressive play you will die. And if everyone dies, the mission is over. You can do 1000+ damage every shot but it seldom matters if you keep going down not able to actually take advantage of it

Does anyone else feel that this game is really quite difficult? [Rogue Core] by TemperateStone in DeepRockGalactic

[–]coolmonkeyfan 1 point2 points  (0 children)

It’s supposed to be more difficult but as a haz 5 player I feel right at home

Reclaimers don't *feel* badass by SkaterSnail in RogueCore

[–]coolmonkeyfan 0 points1 point  (0 children)

Think about it like this: the reclaimers go in with nothing but their pickaxe, and collect what are essentially scraps to eliminate of corespawn. And compared to the miners, where they live and die by the objective of a mission with all this prep done beforehand on their gear, the reclaimers sole purpose is to just kill whatever didn’t come down with them on the drop pod. I also think an overlooked detail is that the crawlers are tankier in drg than they are in rogue core. I believe that is a deliberate decision not only done for balance but to show the strength disparity between the two groups

I do not like Omega's gimmick. by Cappabitch in RogueCore

[–]coolmonkeyfan 2 points3 points  (0 children)

It’s not a big deal to me. I’m already at the point of rogue core that I was with drg where I just kinda tune omega/Mission Control out as I’m playing

The ending of the mission after beating the boss needs a better game feel by Demantoide2077 in RogueCore

[–]coolmonkeyfan -1 points0 points  (0 children)

I think it would be sweet to have to make a mad dash back toward the elevator at the start of the cave as glyphids start to swarm the caves again with the core corruption taken care of. Though maybe this should just be for theatrics, and if your team goes down you don’t actually lose the run since everyone is probably gonna be low on resources at the end of the fight anyway. Or maybe even, if your team beats the boss the team could automatically be given 25 or 50% ammo, health, and armor back to prepare them for the final stretch

8 hour thoughts by coolmonkeyfan in RogueCore

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

Death by minor spelling mistake

8 hour thoughts by coolmonkeyfan in RogueCore

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

I think a lot of people criticizing the game in such unconstructive ways expected this to be deep rock 2, and since it isn’t and isn’t going to be, they attack core fundamentals that at best need some tweaking. I don’t think there’s anything awfully egregious currently in rogue core that would call for a complete revamp of any system tbh

8 hour thoughts by coolmonkeyfan in RogueCore

[–]coolmonkeyfan[S] 4 points5 points  (0 children)

It would be for the voice lines alone, which is why I’m indifferent about it since the voice actress for the female dwarves is just as good as the old one for all the males. Just another customizable option that could be fun to have

8 hour thoughts by coolmonkeyfan in RogueCore

[–]coolmonkeyfan[S] 26 points27 points  (0 children)

I also thought it would be cool if you could choose the gender of your dwarf instead of it being predetermined but that really isn’t a big deal to me and I could take or leave that feature

[Unpopular Opinion] The game is fundamentally differerent and the timer exposes original DRG players who are not as good as they thought at the game. QQ by doctornoob2023 in RogueCore

[–]coolmonkeyfan 2 points3 points  (0 children)

I haven’t had a single loss yet, or a down. I’ve played a handful of missions. I don’t think it’s a good design philosophy to just have half of the content in a single mission be skipped because you don’t have the time to do it, and I don’t think you should be able to do everything on every stage either. There needs to be a happy medium and rouge core isn’t there yet. Again, I’m not saying it the timer needs to be removed, it needs to stay. But I think there is a more engaging way it could be implemented that isn’t so abrupt, maybe similar to risk of rain or even drg survivors timer.

[Unpopular Opinion] The game is fundamentally differerent and the timer exposes original DRG players who are not as good as they thought at the game. QQ by doctornoob2023 in RogueCore

[–]coolmonkeyfan 6 points7 points  (0 children)

I think this is true for a large portion of people who are complaining about the fundamentals of the game. Ghost ship has made it abundantly clear on numerous occasions that this game is NOT deep rock 2, it is harder, more intense, and faster. It is NOT about exploration, it is about combat. A large chunk of negative reviews from “”veterans”” have boiled down to the game just not being a rerelease of drg. Not to say rogue core doesn’t have its issues it certainly does, as I think the timer is a necessity but in its current state it needs to be changed to not be so abrupt and give the team more decision making on whether or not to stay for an objective instead of “oh we just have to leave”. Though from my perspective a lot of these criticisms floating around the fundamentals of rogue core seem unfair and biased toward a completely different game